With the summer months soon approaching, a friend and I came up with the idea for summer-themed subclasses for the Barbarian, Paladin, and Sorcerer. Although we have done our best to balance these, they are really just for the flavorful fun of homebrew. Let me know what you think.
Path of the Bronzed Bod
Sun-Kissed
Starting when you choose this path at 3rd, while raging you gain the following benefits:
You are resistant to fire and radiant damage
Once per turn, when you deal damage with a melee weapon attack you can choose to change the attack’s damage type to either fire or radiant
You have advantage on saving throws against being blinded.
If you possess the Sunlight Sensitivity trait, its effect is suppressed.
Sun Screen
At 6th level when you are targeted by a ranged attack, or a spell is cast targeting you or the area you are in, you can use your reaction to summon forth a thin wall of radiant energy. This barrier persists until the start of your next turn and grants half cover to you and other creatures from ranged attacks and spell effects originating on the other side of it. The barrier is a 10 foot square centered in front of you. The barrier dissipates early if you move before the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier and regain all uses following a long rest.
Solar Flare
Starting at 10th level, whenever you enter a rage, you can choose to create a flash of bright light in a 30 foot radius around you. All creatures within the area must succeed a Constitution saving throw or be blinded until the end of your next turn. The save DC for this feature is equal to 8 + your proficiency bonus + your Constitution modifier. Magical darkness within the area is also dispelled.
Beacon of Bronzing
Your bod is so radiant that it gives your buddies a contact tan. Starting at 15th level, you can choose to emit bright sunlight in a 15 foot radius and dim light for an additional 15 feet beyond that (no action required). While raging and emitting sunlight in this way, friendly creatures within 15 feet of you gain the benefits of your Sun-Kissed feature.
Oath of the Lifeguard
Whether it’s pulling a stranded swimmer to safety, resuscitating a child, or just getting the wyrmlings out of the pool for adult-dragon swim, you have sworn an oath to guard the lives of others, especially when interacting with bodies of water.
Tenets of the Lifeguard
Fitness: Your body is a temple. A ripped and glorious temple which is the envy of all others.
Safety: Many do not respect the laws of nature, and it is your job to protect those poor idiots.
Alertness: You must be vigilant at all times, especially for those running by the pool.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two channel divinity options.
Reps for Palor: As an action you present your holy symbol and say a prayer of strength. For the next hour, you can add your Strength modifier to skill checks made using Persuasion or Intimidation and can add your Charisma modifier to skill checks made using Athletics or Acrobatics.
Breath of Life: As an action, you present your holy symbol and say a prayer of life. For the next 10 minutes, you and up to 5 other creatures of your choice within 30 feet of you gain the ability to breath underwater. Affected creatures also retain the normal method of respiration.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level
Spells
3rd
Alarm, Feather Fall
5th
Enhance Ability, Hold Person
9th
Water Breathing, Water Walk
13th
Control Water, Evard’s Black Tentacles
17th
Bigby’s Hand, Control Winds
Aura of Rescue
Starting at 7th level, you create an aura of quickened rescuing within 10 feet of you. When a creature within this aura would be reduced to 0 hit points, you can use your reaction to rescue the creature, resulting in it dropping to 1 hit point instead. Once a creature is rescued, it cannot be affected the same way until it finishes a short or long rest.
Additionally, you can use your bonus action on each of your turns to stabilize a creature within this aura.
At 18th level, the range of this aura extends to 30ft.
Whistling Smite
A screeching sound fills the air as you whack your enemies, directing the movement of creatures within the area. When you hit a creature with a weapon attack, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature’s movement speed is reduced to 0 until the end of its next turn. Immediately after reducing a target’s speed this way, you can use your bonus action to command a friendly creature that you can see within 10 feet of you to move. Using their reaction, this creature can move up to their full movement speed without provoking attacks of opportunity.
At 18th level, you can use your bonus action to command up to two friendly creatures that you can see within 30 feet of you.
Abdominal Broman
At level 20, your urge to rescue and save others leads you into a state of unrestricted muscular glory. You can use your action to enter this state. For the next minute you don a sick, spectral crop top as the world begins to slow around you. You gain the following benefits:
The area in a 30 foot radius around you becomes difficult terrain to creatures of your choice that are giving off bad vibes.
You and other creatures of your choice within 30 feet of you can groove to your sick style and gain temporary hit points equal to your Charisma modifier at the start of each of their turns.
You have advantage on all Dexterity skill checks and saving throws
This feature ends early if you are incapacitated or if you choose to end it using your bonus action. Once you use this feature you cannot do so again until you finish a long rest.
Super Soak-cerer
From the maker of the stupidest D&D homebrew you’ve ever seen comes a whole new subclass to take your 5e fun to the NEXT LEVEL. Introducing the Super Soak-cerer sorcerous origin. BLAST your enemies into submission OR leave them completely SUBMERGED. Your summer adventuring will NEVER BE THE SAME.
