I make dnd stuff whenever the wretched beast (motivation) submits to my will.PfP by @gay-little-izzet
Don't wanna be here? Send us removal request.
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Do you believe in alchemy ?
I'm not sure what you mean. That's kinda like asking if I believe in the Roman empire.
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I mean, if you think about it, a dungeon full of weird porn traps is kind of ideal for a D&D lich. Depending on what specific version of the rules we're talking about, their natural immunities encompass paralysis, poison, ability drain, fatigue, all mind-altering effects, and anything that forces a Fortitude/Constitution save, which notably includes nearly all polymorph effects. They could fill a dungeon with goofy TF traps and hypno shit and not even need to remember what they put where because they're not affected by any of it. Awkward if you ever have non-undead guests, of course, but such is the price of convenience!
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I kinda just realised that the last few months of posts were me effectively doing reboots on older brews of mine, specifically the original Variant Class document. Honestly quite the glow up.
Like, on the smallest scale, the Archivist 2025 while the least massive of the changes, is arguably a lot cleaner than the original. And design wise, it's got a lot more interesting stuff going for it, flavorfully and mechanically now that it's stepped back from the original's design of just having a lot of prepared spells at once.
And, from there the Eldritch Sage too just recently got the Witch as its effective spiritual successor / replacement. While the two are quite different at their core (Ones just the Warlock with regular spellcasting, the other is a wizard!esque druid), the witch carried a bit of the same flavor, in being int-based occultists. It even keeps the ability to get warlock spells, as well as the invocation-preparation mechanic. Though, the witch ends up being much more mechanically distinct, which makes sense. With the original variant class doc, I wasn't really sure what I wanted variant classes to be when I wrote them, so some of them are very distinct (i.e., the Mentalist or Mountebank) and others were basically just a single altered class feature or two. Nowadays such a thing would probably end up just being an Alternate Class Feature, like the Infernal/Necrotic Paladin doc I wrote a bit back.
And lastly of course, is the mentalist, which, yeah. It absolutely had a glow up, going from effectively just experimentation with psionic ideas and being a bandaid solution of "heres the least effort path to get an Erudite into 5e", into the entirety of the Unearthed Psionics document. Quite the step up from "Sorcerer with adjusted spellcasting rules" to "Entire new game system with dedicated doc."
Three docs actually, with Deepened Psionics adding onto the psionics system, and of course the Synthesist, which is sort of a return to origins. The synthesist very much was written with the goal of "Now that theres an actual psionics system, how could this affect a rewrite of the Mentalist?". Mechanically, other than being sorcerer!variant classes, theres not that much overlap (except for a bit of flavor), but the original foundations are in there somewhere.
Its neat going back and reviewing how stuff changed over... Damn, two and a half years? Its been a bit hasn't it.
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NCat's Witch Class
Heres a brew that touches on some ideas I've been wanting to play with for some time. For one, it's an Animal Companion version of the druid. In the past, druid's both had natural companions and wild shape as core powers, but in the move to 5e they lost their little buddies. So, I wanted to create a variant of the druid that lets them trade away wild shape for summonable companions.
The second thing I've wanted to play with is druids as Int casters, as well as general "archivist-core" classes. We get a lot of stuff touching on arcane and divine magic, but not so often for primordial magic. So, I wanted to do something that touched on it.
Hence, this class. A Primordial, Int Based caster with a built in summonable companion!
After writing some pretty large brews, its been nice to get back into some smaller items :P
Anyways, heres your document link
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Miss Penny, why do you personally kill the sun at the end of every day, and forge a new sun every single morning?
someone’s gotta do it
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This post has gotten so big that tumblr's getting mad at me editing it. Wow! Anyways, taking this as a chance to reblog this and have all content from June 2025 onwards be posted in here.
