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DnD Druid Homebrew: Circle of Seedlings

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A seedling is a catalyst for unlimited potential. From a small seed can come the beginning of a mighty seed or a plentiful orchard, perhaps instead it is the start of a beautiful garden. They might not be a ferocious creature or a primordial force of nature but a seed is just as much a part of nature. Druids of these circles tend to the seeds of the world ensuring they reach the peak of their true potential.
Green Tongue Starting at 2nd level when you gain access to this subclass, you can communicate to plants. Most plants lack the intelligence to convey or understand sophisticated concepts, but a friendly plant could relay what it has seen or heard in the recent past. You can also communicate to creatures with the Plant creature type regardless of language.
Verdant Spellcasting Starting at 2nd level your spells leave behind nurturing magic causing a seed pod to form. A seed pod can only be formed after casting a spell of 1st level or higher. The seed pod forms within 5ft of the spell’s target. You can use a bonus action to detonate a seed pod’s innate magic dealing a number of d6 Radiant damage equal to the spell level. This detonation has a radius of 15ft.
You can have a number of seed pods equal to your proficiency modifier. If a seed pod is formed by a spell that restores hitpoints or deals Radiant damage the seedpod’s damage is altered to d8s instead of d6s. You are immune to the damage of your seed pods.
Flourishing Step At 6th level you gain access to the Misty Step spell. This doesn’t not count against your number of spells known and is considered a Druid spell. Casting Misty Step does not cause a seed pod to form.
When you cast Misty Step you can imbue the mist with nourishing energy causing all of your seed pods within a 30ft radius of your initial location to detonate. You can imbue a Misty Step this way equal to your Wisdom Modifier (minimum of 1). You regain all uses after a long rest.
Cracked Pod Starting at 10th level when you detonate a seed pod you can choose for the seed pod to instead restore hitpoints. When used in this way the d6s are reduced to d4s.
Entangled Garden Starting at 14th level you can use an action to cause one of your seed pods to grow into a writhing mass of vines. Each creature within a 30ft radius must make a Dexterity saving throw or take 8d6 magical piercing damage and becoming restrained for one minute. Creatures that succeed on this saving throw take half damage and are not restrained.
You regain use of this feature after a long rest. You can also use this feature again by expending a 5th level or higher spell slot.
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DnD Cleric Homebrew: Intimacy Domain
In a world of gods and dragons, sometimes just a kiss is power. They say the right kiss can tame the mightiest of warlords or the most fickle of tricksters. That it can cause bliss greater than any other and pain worse than that of the nine hells. Many deities claim to hold power over such a thing but they all too often fall to it’s whims as well. Clerics of this domain are frequent and many, often the ones who unite hopeful couples in the union of marriage. It does not matter to them who loves who or how long the love may last. Merely that it is a willing love that the participants wish to tend to.
Lover’s Whispers At 1st level you may add your Wisdom modifier to all Charisma checks. In addition you gain proficiency with your choice of Deception, Persuasion or Performance.
Channel Divinity: Soulmate’s Kiss At 2nd level, you may imbue divine magic into the universal sign of affection, a kiss.
If you cast a spell with a range of Touch on a creature via a kiss, you may use your Channel Divinity as a reaction to treat the spell as one level higher. This cannot exceed the maximum spell level that you can cast at.
Additionally you can use this feature to kiss a weapon and imbue it with your blessing as a reaction. The weapon gains an additional +1 to attack and damage rolls for one hour.
Fickle Heart At 6th level, you may grant a boon to allies but your heart is fickle and others may have to compete for your affection. As a bonus action you may activate your boon. Friendly creatures that have recently dealt the most damage in the last turn gain your Wisdom modifier to future damage rolls. If a friendly creature restores your hitpoints, you may use a reaction to grant your boon to them until the end of their next turn. After which it returns to the normal priority.
You may use this feature equal to your Wisdom modifier (minimum of 1). You regain all uses of this feature after a long rest.
Potent Spellcasting Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Spurn Fate At 17th level you learn that love, can change even fate itself. With a kiss you can cast Resurrection without any material components.
You regain use of this feature after 1d4 days.
