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Jester David's Subclasses

I've been doing some 5e homebrewing on my website. I thought I'd post them here to get some feedback. A second eye is always good.

[h=2]Barbarian[/h][h=3]Faerie Hunter[/h]The barbarians known as faerie hunters mix spellcraft with weaponry. Educated in magic by fey beings such as the eladrin, sorcerous magic comes easily to these warriors, even when gripped with wild fury.
A faerie hunter does not possess the uncouth savagery of most barbarians, but instead possess an alien mindset. They are not beings of mindless rage but burning passion, their emotions unrestrained by mortal morality. Faerie hunters can be fickle and unpredictable, possessing the innate chaotic nature of the fey.
[h=4]Spellcasting[/h]When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 for the sorcerer’s spell list.
[h=4]Faerie Hunter Spellcasting[/h]
Barbarian levelCantrips KnownSpells KnownSpellcasting splots per spell level
1st2nd3rd4th
3rd322---
4th333---
5th333---
6th333---
7th3442--
8th3542--
9th3542--
10th4643--
11th4743--
12th4743--
13th48432-
14th49432-
15th49432-
16th410433
17th410433-
18th410433-
19th4114331
20th4124331
Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots. The Faerie Hunter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known. You know two 1st level sorcerer spells of your choice, which must be from the abjuration and transmutation schools. The Spells Known column of the Faerie Hunter Spellcasting table shows when you learn more sorcerer spells. Typically these spells must be abjuration or transmutation spells of a level for which you have spell slots, but the spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer’s spell list. Normal requirements, such as spell level and school, still apply when replacing a spell.
Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since you either innately know your magic or were taught it by fey powers. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
[h=4]Focused Mind[/h]Starting when you choose this path at 3rd level, you can cast cantrips and maintain concentration on a spell while raging. Additionally, your rage does not end early if you cast an abjuration or transmutation spell that targets yourself.
[h=4]Warding Defence[/h]At 3rd level, you have learned to magically ward yourself from harm. You can use Charisma modifier instead of your Constitution modifier for Unarmoured Defence.
[h=4]Single-Minded[/h]Beginning at 6th level, you add double your proficiency bonus to Constitution saving throws to maintain your concentration. If you fail a concentration check while raging, you can use your reaction to end your rage early to maintain concentration on the spell.
[h=4]Elemental Fury[/h]When you reach 10th level, your Rage is magically enhanced. When you gain this feature, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Your can choose to have the bonus damage from your Rage or Brutal Critical features deal damage of this type.
[h=4]Sorcerous Might[/h]At 14th, when you spend your action to cast an abjuration or transmutation spell of 2nd level or lower with a duration of at least 1 minute, you can choose to rage as part of the same action. The spell lasts for the duration of your rage and you do not need to maintain concentration for the spell. Any effect that causes you to fall out of rage also ends the spell.
[h=2]Fighter[/h][h=3]Commander[/h]Those who take the path of the commander view battles as one would a game, continually thinking strategy, planning out skirmishes in advance, and directing their allies in the middle of combat. Commanders come educated in the art of war, often in military academies where they were taught how to best direct a squad. Others learned how to command from experience, working as a town guard or mercenary under a skilled leader.
[h=4]Improved Action Surge[/h]When you choose this archetype at 3rd level, you learn how to see openings in the enemy’s defences, and know the right time to strike. When you use the Action Surge feature, instead of taking an extra action you can choose to grant an ally that can see and hear you your extra action. This action can only be used to cast a cantrip or take the Attack, Dash, or Dodge actions.
[h=4]Tactical Superiority[/h]At 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Commander’s Maneuvers. You learn the Rally maneuver and three additional maneuvers chosen from the list of commander’s maneuvers. You can use only one maneuver per attack. Full rules on maneuvers are in the Player’s Handbook, with new ones detailed below.
Rally. This maneuver functions as in the Player’s Handbook, only you can choose to use your Intelligence modifier in place of your Charisma modifier for its effect.
Superiority Dice. You have six superiority dice, which are d6s. A superiority die is expended when you use it. You regain all expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th, 10th, 15th, and 18th level.
[h=4]Combat Leader[/h]When you reach 7th level, so long as you are not surprised, you and all allies that can see and hear you can choose to apply your proficiency bonus to initiative checks.
[h=4]Improved Tactical Superiority[/h]Starting at 10th level, you learn two new maneuvers, at least one of which as to be from the list of commander’s maneuvers. You can also choose to replace one maneuver you know with a different one.
Additionally, you add your proficiency bonus to the temporary hit points gained from the Rally maneuver.
[h=4]Complex Stratagem[/h]At 15th level, you can use two maneuvers in the same attack. These must be two different maneuvers and doing so costs an extra superiority die beyond the cost required for the maneuvers.
[h=4]Evaluate the Situation[/h]Starting at 15th level, you can observe the unfolding battle as an action, allowing you to regain 1 superiority die. This die must be used before the end of your next turn.
[h=4]Reliable Maneuver[/h]At 18th level you know how to best direct your allies. When you spend only a single superiority die on your turn, you can choose to use your Intelligence modifier in place of the die roll.
[h=4]Commander Maneuvers[/h]These are fighter maneuvers. The Commander must pick their maneuvers from this list.
Assist Focus. When a friendly creature that can see and hear you rolls a Constitution saving throw to avoid losing concentration on a spell, you can expend one superiority die and use your reaction to help them maintain their focus. The creature adds the superiority die to the saving throw.
Castling. You spend a superiority die as a bonus action to switch places with a friendly creature within 5 feet that can see and hear you and is able to move. This movement does not provoke opportunity attacks.
Commander’s Strike. See the Player’s Handbook.
Distracting Strike. See the Player’s Handbook.
Knight’s Gambit. You spend a superiority die and grant a creature advantage on attack rolls against you. If the creature attacks you before the end of your next turn you can use your reaction to make a melee weapon attack against the creature. If the attack hits, you add the superiority die to the attack’s damage roll.
Maneuvering Attack. See the Player’s Handbook.
Shake It Off. When a friendly creature that can see and hear you fails a saving throw, you can expend one superiority die and use your reaction to try and encourage them to fight off the effect. The creature rerolls their saving throw, adding the superiority die to the result.
Warning Cry. When a friendly creature that can see and hear you is attacked by another creature, you can expend one superiority die and use your reaction to shout a warning telling them to block or which direction to dodge. They can reduce the damage by the number you rolled on your superiority + your Intelligence modifier.
[h=2]Rogue[/h][h=3]Investigator[/h]Your strongest weapon is not a bow or dagger but your keen mind and quick wits. You are adept at piecing together evidence and observing details that others might miss, and can quickly communicate these details to your allies. Detectives, archaeologists, and some monster hunters often belong to this archetype. Some investigators remain criminals, becoming masterminds who rely on underlings for theft and murder.
[h=4]Identify Weakness[/h]Starting at 3rd level, when you take the Help action to aid a creature’s attack and that attack hits, the creature deals extra damage equal to your Sneak Attack damage.
[h=4]Keen Observations[/h]Starting at 3rd level, you can use the bonus action granted by your Cunning Action to take the Search action.
In additional, if not already proficient in Survival, you can add your proficiency bonus to Wisdom (Survival) checks to follow tracks.
[h=4]Evaluate Target[/h]Starting at 9th level, you have learned how to study a creature to learn its capabilities and physical characteristics and mannerisms. For each minute you spend watching the creature, you learn if it is your equal, superior, or inferior in one the following characteristics:

