I've been working on some homebrew classes (mostly revisions and modifications on base SRD stuff) and I wonder if anyone would use these instead of vanilla stuff if given the chance.
1.[Apostle]
(Cleric / Divine Spellcaster Replacement)
"A mortal chosen by a deity with the ability to perform miracles in their name. Their destiny is shackled to their god—every quest a pilgrimage or a divine mission."
HD: D4
BAB: Half
Good Saves: Will
Skill Points: 4 + INT
Class Skills: As Cleric.
Proficiencies: Simple Weapons, No Armor or Shields.
---
Class Features & Spellcasting: Apostles cast spells as clerics and gain all relevant class abilities, but instead use Spellpoints as defined in Unearthed Arcana.
Spell Preparation: Apostles do not prepare spells. They can spontaneously cast any spell on the cleric spell list, as long as they meet the level requirement and have sufficient spell points.
Limitations: Good Apostles cannot cast Necromancy spells or any spells with the Darkness descriptor. Evil Apostles cannot cast Healing spells or any spells with the Light descriptor. Likewise, they cannot cast any Spells with descriptors that contradict their domains. A neutral Apostle must decide whether he will be treated as Good or Evil for such purposes.
Dogma: An Apostle who no longer follows their deity’s will loses all spellcasting abilities. Atonement and similar spells can restore them.
(Reasoning: Not every member of the clergy should be able to do miracles, hence the name change. The reduced base stats is also my attempt to divorce a full spellcaster from martial affairs. I also never understood why a Cleric, or any sort of divine spellcaster, needs to "order" his spells every day. The use of spellpoints is purely for convenience, my players really don't like spell slots.)
2.[Druid]
(Revised Class)
"Hermits who tie themselves to the natural world. They derive power from it, but are also weakened in its absence."
HD: D4
BAB: Half
Good Saves: Will
Skill Points: 4 + INT
Class Skills: As Druid.
Proficiencies: Simple Weapons, No Armor or Shields.
---
Features: Druids progress as per the SRD, but instead use Spellpoints as defined in Unearthed Arcana. They are not restricted from using metal, but do not begin with any proficiency that allows effective use of arms and armor.
Spell Preparation: Druids do not prepare spells. They can spontaneously cast any spell on the druid spell list, as long as they meet the level requirement and have sufficient spell points.
Limitations: Druids can only cast spells while within natural terrain. A cabin in the woods or an overgrown ruin does not hinder them, but an urban environment does. In such locales, they cannot cast any new spells, although ongoing effects persist. If a Druid resides in civilization (anything larger than a village), they lose all spellcasting ability after one day per class level. To recover, they must spend one full year secluded in the wilderness.
Dogma: A Druid who willingly harms nature (burning forests or killing animals outside of self-defense) loses all spellcasting ability. Atonement and similar spells can restore them.
(Reasoning: I wanted to make a Druid that actually functions on the power of nature. I admit the limitations can be jarring, but I believe it could also be a source of plot hooks.)
3.[Sorcerer]
(Modified SRD Class / Psions but "Arcane".)
"Extraordinary individuals that can inherently shape reality with their will."
HD: D4
BAB: Half
Good Saves: Will
Skill Points: 2 + INT
Class Skills: As Sorcerer.
Proficiencies: Simple Weapons, No Armor or Shields.
---
Features: Sorcerers learn spells as their SRD counterparts, but instead use Spellpoints as defined in Unearthed Arcana. They do not get the inherent ability to summon familiars. Their metamagic is not restricted as the SRD Sorcerer, nor do they suffer an arcane spell penalty. They do not however start with proficiency in any armor.
Changes: All Spells they cast are now considered "inherent" Abilities and require no somatic or verbal components. They still pay XP if required, or convert costly material components to XP (5gp - 1XP).
Limitations: A Sorcerer cannot write down spells nor teach them, as they are a part of himself and not something that can be transferred by learning.
(Reasoning: I wanted to make Sorcerers more thematic to their gimmick, that their magic is inherent and a part of their very nature. Familiars are traditionally servant spirits granted by entities to wizards who make pacts with them, so a Sorcerer has no reason to have that from the start.)
4.[Fighter]
(Modified SRD Class / Martial Replacer)
"Peak warriors with talent that surpasses mere sellswords and brutes."