Hydro Spells
You learn additional spells when you reach certain levels in this class, shown in the Hydro Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or evocation spell from the sorcerer, warlock, or wizard spell list.
Hydro Spells
Sorcerer Level
Spells
1st
Fog Cloud, Ice Knife*
3rd
Melf’s Acid Arrow, Sillocks Snowball Storm*
5th
Wall of Water*, Tidal Wave*
7th
Control Water, Watery Sphere*
9th
Maelstrom, Conjure Elemental
* spell appears in Xanathar’s Guide to Everything
Wild Waters
Also at 1st level, whenever you finish a long rest, you can magically create a vial of liquid with a random property. Roll 1d4 and consult the table below for what is created. The details for each item can be found in the Adventuring Gear section of the Player’s Handbook.
You can create additional vials by expending 2 sorcery points. When you create one in this way you choose what item is created rather than rolling .
d4
Item created
1
Acid
2
Oil
3
Holy Water
4
Alchemist’s Fire
Pump-Up
Also at 1st level, whenever you ready a sorcerer spell of 1st level or higher as part of the Ready action, that spell is treated as being cast one level higher than the slot expended (to a maximum of 9th level).
Aqua Warrior
Starting at 6th level, you have gained a masterful control of fighting in wet conditions. You gain a swim speed equal to your walking speed and can breath underwater. Additionally, you can see normally to a range of 60 feet in areas which are heavily obscured due to rain, snow, fog, or similar natural or magical effects.
Sponge
At 14th level, you are able to absorb damage like a sponge. Whenever you take damage from a weapon attack or a spell cast by a creature, you can use your reaction to reduce the damage taken by 1d10+your Charisma modifier+your Sorcerer level. If you reduce the damage to 0, you regain one of your expended sorcery points.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain uses following a long rest. Sorcery points regained from this feature can only be used for fueling your Metamagic options or other features from this subclass.
Super Soaker
At 18th level, you can cast Control Water without expending a spell slot a number of times equal to your Charisma modifier (minimum of once) and regain all uses following a long rest.
Additionally, whenever you cast Control Water you can expend up to a maximum of 5 sorcery points to create water at a point you can see within 300 feet. By expending 1 sorcery point, you create water that fills a 10 foot cube, with the dimensions of the cube increasing by 10 feet on each side for each additional sorcery point spent. Water created this way remains contained in an invisible barrier in the area it was created in unless you use the spell to move it outside of that area, at which point it will spill and spread as normal.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
With the summer months soon approaching, a friend and I came up with the idea for summer-themed subclasses for the Barbarian, Paladin, and Sorcerer. Although we have done our best to balance these, they are really just for the flavorful fun of homebrew. Let me know what you think.
Path of the Bronzed Bod
Sun-Kissed
Starting when you choose this path at 3rd, while raging you gain the following benefits:
Sun Screen
At 6th level when you are targeted by a ranged attack, or a spell is cast targeting you or the area you are in, you can use your reaction to summon forth a thin wall of radiant energy. This barrier persists until the start of your next turn and grants half cover to you and other creatures from ranged attacks and spell effects originating on the other side of it. The barrier is a 10 foot square centered in front of you. The barrier dissipates early if you move before the start of your next turn.
You can use this feature a number of times equal to your Constitution modifier and regain all uses following a long rest.
Solar Flare
Starting at 10th level, whenever you enter a rage, you can choose to create a flash of bright light in a 30 foot radius around you. All creatures within the area must succeed a Constitution saving throw or be blinded until the end of your next turn. The save DC for this feature is equal to 8 + your proficiency bonus + your Constitution modifier. Magical darkness within the area is also dispelled.
Beacon of Bronzing
Your bod is so radiant that it gives your buddies a contact tan. Starting at 15th level, you can choose to emit bright sunlight in a 15 foot radius and dim light for an additional 15 feet beyond that (no action required). While raging and emitting sunlight in this way, friendly creatures within 15 feet of you gain the benefits of your Sun-Kissed feature.
Oath of the Lifeguard
Whether it’s pulling a stranded swimmer to safety, resuscitating a child, or just getting the wyrmlings out of the pool for adult-dragon swim, you have sworn an oath to guard the lives of others, especially when interacting with bodies of water.
Tenets of the Lifeguard
Fitness: Your body is a temple. A ripped and glorious temple which is the envy of all others.
Safety: Many do not respect the laws of nature, and it is your job to protect those poor idiots.
Alertness: You must be vigilant at all times, especially for those running by the pool.
Channel Divinity
When you take this Oath at 3rd level, you gain the following two channel divinity options.
Reps for Palor: As an action you present your holy symbol and say a prayer of strength. For the next hour, you can add your Strength modifier to skill checks made using Persuasion or Intimidation and can add your Charisma modifier to skill checks made using Athletics or Acrobatics.