  • An ability score
  • A skill
  • A saving throw
  • Total class levels (if any)
  • Rogue class levels (if any)
At the DM’s discretion you might discover other information such as a special ability, vulnerability, or personality trait such as an ideal or bond.
[h=4]Web of Informants[/h]By 9th level, you have acquired a number of agents and contacts you can approach for information and research materials. These contacts might be tied to your background or individuals who owe you a debt not easily repaid. While in a settlement where you have a contact you have advantage on all Intelligence (Investigation) checks made while researching using downtime days.
In addition, you are typically aware of current events as your contacts will dispatch messages to inform you of noteworthy developments and occasionally approach you with new information.
[h=4]Distant Assistance[/h]At 13th level, you can direct attacks while keeping yourself a safe distance away. You can use the Help action to aid a friendly creature in attacking a creature within 15 feet of you.
[h=4]Sudden Advantage[/h]When you reach 17th level, when an ally within 15-feet that you can see makes a critical hit, you can use your reaction to make the Help action.
[h=2]Sorcerer[/h][h=3]Fey Bloodline[/h]Related to high fey or sylvan beings, most feyblood sorcerers trace their power back to a ancestor’s dalliance with a fey creature, perhaps one disguised as a spouse. Some are mortal creatures replaced by changelings and raised by the fey. The magic of this bloodline tends to be subtler than that of other sorcerers, more focused on deception and ensnaring minds.
[h=4]Glamour[/h]When you select this origin at 1st level, you learn how to cloak yourself glamour that subtly changes your appearance. The glamour does not act as a disguise but obscures physical imperfections, removes grime, and makes you seem more charming and mysterious. While under the glamour you appear somewhat otherworldly, with an ineffable glow and a constant breeze waving through your hair.
As an action you can raise your glamour, which lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). While your glamour is active you have advantage on all Charisma checks. Once you use this feature, you must finish a long rest before you can use it again.
[h=4]Faerie Resilience[/h]At 6th level, when you cast a spell you can spend 1 sorcery point to gain resistance to nonmagical weapons for 10 minutes.
[h=4]Deceptive Sorcery[/h]When you reach 14th level, you can use Subtle Spell even if you have already used a different Metamagic option during the casting of the spell. Additionally, when using Subtle Spell you can make a Charisma (Deception) check to hide the fact you cast a spell from onlookers.
[h=4]Faerie Crossing[/h]At 18th level, you can partially step into the faerie realm to travel in the blink of an eye. As a bonus action you can spend sorcery points teleport. You travel 15 feet for every sorcery point spent. Alternatively, when you are attacked by creature within 30 feet of you that you can see, you can use your reaction to use this feature, but the sorcery point cost is doubled.