HD: D12
BAB: Full
Good Saves: Fortitude, Reflex
Skill Points: 4 + INT
Class Skills: As Fighter and Barbarian.
Proficiencies: Simple and Martial Weapons, All Armor and Shields.
Features: Fighters gain their allotted Fighter Bonus feats as per the SRD. They also gain a new "Fighting Style" feature which starts on Level 3 and improves on every odd level thereafter.
Limitations: Fighters do not gain access to their exclusive Weapon feats, unless they choose the "Weapon Master" style on Level 3.
Style 1 - Weapon Master: As described above, they gain access to their fighter-only Weapon feats. On Level 3, they gain a free weapon focus feat. On Levels 5, 7, 9 and onwards they gain additional weapon feats.
Style 2 - Berserker: On Level 3, they gain the Barbarian's Rage ability. On Level 5, they gain Mettle. On Level 7, they gain Damage Reduction 2/-. On Level 9, they gain Greater Rage. On Level 11, they gain Indomitable Will. On Level 13, they gain Damage Reduction 4/-. On Level 15, they gain Tireless Rage. On Level 17, they gain Damage Reduction 6/-. On level 19, they gain Mighty Rage.
*Berserkers can gain Rage-related feats as Fighter Bonus feats.
Style 3 - Scoundrel: On Level 3, they gain the Sneak Attack feature (+1d6) plus Hide, Move Silently, Bluff and Tumble as class skills. On Levels 5, 7, 9 and onwards they can choose to improve their Sneak Attack damage (by +1d6 each time), or gain Uncanny Dodge then Improved Uncanny Dodge, or Evasion then Improved Evasion.
*Scoundrels can take any rogue-related feats as fighter bonus feats.
Style 4 - Martial Artist: On Level 3, they gain Improved Unarmed Strike for free and the monk's unarmed strike progression. On Levels 5, 7, 9 and onwards they can choose to improve their unarmed strike by one step (Magic -> Aligned -> Adamantine) or gain one spell (from any spell list) as a spell-like ability usable once per day per 5 HD. The Level of the spell is equal to the fighter's level divided by 3 at the time of the selection. The spells to be selected must not have costly components nor casting times longer than a standard action.
*Martial Artists can take any monk-related feats as fighter bonus feats. They may also take SLA-related feats as fighter bonus feats.
Style 5 - Sentinel: On Level 3, they gain Shield Specialization for free. On Level 5, they gain Heavy Armor Optimization. On Level 7, they gain Shield Ward. On Level 9, they gain Greater Heavy Armor Optimization. On Level 11, they gain Deflective Armor even if they are not psionic - it is also always active. On Level 13, they gain Heavy Armor Specialization. On Level 15, the DR gained by Heavy Armor Specialization now stacks with Adamantine and other natural sources. On Level 17, they ignore all penalties whatsoever while wearing armor. On Level 19, they gain Heavy Fortification while wearing heavy armor.
*Sentinels may treat any armor-related or shield-related feats as Fighter bonus feats, if they aren't already.
(Reasoning: This was my attempt at a unified martial class that can hopefully be competent in more high-powered tables. Initiator Classes are a thing, I'm very much aware, yes. Also some of the styles still do little to elevate the fighter, but at least might provide some flavor.)
5.[New General Feats]
*Also count as Fighter Bonus Feats.
[Blinding Attack]
Prerequisites: Base Attack 3+, Combat Expertise
Effect: As a full-round action, make one attack that deals normal damage if it hits and threatens to blind the target permanently (DC 10 +1/2 Fighter Level +INT Modifier). This attack does not work on creatures with bizarre or no anatomies, undead and constructs.
---
[Debilitating Attack]
Prerequisites: Strength 15+, Power Attack
Effect: While power-attacking, you deal 1 point of Strength or Dexterity Damage (your choice) for every 2 points of attack you have sacrificed.
---
[Death Attack]
Prerequisites: Base Attack 12+, Power Attack, Cleave, Great Cleave
Effect: As a full-round action, make one attack with a -10 penalty. If you hit, you automatically deal critical damage and the target must roll a Fortitude Save or die (DC 10 +1/2 Fighter Level + STR Modifier).
---
[Force Attack](Su)
Prerequisites: Stunning Fist
Effect: While attacking, you may spend 1 Stunning Fist attempt to deliver said attack as a Force Effect. The Attack is resolved as a Touch Attack.
