#Homebrew Class
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homebrew-a-la-traumaverse · 9 months ago
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Subclasseptember Day 30
Let's say you could make a wish to change one thing about Dungeons and Dragons.
Not the culture surrounding it, not the business practices of the company that owns it, not the various tweets that have become immortalized over the years. The game itself. The rules and mechanics that define the game you're playing.
For myself, a few years ago, it would have been that there was no way to really unify the things I wanted out of a character. You can cast a spell, or you can hit the enemy with a sword; those are two separate actions, Smites and Scagtrips notwithstanding.
If you're a Paladin, you can choose to smite your enemies, or you can choose to heal your friends. Your support abilities and your martial abilities are contained away in neat little boxes that never mix.
What if you supported your allies in the process of attacking?
Well. You might get something a lot like the Magical Girl.
(featuring: Like 10 more pages of material that didn't fit here, 4 subclasses, a level of customization similar to the Warlock, and ethically-sourced Creative Commons art with absolutely zero AI input.)
Link below in the reblogs.
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dungeonmalcontent · 10 months ago
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I talked ages ago about making a 5e necromancer class. So I did. It took... waaaay too long. And I do not have a good excuse as to why.
But I have things to share. Namely. I have a preview for the whole class. The whole class. All of it. Plus the theorems (spells). Free. Right below the cut (or you can follow this link).
But first, a notice. This may be all the "content" of the class, but I do plan on adding extra ritz to it. I want to add two appendices, both of which help organize and clarify elements of the class. I also want to add full art and do a theme redesign to match the necromancy vibe (instead of my general arcana theme I put on docs). I'm also going to do bigger edits and make sure everything is better polished and more readable. That version of the doc will be on GMsGuild and cost money (but I wouldn't charge money if the QoL changes weren't worth it). I want that available by Halloween. If you want to help speed things up, I have a review sheet here.
As far as other things to note: This is heavily influenced by the Locked Tomb books. That's where I drew a lot of ability themes and the name for "theorems". A lot of the subclass features are based off of characters in those books as well, see if you can figure out which (it's a little obvious).
Enjoy.
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roserysttrpggarden · 8 months ago
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The Accursed Playtest 1
Hi there~! I hope these...Interesting times have treated you well, if you want some reprive from the horrors of life, I come bearing you all a gift. My second custom class for Dungeons and Dragons 5th-edition. The Accursed! An individual who became cursed, and has since learned to control it, turning it into a source of power. If you've ever wanted to play frankenstein's monster, a werewolf, or something like the lich king then this is the class for you.
Playing an Accursed
As previously mentioned, the accursed is a half caster similar to your rangers and paladins, focusing on debuffing and other control effects, unlike all other casters, the accursed uses constitution as its spellcasting ability, for your power now derives itself from your now cursed vitality.
Hex Points: Rather than using spell slots, the accursed gains a tiny pool of points, known as hex points to cast their spells, as well as use other accursed abilities. Similar to ki points or the warlocks spell slots, your hex points are recovered upon completing a short or long rest, allowing you to quickly regain your powers on the fly.
Overchannel: Overchannel is a type of stance the accursed can enter as a bonus action, unleashing their afflictions full power, this could take form as a bestial transformation, or a storm of raw arcane energy. While you overchannel your curse you can spent hit dice, rather than hex points when using your accursed abilities, as well as gaining additional benefits determined by your subclass. However, this power comes at a price, for the entire time your cursed is overchanneled, you suffer from a penality.
Accursed Adaptations: As the accursed gains levels, it gains adaptations, ways its curses evolves to be even more debilitating, these are essentially the accurseds eldritch invocation. However, I tried to design these much more as additional abilities the accursed can use, rather than just passive effects they get, though there are absolutely adaptations that are more passive. Some of my favorite adaptations include Evil eye, which lets you see hostile creatures under the effects of your spells as if you had blindsight. Scourge strike, which lets you spend hex points to deal additional necrotic damage on a weapon attack or unarmed strike (Essentially the accursed version of divine smite). And Manifested affliction allows you to summon a ghostly representation of your curse to aid you in battle.
