Alrighty, so after a busy couple of weeks, here we are again! This time it's patch day - I've been going over all my races and updating them, especially my first ones. These changes include buffs, tidying up formats, adding scaling to features, and general improvements.
Abberrant Elf- added level-based scaling to all of its 'Unleash Insanity' effects. This makes it less likely to 1-shot you or your enemies at level 1, and still remain relevant at higher levels.
Abomination- I have been through each of its racial traits with choices (which, let's face it, is almost all of them) and reorganized them into a table, akin to how Dragonborn lists its ancestry. I believe its new look makes it both easier to read and takes up less space.
Auricar- these were severely underpowered, and as of such this race has undergone a large rework. 'Unyielding' is gone, replaced by Earthen Bond - a 1/short rest reaction which makes you immune to push and knockdown effects until the end of your next turn, as well as give you lightning resistance for 1 minute. With the all new 'Ore Ancestry', they now have advantage on saving throws against petrification. Finally, they also speak an extra language to compliment their existing high charisma and charisma-skill based traits.
Brineshell Dragonborn- I have separated their adaptation to underwater pressure from their cold damage resistance, with each having their own trait. This brings them in line with my newer 'Pureblood' Dragonborn variant (which is now renamed, as per its below notes).
Half-Dwarf- this race has undergone a series of grammar and format improvements.
Half-Goliath - this half-breed race was admittedly both boring and underpowered. Its existing traits have been refined, and it has the all new Shrug It Off feature, which gives it advantage on saving throws against being stunned and paralyzed from its goliath toughness and human grit.
Tenacious Human - these also ended up being underpowered. I have reinstated their original choice of tool proficiency, and added a new trait called 'Resolve' which allows you to regain a free 1d6 hit points each time you complete a short rest. Determination has also been renamed to Perseverance, and tweaked to remove attack rolls from its choices - this change was made to reduce its power in light of its new/restored features, further separate it from luck, and ensure an equal benefit from this trait to all classes to reflect the balanced nature of humans (previously it favored rogue, and arguably did not favor cleric).
What's this? A post with no actual new homebrew? And after I made you read through all that rubbish?
Okay, fine, here's the Chronomancer- a +2 Intelligence race and a tribute to a certain British sci-fi series, with an inter-planar/mind flayer theme inspired by what we know so far about Mordenkainen's Tomb of Foes. It has two subraces, crazy racial traits, and was requested by another moderator.
Okay, fine, here's the Chronomancer- a +2 Intelligence race and a tribute to a certain British sci-fi series, with an inter-planar/mind flayer theme inspired by what we know so far about Mordenkainen's Tomb of Foes. It has two subraces, crazy racial traits, and was requested by another moderator.
I just remembered that, as per this (scroll down a bit to get to the relevant subsection), resistance to fire damage makes you adapted to hot climates and resistance to cold damage makes you adapted to cold climates. That means that brass, gold, red, silver, and white pureblood dragonborn need new Gifts of Purity.
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Thank you for the kind words! And yes, art would be amazing - unfortunately it costs a fair bit of money for a decent art commission, and I can't really justify the cost of it for my free homebrew at the moment.
I've finally updated my Pureblood Dragonborn's 'Gift of Purity' trait based on the feedback a few comments up. I also renamed it to Highblood Dragonborn, to differentiate it from the Yuan-ti Pureblood official race.
With that, I can safely say my current homebrew race series has come to an end at a total of 31 races/subraces/variants, +1 for the somewhat-novelty Chronomancer. While I do have a few more races up my sleeves, they won't be seen for some time. I've redone the original posts to include all of the races I've made and have updated a few features that had been tweaked since their creation. Thanks to everyone for their feedback on these, I really appreciate it!
Although I previously mentioned a series of spells I'd been working on, I am first moving onto feats for the next couple of weeks.
Feats: Expert Series - Crafting/Tool Use
Having looked into the full details of tools/kits and crafting in official 5e material, they're often vague and perhaps predictably seem ignored by a large amount of players and DMs alike. It's this observation that has spawned the first few feats I'm releasing in an attempt to offer players a chance to really specialize in tools/crafting. While it's a big cost to use your ASI/feat up on something that, at first glance, is only to do with crafting, I feel it gives room for these feats to have their benefits be truly substantial and make a major difference to your characters.