[h=2]Sorcerer[/h][h=3]Elemental Bloodline[/h]The raging storm of the elemental planes has given rise to your innate magic. Your sorcery might be inherited, and you call a genie or other elemental being as an ancestor. On occasion, the intersection of genasi lineages produces a sorcerer with pronounced elemental power. You might have descended from members of an elemental cult who were regularly exposed to extraplaner magic. Alternatively, your power might be unrelated to your family: you may have been exposed to elemental energies through a portal or spent time in a region where the walls between planes were thin.
[h=4]Elemental Bond[/h]When you select this origin at 1st level, choose your elemental bond. Each element has a damage type associated with it.
ElementDamage Type
AirLightning
EarthAcid
FireFire
WaterCold
[h=4]Reactive Resistance[/h]
At 1st level, your body absorbs the magical energies of your bonded element. When you take damage of the type associated with your elemental bond, you gain resistance against that damage type for 1 minute.
[h=4]Lingering Damage[/h]When you reach 6th level, when you cast a spell that deals the damage type associated with your elemental bond, the effect briefly persists. At the start of the target’s next turn, they take extra damage of your elemental bond’s damage type equal to 1d4 + your proficiency bonus.
[h=4]Shift Element[/h]
Starting at 14th level, you gain the ability to manipulate the magical energies of harmful spells you cast, altering the magic to match your bonded element. When you cast a spell that deals damage, you can spend 1 sorcery points to change the damage type of the spell to the type associated with your elemental bond.
[h=4]Elemental Aura[/h]At 18th level, you can call forth your element, and surround yourself in a nimbus of magical energy. Small rocks might orbit around you or you might be wreathed in flickering flames or a prenatural chill. As an action, you can spend 4 sorcery points to draw forth your element. For 1 minute or until you lose your concentration – as if you were maintaining concentration on a spell – you are immune to damage of the type associated with your elemental bond, and at the start of each of your turns, each creatures within 5 feet of you takes 3d6 damage of your elemental bond’s damage type.
[h=2]Warlock[/h][h=3]The Primordial[/h]The roiling chaos that is the elemental planes is the home of your patron. Also known as archomentals or elemental princes, primordials typically work through elemental creatures or cultists, and seldom directly empower mortals. Archomentals are unpredictable and chaotic creatures, and their full reasons for becoming your patron are inscrutable and unknown, owing as much to chance and whim as forethought. While primordials are comprised of a single element – such as earth, air, or frost – your patron has bonded you with the entirety of the elemental planes, giving you some power over all elements. You may favour one element and pay homage to single elemental prince, or emulate the chaotic nature of your patron and randomly drift between elements.
[h=4]Expanded Spell List[/h]The Primordial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Primordial Expanded Spells
Spell Level Spells
1stburning hands, thunderwave
2ndgust of wind, melf’s acid arrow
3rdmeld into stone, protection from energy
4thconjure minor elementals, fire shield
5thconjure elemental, wall of stone
[h=4]Elemental Attunement[/h]Starting at 1st level, after a short or long rest you attune yourself to the flow of energy from a particular element. Choose an elemental damage type: acid, cold, fire, lightning, or thunder. This is your attuned element until you choose a different one with this feature.
[h=4]Elemental Strike[/h]At 1st level, when you hit a creature with an attack, you can simultaneously strike the creature with elemental energy. The creature can make a Reflex saving throw against your warlock spell save DC. On a failure, the target takes damage equal to 1d10 + your warlock level, and half as much damage on a successful save. This damage type is of your attuned element.
You must finish a short or long rest before you can use this feature again.
[h=4]Impose Weakness[/h]Beginning 6th level, you can curse your enemies with susceptibility to elemental energy. As an action, choose a creature within 60 feet of you. It must succeed on a Wisdom saving throw against your warlock spell save DC or gain vulnerability to the damage type of your attuned element for 1 minute. If the creature has resistance or immunity to the damage type, it does not gain vulnerability but instead loses its resistance or immunity for the duration. At the end of each of its turns, the creature can repeat this saving throw, ending the effect on a success.
Once you use this feature, you must finish a short or long rest before you can use it again.
[h=4]Elemental Resistance[/h]When you reach 10th level, you gain resistance to damage from your attuned element.
[h=4]Redirect Energy[/h]At 14th level, you can refocus elemental energies directed at you to another target. When you are hit by an attack that deals damage of the type of your attuned element, you can use your reaction to direct that damage to another creature or object that you can see within 60 feet. That target can make a Reflex saving throw against your warlock spell save DC. On a fail saving throw, the target takes the full damage of the triggering attack, or half as much damage on a successful saving throw.
You must finish a short or long rest before you can use this feature again.
[h=2]Bard[/h][h=3]College of Theatrics[/h]The bards of the College of Theatrics are taught how to capture and hold the attention of an audience as well as alter their mannerisms, conceal their features, and veil their intentions. Lies come easily to these bards, who are as adept at making up tales as retelling the truth. Many of these bards find work as actors and performers, whether it is on their own or part of a travelling troupe. A rare few find alternate uses for their skills, as confidence men or even spies. Few of these bards remain in the same place for long, and most journey between theatres, royal courts, or inns.