Subclasses
The accursed document features 8 subclasses for your accursed subclass to choose from, while I won't go into great detail for each, I will list what each one does.
The Curse of The Beast is a lycanthrope subclass that turns an accursed into a ravenous beast, unleashing flurries of strikes against their foes.
The Curse of The Immolated is a blaster subclass focused on dealing as much fire damage as possible, burning enemies to a crisp
The Curse of The Immortal turns the accursed into a healer, bestowing them plenty of temporary hit points.
The Curse of Rebirth is a necrotic tank that empowers itself with temp HP, gaining benefits while it has said temp HP.
The Curse of The Sickened is a potent debuff that slowly chips away at its opponents health with powerful poisons and diseases
The Curse of The Parasite is a flexible striker that uses its variety of mutations to adapt to any combat scenario.
The Curse of Misfortune is your archetypal accursed that debuffs foes and bends fate to its will.
And lastly, The Curse of The Warrior is your archetypal gish that turns the accursed into a potent weapon wielder (Especially if you pick up the more martial oriented adaptions)
Design Goals
The overall goal of the accursed was to create a unique caster that played with the idea of "power at a price" while you wield explosive debuff and control potential (As well as other roles depending on your subclass) you also suffer from severe debuffs and lack much in the way of resistances through the accursed itself. This created an interesting "power budget" when designing the class as I felt like I could get away with bolder abilities due to those debuffs being there. It was also interesting to design for since, to quote someone who's intelligence score is higher than my own (That I don't remember the name of as of writing) 5th-edition is not a system of downsides, the only feature I can think of that debuffs you off is frenzy on the berserker barbarian, and even then that got patched out with the new PHB, so it feels rather interesting to design a class that's build around downsides (Even if you do have a way to get around it temporarily) I also wanted to create an experimental caster for the simple fact that casters arn't my favorite to design for. They're fun to play absolutely! But designing for them feels a little tedious since spellcasting inevitably takes up so much of the classes power budget, not to mention that there's a good chance you'll have to write new spells to fit a specific class theme, and that I don't want to just make a slightly altered paladin or wizard. Here's hoping I succeeded at the later.
That's all you need to know about the accursed before testing the class out for yourself, the document also comes with several new spells, most of which were written for the accursed itself, as well as a 2024 rules conversion guide for those wanting to play the class with the updated PHB. I hope you enjoy the accursed, leave feedback and possibly play the class in your own games.
Have fun and make sure to play some D&D
Link to the PDF here
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nevermore-dnd · 4 months ago
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Wanted to make this for a while but...
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Skulduggery Inspired Vampire Class (D&D 5e)
Vampires are humans afflicted with a magical disease spread through a bite. They live as normal humans during the day, but at nightfall, they rip off their own skin, revealing their true monstrous form—pale, hairless, with black eyes and consumed by bloodlust.
AC: 10 + Dexterity modifier (with possible armour adjustments).
HP (Level 1): 8 + Constitution modifier.
HP (Level 2–20): 6 + Constitution modifier per level after level 1.
Class Features by Level
Level 1 – Vampiric Affliction
Human by Day, Monster by Night: You retain your human form in daylight, but at nightfall, you transform into a monstrous predator.
Unarmed Strikes: Your claws and fangs deal 1d6 slashing or piercing damage.
Darkvision (120 ft.): You see in darkness as if it were dim light.
Supernatural Grace: You move with an unnatural fluidity. Your jump distance doubles, and you never make noise when walking.
Sunlight Weakness: If exposed to direct sunlight, you take 1d6 radiant damage per round, and your speed is halved.
Level 2 – Blood Hunger
Craving for Blood: If you do not drink one pint of fresh blood every two nights, you suffer 1 level of exhaustion, which can only be cured by feeding.
Vampiric Healing: When you drink blood, you heal HP equal to your level + Constitution modifier.
Bloodlust: If you smell fresh blood while injured, make a DC 12 Wisdom saving throw or enter a berserk state, attacking the nearest living creature.
Level 3 – The Infected & The Code
Creating Infected: If you bite a humanoid, they become an Infected—a mindless thrall under your control. After two nights, they fully turn into a vampire.