The overall aim here is to give players a choice to turn a forgotten tool proficiency into one of the core aspects of their characters. Not only do these feats offer boosts to the crafting tools/kits, but let you better apply their creations and related skills into adventuring scenarios. In order to help balance their fairly niche uses, each feat also comes with a single +1 to an ability score. They are all also intended to work alongside the sparse crafting guidelines found in the Player's Handbook, Dungeon Master's Guide, and Xanathar's Guide to Everything.
A sample of four 'Expert' feats have been published on D&D Beyond:
You are a seasoned herbalist and brewer of remedies. Features: - Increase your Dexterity or Intelligence by 1 - Herbalism kit bonuses - mix better healing potions, and affect allies with potions you've made from a distance.
You have mastered the art of masonry and the study of stone. Features: - Increase your Strength or Wisdom by 1 - Mason's tools bonuses - advantage on checks to do with stone construction, deal 'siege' damage to objects/structures.
You have perfected the creation of poisons, their use, and developed a tolerance against them. Features: - Increase your Dexterity or Intelligence by 1 - Poisoner's kit bonuses - apply poison to weapons as a bonus action, advantage against poison.
You have dedicated yourself to the study of metalwork. Features: - Increase your Strength or Wisdom by 1 - Smith's tools bonuses - temporarily improve a piece of (medium or heavy) armor or a melee weapon, once per long rest.
Feats: Adept Series - 'Demiclasses' (Feats in the style of Martial Adept)
This next series of feats has one major inspiration. I was looking into taking the Magic Initiate feat for one of my characters, and choosing warlock spells from it. I then instantly thought to myself, how can you be an initiate in a warlock's magic without a pact? Their class page clearly states their magic is bestowed upon them by a patron after making a pact.
I promptly made a feat that represents you making an initiate-level pact, with the intention it should be no more or less powerful than the Magic Initiate feat - but far more specific to the class of warlock.
Following that, I have since made several feats that borrow from either the flavor or the low-level features of certain classes/subclasses.
In addition, part of my design philosophy has been to ensure they each also work for characters who have taken the base-class that these feats have been inspired by, much like Martial Adept already does, to either upgrade or add to their existing features and fit in story-wise. To use the warlock again as an example, a warlock taking the initiate-level pact feat I have created could represent them finishing a one-time deal with their patron for more powers, or even making another pact with a second completely different patron.
Here are a sample of two 'Adept' feats that have been published on D&D Beyond:
You have made a minor pact with a powerful entity, known as a patron, and gained otherworldly powers. Features: - Choose one 1st-level warlock spell. You may cast it once per short rest. - Choose a minor invocation, giving you a 1st-level warlock spell related to your patron. You may cast it once per long rest.
You have studied the ancient druidic techniques of taking on the shape of an animal. Features: - Turn into small or tiny CR 0 beasts, otherwise following the rules of the druid class's Wild Shape. Ideal for scouting, stealth, and travel.
These feats have also been added to the catalog at the beginning of this thread for easy browsing.
As ever, your feedback is extremely welcome. Would you like to see more feats in their style?
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
I did consider having it only affect nonmagical gear when I was making it, but the idea behind it was to make it worthwhile at both low and high levels rather than have the feat become redundant once your melee/armored players have magical equipment. I'm personally more inclined to just nerf it overall if it is too powerful rather than put a blanket ban on all magical items, but happy to hear more opinions on it and change it if necessary.
Another option I considered was to only have it affect weapon properties rather than +1 bonuses, such as temporarily making a longsword have the light or finesse property (by altering the balance of its weight, in terms of role-play), or temporarily removing the heavy on other weapons (through similar means) to allow Small races to use them effectively. In terms of armor, I also toyed with the alternative idea of a player being able to reinforce it against certain elemental damage (resistance against lighting, for example) for a temporary amount of time rather than the +1.
I think removing the heavyproperty or giving the finesse property are far more appealing than giving the thrown property.
