#dnd subclass
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jhamkul · 3 months ago
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Paladin Subclass: Oath of the Deific Champion
✨Post made in collaboration with Green Goblet Games ✨
Paladin is my favorite class in D&D, and one of my fantasies has always been always playing as a deity's champion. Introducing the 'Oath of the Deific Champion,' a new homebrew subclass that lets you become a living avatar of your chosen deity without needing to be a cleric. Think 'Oath of Devotion' reimagined, letting you forge an unbreakable bond with your chosen god and wield their power in the mortal realm. What deity's power would YOU wield to smite evil (or good)?
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evangelines-garden · 2 months ago
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Construct Magic Sorcerer
Prerequisite: To use this sorcerer’s origin, your creature type cannot be humanoid. You must be a construct, elemental, undead, etc.
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Construct Magic Sorcerers are creatures who get their magical power from within. Not because they were born of magic, but because they are made with it. Perhaps you are a former Warlock’s familiar, given to them on high by some dark god, or maybe you are a corpse awakened by a necromancer with no memory of who your body used to be. Or perhaps you are simply the result of a wizard’s spell gone awry. No matter where you came from, you are magic itself given form, and the spells you cast come from the energy your body is made of.
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Constitutes of Energy
Your magic is everything you are. Starting at level 1 when you choose this sorcerous origin, your spellcasting ability becomes Constitution instead of Charisma. Furthermore, your constitution score is increased by 2. It cannot be increased over 20 using this feature.
Shifting Construct
Also at level 1, you gain the ability to change your physical form using your innate magical abilities. Choose one of the following:
Form of Mist: As a bonus action, you may spend 2 sorcery points to transform into a cloud of mist on your turn. While in this state you have a fly speed of 60ft, can use Dash as a bonus action, and you may occupy the same space as another creature if you wish. You may not take attack actions, cast/concentrate on spells, or interact with objects in this state, though you also cannot be targeted by melee or spell attacks. You may not use this feature if you are grappled/your movement is currently 0.
Form of Stone: As a bonus action, you may spend 2 sorcery points to transform into a stone statue on your turn. While in this state, you gain resistances to bludgeoning, slashing, piercing damage, and poison damage. You have advantage on all ability checks/saving throws that involve strength while in this form and you may add your constitution modifier to your AC until you come out of it. Your movement also becomes 20ft and you may not take the dash action.
Form of Swarm: As a bonus action, you may spend 2 sorcery points to transform into a swarm of small insects (ex: locusts, flies, mosquitoes, etc) on your turn. Your swarm size is equal to 5 times your constitution modifier and you gain a fly speed of 30ft. You may occupy the same space as another creature if you wish, in which case it automatically counts as a ranged melee attack (1d4 + your constitution modifier damage). You may interact with objects while in this form, but you cannot cast/concentrate on spells. Furthermore, you may separate your swarm into two equal groups, allowing you to be in two places at once. Both swarms move/attack/act on your turn, however, you may not come out of this form until your swarm has reconstituted with itself.
Form of Fire: As a bonus action, you may spend 2 sorcery points to transform into a roaring fire on your turn. You gain resistance to all non-magical damage types except for Cold, for which you are immune. Furthermore, your body radiates an aura that does 1d8 + your constitution modifier of fire damage to all creatures hostile to you in a 60ft radius at the start of each of your turns. While you cannot concentrate on spells in this form, you may make spell attacks so long as they do fire damage. While in this state, however, your speed is 0.
Form of Water: As a bonus action, you may spend 2 sorcery points to transform into a small stream of water on your turn. Your speed increases 5 and you may take the dodge action as a bonus action. You also gain the ability to heal your allies when necessary. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your sorcerer level. The chosen creature you are healing must be within 25ft of you and you regain all expended dice in this pool after a long rest. You may not use this pool to heal yourself.
In order to transform out of your constructed form and return to your regular body, you must use another bonus action on your turn.
Reactive Instincts
You’ve become even more adept with your shape changing abilities. At level 6, on a successful attack made against you, you may use your reaction to transform into your Shifting Construct form (you must still spend the sorcery points necessary to transform). The damage you take from said attack becomes 0, and you stay in this form until the start of your next turn, where you may decide whether you transform back or not. You may use this feature only once per long or short rest.