Classes
The Witch. A variant druid that uses intellect and study to command the forces of nature, gaining the power to summon spirits from the wild and learn occult secrets of magic
Subclasses
Fighter: Element Slinger: A 1/3rd element channeling archetype that channels elemental power. Part of Deepened Attunement
Force Attunement / Umbra Attunement: An elemental attunement that draws from the force of pure magic that suffuses the multiverse / An elemental attunement that draws from the negative energy plane. Part of Deepened Attunement
Other
Deepened Attunement: Expanded content for the Conduit.
I've realised that it's a little tough to actually find anything on my page, so this post serves as a quick and easy way to get to any one bit of homebrew. Hopefully, this makes things a bit easier when it comes to looking at the stuff I've written :)
Classes
The Weave Whisperer. A Wisdom Based arcane class that acts as a servant of the forces of magic itself. They gain access to the unique Tension spellcasting system, which allows them to regain magical energy when fights turn for the worse
The Weave Whisper (Updated). The Weave Whisperer class as a link to a homebrewery page. All errata added, alongside a number of small touch ups and balance tweaks. Plus the order Astronomica is here too <:
The Conduit. A constitution based elemental class that uses a variety of talents to reshape its elemental powers, without need for spellcasting.
[3.5E DND] The Weave Whisperer. An adaptation of the weave whisperer to bring it into 3.5e dnd
Prestige Classes. A system for prestige classes to exist within 5th edition. Comes with 10 new prestige classes along with it.
The Psionicist. A full powered psionics based manifesting class! Part of Unearthed Psionics, a psionics compendium!
The Soul Blade: A half manifesting psionic warrior that draws forth a psychic weapon forged from their mind. Part of Deepened Psionics, a psionics compendium expansion!
Variant Classes
Variant Classes Pt. 1 Two new classes built by altering existing classes into new sets of options. Includes the Archivist, a Divine scholar, and the Eldritch Sage, a researcher of the otherworldly. Update! The Archivist and Mentalist have received new versions, listed below!
Variant Classes Pt. 2 Two more new variant classes. Includes the Mentalist, a psionic spell caster, and the Mountebank, an urban duellist.
Variant Classes Pt.3 An additional Variant class, the Aleator, a card based spellcaster who draws their magical from their arcane Spell Deck
Variant Class: Inquisitor. A conversion of the Inquisitor from pathfinder to 5e as a martially focused cleric
Variant Class: The Vocator. An occultist who gains power by binding the vestiges of ancient beings within their body in order to harness their power.
● Vocator Extras. A document of bonus content for the Vocator, including Feats, Magic Items, NPC Statblocks and Bonus Rules
● Vocator Extras 2. Bonus content for the vocator, including the School of Anima for the wizard and three new vestiges.
Variant Class: Sha'ir. A spellcaster who draws magic from the elemental planes, aided by their elemental familiar.
Variant Class: The Commander. A non magical support character who takes charge on the battlefield and rallies their allies.
Variant Classes, Multiclassing and Prestige Classes. Information regarding the rules for how Variant Classes interact with the multiclassing rules for 5e, as well as the Prestige Class rules on this blog.
Variant Class: The Synthesist. A customizable class built around a warped mutation of the body, allowing you to mix and match progression in either Psionics, Magic, or Martial combat
Variant Class: The Archivist (2025). A revised version of the archivist variant class!
Subclasses
Cleric: War Domain (Revised): A revision to the war domain of cleric to bring it in line with other martial caster archetypes
Fighter: Curse Bearer. A fighter archetype that gains access to magical powers allowing them to hex and curse their opponents with ill fortune to their own advantage.
Rogue: Balladeer. A rogue archetype that utilizes bardic techniques and magic to cut through people with a sharp tongue, all whilst leading allies to greater victory
Rogue: Oathblade. A rogueish archetype that utilizes divine power, whether for healing or for smiting.
Rogue: Trapsmith. A rogue archetype that gains the ability to create a number of unique traps and gadgets to litter the battlefield with, ranging from less lethal smoke bombs to far more lethal explosives.