I see the smithing feat as very synergistic with the forge domain and most of their abilities are focused around nonmagical weapons and armor. Limiting it to nonmagical also removes the last sentence of the ability which requires a few reads to understand.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
As it stands, the addition of the thrown property is given as well as the +1. I think, if I were to give it a more useful property, I would have to remove the +1.
Unfortunately my aim with this feat was differentiate it from the forge domain and its 'Blessing of the Forge' feature, which is infamous for being extremely powerful at low levels, and useless at higher levels when you have magic armor (and thus have nothing to use the Blessing of the Forge on).
I'll have a think on it, and try to rephrase the last line if I keep it as it is.
Homebrew subclasses have arrived! There go all my other carefully planned homebrew projects.
Introducing the Hero, a new subclass of fighter that defies my username on every level.
The Hero is all about epic, memorable moments and bold deeds. While able to deal its fair share of damage, the Hero comes equipped with its core feature of Heroic Moments—allowing the fighter to support allies or overcome difficult obstacles through daring acts.
A Hero is an extraordinary individual who harnesses extreme determination over brute force or clinical finesse. Where others see an impossible problem, the hero sees a worthy challenge—and always rises to the occasion.
If you're interested, please take a look! I've enabled comments on it, and it's also available to vote for. I'll be updating it every so often as feedback comes in and playtesting occurs.
On that note, I've enabled comments on every single one of my homebrew races and feats. Feel free to vote and/or comment on a favorite!
Bruiser (Rogue) - Criminals come in all forms, and the bruiser is one of the heaviest. The bruiser can wear medium armor, use shields, and gains other defensive benefits as well as enabling the class to potentially (and optionally) use Strength to a greater degree than currently viable.
College of Hymns (Bard) - This is to bard what divine soul is sorcerer, and celestial patron is to warlock. While bards are already full-casters who are perfectly good at supporting, just like clerics and druids, they each already have a subclass to further boost their healing (life domain/circle of dreams) - now bard does too. The College of Hymns turns the bard into a divine spellcaster.
Path of the Wrathful Marksman (Barbarian) - For the angry archer, a subclass focused on enabling barbarian to work with ranged weapons without losing any of their brutality. The intention is to allow both thrown weapons and bows to be viable.
Way of the Rising Palm (Monk) - "You must be shapeless, formless, like water." — Bruce Lee. Ever felt like Monks lacked the punch (and kick) they should have? Way of the Rising Palm focuses on dealing damage with a tiny bit of self-preservation and, at mid-levels onward, vertical mobility. The theme of this subclass is all about attacks flowing into one another, and using them to your advantage,
Update time - and we're still going on subclasses. I've updated almost all of my previously released subclasses (Bruiser, College of Hymns, Path of the Wrathful Marksman, Way of the Rising Palm), and each has at least 2-4 features that have been changed or tweaked and generally improved phrasing. I've added more explanations on each of their changes in their respective comments sections.
I've also introduced two new subclasses - enter the Blood Arcana wizard, a spellcaster who can empower there spells at the expense of their (or someone else's) HP, and the Circle of Thorns druid, a melee oriented druid that doesn't rely on animal forms, reminiscent of College of Swords bards and Bladesinger wizards.
Blood Arcana(Wizard): The dread secrets of Blood Arcana are as incredible as they are terrifying, allowing a wizard to access overwhelming power—if they're willing to pay the crimson price. As a practitioner of these grisly arts, you do not favor a traditional school of magic, and instead focus on the ability to augment spells through the perilous spilling of blood.
Circle of Thorns (Druid): The Circle of Thorns is a collection of martial druids who have an affinity with spiked plants, who freely throw themselves into the fray without taking an animal's shape. Druids of this circle are typically highly disciplined, and learn how to coat themselves in a plant-like skin, covered in razor-sharp needles.
I'm currently a little inactive, so I'm not certain on all the smaller changes that have taken place across DDB, but I cannot actually see anyone's subraces or race variants in the homebrew listing at all - only full races. I assume this is intentional, so it seems the majority of my race series can no longer be publicly displayed.
However, just let me know if there are any in particular that you're interested in (if you can remember them) and I can send you the details!