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DND Homebrew: College of Discord

It’s common for bards to seek harmonies, the hunt for these harmonies is desired by no college more than the College of Discord. While others may seek to bring peace and order, bards of this college delicately pluck at these fine strings until they reach the breaking point. The universe and even art itself is chaotic in nature and there’s nothing more these bards want than to listen to the incomparable melodies formed when discord and chaos reigns.
Master of Lies: When you choose this college at 3rd level you gain proficiency with Deception. At 6th level you add double your proficiency bonus with all Deception checks.
Strings of Strife: At 3rd level you turn those you charmed against their allies. When you have successfully charmed a creature you may use your bonus action to take control of the creature’s actions and movement. You cannot control the creature to do anything that would cause them harm.
Student of Chaos: At 6th level you can bring strife and discord to anyone. Your spells ignore any resistances or immunities to the charmed condition. Additionally your spells thrive when in the middle of conflict, creatures don’t gain advantage against your spells that impose the charmed condition if an allied creature has recently attacked them.
To the Fairest: At 14th level when you target a creature with a charm effect you may choose two additional creatures within 60ft of the original. Each makes their saving throws separately. If more than one of the targeted creatures becomes charmed you may only use Strings of Strife to cause the creatures to strike at each other. You regain use of this feature after a long rest.
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DnD Homebrew: School of Fauna

Many wizards and spellcasters come to rely and trust their familiars. Trusted magical animals that are crucial for their day to day life. The School of Fauna emphasises and improves on the abilities of a wizard’s familiar. From simple companions or scouts to ferocious beasts that can defend their masters and devastate those who try to hurt them. This school lives by one rule, a familiar is a wizard’s best friend.
Zoology: At 2nd level beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
You are able to properly communicate with your familiar as if it was an intelligent creature. Additionally you may use your Intelligence modifier when speaking to animals or making animal handling checks.
From Familiar to Beast: At 2nd level you add the Find Familiar spell to your spellbook and always have it prepared. Additionally at 3rd level you also add the Summon Beast spell to your spellbook and always have it prepared, this spell is considered to be a Wizard spell.
While your familiar is active you may use your bonus action to transform your familiar into a bestial form. This bestial form acts the same as casting Summon Beast equal to your highest spell slot level or 2nd level whichever is higher. If your familiar is reduced to 0 hitpoints while in this form it is dismissed.
You may use this feature twice and regain every use after a short or long rest. At 10th level you may use this feature up to three times.
Partnered Magic: At 6th level whenever you or your familiar benefits from the effect of a spell the other gains the same effects.
Expanded Familiars: At 10th level the available familiars you can summon become expanded. When you cast Find Familiar you can summon a Sprite, Musteval or Imp. When you use From Familiar to Beast the forms instead act as Summon Fey/Summon Celestial/Summon Fiend depending on the familiar
You also add the Summon Fey and Summon Celestial spells to your spellbook and always have them prepared. At 11th level you also add the Summon Fiend spell to your spellbook and always have it prepared. These spells are considered to be Wizard spells.
Twin Fauna: At 14th level you summon two familiars when you cast Find Familiar. Additionally when you use From Familiar to Beast you transform both familiars instead of just one.
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DND Warlock Patron: The Hag
A hag knows her share of secret knowledge and if one is so lucky one of these hags might be tempted to share what she knows with them. Although a rare warlock patron most often warlocks of these types are the daughters of hags. Spending time with a sliver of their mother’s power before the time comes for them to transform into another of their mother’s kind. Those who aren’t the daughters of hags should be wary, this kind of patron is not afraid to demand cruel or obscene acts from their warlock.
Dark Bargain: At 1st level you invoke a small portion of a hag’s power by making a bargain with another creature. You issue the creature a demand which can be no longer than one sentence. The creature gains advantage on all rolls that aid them in completing the demand while gaining disadvantage on all rolls that directly oppose this demand. A creature can choose to freely accept this bargain. If the creature is unwilling it must make a Charisma saving throw against your warlock spell save DC, on a success it can ignore the demand.
You regain use of this feature after a short or long rest.
Hag’s Cauldron: Starting at 6th level you learn how to brew certain spells into a more malleable form with the aid of a cauldron. After a long rest you can brew up to three potions. You can imbue these potions with any 1st or 2nd level spell. Either you or an ally can use these potions as a bonus action which causes the imbued spell to be cast. Spells cast in this manner are casted at their base level. Any spell casted in this way uses your spell attack bonus and your warlock spell save DC.
