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<blockquote data-quote="Herosmith14" data-source="post: 7413039" data-attributes="member: 6886148"><p>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.</p><p></p><p></p><p style="text-align: center"><span style="color: #000000"><span style="font-family: 'Arial'">Circle of Steel</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Bonus Proficiencies</span></span></strong></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">When you choose this class at 2nd level, you gain proficiency in metal shields and armor, heavy armor, and martial weapons.</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Drain Nature</span></span></strong></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Extra Attack</span></span></strong></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Starting at 6th level, you may attack twice, instead of once, whenever you take the attack action.</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Metal Shape</span></span></strong></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><strong><span style="color: #000000"><span style="font-family: 'Arial'">Steel Resolve</span></span></strong></p><p></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p style="text-align: center"><span style="color: #000000"><span style="font-family: 'Arial'">Sorcerer: Time Warped</p><p>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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> 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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Temporal Archive</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Time Slow</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> 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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Temporal Repositioning</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Temporal Stall</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> You may use this feature twice. You regain all expended uses at the end of a short or long rest.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Time’s Child</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At 18th level, you have become a master of time. For every 10 years, you only physically age 1.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Also, you learn the <em>Time Stop</em> 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</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p style="text-align: center"><span style="color: #000000"><span style="font-family: 'Arial'">Druid: Circle of the Drake</p><p>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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Draconic Resilience</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Additionally, when you are not wearing armor and are not in a wild shape, your Armor Class equals 13 + your Dexterity Modifier.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span><em>(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.)</em></p><p><em></em><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Drake Tongue</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Also starting at 2nd level, you learn Draconic if you do not already know the language.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Dragon Form</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Once you use this feature, you cannot use it again until you finish a short or long rest.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Terrifying Roar</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Once you have used the roar aspect of this feature, you cannot do so again until you have finished a short or long rest.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Ancient Resilience</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Additionally, your Dragon Form no longer needs to recharge, though you still are unable to use it if you are out of Wild Shapes.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p style="text-align: center"><span style="color: #000000"><span style="font-family: 'Arial'">Paladin: Oath of Fate</p><p>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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Tenets of Fate</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> <em>Observation.</em> 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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> <em>Choice.</em> The future is always uncertain and changing, neither can nor should we force others to follow a certain path.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> <em>Wisdom.</em> The past is rife with mistakes and tragedies. By studying it, we can learn to avoid similar incidents without peering into the future.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> <em>Hope.</em> 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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Oath Spells</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> <table style='width: 100%'><tr><td>3rd<br /> </td><td>Detect Magic, Detect Evil and Good<br /> </td></tr><tr><td>5th<br /> </td><td>Augury, Warding Bond<br /> </td></tr><tr><td>9th<br /> </td><td>Clairvoyance, Counterspell<br /> </td></tr><tr><td>13th<br /> </td><td>Divination, Locate Creature<br /> </td></tr><tr><td>17th<br /> </td><td>Legend Lore, Scrying<br /> </td></tr></table><p></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Channel Divinity</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">When you take this Oath at 3rd level, you gain the following two channel divinity options.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> <em>Fate’s Vision.</em> 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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> <em>Thread of Destiny.</em> 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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Aura of Foresight</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At 7th level, and creatures within 10ft of you have advantage on initiative and Dexterity saving throws.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Divinated Resistance</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> You may use this feature a number of times equal to half your proficiency bonus. You regain all expended uses on a long rest.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Fatekeeper</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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:</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> <ul> <li data-xf-list-type="ul">You can see all invisible creatures not behind total cover.</li> <li data-xf-list-type="ul">You can see into the ethereal plane for 60ft.</li> <li data-xf-list-type="ul">You have advantage on all saving throws.</li> <li data-xf-list-type="ul">All attack rolls have disadvantage against you.