---
[Elemental Attack](Su)
Prerequisites: Stunning Fist.
Effect: As a swift action, you can spend 1 Stunning Fist attempt to add the Flaming, Shocking, Frost, Corrosive or Sonic property to your weapon for 1 minute. For 2 Stunning Fist attempts, you may instead add the Burst version.
---
[Disrupting Attack](Su)
Prerequisites: Base Attack 18+, Death Attack, Force Attack
Effect: As a full-round action, make one attack with a -10 penalty. If you hit, you automatically deal critical damage and the target must roll a Fortitude Save or die (DC 10 +1/2 Fighter Level + STR Modifier). The Death Effect threatens even Undead, Constructs and other creatures that are inherently immune. Immunity from spells and magic items still apply.
---
[Transdimensional Attack]
Prerequisites: Base Attack 18+, Force Attack.
Effect: As a full-round action, make one attack that is delivered as a touch attack. The weapon deals normal damage, but ignores any sort of damage reduction and regeneration. Alternatively, you may target a Force effect and destroy it.
Special: Each such attack has a 5% chance each time of creating a Gate (as the spell) to a random plane and a Caster Level of 17.
---
[Bladeworks]
Prerequisite: Weapon Specialization with a bladed weapon, Combat Expertise, Base Attack 8+
Effect: The reach of your mastered weapon is doubled at all times.
---
[Bladestorm]
Prerequisite: Bladeworks.
Effect: As a full-round action, you can deliver a Cone Attack with a radius of 10 feet + your chosen weapon's adjusted reach. You deal your normal attack damage with no need for an attack roll, but all within can roll a Reflex Save (DC 10 +1/2 Fighter Level + INT) for half damage.
---
[Greater Bladeworks]
Prerequisite: Greater Weapon Specialization with a bladed weapon, Bladeworks, Base Attack 18+
Effect: The reach of your mastered weapon is tripled instead of doubled. You can apply a -5 penalty on all your attacks with the weapon to be delivered as touch attacks.
---
[Greater Bladestorm](Su)
Prerequisite: Bladestorm, Stunning Fist
Effect: You can spend 1 Stunning Fist attempt to double the range of your cone attack, or turn the range into a radius centered on you.
---
1.[Apostle]
(Cleric / Divine Spellcaster Replacement)
"A mortal chosen by a deity with the ability to perform miracles in their name. Their destiny is shackled to their god—every quest a pilgrimage or a divine mission."
HD: D4
BAB: Half
Good Saves: Will
Skill Points: 4 + INT
Class Skills: As Cleric.
Proficiencies: Simple Weapons, No Armor or Shields.
---
Class Features & Spellcasting: Apostles cast spells as clerics and gain all relevant class abilities, but instead use Spellpoints as defined in Unearthed Arcana.
Spell Preparation: Apostles do not prepare spells. They can spontaneously cast any spell on the cleric spell list, as long as they meet the level requirement and have sufficient spell points.
Limitations: Good Apostles cannot cast Necromancy spells or any spells with the Darkness descriptor. Evil Apostles cannot cast Healing spells or any spells with the Light descriptor. Likewise, they cannot cast any Spells with descriptors that contradict their domains. A neutral Apostle must decide whether he will be treated as Good or Evil for such purposes.
Dogma: An Apostle who no longer follows their deity’s will loses all spellcasting abilities. Atonement and similar spells can restore them.
(Reasoning: Not every member of the clergy should be able to do miracles, hence the name change. The reduced base stats is also my attempt to divorce a full spellcaster from martial affairs. I also never understood why a Cleric, or any sort of divine spellcaster, needs to "order" his spells every day. The use of spellpoints is purely for convenience, my players really don't like spell slots.)
2.[Druid]
(Revised Class)
"Hermits who tie themselves to the natural world. They derive power from it, but are also weakened in its absence."
HD: D4
BAB: Half
Good Saves: Will
Skill Points: 4 + INT
Class Skills: As Druid.
Proficiencies: Simple Weapons, No Armor or Shields.
---
Features: Druids progress as per the SRD, but instead use Spellpoints as defined in Unearthed Arcana. They are not restricted from using metal, but do not begin with any proficiency that allows effective use of arms and armor.
Spell Preparation: Druids do not prepare spells. They can spontaneously cast any spell on the druid spell list, as long as they meet the level requirement and have sufficient spell points.