Evolving Construct
You have so thoroughly mastered your constructed abilities that they begin to bleed into your regular form. At level 14, you gain new abilities based on which Shifting Construct form you chose at level 1. Choose one of the following:
Evolving Mist: (Prequistite: Must have Shifting Construct - Form of Mist) You gain a permanent fly speed of 60ft regardless of what form you’re in. You can no longer be charmed or frightened while in the Form of Mist. Additionally, before transforming into your misty form, you may choose one willing creature within 10ft of you and turn them into mist as well. This creature gains all the benefits of Form of Mist while within 10ft of you, and reconstitutes at the end of their next turn if they are ever more than 10ft from you. They may also use an action to reconstitute to their normal form on their turn if they wish.
Evolving Stone: (Prerequisite: Must have Shifting Construct - Form of Stone) You gain permanent proficiency with Strength saving throws/ability checks regardless of what form you’re in. Additionally, you also gain three charges of the spell Absorb Elements whilst in your stone form. You know this spell innately and it does not count against your spells known. You regain all expended charges of Absorb Elements when you finish a long or short rest.
Evolving Swarm: (Prerequisite: Must have Shifting Construct - Form of Swarm) You become immune to taking fall damage. Additionally, while in your swarm form, the automatic damage you do while in the same space as another creature increases to 2d4 + your constitution modifier. Your swarm size also increases, becoming 10 times your constitution modifier. Enemies cannot take opportunity attacks against you while you are in your swarm form.
Evolving Fire: (Prerequisite: Must have Shifting Construct - Form of Fire) You gain permanent resistance to fire damage regardless of what form you’re in. Additionally, your speed whilst in your Fire form increases to 15ft, and you burn everything in your path whilst you move. Any creatures within 5ft of you while you move must make a dexterity saving throw against your spell save DC or take 1d4 Fire damage as you pass by. This includes non-hostile creatures/allies. Your aura increases its damage to 1d12 + your constitution modifier.
Evolving Water: (Prerequisite: Must have Shifting Construct - Form of water) You may take the dodge action as a bonus action regardless of what form you’re in. Additionally, while in your water form, you gain three charges of the spell Ice Knife. You know this spell innately and it does not count against your spells known. You regain all expended charges after a long or short rest. Your healing pool’s dice type also increases from d6s to d8s.
The amount of sorcery points you use to transform into your Shifting Construct form doubles at this level as well if you take this feature.
Ever-Shifting Construct (Optional)
Instead of taking the Evolving Construct feature at level 14, you may take this feature instead. You gain none of the benefits or abilities from Evolving Construct if you do.You may choose 1 additional form from Shifting Construct.
Constructed Control
At level 18, your mastery over the physical form can extend far outside yourself. Once per day, you may make a spell attack against one humanoid creature with 120ft of you that you can see that has half their hit points or less. On a successful attack against that creature, you may spend 10 sorcery points and turn them into an inanimate object. What kind of object is up to the DM’s discretion/rolled on the table of trinkets. The turned creature cannot make attacks, either melee or spell, cannot move, and cannot take any actions outside of a Wisdom saving throw to undo their transformation at the end of their turn. They lose all concentration on any spells they had cast and automatically lose any checks/saving throws required of them outside of the aforementioned wisdom saving throw. their HP/AC remain the same as they were the moment they were turned. A creature turned this way cannot be affected by an Animate Objects spell and is entirely aware of their surroundings the entire time they are turned.
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castaniadicegoblin · 4 months ago
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Way of the Weave Monk v2.2.1 - Jedi Monk subclass now updated!
Some years ago I was inspired to make a fantasy version of the jedi, as a monk order in my world. I recently reworked it into it's 2.0 version (for 5e14 monk) and got a bunch of great feedback.
This is the re-updated version of the homebrew. I have gone through a lot of feedback, rebalanced features, and patched some issues. Includes powers, styles, and ways to use loot or crafting to enhance your lightsaber ki blade!