Fearsome Retribution: At 10th level your hag teacher shows you how to fear nothing and turn that fear onto others. You become immune to the frightened condition. If a creature attempts to inflict the frightened condition onto you, you may use your reaction to strike fear back into their heart. The creature must make a Wisdom saving throw against your Warlock spell save DC or else become frightened for one minute. The creature also takes psychic damage equal to your charisma modifier (to a minimum of 1 damage).
The Witch’s Hut: Starting at 14th level your patron teaches you to turn even your home into a weapon. As an action you summon a hut of your design around you and gain temporary hit points equal to half of your maximum. While inside the hut your size becomes Huge. Additionally on subsequent turns you may use your bonus action to cause the hut to hurl a fireball onto the ground below.
The fireball has a range of 60ft and all creatures within 15ft of the fireball must make a dexterity saving throw or else take 4d6 fire damage or half as much on a success. The hut lasts for one minute or until all of the temporary hit points are depleted. You regain use of this feature after a long rest.
Eldritch Invocations:
Subtle Curses- Prerequisite: Eldritch Blast, The Hag Patron When a creature is hit by the effects of Eldritch Blast you can inflict a Wisdom saving throw which causes the creature to suffer your choice of Blind, Silenced or Deafened condition on a failure.
Advanced Cauldron- Prerequisite: 10th Level, The Hag Patron You can also choose to imbue 3rd levels spells into your potions.
Fortified Walls- Prerequisite: 17th Level, The Hag Patron The Witch’s Hut now grants temporary hitpoints equal to your maximum.
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Bard Homebrew College of Colour:
Not all bards are musicians, in fact the beauty of art is the various forms that it can take in the world. The college of colour imbues their magic into the vast array of colours before them. With their endless supply of paints a bard of this college can transform a fireball into whatever they desire by injecting their desired colour into the spell.
Artist’s Palette: When you join this college at 3rd level you gain Painter’s Supplies and proficiency with these tools if you do not already have proficiency. Additionally you can use these Painter’s Supplies as your spellcasting focus.
Elemental Rainbow: Also at 3rd level you can imbue your magic with your palette’s paint. After a long rest you can select three colours to place onto your palette. Each of these colours correspond to a damage type and a list of spells. When you select a certain colour you gain access to the list of spells and they are considered Bard spells and do not count against your total of spells known. Additionally when you cast a spell with a damage type you can imbue it with one of your paint’s colours changing the spell’s damage type to match the damage type associated with the paint.
Advanced Palette: At 6th level your palette of colours improves granting you access to new colours to add to your palette for the day. Additionally your palette can hold up to five colours after a long rest.
Work of Art: At 14th level you learn to imbue so much magic into your art that it becomes nothing less than a masterpiece. When you cast a spell associated with a certain colour or have used a colour to change a spell’s damage type, you can choose to maximise that spell’s damage. After doing so you expend all of that colour rendering you unable to use the spells or damage type associated with that colour until after a long rest.
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Wizard Homebrew: School of The Forbidden

Not all knowledge is meant to be known. Some secrets are kept secret for a reason. Yet these boundaries are pushed by the wizards of this school. Their endless thirst for knowledge is often their downfall. Other schools disregard these wizards as nothing more than power hungry individuals who seek to master that which will never be subservient. Beware the whispers of power this school will whisper to you. Not even the greatest of mortals will avoid succumbing to their manipulation.
Otherworldly Knowledge: Starting at 2nd level when you have devoted yourself to this school. You gain access to the warlock spell list which are considered to be wizard spells if selected. Additionally you are able to transcribe these spells into your spellbook at half the cost.
Flesh of The Tome: Starting at 2nd level your spellbook has become bound by a strange and eccentric material. These materials relate to whatever force has decided to grant you access to it’s otherworldly knowledge. Depending on the spellbook’s material you gain access to an additional cantrip which does not count against the total prepared and is always considered a wizard cantrip.