Limitations: Druids can only cast spells while within natural terrain. A cabin in the woods or an overgrown ruin does not hinder them, but an urban environment does. In such locales, they cannot cast any new spells, although ongoing effects persist. If a Druid resides in civilization (anything larger than a village), they lose all spellcasting ability after one day per class level. To recover, they must spend one full year secluded in the wilderness.
Dogma: A Druid who willingly harms nature (burning forests or killing animals outside of self-defense) loses all spellcasting ability. Atonement and similar spells can restore them.
(Reasoning: I wanted to make a Druid that actually functions on the power of nature. I admit the limitations can be jarring, but I believe it could also be a source of plot hooks.)
3.[Sorcerer]
(Modified SRD Class / Psions but "Arcane".)
"Extraordinary individuals that can inherently shape reality with their will."
HD: D4
BAB: Half
Good Saves: Will
Skill Points: 2 + INT
Class Skills: As Sorcerer.
Proficiencies: Simple Weapons, No Armor or Shields.
---
Features: Sorcerers learn spells as their SRD counterparts, but instead use Spellpoints as defined in Unearthed Arcana. They do not get the inherent ability to summon familiars. Their metamagic is not restricted as the SRD Sorcerer, nor do they suffer an arcane spell penalty. They do not however start with proficiency in any armor.
Changes: All Spells they cast are now considered "inherent" Abilities and require no somatic or verbal components. They still pay XP if required, or convert costly material components to XP (5gp - 1XP).
Limitations: A Sorcerer cannot write down spells nor teach them, as they are a part of himself and not something that can be transferred by learning.
(Reasoning: I wanted to make Sorcerers more thematic to their gimmick, that their magic is inherent and a part of their very nature. Familiars are traditionally servant spirits granted by entities to wizards who make pacts with them, so a Sorcerer has no reason to have that from the start.)
4.[Fighter]
(Modified SRD Class / Martial Replacer)
"Peak warriors with talent that surpasses mere sellswords and brutes."
HD: D12
BAB: Full
Good Saves: Fortitude, Reflex
Skill Points: 4 + INT
Class Skills: As Fighter and Barbarian.
Proficiencies: Simple and Martial Weapons, All Armor and Shields.
Features: Fighters gain their allotted Fighter Bonus feats as per the SRD. They also gain a new "Fighting Style" feature which starts on Level 3 and improves on every odd level thereafter.
Limitations: Fighters do not gain access to their exclusive Weapon feats, unless they choose the "Weapon Master" style on Level 3.
Style 1 - Weapon Master: As described above, they gain access to their fighter-only Weapon feats. On Level 3, they gain a free weapon focus feat. On Levels 5, 7, 9 and onwards they gain additional weapon feats.
Style 2 - Berserker: On Level 3, they gain the Barbarian's Rage ability. On Level 5, they gain Mettle. On Level 7, they gain Damage Reduction 2/-. On Level 9, they gain Greater Rage. On Level 11, they gain Indomitable Will. On Level 13, they gain Damage Reduction 4/-. On Level 15, they gain Tireless Rage. On Level 17, they gain Damage Reduction 6/-. On level 19, they gain Mighty Rage.
*Berserkers can gain Rage-related feats as Fighter Bonus feats.
Style 3 - Scoundrel: On Level 3, they gain the Sneak Attack feature (+1d6) plus Hide, Move Silently, Bluff and Tumble as class skills. On Levels 5, 7, 9 and onwards they can choose to improve their Sneak Attack damage (by +1d6 each time), or gain Uncanny Dodge then Improved Uncanny Dodge, or Evasion then Improved Evasion.
*Scoundrels can take any rogue-related feats as fighter bonus feats.
Style 4 - Martial Artist: On Level 3, they gain Improved Unarmed Strike for free and the monk's unarmed strike progression. On Levels 5, 7, 9 and onwards they can choose to improve their unarmed strike by one step (Magic -> Aligned -> Adamantine) or gain one spell (from any spell list) as a spell-like ability usable once per day per 5 HD. The Level of the spell is equal to the fighter's level divided by 3 at the time of the selection. The spells to be selected must not have costly components nor casting times longer than a standard action.
*Martial Artists can take any monk-related feats as fighter bonus feats. They may also take SLA-related feats as fighter bonus feats.