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henwicks-library · 5 months ago
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D&D Homebrew | Rogue: Street Rat
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Roguish Archetype - Street Rat
Some rogues hone their skills with the blade or stealth, while others rely on their innate gifts to get by. For you, the only thing you can truly rely on is your own instinct. Maybe you grew up on the streets witnessing constant brawls, or maybe you never quite took the the ki side of monk teachings. Whatever the case, Street Rats excel in weaving in and out of combat, landing a few crucial blows before backing off to protect themselves.
Fisticuffs
When you choose this archetype at 3rd level, you gain the following benefits:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
You can roll a d6 in place of the normal damage of your unarmed strikes.
Your unarmed strikes can now trigger your Sneak Attack.
For Dungeon Masters
If your campaign starts at a level below 3, consider giving a player that plans to take this subclass the benefits of this feature at levels 1 and 2, so that they may better use Unarmed Strikes prior to choosing this subclass.
Street Smarts
Also at 3rd level, your instincts are sharpened in and out of combat. This instinct is represented by your Instinct dice, which are d6s. You have a number of Instinct dice equal to your Wisdom modifier (minimum 1). You regain all of your expended Instinct dice when you finish a short or long rest.
You can expend Instinct dice to fuel various techniques, which are detailed under the "Techniques" section below. You start knowing two such techniques: Bob and Weave and The One-Two. You learn more techniques as you gain levels in this class.
Unerring Instinct
By 9th level, your instinct has been further honed through time spent fighting. You gain advantage on Wisdom (Perception) checks made to detect traps and hidden creatures, and Wisdom (Insight) checks to determine if a creature is lying. Additionally, you cannot be surprised while you are conscious.
Skill Monkey
By level 13, your instinct has been perfected to the point that you excel even in things you have little experience with. You learn the Instinctual Skill technique.
Dirty Fighting
At 17th level, you've mastered the art of following your instinct to best take advantage of your opponent. You learn the Sucker Punch technique.
Additionally, you have advantage on opportunity attacks.
Techniques
Bob and Weave. When a creature you can see hits you with an attack, you can use your reaction to roll an Instinct Die. You add the number rolled to your AC for the rest of your turn, including against the triggering attack.
The One-Two. When you use your action to make a melee attack that misses, you can expend an Instinct Die to make additional melee attack with advantage, as part of the same action. If this attack hits, you add your Instinct Die to the damage
Instinctual Skill. When you fail a skill check that doesn't include your proficiency bonus, you can roll an Instinct die and add the number rolled to the check, potentially turning a failure into a success. You expend the die only if the roll succeeds.
Sucker Punch. When a creature within 5 feet hits you with an attack, you may use your reaction to expend 1 Instinct die to immediately make an opportunity attack against the creature. If the attack hits, you add the Instinct die to the damage dealt, and the creature must make a Constitution saving throw (DC 8 + your proficiency bonus + your Wisdom modifier). On a failed save, they instead miss their attack and become stunned until the end of its turn.
DM me for commissions, or find me on Fiverr starting at $5!
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lewinston · 5 months ago
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I feel crazy because I'm so sure I posted this on my Tumblr already! Buy my archive says otherwise and I double-checked. Anyway, cover art for my College of Festivities Bard for 5e. You can get the free PDF and a character token on my Ko-Fi page HERE.
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dragongodshomebrewhoard · 4 months ago
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Rogue: Bloodstalker
You are a relentless killer, a predator who marks your prey and ensures they cannot escape. Unlike other rogues who rely on subtlety and deception, you thrive in the thrill of the hunt, locking down your target and cutting them down with brutal efficiency.
Bloodstalkers are feared for their persistence—once they’ve set their sights on a victim, there is no running. Through sheer instinct and ferocity, they dismantle their foes piece by piece, reveling in the carnage left behind.
Crimson Dance
3rd-level Bloodstalker feature
You learn to single out your prey, forcing them into a desperate struggle.
Predator’s Mark. When you hit a creature with a melee weapon attack, you can mark them as prey until the start of your next turn. A marked creature:
Cannot take the Disengage action while within 5 feet of you.
Has disadvantage on attack rolls against creatures other than you.