Bloody Secrets: Starting at 6th level your spellbook has acquired a taste for mortal blood which you can use to regain remnants of power. As a bonus action you can choose to take a number of d6 in damage equal to a spell slot level. By taking this damage you regain a spell slot of that level. This damage cannot be reduced by any means.
Corrupted Influence: Starting at 10th level you learn Crown of Madness which does not count against your total of spells prepared. Depending on the Flesh of The Tome, certain creatures have a disadvantage against this spell regardless of any resistances or immunities to the charmed condition.
Warped Mind: Starting at 14th level your tome’s knowledge has warped your mind after prolonged exposure to such knowledge. You gain immunity to the charmed and frightened condition. Additionally once per long rest you may use the Bloody Secrets feature to regain a spell slot of 5th level or lower without inflicting damage to yourself.
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If it needs to be said than I shall say that if you plan to play any of my homebrews you are completely free to modify it to suit your table’s requirements. Obviously I understand that not everything here will be perfectly balanced. I don’t have the means to be able to test out these homebrews.
They’re a creative outlet to let me try to bring new playstyles to certain classes.
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Cleric Homebrew: Occult Domain

That which is considered Occult is ultimately seen as not much more than a perversion of the Arcane. Once respected magic turned sinister and dark by forces too much for the likes of mortals or gods to manipulate to their whims. Yet the Occult has existed as long as the Arcane. Few clerics worship deities of this domain often hiding in the shadows of society but those who do are blessed.
Occult Knowledge: When you choose this domain at 1st level you gain two cantrips which are considered cleric cantrips and do not count against your cantrips prepared. One cantrip must be from the wizard spell list while the other must be from the druid spell list.
Book of Rites: At 1st level you are gifted a book of rituals from your deity. This book contains two 1st level rituals of your choice from any spell list. Each time you gain a level in this class you may freely add a new ritual to your book of rites of a spell level that you can cast regardless of spell list.
You can also transcribe any rituals you come across in scrolls or spellbooks into your book of rites. The process to do this takes 50 gold and 2 hours per spell level of the ritual. If your book of rites is destroyed you may partake in an hour long ritual to replace it with an exact copy.
Channel Divinity: Channeled Wrath- Starting at 2nd level you can use your channel divinity feature to punish those who would disrupt your sacred rituals.
As a reaction to when a creature makes a successful attack roll while you are maintaining concentration on a spell you can add a bonus to your roll maintaining concentration equal to your wisdom modifier (minimum of +1). Additionally the creature takes d6 psychic damage equal to half your cleric level rounded down (minimum of 1d6).
You may also activate this channel divinity while casting a spell with the ritual tag.
Arcane Perversion: Starting at 6th level when you successfully cast Dispel Magic to end the effects of a spell you regain a spell slot equal to the dispelled spell’s level. If you are unable to cast a spell of the same level as the dispelled spell than you regain a spell slot of your highest spell level.
Potent Spellcasting: Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Last Rites: At 17th level when a creature within 30ft has been reduced to 0 hitpoints you may use your reaction to conduct a sacred ritual. By infusing life essence into your ritual your deity grants you access to one spell of your choice regardless of spell list. If the spell requires concentration you may maintain concentration on another spell while concentrating on this spell.
Your deity only grants you access to one spell at a time and if you use this feature to access another spell your are unable to cast the original spell until you use this feature to remember it. These spells are considered to be cleric spells.
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Druid Homebrew: Circle of The Garden
Not all druids work with great forces of nature. Some work with the smaller and more delicate side of nature. Ensuring it’s survival in the increasingly more man made world. A garden seems like a simple and romantic concept. To keep a small taste of nature for yourself and none respect that privilege quite like these druids.
Garden’s Gifts: At 2nd level your garden gifts you with two cantrips allowing you to bring your garden to the world around you. One cantrips lets you bring life to your flowers while another let’s your flowers keep you sustained no matter what.
Domestic Growth Circle of The Garden Cantrip Casting Time: 1 Bonus Action Range: 60ft Components: V, S Duration: up to 1 minute
As a bonus action you cause a small flower to bloom in an area of your choice as long as it is within range. At the end of your turn and each subsequent turn. Your flowers aim an attack at a creature of your choice within 60ft using your spell attack modifier for it’s attack roll. Each Flower has a total of hitpoints equal to your druid level x 5. You can have a maximum of 6 flowers active at a time.