</li> </ul><p>This effect lasts for one minute. Once it ends, you cannot activate it again until you have finished a </span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p style="text-align: center"><span style="color: #000000"><span style="font-family: 'Arial'">Sorcerer: Frostmage</p><p>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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Tongue of the Frostdwellers</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At 1st level, you learn the following languages: Yeti, Winter Wolf, and Giant.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Wintery Armor</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">Starting at 1st level, you have learned to conjure up the cold forces to protect yourself and others. You learn the <em>Armor of Agathys</em> spell, and it does not count against your spells known. Additionally, whenever you cast <em>Armor of Agathys</em> on yourself, you can grant the benefits to a number of other creatures you can see in 60ft equal to your Charisma modifier.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> 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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Bleak Midwinter</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Frosty Secrets</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"><strong>Cold Emperor</strong></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">At 18th level, you gain immunity to cold damage.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> 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.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"> Once you use this feature, you must finish a long rest before you can do so again.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'">I'm open to any advice or critique.</span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p><p><span style="color: #000000"><span style="font-family: 'Arial'"></span></span></p></blockquote><p></p>
[QUOTE="Herosmith14, post: 7413039, member: 6886148"] 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. [CENTER][COLOR=#000000][FONT=Arial]Circle of Steel[/FONT][/COLOR][/CENTER] [COLOR=#000000][FONT=Arial]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.[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Bonus Proficiencies[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Arial]When you choose this class at 2nd level, you gain proficiency in metal shields and armor, heavy armor, and martial weapons.[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Drain Nature[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Arial]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.[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Extra Attack[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Arial]Starting at 6th level, you may attack twice, instead of once, whenever you take the attack action.[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Metal Shape[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Arial]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.[/FONT][/COLOR] [B][COLOR=#000000][FONT=Arial]Steel Resolve[/FONT][/COLOR][/B] [COLOR=#000000][FONT=Arial]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.[/FONT][/COLOR] [COLOR=#000000][FONT=Arial] [CENTER]Sorcerer: Time Warped[/CENTER] 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. [B]Temporal Archive[/B] 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. [B]Time Slow[/B] 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. [B]Temporal Repositioning[/B] 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. [B]Temporal Stall[/B] 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. [B]Time’s Child[/B] At 18th level, you have become a master of time. For every 10 years, you only physically age 1. Also, you learn the [I]Time Stop[/I] 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 [CENTER]Druid: Circle of the Drake[/CENTER] 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. [B]Draconic Resilience[/B] 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. [/FONT][/COLOR][I](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.) [/I][COLOR=#000000][FONT=Arial] [B]Drake Tongue[/B] Also starting at 2nd level, you learn Draconic if you do not already know the language. [B]Dragon Form[/B] 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. [B]Terrifying Roar[/B] 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. [B]Ancient Resilience[/B] 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. [CENTER]Paladin: Oath of Fate[/CENTER] 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. [B]Tenets of Fate[/B] 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. [I]Observation.[/I] 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. [I]Choice.[/I] The future is always uncertain and changing, neither can nor should we force others to follow a certain path. [I]Wisdom.[/I] The past is rife with mistakes and tragedies. By studying it, we can learn to avoid similar incidents without peering into the future. [I]Hope.[/I] 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. [B]Oath Spells[/B] 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. [TABLE] [TR] [TD]3rd [/TD] [TD]Detect Magic, Detect Evil and Good [/TD] [/TR] [TR] [TD]5th [/TD] [TD]Augury, Warding Bond [/TD] [/TR] [TR] [TD]9th [/TD] [TD]Clairvoyance, Counterspell [/TD] [/TR] [TR] [TD]13th [/TD] [TD]Divination, Locate Creature [/TD] [/TR] [TR] [TD]17th [/TD] [TD]Legend Lore, Scrying [/TD] [/TR] [/TABLE] [B]Channel Divinity[/B] When you take this Oath at 3rd level, you gain the following two channel divinity options. [I]Fate’s Vision.[/I] 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. [I]Thread of Destiny.[/I] 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. [B]Aura of Foresight[/B] At 7th level, and creatures within 10ft of you have advantage on initiative and Dexterity saving throws. [B]Divinated Resistance[/B] 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. [B]Fatekeeper[/B] 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: [LIST] [*]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. [/LIST] This effect lasts for one minute. Once it ends, you cannot activate it again until you have finished a [CENTER]Sorcerer: Frostmage[/CENTER] 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. [B]Tongue of the Frostdwellers[/B] At 1st level, you learn the following languages: Yeti, Winter Wolf, and Giant. [B]Wintery Armor[/B] Starting at 1st level, you have learned to conjure up the cold forces to protect yourself and others. You learn the [I]Armor of Agathys[/I] spell, and it does not count against your spells known. Additionally, whenever you cast [I]Armor of Agathys[/I] 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. [B]Bleak Midwinter[/B] 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. [B]Frosty Secrets[/B] 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. [B]Cold Emperor[/B] 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. [/FONT][/COLOR] [/QUOTE]
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