Always qualifies for your Sneak Attack, even if you don’t have an ally within 5 feet of the target. You still cannot use Sneak Attack if you have disadvantage on the attack roll.
Once per turn, when you hit a marked creature with an attack, you can choose to leave them bleeding. Until the mark ends, the creature takes extra damage equal to your proficiency bonus at the start of each of its turns.
Thrill of the Kill
9th-level Bloodstalker feature
The heat of battle fuels you, driving you into a relentless pursuit of violence.
Sanguine Recovery. Whenever you hit a marked enemy with an attack, you regain hit points equal to your proficiency bonus.
Hunted Prey. Your Sneak Attack applies to a marked enemy regardless of any other conditions, unless you have disadvantage on the attack roll.
Adrenaline Surge. When you reduce a marked creature to 0 hit points, you can immediately take the Dash or Disengage action as a free action.
Survivor’s Tenacity
13th-level Bloodstalker feature
Your body refuses to fall, pushing itself beyond its limits.
Endless Hunt. When you roll initiative and have no uses of Uncanny Dodge left, you regain one use.
Gritted Resilience. When you are reduced to 0 hit points, you can make a DC 10 Constitution saving throw. On a success, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. The DC resets when you finish a long rest.
Predator’s Grip. If a marked creature moves more than 5 feet away from you, you can use your reaction to make a melee attack. On a hit, the target’s speed is reduced to 0 until the end of its turn.
Bloodstalker’s Finale
17th-level Bloodstalker feature
You are an unstoppable force, a butcher whose presence signals the end of the hunt.
Relentless Execution. If you hit a marked creature with Sneak Attack, you can make another melee attack against a different creature within 5 feet as part of the same attack action.
No Escape. If a marked creature starts its turn within 5 feet of you, its speed is reduced by 10 feet until the end of its turn.
Killer’s Momentum. When you reduce a marked creature to 0 hit points, you gain advantage on your next attack roll before the end of your next turn.
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tinkerbitch69 · 5 months ago
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A recent string of spinner wheel results I got:
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Am…am I just Imogen Temult? I mean I always thought she was so relatable but damn :/
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homebrew-a-la-traumaverse · 2 years ago
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Subclasseptember Day 18: Niche
The Politician - Homebrew Rogue Subclass
Why isn't September the 7th month of the year? Whoever designed this calendar ought to be stabbed.
"Niche" as a prompt was designed to encompass weirder subclass options, ones that probably wouldn't work in every campaign. This one, for instance, could do some absurd things in a subterfuge-heavy campaign, but might not fare so well in a dungeon crawl or a wilderness expedition. But I wouldn't be surprised to see people figure out ways to get creative with the prompt.
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pressplay-if · 8 months ago
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hihi! your dnd ask has me sooo curious as to what subclasses would they be! stevie gives me light vibes but at the same time i can totally see something like war for her hdfjdj
Hiii I really don't wanna put any more thought in this bc it's gonna break my brain, but just for Stevie, I can see her pulling a reverse Shadowheart and switching from one of the light/life domains to War
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jaypea00101010 · 1 year ago
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Druidic Circle: Circle of Ruin
I just put out an update to my Circle of Ruin!
Ever wanted to play a stone based druid, or a druidic knight, well here's the subclass for you!
A front-line warrior druid that lets you make stone armour, grants martial weapon proficiencies, and just lets you grapple and pummel your enemies if you really want!
If you grab the PDF from the link above, you also get 'Lady Ethel of Scarwood' a CR6 NPC statblock with lore and tips on how to run in combat!
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cloaksandcapes · 12 days ago
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Danger is around corner, in every alley, on every rooftop. City Strider's have a swift finger on the string, and can find cover at any moment. Find the City Strider Ranger D&D subclass on our Patreon, along with 14 others!