Due to the sheer diversity of flowers your garden can host, each terrain has a unique type of flower associated with it. Each flower has a Nourishing damage type and a Vulnerability. Nourishing damage type heals the flower for half of the damage that they would have normally taken.
You can attempt to summon any flower in a different terrain to it’s normal terrain. If the terrain type is the same as the flower’s vulnerability then you are unable to create the flower. If the terrain type is the same as it’s nourishing then the flower is able to sustain itself and become permanent. A permanent flower does not count towards your maximum amount and reactivates if it is within the 60ft spell range.
*Swamp Flower’s damage type and vulnerability is chosen at the flower’s creation.
Flower’s Sustenance Circle of The Garden Cantrip Casting Time: 1 Action Range: 60ft Components: V, S Duration: Instantaneous
You may select one active flower within range and consume it which causes the flower to disappear. The consumed flower restores 1d4 + your Wisdom modifier of hitpoints to you.
The healing you regain is increased by 1d4 when you reach 5th level (2d4), 11th level (3d4), 17th level (4d4).
Adaptable Soil: At 6th level when you cast Domestic Growth you may choose to cause the soil to adapt to the flower you are about to create. Within 30ft of the flower, the terrain is considered to be the same as the nourishing terrain for the flower. After one minute the soil reverts back to it’s natural state. Once the soil has reverted to it’s natural state you regain use of this feature but cannot target that area of soil for 24 hours.
Verdant Bloom: At 10th level all of your flowers bloom with exceptional growth increasing their damage die by one. All flowers deal 2d6 except Corpse and Sacred flowers which deal 2d8 damage.
Seed of Potential: At 14th level after a long rest you can prepare a total of seeds equal to half of your druid level (rounded down). These seeds contain dormant magic which allows them to more easily bloom into flowers.
When you use Domestic Growth you may instead use a number of your Seed of Potential which allow for multiple flowers to bloom with one casting of Domestic Growth. You cannot use this feature to exceed your maximum amount of flowers listed in Domestic Growth’s description.
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DnD Warlock Cantrip: Eldritch Chains

Artwork by- stickerb
Enchantment Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute
Special Requisite: Eldritch Chains can only be taken by a 1st Level Warlocks and it’s effects change due to which Patron has granted them their magic. Eldritch Chains is always known and does not count against the maximum number of cantrips known.
You fling forth eldritch chains from the core of your being and attempt to bind another creature with these chains. An unwilling creature must make a Dexterity saving throw, on a failure the creature is bound to the effects determined by your patron. These effects last for one minute or until either you or the targeted creature are reduced to 0 hitpoints.
By taking the Eldritch Spear invocation the range increases to 120 feet.
The Archfey Patron: The eldritch chains mystify and manipulate whoever is attached to them. After the chains have pierced the creature’s very being they immediately become invisible. While chained to you, the creature becomes charmed.
At 5th level the creature is instead considered to be under a Suggestion spell. At 11th level this the creature is instead considered to be under a Dominate spell. At 17th level you may force the creature to make a Wisdom saving throw, on a fail the chains instead last for 1 hour. However on a success the chains break ending all effects.
The Celestial Patron: The chains you inflict onto others are not one to be feared but instead help bolster you and your allies. By firing an eldritch chain onto an ally healing is shared between you. If you or the affected allied creature regains hitpoints the other regains half as many hitpoints (rounded down).
At 5th level this applies to temporary hitpoints. At 11th level you and your ally are considered to be under the effects of the Bless spell. At 17th level you are able to target two additional allied creatures but when you regain hitpoints you can only choose one allied creature under the effects of these chains to regain half of those hitpoints.
The Fiend Patron: These chains in particular burn the very soul of whoever is afflicted with them. Upon failing their Dexterity saving throw, the targeted creature takes 1d6 Fire damage. This fire damage bypasses resistances and immunities. Additionally while concentrating on this spell you can use your action to apply the 1d6 fire damage again. When the targeted creature is reduced to 0 hitpoints you activate Dark One’s Blessing regardless of who reduced the creature to 0 hitpoints.