I'm currently a little inactive, so I'm not certain on all the smaller changes that have taken place across DDB, but I cannot actually see anyone's subraces or race variants in the homebrew listing at all - only full races. I assume this is intentional, so it seems the majority of my race series can no longer be publicly displayed.
However, just let me know if there are any in particular that you're interested in (if you can remember them) and I can send you the details!
Well, I was looking for the highblood dragonborn--I use that so much--but I like everything from this list but the drider and the tenacious human (and the arachni, but that's a full race, so it doesn't count).
Rollback Post to RevisionRollBack
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Alrighty, so after a busy couple of weeks, here we are again! This time it's patch day - I've been going over all my races and updating them, especially my first ones. These changes include buffs, tidying up formats, adding scaling to features, and general improvements.
Abberrant Elf - added level-based scaling to all of its 'Unleash Insanity' effects. This makes it less likely to 1-shot you or your enemies at level 1, and still remain relevant at higher levels.
Abomination - I have been through each of its racial traits with choices (which, let's face it, is almost all of them) and reorganized them into a table, akin to how Dragonborn lists its ancestry. I believe its new look makes it both easier to read and takes up less space.
Auricar - these were severely underpowered, and as of such this race has undergone a large rework. 'Unyielding' is gone, replaced by Earthen Bond - a 1/short rest reaction which makes you immune to push and knockdown effects until the end of your next turn, as well as give you lightning resistance for 1 minute. With the all new 'Ore Ancestry', they now have advantage on saving throws against petrification. Finally, they also speak an extra language to compliment their existing high charisma and charisma-skill based traits.
Brineshell Dragonborn - I have separated their adaptation to underwater pressure from their cold damage resistance, with each having their own trait. This brings them in line with my newer 'Pureblood' Dragonborn variant (which is now renamed, as per its below notes).
Half-Dwarf - this race has undergone a series of grammar and format improvements.
Half-Goliath - this half-breed race was admittedly both boring and underpowered. Its existing traits have been refined, and it has the all new Shrug It Off feature, which gives it advantage on saving throws against being stunned and paralyzed from its goliath toughness and human grit.
Tenacious Human - these also ended up being underpowered. I have reinstated their original choice of tool proficiency, and added a new trait called 'Resolve' which allows you to regain a free 1d6 hit points each time you complete a short rest. Determination has also been renamed to Perseverance, and tweaked to remove attack rolls from its choices - this change was made to reduce its power in light of its new/restored features, further separate it from luck, and ensure an equal benefit from this trait to all classes to reflect the balanced nature of humans (previously it favored rogue, and arguably did not favor cleric).
What's this? A post with no actual new homebrew? And after I made you read through all that rubbish?
Okay, fine, here's the Chronomancer - a +2 Intelligence race and a tribute to a certain British sci-fi series, with an inter-planar/mind flayer theme inspired by what we know so far about Mordenkainen's Tomb of Foes. It has two subraces, crazy racial traits, and was requested by another moderator.
Be warned, earthlings.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
A dwarf with a canoe on his back? What could go wrong?
Please add the word may to the renegade chronomancer's Calculated Brilliance so it doesn't automatically trigger the first time it has a chance to.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Good catch, thanks. It was always supposed to be the player's choice when it was used.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
I just remembered that, as per this (scroll down a bit to get to the relevant subsection), resistance to fire damage makes you adapted to hot climates and resistance to cold damage makes you adapted to cold climates. That means that brass, gold, red, silver, and white pureblood dragonborn need new Gifts of Purity.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Somehow I've never noticed this before, ever.
Great catch, thanks for the heads up. I will have to scheme up a new bonus for them.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
Boy howdy do I wish there were images I could find to represent the Auricar. Such a visual race; I can't believe no one's made any art for them yet.
These are really wonderful. Thank you for all this work.
Just a few more animal races and I can have a whole Redwall/Watership Down campaign.
Thank you for the kind words! And yes, art would be amazing - unfortunately it costs a fair bit of money for a decent art commission, and I can't really justify the cost of it for my free homebrew at the moment.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
I've finally updated my Pureblood Dragonborn's 'Gift of Purity' trait based on the feedback a few comments up. I also renamed it to Highblood Dragonborn, to differentiate it from the Yuan-ti Pureblood official race.