Sorcerer: Primeval Soul . A sorcerer archetype that draws from the power of nature, allowing plantlife near them to surge with positive energy, hindering their enemies and supporting their allies.
Warlock: Forgemaster. A warlock patron who grants their servants exceptional power over the creation of magical items, giving them unique items of their own that they can create and share.
Wizard: Ào Shù. A wizard archetype built off of a 5 element system. They gain powers to boost their magic, as well as altering their arcane powers. However, these powers come with them needing to abide by ancient traditions.
Wizard: Old Magic. A wizard subclass that makes use of ancient magical techniques, gaining features reminiscent of 3rd edition, include additional spells per day by Vancian casting rules
Monk (Way of the Unified Whole), Rogue (Psychochicanerist), and Wizard (Cerebremancy): Psionic subclass as part of the Unearthed Psionics compendium!
Dedication Archetypes. Subclass options to allow any class to multiclass with another class through the form of a subclass!
Spells
0th Level (Cantrips
Air Bolt. A cantrip that makes a swarm of explosive bursts of air pressure.
Electric Snap. Send a bolt of lightning at an enemy that shocks them, and deals further damage with a delay.
Leaping Spark. A spark of lightning hits your foe, before arcing to a nearby creature.
Roqo's Bullet Bounce. A ranged weapon cantrip that causes your projectile to ricochet off of surfaces to reach its target.
Thunder Bolt. A blast of thundering energy blasts a creature within range.
Venom Blast. A ranged weapon cantrip that creates a deadly cloud of acid at the spot of your attack.
1st Level
Storm Infusion. Imbue your magic with thunder or lightning, enhancing its potency.
Weapon Smith. Instantly craft weapons and ammunition, albeit temporary magical ones.
2nd Level
Calm Winds. Cause nearby heavy winds and downpour to shift into a gentler state in an area surrounding you.
Information Scan. Detect nearby sources of information, find particular books or scrolls of interest, and flip said items of interest directly to the part of the book you're looking for.
Storm Blade. Summon forth a blade of electric energy.
3rd Level
Chaos Spark. You mark a creature with electric energy, which continues to harm them over time, whilst also spreading to afflict additional creatures.
4th Level
Detonate. Set an explosive rune onto an object with a special activation condition. Once that condition is triggered, boom.
Mystical Armaments. Summon floating cannons and weapons to fire at your enemies.
Whirlwind Blast. A swirling blast of thunderous twists out from you, launching creatures back.
5th Level
Last Breath. A spell that lets you spend your dying moments taking a last stand.
Lightning Strike. Embody a bolt of lightning as you strike at creatures with your weapon, arcing from target to target in a flash.
Thunderbird Flight. Embody the force of elemental birds of storms, summoning forth their wings, granting you rapid flight and charging you with electric energy.
6th Level.
Borrowed Time. Momentarily exist within two places at once by summoning yourself from the immediate future into the present. Once the spell ends, you momentarily disappear, as you go into the past yourself to do the other half of your previous turn.
Investiture of Storms. Imbue yourself with the power of a storm, gaining flight and control over lightning.
7th Level
Charged Shock. Charge a powerful bolt of lightning that when released, creates a powerful bolt of electric energy. Be warned, the bolt has intense recoil.
Relentless Hunter. Create a powerful undead with a single goal: Hunt down and kill its target.
8th Level
Lightning Storm. Summon a barrage of lightning bolts that descend from the sky.
9th Level.
Cosmic Beam. A powerful beam of cosmic energy that erases everything in its path.
Cyclone. Create a dangerous tornado which brings havoc to the battlefield, which drags everything towards it with its destructive winds.
Dream of the Lotus Eater. Trap someone with a dream of your design which they cannot wake from.
Pillar of Light. A massive beam of energy descends from the heavens and onto the world, causing great destruction.