At 5th level the damage is increased to 2d6 on initial and subsequent turns. At 11th level the damage is increased to 3d6. At 17th level the damage is increased to 4d6 and the targeted creature is considered to have fire vulnerability.
The Great Old One Patron: These chains pierce the very mind of their victims causing them to be forced to observe the unfathomable before them. While inflicted with these chains the creature gains disadvantage on all Wisdom saving throws. Additionally if the creature attempts to make a hostile action you can use your reaction to deal 1d6 Psychic damage. The creature must then make a flat DC check of 5, on a fail the creature loses that action.
At 5th level the damage increases to 2d6. At 11th level the damage increases to 3d6. At 17th level the damage increases to 4d6.
The Undying Patron: Chains that smell like rot and the deep earth of graves starts to consume the afflicted creature. Once the creature fails it’s Dexterity saving throw it takes 1d4 Necrotic damage and you regain 1d4 hitpoints. On subsequent turns while concentrating on this spell you can use your bonus action to inflict the damage again. Each subsequent time you damage the creature you also regain the hitpoints.
At 5th level the damage and healing increases to 2d4. At 11th level the damage and healing increases to 3d4. At 17th level the damage and healing increases to 4d4.
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DnD Homebrew Spell: Arcane Bolt
Evocation Cantrip Casting Time: 1 Action Range: 60 feet Components: V, S Duration: Instantaneous
Special Prerequisite: Arcane Bolt is granted only to Wizards once they reach 2nd level and choose a school of magic to study, This cantrip is always prepared and does not count against the maximum number of cantrips that can be prepared each day.
You hurl a bolt of arcane magic that is transfused with your talent to a particular magical tradition. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage. This spell gains additional benefits depending on your wizard school tradition.
At Higher Levels: This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
School of Abjuration: Upon successfully hitting a creature with Arcane Bolt you gain resistance to non magical piercing, bludgeoning and slashing damage for one round. At 5th level this is increased to 2 rounds. At 11th level this provides resistance against magical piercing, bludgeoning and slashing damage. At 17th level the resistance instead lasts for one minute.
School of Conjuration: You may instead target a space instead of a creature that is considered clear and free of any potential harm. Upon hitting arcane bolt at that area you may teleport to that area. The range is reduced to 20ft when used in this method. At 5th level the range is increased to 40ft. At 11th level the range is increased to 60ft. At 17th level if you hit a creature with Arcane Bolt you may opt to swap places with them.
You may use this feature a number of times equal to your Intelligence modifier, upon expending all uses you regain this feature after a long rest.
School of Divination: After successfully hitting a creature with Arcane Bolt you expose their weak points for others to exploit. The next attack roll made before the start of your next turn gains advantage. At 5th level this is increased to the next two attack rolls. At 11th level the duration is increased to the next three attack rolls. At 17th level you may use your bonus action to inflict a Constitution saving throw on the creature that has been hit by Arcane Bolt. On a fail they take a -2 penalty to all savings throws until the start of your next turn.
School of Enchantment: Your Arcane Bolt becomes infused with enchantments that manipulate your target’s body and mind from the inside. After a creature has been successfully hit by Arcane Bolt they must make a Wisdom saving throw. On a fail they are your choice of either Charmed or Frightened for one minute. At 5th level you may choose the Blinded or Deafened condition instead. At 11th level you may choose the Prone or Restrained condition which instead lasts until the end of your next turn. At 17th level you may choose the Stunned condition which lasts until the end of your next turn.
Note: Casting the Prone, Restrained or Stunned conditions of this Arcane Bolt does not extend the duration of any of those existing conditions on the creature,
School of Evocation: Chaotic elemental magic surges in your Arcane Bolt allowing you to increase it’s damage and it’s damage type. Your Arcane Bolt is increased to d8. Additionally you may choose your Arcane Bolt to deal fire, lightning or cold damage instead of force. At 5th level your Arcane Bolt can deal poison, acid or thunder damage. At 11th level your Arcane Bolt can be altered to radiant, necrotic or psychic damage. At 17th level increase the damage die to d10 and you can add your intelligence modifier to Arcane Bolt.