Style 5 - Sentinel: On Level 3, they gain Shield Specialization for free. On Level 5, they gain Heavy Armor Optimization. On Level 7, they gain Shield Ward. On Level 9, they gain Greater Heavy Armor Optimization. On Level 11, they gain Deflective Armor even if they are not psionic - it is also always active. On Level 13, they gain Heavy Armor Specialization. On Level 15, the DR gained by Heavy Armor Specialization now stacks with Adamantine and other natural sources. On Level 17, they ignore all penalties whatsoever while wearing armor. On Level 19, they gain Heavy Fortification while wearing heavy armor.
*Sentinels may treat any armor-related or shield-related feats as Fighter bonus feats, if they aren't already.
(Reasoning: This was my attempt at a unified martial class that can hopefully be competent in more high-powered tables. Initiator Classes are a thing, I'm very much aware, yes. Also some of the styles still do little to elevate the fighter, but at least might provide some flavor.)
5.[New General Feats]
*Also count as Fighter Bonus Feats.
[Blinding Attack]
Prerequisites: Base Attack 3+, Combat Expertise
Effect: As a full-round action, make one attack that deals normal damage if it hits and threatens to blind the target permanently (DC 10 +1/2 Fighter Level +INT Modifier). This attack does not work on creatures with bizarre or no anatomies, undead and constructs.
---
[Debilitating Attack]
Prerequisites: Strength 15+, Power Attack
Effect: While power-attacking, you deal 1 point of Strength or Dexterity Damage (your choice) for every 2 points of attack you have sacrificed.
---
[Death Attack]
Prerequisites: Base Attack 12+, Power Attack, Cleave, Great Cleave
Effect: As a full-round action, make one attack with a -10 penalty. If you hit, you automatically deal critical damage and the target must roll a Fortitude Save or die (DC 10 +1/2 Fighter Level + STR Modifier).
---
[Force Attack](Su)
Prerequisites: Stunning Fist
Effect: While attacking, you may spend 1 Stunning Fist attempt to deliver said attack as a Force Effect. The Attack is resolved as a Touch Attack.
---
[Elemental Attack](Su)
Prerequisites: Stunning Fist.
Effect: As a swift action, you can spend 1 Stunning Fist attempt to add the Flaming, Shocking, Frost, Corrosive or Sonic property to your weapon for 1 minute. For 2 Stunning Fist attempts, you may instead add the Burst version.
---
[Disrupting Attack](Su)
Prerequisites: Base Attack 18+, Death Attack, Force Attack
Effect: As a full-round action, make one attack with a -10 penalty. If you hit, you automatically deal critical damage and the target must roll a Fortitude Save or die (DC 10 +1/2 Fighter Level + STR Modifier). The Death Effect threatens even Undead, Constructs and other creatures that are inherently immune. Immunity from spells and magic items still apply.
---
[Transdimensional Attack]
Prerequisites: Base Attack 18+, Force Attack.
Effect: As a full-round action, make one attack that is delivered as a touch attack. The weapon deals normal damage, but ignores any sort of damage reduction and regeneration. Alternatively, you may target a Force effect and destroy it.
Special: Each such attack has a 5% chance each time of creating a Gate (as the spell) to a random plane and a Caster Level of 17.
---
[Bladeworks]
Prerequisite: Weapon Specialization with a bladed weapon, Combat Expertise, Base Attack 8+
Effect: The reach of your mastered weapon is doubled at all times.
---
[Bladestorm]
Prerequisite: Bladeworks.
Effect: As a full-round action, you can deliver a Cone Attack with a radius of 10 feet + your chosen weapon's adjusted reach. You deal your normal attack damage with no need for an attack roll, but all within can roll a Reflex Save (DC 10 +1/2 Fighter Level + INT) for half damage.
---
[Greater Bladeworks]
Prerequisite: Greater Weapon Specialization with a bladed weapon, Bladeworks, Base Attack 18+
Effect: The reach of your mastered weapon is tripled instead of doubled. You can apply a -5 penalty on all your attacks with the weapon to be delivered as touch attacks.
---
[Greater Bladestorm](Su)
Prerequisite: Bladestorm, Stunning Fist
Effect: You can spend 1 Stunning Fist attempt to double the range of your cone attack, or turn the range into a radius centered on you.
---