Feats
Countershot. Shoot or slice enemy projectiles out of the air before they can reach you
Ki Empowered Mount. Apply your monk movement bonuses to anything your riding, so your horse can move at a rapid pace, or across waters or even up walls.
Thunder Born. Imbue your magic with storm magic and expand your metamagic knowledge.
Binding Initiate, Vestige Dedication and Witch Hunter. Feats associated with the Vocator class, part of the Vocator Extras document
Items
Blade Mark. A small tattoo that assassins wear to allow them to hide weapons in an extradimensional storage space.
Coil Whip + Musicians Axe. A whip that can be used to pull yourself around the battlefield / A lute that can be transformed into a battleaxe.
Elven Axe of Execution. When the usually peaceful and forgiving elven people find themselves in times where such a mindset does not work, they bring forth the Axe of Execution to ensure a swift death.
Eye of the Beholder. A magical item that transmutes the user's eye into one that enhances the users magical power, as well as gaining magical abilities similar to that of a beholder.
Freehand Weapon. A hovering blade allowing you to attack whilst keeping your hand free.
Hover Rune. A more magical way of stowing weapons, by having them hover by your side or behind your back.
Peace Edge. Swords designed for pacifists and others who would rather their blades not take the lives of those they fight.
Psi Crystal. A magical item that enhances the capabilities of a Soul Knife.
Wind Striker. A sword and sheathe enchanted for lightning fast quickdraws.
Reworks.
Cleric: War Domain (Revised): A revision to the war domain of cleric to bring it in line with other martial caster archetypes
Races
Asyne. A planetouched raced empowered by the chaotic forces of Limbo
Elf (Chángshòu). An elf subrace that draws from the Wuxing, as an elf subrace that revolves around a 5 elemental system.
Half-Blood. Dhampirs, Victims of cursed rituals, experimenters with dark magics. This race puts you in a twilight zone between the horrors of a vampire, whilst still retaining a humanoids humanity.
Half-Elf (Chángshòu). A half-elf subrace for the Chángshòu elf.
Insanguis. A plane touched race warped by the corruption of the far realms, allowing you to mix and match your character using several eldritch mutations
The Duergar (Psionic), Elan, Synad and Tankejotun. Psionic races, as part of the Unearthed Psionics compendium!
Archetypes.
Dark Divinity Cleric. An alternate for the default Turn and Destroy undead that clerics get, instead gaining the power to overpower and command undead.
Defilers and Tyrant Paladins. Two alternate feature kits for the paladin, with the negative energy fueled Defiler, and the infernally bound Tyrant
Imbuer Artificer: Trade off spontaneous invention for the ability to imbue your magic into items and share your powers.
Advance Spellcasting: Alternate spellcasting rules for the Paladin, Cleric, Wizard and Druid to trade off spontaneous spell slot usage for prepared spell slot usage.
Misc.
Artificer Armorer, Arcane Armor Model: Colossus. A model of Arcane Armor which allows its wearer to fight on a larger scale
Artificer Infusion: Living Helm An infusion which grants sentience into a helmet, as well as allowing it to animate armor its attached to
Fighter, Echo Knight: Persistent Echos. A variant echo knight that exchanges expendable echos for more durable echos that transfer part of their damage to their summoner
Masters Imbuement. An optional warlock feature that allows them to alter their more recognizable warlock powers by changing their damage types to one associated with their patron
Psionic Blades. A possible fix for the Soul Knife rogue archetype, fixing minor issues with the classes core feature
Shields, Enhanced. A rework for shields to create more engaging gameplay, allowing shield users to properly use their shields as cover, as well as splitting shields into 3 different size classes, from as small as a buckler to as large as a tower shield.
Storm Sorcerer Collection. A collection of spells with a storm theme. Includes a metamagic feat and subclass spells for the storm sorcerer.