Breath of Life: As an action, you present your holy symbol and say a prayer of life. For the next 10 minutes, you and up to 5 other creatures of your choice within 30 feet of you gain the ability to breath underwater. Affected creatures also retain the normal method of respiration.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level
Spells
3rd
Alarm, Feather Fall
5th
Enhance Ability, Hold Person
9th
Water Breathing, Water Walk
13th
Control Water, Evard’s Black Tentacles
17th
Bigby’s Hand, Control Winds
Aura of Rescue
Starting at 7th level, you create an aura of quickened rescuing within 10 feet of you. When a creature within this aura would be reduced to 0 hit points, you can use your reaction to rescue the creature, resulting in it dropping to 1 hit point instead. Once a creature is rescued, it cannot be affected the same way until it finishes a short or long rest.
Additionally, you can use your bonus action on each of your turns to stabilize a creature within this aura.
At 18th level, the range of this aura extends to 30ft.
Whistling Smite
A screeching sound fills the air as you whack your enemies, directing the movement of creatures within the area. When you hit a creature with a weapon attack, it must make a Constitution saving throw against your spell save DC. On a failed save, the creature’s movement speed is reduced to 0 until the end of its next turn. Immediately after reducing a target’s speed this way, you can use your bonus action to command a friendly creature that you can see within 10 feet of you to move. Using their reaction, this creature can move up to their full movement speed without provoking attacks of opportunity.
At 18th level, you can use your bonus action to command up to two friendly creatures that you can see within 30 feet of you.
Abdominal Broman
At level 20, your urge to rescue and save others leads you into a state of unrestricted muscular glory. You can use your action to enter this state. For the next minute you don a sick, spectral crop top as the world begins to slow around you. You gain the following benefits:
This feature ends early if you are incapacitated or if you choose to end it using your bonus action. Once you use this feature you cannot do so again until you finish a long rest.
Super Soak-cerer
From the maker of the stupidest D&D homebrew you’ve ever seen comes a whole new subclass to take your 5e fun to the NEXT LEVEL. Introducing the Super Soak-cerer sorcerous origin. BLAST your enemies into submission OR leave them completely SUBMERGED. Your summer adventuring will NEVER BE THE SAME.
Hydro Spells
You learn additional spells when you reach certain levels in this class, shown in the Hydro Spells table. Each of these spells count as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or evocation spell from the sorcerer, warlock, or wizard spell list.
Hydro Spells
Sorcerer Level
Spells
1st
Fog Cloud, Ice Knife*
3rd
Melf’s Acid Arrow, Sillocks Snowball Storm*
5th
Wall of Water*, Tidal Wave*
7th
Control Water, Watery Sphere*
9th
Maelstrom, Conjure Elemental
* spell appears in Xanathar’s Guide to Everything
Wild Waters
Also at 1st level, whenever you finish a long rest, you can magically create a vial of liquid with a random property. Roll 1d4 and consult the table below for what is created. The details for each item can be found in the Adventuring Gear section of the Player’s Handbook.
You can create additional vials by expending 2 sorcery points. When you create one in this way you choose what item is created rather than rolling .
d4
Item created
1
Acid
2
Oil
3
Holy Water
4
Alchemist’s Fire
Pump-Up
Also at 1st level, whenever you ready a sorcerer spell of 1st level or higher as part of the Ready action, that spell is treated as being cast one level higher than the slot expended (to a maximum of 9th level).
Aqua Warrior
Starting at 6th level, you have gained a masterful control of fighting in wet conditions. You gain a swim speed equal to your walking speed and can breath underwater. Additionally, you can see normally to a range of 60 feet in areas which are heavily obscured due to rain, snow, fog, or similar natural or magical effects.
Sponge
At 14th level, you are able to absorb damage like a sponge. Whenever you take damage from a weapon attack or a spell cast by a creature, you can use your reaction to reduce the damage taken by 1d10+your Charisma modifier+your Sorcerer level. If you reduce the damage to 0, you regain one of your expended sorcery points.
You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain uses following a long rest. Sorcery points regained from this feature can only be used for fueling your Metamagic options or other features from this subclass.
Super Soaker
At 18th level, you can cast Control Water without expending a spell slot a number of times equal to your Charisma modifier (minimum of once) and regain all uses following a long rest.
Additionally, whenever you cast Control Water you can expend up to a maximum of 5 sorcery points to create water at a point you can see within 300 feet. By expending 1 sorcery point, you create water that fills a 10 foot cube, with the dimensions of the cube increasing by 10 feet on each side for each additional sorcery point spent. Water created this way remains contained in an invisible barrier in the area it was created in unless you use the spell to move it outside of that area, at which point it will spill and spread as normal.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
i really like the barbarian and sorcerer ones the paladin is pretty nice to
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