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jhamkul · 6 months ago
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Artificer Subclass: Mechanized Arcanist
What would happen if we had a middle point between full casters and half casters in D&D 5e? This new subclass transforms the artificer into a three-quarters caster, providing a new progression table, as their magical abilities are more akin to those of wizards than from regular artificers. Mechanized Arcanists are artificers who believe the synthesis of magic and machinery holds the key to transcending human limits and unlocking its true potential. And yes, this was slightly inspired by Viktor from League of Legends…
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Thank you very much for checking out this new creation! If you want to see more of my content, feel free to visit my Instagram, where I ask for advice, post teasers, and you can vote for my future posts.
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thehomebakery · 3 months ago
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Run fast. Hit fast. With this dashing Rogue subclass based off of Octane from Apex Legends 🏃‍♂️
Get hold of the PDFs for this HERE, including accessible and printer friendly versions.
If you enjoy this and would like to support my future creations, become a member of the Homebakery Patreon not only will you be helping me continue to create, but you'll also get exclusive work, behind the scenes sneak peeks and the ability to vote on what comes out in the future 💕
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vivi-designs · 1 year ago
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MY DND CHARACTER!!A High Sun Elf Sorcerer Nobility
She is an assassin! I did this based of the description of high elf’s + fit of what I thought slayed, the character is not a visual of what I look like at all 😭!! My gfs is very accurate tho! Just not mine, hers is more human!
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Her face veil since she’s famous / semi royal
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henwicks-library · 5 months ago
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D&D Homebrew | Artificer: Tinkerer
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Artificer Specialization - Tinkerer
From humble toy makers to honored war mechanics, Tinkerers vary just as much as their creations. Crafting small robots called automatons, it is common to see a Tinkerer puttering about their workshop, followed by a swarm of their own design. Those who have witnessed a Tinkerer in battle know that, with or against them, there truly is strength in numbers.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Tinkerer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Tinkerer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Tinkerer Spells
3rd level - Command, Faerie Fire 5th level - Hold Person, Shatter 9th level - Slow, Tiny Servant 13th level - Faithful Hound, Resilient Sphere 17th level - Hold Monster, Telepathic Bond
Tiny Helpers
By 3rd level, your tinkering has culminated in the ability to create small automatons to aid you in battle. An automaton is friendly to you and your companions, and it obeys your commands. See its game statistics in the Automaton stat block, which uses your Proficiency Bonus (PB) in several places. You determine the creature's appearance; your choice has no effect on its game statistics. At any time, you may have a maximum number of active automatons equal to 2 plus one third of your Artificer level (rounded down).
Whenever you finish a Long Rest, you may magically create a number of automatons equal to your Proficiency Bonus. You may also expend a spell slot to create a number of automatons equal to the level of the expended spell slot. When you do so, the automatons appear in an unoccupied space within 5 feet of you.
In combat, your automatons share your initiative count, and act on a single turn immediately after yours. They can move on their own, but the only Actions they will take on their turn is the Dodge action, unless you take a Bonus Action on your turn to command them to take another action. If you are controlling multiple automatons, you can command any number of them, giving the same or different commands to each one. If you are incapacitated, the automatons will protect you from harm and attack your foes, taking Actions other than just Dodge.
If the Mending spell is cast on an automaton, it regains 2d6 hit points.
Tag Team
At 5th level, you better learn to utilize own attacks to command your automatons. Once per turn when you cast an Artificer spell, you may choose one target of the spell. If there are any automatons within 5 feet of the chosen creature, you may command one of them to immediately make an attack against the creature.
Swarm's Hunger
At 9th level, you upgrade the targeting systems in your automatons. When a creature destroys one of your automatons, you may use your Reaction to immediately command any number of your remaining automatons to move up to half their speed, and attack the triggering creature.
Production Line
At 15th level, your capacity to create your automatons greatly improves. Whenever you expend a spell slot to create an automaton, you may create a number of automatons equal to twice the level of the expended spell slot. Additionally, when you use your Action to create an automaton, you may cast a cantrip as part of the same Action.
DM me for commissions, or find me on Fiverr starting at $5!
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lewinston · 6 months ago
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My D&D subclasses have been being reblogged lately on tumblr.
So here's another full one!
The Populous warlock for 5E D&D in it's entirety. For when your warlock patron... is the people ✊🦅✨ Support me on KO-FI for more homebrew and to help fund future projects: https://ko-fi.com/lewinston
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