Vampire Code: Choose your path:
Loyalist (Code Bound)
+1 AC and advantage on Persuasion checks against other vampires.
You may not kill another vampire unless they attack you first.
Rogue (Codebreaker)
Advantage on Intimidation checks against vampires.
Other vampires despise you, and some may actively hunt you.
Chose Subclass
1. Vampire of the Night (The Predator)
2. Vampire Lord (The Aristocrat)
3. Revenant of Wrath (The Berserker)
4. Nightstalker (The Phantom)
Level 4 – Ability Score Improvement (ASI)
Level 5 – Silent Predator
Expertise in Stealth.
Hide as a bonus action.
Unnatural Speed: Movement speed increases by 10 ft.
Level 6 – Vampiric Senses
Enhanced Perception: You gain advantage on Perception checks based on hearing or smell.
Echolocation: If you are blinded, you can still "see" using your heightened senses within a 30 ft. radius.
Level 7 – Cursed Immortality
You no longer age.
Undying Will: When reduced to 0 HP, make a DC 15 Constitution saving throw. On a success, you drop to 1 HP instead of falling unconscious (once per long rest).
Level 8 – Ability Score Improvement (ASI)
Level 9 – Unnatural Speed
Your movement speed increases by 10 ft. (total +20 ft.).
Level 10 – Hemlock & Wolfsbane Serum
Resist the Curse: Drinking a portion of hemlock and wolfsbane allows you to remain in human form for 8 hours during the night.
Side Effects:
Disadvantage on Dexterity checks.
You feel itchy, irritable, and restless.
Concentration checks become harder (+2 to DC).
> Optional Rule: If you take multiple doses in a short time, roll 1d20. On a 15, the serum fails, and you transform anyway.
Level 11 – Blood Magic (For Magical Vampires)
If you were a magic user before becoming a vampire, you retain all spellcasting abilities.
If you have tasted a creature’s blood, you can sense its presence within 500 ft.
Level 12 – Ability Score Improvement (ASI)
Level 13 – Predator’s Tracking
If you have tasted a creature’s blood, you can track it perfectly for 24 hours, even across water or teleportation magic.
Level 14 – Master of the Hunt
You can smell blood within 1 mile if the target is wounded.
If you are tracking a wounded creature, your speed increases by 10 ft.
Level 15 – Improved Vampiric Regeneration
When you drink blood, you regain HP equal to 2 × your level + Constitution modifier.
Level 16 – Ability Score Improvement (ASI)
Level 17 – Saltwater Weakness
If you swallow salt water, make a DC 18 Constitution saving throw or begin suffocating.
If submerged in salt water, take 5d10 acid damage per round.
> Newly Turned Infected: Do not suffer this weakness until they fully transform.
Level 18 – Dark Revenant
If you are killed, your body reanimates at full HP after 24 hours, unless your corpse is destroyed by salt water.
While regenerating, you are in a comalike state and cannot act until fully restored.
Level 19 – Ability Score Improvement (ASI)
Level 20 – Eternal Nightmare
You cannot permanently die unless killed with salt water.
If you are reduced to 0 HP, you regenerate to full HP in 1 hour, unless completely destroyed by salt water.
If you are killed, your body will always revive in 24 hours, unless prevented by salt water.
Playstyle & Summary
Strengths:
✅ Stealth, agility, and brutal melee attacks
✅ Life steal mechanics through blood consumption
✅ Powerful tracking abilities
✅ Immortality with serious drawbacks
Weaknesses:
⚠️ Blood Hunger—must feed or suffer exhaustion
⚠️ Sunlight Weakness—cannot fight effectively in daylight
⚠️ Salt Water is a lethal weakness
⚠️ Risk of losing control when wounded
Subclasses
1. Vampire of the Night (The Predator)
Role: Stealth, Assassination, and Control
Focus: Mobility, Stealth, and Physical Dominance
These vampires embrace the primal nature of their curse, focusing on supernatural agility and the hunt. They move like shadows, unseen and deadly, relying on their invisibility in darkness and their vampiric speed to overwhelm their foes before vanishing into the night.
Subclass Features:
Hunter’s Intuition (Level 3): You gain advantage on Perception checks made to track creatures that are wounded or have recently bled.