Bards of Theatrics are often dedicated to their art. Many throw themselves into a role, adopting new mannerisms and habits, and refusing to drop character before their performance is complete. Some even lose themselves in a performance, creating elaborate and detailed backstories. Other bards have a stable of favourite characters whom they can assume at a moment’s notice.
[h=4]Bonus Proficiencies[/h]At 3rd level, when you join the College of Theatrics, you gain proficiency in the Deception skill, the Disguise kit, and one skill or set tools of your choice.
[h=4]Subtle Enchantment[/h]Also starting at 3rd level, creatures are less aware that you have used magic to influence their behaviour. When a spell you cast that charmed a creature ends, as a reaction you can make a Charisma (Deception) check opposed by the creature’s Wisdom (Insight) check. If you succeed, the creature is unaware it was charmed.
[h=4]Captivating Performance[/h]When you reach 6th level, you have learned how to grab the attention of a small crowd. As an action you can begin a performance that causes all creatures within 30 feet of you who can see and hear the performance to make a Wisdom saving throw against your bard spell save DC or become charmed. Creatures that succeed on this saving throw are immune to your performances for 1 day. The performance lasts for 1 minute and must maintain concentration on the performance, as if you were maintaining concentration on a spell. The performance also ends if you or one of your allies takes a hostile action against one of the targets. You choose the nature of your performance, such as a song, story, or dance. Once you use this feature, you must finish a short or long rest before you can use it again.
Additionally, you can spend a use of your Bardic Inspiration to fascinate creatures charmed by your Captivating Performance. While they are charmed, fascinated creatures have disadvantage on all Wisdom (Perception) checks and will not willingly move more than 60 feet from you. Fascinated creatures will follow you but will not walk into visible dangers or hazardous locations.
[h=4]Heightened Performance[/h]Starting at 14th level, you can render the audience of your performance awestruck. While concentrating on your Captivating Performance, you can spend a use of your Bardic Inspiration to augment the effect, and all creatures charmed by your Captivating Performance must succeed on a Wisdom saving throw or become stunned until the performance ends. At the end of each of their turns, a stunned creature can repeat the saving throw to end this effect.
[h=2]Ranger[/h][h=3]Grim Trecker[/h]Embracing the Grim Trecker archetype means moving from natural places to the urban wilds: slums, alleys, docks, parks, and sewers. You learn the rhythms of your city, the movement of its people and goods, and defend your city from internal and external threats. As you become a Grim Trecker, you learn how to combat the dangers of the city, both bestial and humanoid, and how best to pursue those who violate the laws of either nature or civilization.
[h=4]Community Explorer[/h]When you reach 3rd level, you consider cities as much your home as the wilderness. You can become familiar with a number of settlements equal to your Wisdom modifier (minimum 1), treating those settlements as a favoured terrains for your Natural Explorer feature. Familiarizing yourself with a new settlement beyond this maximum replaces an existing settlement of your choice. To familiarize yourself with a settlement, you must spend 24 hours in that community and the settlement must have a population of at least 1,000.
[h=4]Crippling Blow[/h]Also at 3rd level, you learn to impede your prey, allowing for easier pursuit. You gain one of the following features of your choice. The effects from this feature last for for 1 minute or until the target or one its allies takes an action to a DC 12 Wisdom (Medicine) check to remove the effect. The effect also ends if the target regains hit points.
Bleeding Wound. When you hit a creature with a weapon attack, you can open a deep cut that bleeds profusely. At the start of each of the target’s turns it takes 1d4 damage. This feature does not affect constructs or undead. You can only open a single bleeding wound on a creature.
Disorienting Blow. Once on each of your turns when you hit a creature with a weapon attack, you can rattle or distract the target. The creature can take move or take an action each round but not both.
Hamstring. Once on each of your turns when you hit a creature with a weapon attack, the creature’s base speed is halved. This has no effect on creatures who use magical means of movement.
[h=4]Crowd Dodging[/h]At 7th level, you have grown adept at weaving through crowds and quickly dodging around people. You do not treat spaces occupied by non-hostile creatures as difficult terrain, and you can move through spaces occupied by hostile creatures.
Additionally, you have advantage on ability checks related to chases while in your favoured terrain.
[h=4]Multiattack[/h]When you reach 11th level, you gain one of the following features of your choice, or one of the choices from the Player’s Handbook.
Combination Strike. When you hit with a melee attack you can attack another target. You must make a separate attack roll for each target. If you have movement remaining, you can move up to 5 feet between each attack. While using this feature, you cannot attack the same creature twice during a single round.
Multishot. Once on each of your turns, you can simultaneously fire multiple projectiles in place of an attack with a ranged weapon. Choose two targets you can seen within your weapons range that are within 5 feet of each other. You make a single attack roll that applies for both targets.
[h=4]Toxic Resistance[/h]Starting at 15th level, you have become accustomed to squalid conditions and are immune to diseases and poisons.
 