School of Illusion: This version of Arcane Bolt may be casted illusory still causing the visual and auditory effects but not inflicting any damage. You may choose to trade appearances with a humanoid you hit with Arcane Bolt. To onlookers it’s appeared as if the two of you have simply traded places. This lasts for one round in combat ending on your next turn but is extended to one minute outside of combat. At 5th level the duration extends to two rounds or one hour. At 11th level you may target any creature Large or smaller. At 17th level this extends to one minute in combat or 24 hours outside of combat.
Note: Voice, scent and all other physical features are copied by using this feature and a creature that succeeds on an Insight check against your Spell Save DC can determine that you are not the creature you appear to be.
School of Necromancy: If your Arcane Bolt reduces a Medium creature or smaller to 0 hitpoints you may use your reaction to reanimate it immediately. The reanimation is treated as a zombie and has 1 temporary hitpoint. At 5th level this is increased to 2d6. At 11th level this is increased to 4d6 and can target Large creatures. At 17th level this is increased to 6d6. If you reanimate another creature by Arcane Bolt or one minute passes, the creature originally reanimated by Arcane Bolt turns to dust and can only be reanimated by a True Resurrection or Wish spell.
School of Transmutation: Your Arcane Bolt can temporarily alter the physical traits. A creature hit by this Arcane Bolt must make a Constitution saving throw or take a -2 penalty to your choice of all rolls including Strength, Dexterity or Constitution. At 5th level you may instead inflict a vulnerability to slashing, bludgeoning or piercing damage. At 11th level you may instead remove one resistance to a damage type. At 17th level you may choose to remove one immunity to a damage type or condition. A creature can only be effected by one of these conditions at one time and each condition lasts for one minute. If another creature is targeted by these conditions any existing condition is removed.
#dnd#d&d#dnd 5e#d&d 5e#dnd homebrew#d&d homebrew#dnd 5e homebrew#D&D 5e homebrew#dnd wizard#d&d wizard
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DND Bard Subclass: College of Dance

The practice and art of dance has existed throughout many eras and civilisations. Unlike many other colleges, these bard focus more on the graceful movement of their bodies over the beauty of sound. Those in this college understand the importance of dance, in celebration, worship and even in battle.
Special Cantrip: Upon reaching 3rd level and selecting this subclass you gain access to a cantrip unique to this subclass.
Cantrip Description: Dancer’s Grace Evocation Cantrip Casting Time: 1 Action Range: 15ft Components: S Duration: Instantaneous
As you dance you create a wave of energy in front of you that hits all hostile creatures within range. You make a ranged spell attack against the creatures hit by this cantrip. You deal 1d8 damage upon hit. The damage type of this cantrip depends on the Dancer’s Style feature.
At Higher Levels: The spell’s damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Dancer’s Style: At 3rd level you must select of style of dance to dedicate yourself to. This choice influences your Dancer’s Grace and features as you level up.
Style of War: You gain proficiency with shields and scimitars. You also gain 3 additional hitpoints and gain an additional hitpoint for every level in this class. Your Dancer’s Grace cantrip is treated as slashing damage. Additionally the damage die increases to d12 if the creatures hit by Dancer’s Grace are under half their maximum hit points.
Style of Celestial: You gain your choice of either fire or cold resistance. You may also use your bonus to Performance rolls when making either an Arcana or Religion skill check. Dancer’s Grace is treated as radiant damage. Every time you use Dancer’s Grace your fire resistance becomes cold resistance and vice versa.
Style of Passion: You gain an additional Enchantment spell of your choice regardless of spell list as long as it is of a level that you can cast. When you level up this class you may substitute your additional spell for another one as long as it meets the requirements. Whenever you cast an Enchantment spell you may choose to only use somatic components by dancing. This does not eliminate any gold cost that the material components may require.
Your Dancer’s Grace is treated as fire damage. Additionally you may select one friendly creature within 15ft of you and they gain advantage against one creature that was damaged by Dancer’s Grace. This advantage lasts until the start of your next turn.
Dedicated Performance: At 6th Level you learn how to perform a dance that is fully dedicated to your chosen style of dance.
Style of War: As an action you perform an invigorating dance that grants you and all friendly creatures within 30ft temporary hit points equal to your bard level plus charisma modifier. While a creature has these temporary hit points they have resistance to slashing, piercing and bludgeoning damage from non-magical weapons.
The temporary hit points last for one hour and you regain use of this feature after a long rest.