Silent Kill (Level 6): If you make an attack on a surprised or unaware target, you deal extra damage equal to your level on a successful hit.
Night’s Embrace (Level 10): You can move through shadows and can cast Misty Step (no spell slots) as a bonus action once per short rest.
Lord of the Hunt (Level 14): You can command a pack of Infected, making them fight for you. They are loyal to you for 24 hours after you create them.
2. Vampire Lord (The Aristocrat)
Role: Leadership, Charisma Based Abilities, and Influence
Focus: Manipulation, Commanding Vampires, and Cultivation of Power
Vampire Lords are born leaders who manipulate and dominate the world through charisma and influence. They use their powers to command their fellow vampires, amassing followers and creating a network of loyal thralls to bend others to their will. This subclass is ideal for players who want to be a vampire ruler, spreading their influence among both humans and vampires.
Subclass Features:
Dark Charisma (Level 3): Gain proficiency in Persuasion. When speaking with a vampire, you can force them to make a Wisdom saving throw (DC = 8 + your Charisma modifier + proficiency bonus). On a failed save, they must follow your commands for 1 hour.
Master of Shadows (Level 6): You can use Command as a bonus action, and any creature charmed by you has disadvantage on saving throws to resist your spells for 1 hour.
Thrall of the Night (Level 10): You can create vampiric thralls from humans you bite. These thralls will follow your orders, with full loyalty, and will act as spies or minions. You can have up to two thralls at a time.
Vampire Dominion (Level 14): You can use Dominate Monster on a vampire creature. If they fail the saving throw, they serve you willingly for 24 hours and cannot break free unless you are slain.
3. Revenant of Wrath (The Berserker)
Role: Frontline Combatant, Brutal Strength, and Rage
Focus: High Damage, Uncontrolled Fury, and Combat Resilience
These vampires embrace their primal nature, focusing on refuelled combat. They are unrelenting in battle, channelling their bloodlust into an unyielding fury. Their ability to resist damage and fight with reckless abandon makes them formidable opponents, especially when they are wounded and on the brink of collapse.
Subclass Features:
Vampiric Fury (Level 3): When you drop to half HP, you can enter a rage that lasts for 1 minute. During this time, you gain advantage on all Strength based attacks and resistance to bludgeoning, piercing, and slashing damage.
Blood Frenzy (Level 6): When you deal damage to a creature, you can take an additional attack with your claws or fangs as a bonus action.
Unstoppable Beast (Level 10): Once per long rest, when you drop to 0 HP, you can stand up with 1 HP and immediately make a full attack against the creature that knocked you down.
Vampire’s Rage (Level 14): You gain regeneration while raging. You heal 1d10 HP at the start of each of your turns while in a rage, and you can fight without being knocked unconscious unless destroyed by a critical hit or salt water.
4. Nightstalker (The Phantom)
Role: Stealth, Infiltration, and Subterfuge
Focus: Silent Movement, Invisibility, and Trickery
Nightstalker’s are vampires who revel in darkness and subterfuge, mastering the arts of stealth, evasion, and assassination. They can phase in and out of the shadows, striking without warning and disappearing before enemies can react. This subclass is ideal for players who prefer strategic combat or spying on their enemies.
Subclass Features:
Shadow meld (Level 3): You can use Hide as a bonus action, even in areas with light. When in dim light or darkness, you can disappear completely from sight for 1 turn, becoming effectively invisible.
Silent Strike (Level 6): You gain advantage on all attacks made from hiding or while unseen by your target.
Phase of Night (Level 10): As an action, you can become incorporeal for 1 minute, allowing you to move through solid objects, though you cannot make attacks or interact with physical objects during this time.
Master of Shadows (Level 14): You gain Etherealness for 1 minute per long rest. While in this form, you can pass through walls and move in total silence.
Subclass Summary:
Vampire of the Night: Stealth focused, ideal for quick, silent kills.
Blood Mage: Arcane magic user who controls blood and life force.
Vampire Lord: Charisma driven ruler who manipulates other vampires and gains followers.
Revenant of Wrath: Berserk vampire warrior, thrives in close combat with high damage and damage resistance.