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Quickleaf

Legend
Only made it thru the Faerie Hunter so far, but it's interesting. Looks fine balance wise, but I couldn't figure out the theme or source material that inspired you. By the name I was thinking a Rider of the Wild Hunt vibe but then it's abjuration/transmutation spell selection and elemental damage make it...something else?
 

Only made it thru the Faerie Hunter so far, but it's interesting. Looks fine balance wise, but I couldn't figure out the theme or source material that inspired you. By the name I was thinking a Rider of the Wild Hunt vibe but then it's abjuration/transmutation spell selection and elemental damage make it...something else?
The faerie hunter has a bit of a hodgepodge origin. I had the idea to make the spontaneous version of the eldritch knight that's more sorcerer and less wizard. The idea of having a more feywild influenced barbarian, the kind of barbarian and elf (or eladrin) might become, was part of the concept, but it likely owes something to the Pathfinder blooodrager as well.
Based on the Unearthed Arcana article, I might rework the 10th level feature.

The commander fighter was posted here earlier, and is included for completeness sake. It's a fighter with more of a dash of warlord.
Ditto the investigator rogue, which you helped on earlier.

The fey bloodline for the sorcerer was originally conceived as an enchanter build, but I decided to separate it from spells, so it could go for illusion or enchantment. Subtle magic that doesn't even seem like magic and the like. I'm a sucker for Neil Gaiman and similar portrayals of fey (Hellboy, Susanna Clarke, etc). I do wish I could have included a "cold iron" reference in faerie resistance, but that doesn't really exist in 5e.

The elemental sorcerer bloodline and Primordial pact warlock came out of stuff I was expected with Elemental Evil. When WotC didn't do it, I wanted to give it a try myself.
The design of the Primordial pact warlock was influenced by my desire not to have 4+ different lists of new spells (especially with so many elemental spells already being on the list). That influenced the chaos flavour and element shifting.

I wasn't happy with the PHB bards. There was the warlord-esque valour bard and the wizardy lore bard. There didn't seem to be a trickery/deception bard or an enchantment focused bard or a buffing/support bard. I brainstormed a few other builds and this was the first to really take shape.

The grim trecker ranger is an urban ranger. Less happy with the name, but "urbanite" or "city dweller" didn't fit and "street walker" was right out.
 

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