Style of Celestial: When you take damage you may use your reaction to perform an evasive dance that cloaks you in pure moonlight. By using this dance you successfully avoid that instance of damage that was directed to you. You regain use of this feature after a long rest.
Style of Passion: As an action you may perform an enthralling dance that forces all creatures within a radius of 60ft make a wisdom saving throw or else become charmed for one minute. A creature must have vision of you to be targeted by this feature. If you have expertise in the Performance skill, this feature ignores all resistances and immunities to the charmed condition.
You regain use of this feature after a long rest.
Grande Finale: At 14th level you have fully mastered the grace of your style of dance and now reap the benefits that come with it.
Style of War: You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. Additionally when you cast a spell of 1st level or higher with a somatic component you may add half of your charisma modifier (rounded down) to your AC. This lasts until the start of your next turn.
Style of Celestial: You may cloak yourself in the healing light of the sun as a bonus action. Upon using this feature whenever you cast a spell of 1st level or higher you may heal yourself and all friendly creatures in a 30ft range by 2d8 plus your charisma modifier.
This features lasts for one minute and you regain use of it after a long rest.
Style of Passion: As an action you may select one friendly creature to partake in a dance with. After using this feature you automatically end your turn. By dancing with your partner you give them advantage to all attack rolls for one minute. You may also select up to three spell slots that you lose in order for your partner to recover. The spell slots you lose must of a casting level that the creature is able to perform.
You regain use of this ability after a long rest.
#dnd#d&d#dnd 5e#d&d 5e#dnd homebrew#d&d homebrew#dnd 5e homebrew#d&d 5e homebrew#dnd bard#d&d bard#dnd 5th edition#d&d 5th edition
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DND Homebrew Spell: Explosive Decay
Art by- TyphonArt
3rd Level Evocation Spell Casting Time: 1 bonus action Range: 60ft Components: V, S, M (a jar of maggots) Duration: Instantaneous
You target one corpse within range of this spell. Upon selecting the corpse you fill it with an explosive decay that quickly detonates 20ft around it. Each creature within range must make a constitution saving throw. A creature takes 3d8 necrotic damage or half as much on a successful saving throw. Any additional corpse within the initial explosion range also explode adding 1d6 necrotic damage for each corpse.
Undead controlled by the caster may also be exploded by using this spell.
At Higher Levels: When you cast this spell as a 4th level spell or higher, the damage of the initial explosion increases by 1d8 for each slot level above 3rd.
Spell Lists: Wizard, Sorcerer, Warlock
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Hey! I’ve decided to open my own discord server for both DnD and non DnD related stuff. Come and join! Plus it’s a great way to pester me to post more often lol.
Yes this is most definitely a LGBT+ friendly server! As a trans woman I can’t have it any other way.
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Homebrew Item: Lyre of The Sirens

Art Source
Renowned for their melodies that can captivate any ship into it’s doom. This lyre merely captures a sliver of their enchanting song. Once wielded by three legendary Sirens it has now fallen into the hands of mortals alike. With it even the least sociable are able to enrapture an audience with their performance.
This lyre is akin to it’s original mistresses. It holds an oft underestimated power. In lives where grit and hardness is required, many folk will dismiss the subtle softness of the world. Yet it is this that the lyre wields. Such power to come from such beauty. Beware the siren’s melody, even the gentle waves of the ocean can hold great power.
Wondrous Item, Very Rare, Requires attunement.
While attuned to this item, you may use one charge to cast Mass Suggestion as a 6th level spell. Creatures affected by this spell must make a Wisdom saving throw against a DC of 20. By expending an additional charge, you may cause this spell to ignore any advantages or immunities against the charmed condition.
This item has a total of four charges and regains one charge after a long rest.
#dnd#d&d#dnd 5e#d&d 5e#dnd homebrew#d&d homebrew#dnd 5e homebrew#d&d 5e homebrew#dnd magical item#d&d magical item#dnd bard#d&d bard
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Hey! I’ve decided to open my own discord server for both DnD and non DnD related stuff. Come and join! Plus it’s a great way to pester me to post more often lol.
Yes this is most definitely a LGBT+ friendly server! As a trans woman I can’t have it any other way.
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