Nightstalker: Master of stealth and trickery, ideal for subterfuge and infiltration.
Vampire Class – Ability Score Modifiers
When creating a Vampire character, apply the following stat modifiers to reflect their superhuman abilities and monstrous weaknesses:
Base Ability Score Increases (ASI) at Level 1
Strength: +2 (Enhanced physical power for melee combat)
Dexterity: +1 (Supernatural agility and grace)
Constitution: +1 (Undying endurance and resistance to damage)
Wisdom: 1 (Bloodlust weakens rational thinking and self-control
Suggested Priority for Stats
Your primary stats should depend on your playstyle:
Melee Combat Vampire: Focus on Strength & Constitution
Stealth & Agility Vampire: Focus on Dexterity & Constitution
Magic User Vampire: Keep Intelligence or Charisma high if you were a spellcaster before turning.
Stat Modifiers in Vampire Form (Nightfall Transformation)
At night, when in Vampire Form, you gain additional stat changes:
+1 to Strength & Dexterity (Your body becomes faster and stronger than a normal human's.)
2 to Wisdom (Bloodlust and primal instincts override logic.)
Your Intelligence & Charisma remain unchanged.
Let me know if you can think of anything else to add :> (and what you wouls like next)
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smoothiewrites · 9 months ago
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NEW 5E CLASS: THE WITCHKNIGHT
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This world has rules. Magical taboos and curses and planar bindings that hold power over even the most powerful beings of the realms. They are those rules, having claimed the the magical might of a witch along with the brawn bravery of a soldier. These are Witchknights, primal combatants wielding spell and sword in concert to aid their allies and rain punishment upon their foes. I think this one's pretty cool, personally, so I hope you enjoy it! (Don't forget to consider following/donating to my Ko-Fi if you appreciate this kind of work, I would be honored)
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jaypea00101010 · 1 year ago
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The Priest Class Update!
The 'Truth and Lies' Update
Level 1-17 Playtest - V1.0
For people who haven't seen before, priest is a point-based, divine spellcaster, with a big focus on customisability
You can choose:
What your casting stat is (Int/Wis/Cha)
Your Method of Worship, a subclass that augments spellcasting (Prayer, Sacrifice, Song, Spirit, Study)
Your Divine Calling, a second subclass that impacts your general playstyle (Cultist, Judge, Oracle, Truthseeker)
Your Deity's Domain, a small expanded spell list with a bonus feature, as you level you gain more and can channel a different one each day (16 options currently)
The document also contains a bunch of spells, and a feat to let you tap into the power of the priest!
New to this update are level 14 features for all Methods of Worship, the Trickery Deity's Domain (as voted on by members of my Discord Server), the Truthseeker Divine calling, and the 8th and 9th level spells for the class!
If you want to keep up to date on teasers, help shape the design going forward, and/or vote on future inclusions, come join the Discord!
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fgg5ebrewery · 27 days ago
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Hero class for 5e 2024
Drive Link and Mobile Friendly Link
Pick your mood music
The Hero, using powers you've never seen before, transforming into powerful armor to fight for those who can't defend themselves. Use your inspiring presence to bolster others and strike fear into foes.
Your special force determines your subclass: Troopers use weapons and get support of a robot companion they can summon to the field, it gets upgrades as you level. Magical Heroes get familiars and signature spells they can use to punish evil. And Renegades make use of special attacks and anything they can get their hands on to vanquish their enemies.
This class is designed for the 2024 edition, but you can remove the Weapon Mastery from Troopers to make it compatible with the 2014 edition.
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rollforthings · 9 months ago
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Game? Well, sort of! I'm really into Fabula Ultima lately (running and homebrewing) and this Class I made for it felt ready to share. This is the Squire, a martial support Class who bolsters their allies with offense, defense, and arming them with the ideal equipment with the greatest of ease. This document includes the Class (Skills and backstory prompts), a handful of Heroic Skills, and a Game Master segment with advice to tailor your game-running to a Squire PC. Please let me know what you think!
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kits-foragings · 2 years ago
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So as something of a preview for the Swordmage (the first draft of which is nearly complete), I’m previewing a few of the unique spells it gains access to: Spellstrike Spells.