Warlock: Pact boon of the Symbiote. A warlock pact boon that grants you a sentient life form that shares your body, allowing you access to all sorts of strange powers and invocations, from gaining additional knowledge to sprouting grasping tendrils
Weapon Tricks and Martial Progression. A martial equivalent to spellcasters universal spellcasting progression, with new features centering around Weapon Tricks based off of Baldurs Gates 3, as well as granting new powers to legendary martials.
Negative and Positive Energy Rules for using healing spells to harm undead, as well as Anti-Healing spells to heal undead and harm the living
Cleric of the Cloth Alternate class feature to allow clerics to forego armor.
Classic Counter Magic: An alteration of counter spelling to make it more line with the counter spell systems of older DnD
Abjurers Toolbox: A redesign of how counter magic exists within DnD's spell economy by way of replacing it with a wider variety of spells.
Unearthed Psionics: A compendium of psionics for 5e, including a psionics system, powers, a new class, races, and subclasses!
Deepened Psionics: An expansion to unearthed psionics, introducing a new psionic class and new subclasses
This list will continue to see updates as I write more stuff
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Reblogging because theres an expansion doc now!
The Conduit
So heres the conduit! I'm very happy with how this turned out.
The conduit as a class is best described as a "Con Based Martial with spellcaster aesthetics", since, mechanically, it fills a martial role, being a class that doesnt use resources, with a primary party focus on dealing damage, while flavor wise, it goes around slinging blasts of energy at people.
This class mechanically is very much based on the warlock of 3rd edition, with flavour and some mechanical inspiration from the Kineticist of Pathfinder 2e.
The two core design elements that I tried to stick to with making this were 1. Being resourceless and 2. Customizability.
For the first point, none of the class features are limited in uses per day. No feature adds an additional resource for the player to track, nor uses spell slots nor etc. The closest it comes to a resource is its Exertion mechanic, where certain things tire out your conduit character. Though, this serves less as a resource, and more as a temporary debuff, reducing your damage output whilst its in effect, before being easily removed.
The second point is customizability. The first element of this is subclasses. Of course, theres the variety of subclasses to pick from, but notably, is that unlike other classes, you aren't bound to picking just one subclass. From 7th level onwards, whenever you reach your subclass feature level, you can choose to continue advancing in your subclass, or you can take the initial features of a different subclass. This means while you can do a more traditional route of going "I'm the lightning guy, I'm taking lightning every level", you can also do an avatar style "Master of 4 elements" and have 4 different subclasses by level 20. Mix and match them as you like, be the "Fire and Lightning" person, be the "I control water mostly, but also a little bit of ice", combine your elements and so forth.
The next part of customizability is in talents. Talents are very much your classic invocation style feature, of which there are... like. 60 of them at this point. But! Theres a lot of variety in what they do. While you have your choices of ones that give additional powers, like flight or teleportation or whatnot, a large bulk of them are dedicated to one thing: Reshaping your elemental blast. Go out there as a fire guy and blast people with fire, then turn around and literally explode everything around you in flames, then focus your blast into a roaring line of fire that pushes everything within it towards you, and then rush the last man standing with a spear made of literal fire.
The talents are designed around not just being able to reshape and modify your blast in a bunch of different ways, but you can combine them together and do cool stuff.
Because at its core, I wanted to design this class to fill a very specific style of fantasy, and thats of the type of magic you see in some settings where its just "I control this one element", and then from that the mage turns that into a billion different things.
A fire wizard will say "I can cast fire bolt, fire ball, and scorching ray". A fire conduit instead just has an elemental blast, but they can turn that elemental blast into a bolt that is hurled at one person, or have it explode into a ball of flame, or split it into multiple beams.
Its very much a creativity first subclass, and thats whats behind its capstone! The capstone is all of this at its epitomy, the ability to freely reshape your elemental power (By freely, temporarily learning talents) into whatever form you imagine.
Hell, customizability is built even into the very core of its flavo
Yeah <3
I hope you guys enjoyed reading this class as much as I enjoyed writing it and as much as I enjoy talking about it <3
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