These are designed in a similar vein to the various Smite spells. Each of them is based on the same amount of damage as a smite, but has a casting time of 1 action. Reason being that they're designed to he use alongside Spellstrike as a feature (which integrates a weapon attack into the casting of the spell).
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Thundering Spellstrike is pretty simple, designed to push an opponent back. I wondered about adding more distance or a prone effect, might add that in the final version.
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Shocking Spellstrike is another simple but very strong one, doing lightning damage and a stun.
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A personal favourite, what if we made the Rust Monster's abilities into a spell? Being able to degrade armour and weapons is a real neat feature and I'm surprised its not seen more in official stuff.
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So far the only Ranged Spellstrike spell, very much designed after the Warp-Strike in FF15. Hit someone, teleport to them, pretty straightforward
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basilhomebrews · 1 year ago
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Hey, how've you been? Have you been eating right? I've been super busy with irl stuff, you know how it is. Anyways, have this super late April Fool's joke class for Fabula Ultima (late only here, dropped this one on the Rooster Games discord and FabUlt subreddit and it was a certified HIT, you just had to be there man /hj)
Anyways, don't expect anything anytime soon; got some irl stuff still going on and a pretty ambitious homebrew project in the works, might just drop FabUlt items here and there if I feel like it.
Here's the original google doc, if you wanna leave suggestions and such: https://docs.google.com/document/d/1MPLasgPJvXuZuDL-9awpi_ayptUYTuzz6a2dIrwbFt8/edit?usp=sharing
Peace out, internet sailor.
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homebrew-a-la-traumaverse · 2 years ago
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So, you know how I said I was making 30 subclasses for Subclasseptember? I lied. This one's a class, actually.
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Subclasseptember Day 30: Choice
The Wildheart - Homebrew Class
The Wildheart is intended to fulfill a similar niche to Barbarian, but with its own flavor and a much more complex structure to provide the satisfying crunch that martials tend to otherwise lack.
Details under the cut.
This was a project that I'd been working on for a while over the last year. A complex martial, with similar build variety to the Warlock while not sacrificing the strengths of martial-oriented design. This was intended to contrast a simplistic mage whose build and combat choices would rival the elegance of a Champion Fighter. There's no reason that martials have to be the beginner's class and mages have to be the only choice for any actual variety in and out of combat.
The latter ended up being absorbed into the Swordmage, but the former ended up shelved - until now.
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Subclasseptember has been a fun time, but I'm going to once again take a step back from brewing. Can't blame anyone else for not going all the way; it's definitely not an easy task. Wouldn't be called a challenge if it was.
Subclasseptember 2023 Compendium and DNDBeyond Links to come soon. Sadly, DNDBeyond still doesn't support homebrew classes.
Normally I'd make a funny quip here or something? But right now, all I can say is thank you everyone for your support. I intend to continue with these passion projects as long as I can. Albeit at a bit of a slower pace.
If you like what you see, I've got a ko-fi if you want to commission more of my stuff? It's in the pinned post on my page.
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the-oricami-curio · 9 months ago
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@dichotomy.games came out with their homebrew full caster class, the Harlequin, and I fell IN LOVE with the character made to be the class representative and couldn't get them having a partner out of my head. So I made them one! Then I made the mistake of asking if the character has a name...and after naming them Whimsy (The Harlequin) and Wonder(their partner) I continued to make art of the duo and @dichotomy.games liked them so much they got their own stats!
Thanks again @dichotomy.games for making homebrew that is so inspiring!
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roserysttrpggarden · 9 months ago
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Exalted Playtest 1
Hello there users of tumblr, after a long time in development, I now present the first playtest of the Exalted (Formerly known as the avatar) class for Dungeons and Dragons 5th edition. Originally created as part of my "Homebrew Class Design for Dummies" series, the exalted is a class based on divine heros such as Hercules, Sun Wukong, Cú Chulainn and Maui. As well as the Exalted TTRPG. You are a once ordinary individual that-through one way or another has been imbued with a spark of divine power, you now wield aspects of godly power as you carve your own legacy, weather that be as a great hero, a wise mentor or even a malevolent conqueror.
Playing an Exalted
For the most part, the exalted is a standard martial class, you choose your favorite weapon and you attack with it. However, the exalted has three core characteristics that make it stand out compared to other marital classes. Those being Willpower Points. Each time the exalted takes the attack action, it gains a willpower point, for every willpower point is has accrued it gains a bonus to the damage rolls of its divine implement (The classes signature weapon) Willpower points can also be spent to utilize special abilities, known as Providences
Providence Abilities: Providence abilities are miniature spell like abilities the exalted can preform by spending their willpower points, one example is "Split Heaven and Earth" which allows the exalted to cause a small earthquake, dealing damage to creatures in a 30-foot cone or 50 foot line, as well as creating difficult terrain. Providence abilities are granted both through your subclass, as well as through your epithets
Epithets: Epithets are the other main feature of the exalted, acting like a mix of warlock invocations and channel divinities, they grant you a unique providence ability. As well as granting you a passive ability known as a boon that enhances your capabilities.
Design Goals
Overall my goals for the exalted class are both A: To provide a more in depth and customizable martial and B: To make a class with the same level of flexbility as a cleric (Ie: where a whole party can play a cleric and still fill very distinctive roles) I also wanted the class to sort of redefine how the player thinks of the attack action, similar to a bladesinger wizard or the fizbans dragonborns. Hence why a good chunk of the providence abilities replace an attack action.
That's about all I have to say on the exalted playtest, the document also includes two new conditions, as well as a conversion guide for using the class with 2024 rules. I hope you'll read through the document, give me any feedback you got and possibly use this class for your own tables. Have fun and make sure to play some D&D
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akkator · 1 year ago
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Nebula Faction - Dragon Knight
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On day 21 of JanBrewary we looked to the sun for inspiration. So I dusted off an idea I'd had in my back catalogue for a while. A Dragon Knight faction inspired by the dragons found in the astral sea.
[Subclass Link] [Class Link] [Link to Prompts]
I wonder if anyone can guess which subclass this draws a lot of mechanical inspiration from?
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missiletainnyt · 2 years ago
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HELLO HOMEBREWERS OF TUMBLR
I made a Homecrew class with 3 subclasses a while back and have yet to have the chance to playtest it myself due to lack of games. SO I OPEN UP THE FLOOR TO YOU!
The Apothecary Class! with the Subclasses: Battle Medic, Plague Docter, and Herbal Remedist.
Link
Playtest away!
Some parts I am aware may be overpowered, and some placed under powered, which is why I need it played before feedback, I have had plenty of speclutive feedback from me, friends and people I have sent and it has been balanced that way for a while, but I want to get on the ground testing, so if you would like to play it please let me know how it goes.
I will write down a few things I anticipate being FAQs below.
Q. Why not just use magic instead of the Ingredients and Concoction system?
A. DnD 5e is missing an option which adequetly fills the niche of nonmagical healer and herbalist which is satisfying to play. That and Flavour can only get you so far in terms of game feel.
Q. Why can the Concoction Potency increase Save DC? That seems like it could get out of hand.
A. Because this is a homebrew class there aren't any magic items which can increase Save DC which might make Concoctions a lot harder to use at late game, so building it into the class and requiring the expendature of resources which you had to either buy or gather yourself seemed like a viable solution. At early game doing this should eat through resources fast so it shouldn't cause too much issue I don't think, but that's why I want playtest feedback, mostly for balancing this section since I can fiddle with numbers all day but I need to know how they will actually effect balance outside of the Hypothetical.
Q. The potency and ingredient system is confusing, is there a way to simplify it?
A. It's already been simplified a few times when I realised how convoluted parts got before, so if you can give me specifics on what might help it make sense more, please let me know. While it makes sense to me, I am not a monolith.
Q. How long did you spend on this?
A. Like the bulk of it was done in 4 weeks through March-April iirc, with little tweaks here and there afterward.
Q. Can I make a copy and edit stuff for my games?
A. You can but do not try to claim it as your own please. Also if you want, tell me what you changed, could be anything from an ability to formatting to make it easier to read. I just wanna know how I can improve.
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rowanraven08 · 1 year ago
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