With that, I can safely say my current homebrew race series has come to an end at a total of 31 races/subraces/variants, +1 for the somewhat-novelty Chronomancer. While I do have a few more races up my sleeves, they won't be seen for some time. I've redone the original posts to include all of the races I've made and have updated a few features that had been tweaked since their creation. Thanks to everyone for their feedback on these, I really appreciate it!
Although I previously mentioned a series of spells I'd been working on, I am first moving onto feats for the next couple of weeks.
Feats: Expert Series - Crafting/Tool Use
Having looked into the full details of tools/kits and crafting in official 5e material, they're often vague and perhaps predictably seem ignored by a large amount of players and DMs alike. It's this observation that has spawned the first few feats I'm releasing in an attempt to offer players a chance to really specialize in tools/crafting. While it's a big cost to use your ASI/feat up on something that, at first glance, is only to do with crafting, I feel it gives room for these feats to have their benefits be truly substantial and make a major difference to your characters.
The overall aim here is to give players a choice to turn a forgotten tool proficiency into one of the core aspects of their characters. Not only do these feats offer boosts to the crafting tools/kits, but let you better apply their creations and related skills into adventuring scenarios. In order to help balance their fairly niche uses, each feat also comes with a single +1 to an ability score. They are all also intended to work alongside the sparse crafting guidelines found in the Player's Handbook, Dungeon Master's Guide, and Xanathar's Guide to Everything.
A sample of four 'Expert' feats have been published on D&D Beyond:
Herbalism Expert
You are a seasoned herbalist and brewer of remedies.
Features:
- Increase your Dexterity or Intelligence by 1
- Herbalism kit bonuses - mix better healing potions, and affect allies with potions you've made from a distance.
Masonry Expert
You have mastered the art of masonry and the study of stone.
Features:
- Increase your Strength or Wisdom by 1
- Mason's tools bonuses - advantage on checks to do with stone construction, deal 'siege' damage to objects/structures.
Poison Expert
You have perfected the creation of poisons, their use, and developed a tolerance against them.
Features:
- Increase your Dexterity or Intelligence by 1
- Poisoner's kit bonuses - apply poison to weapons as a bonus action, advantage against poison.
Smithing Expert
You have dedicated yourself to the study of metalwork.
Features:
- Increase your Strength or Wisdom by 1
- Smith's tools bonuses - temporarily improve a piece of (medium or heavy) armor or a melee weapon, once per long rest.
Feats: Adept Series - 'Demiclasses' (Feats in the style of Martial Adept)
This next series of feats has one major inspiration. I was looking into taking the Magic Initiate feat for one of my characters, and choosing warlock spells from it. I then instantly thought to myself, how can you be an initiate in a warlock's magic without a pact? Their class page clearly states their magic is bestowed upon them by a patron after making a pact.
I promptly made a feat that represents you making an initiate-level pact, with the intention it should be no more or less powerful than the Magic Initiate feat - but far more specific to the class of warlock.
Following that, I have since made several feats that borrow from either the flavor or the low-level features of certain classes/subclasses.
In addition, part of my design philosophy has been to ensure they each also work for characters who have taken the base-class that these feats have been inspired by, much like Martial Adept already does, to either upgrade or add to their existing features and fit in story-wise. To use the warlock again as an example, a warlock taking the initiate-level pact feat I have created could represent them finishing a one-time deal with their patron for more powers, or even making another pact with a second completely different patron.
Here are a sample of two 'Adept' feats that have been published on D&D Beyond:
Pact of the Adept
You have made a minor pact with a powerful entity, known as a patron, and gained otherworldly powers.
Features:
- Choose one 1st-level warlock spell. You may cast it once per short rest.
- Choose a minor invocation, giving you a 1st-level warlock spell related to your patron. You may cast it once per long rest.
Wild Adept
You have studied the ancient druidic techniques of taking on the shape of an animal.
Features:
- Turn into small or tiny CR 0 beasts, otherwise following the rules of the druid class's Wild Shape. Ideal for scouting, stealth, and travel.
These feats have also been added to the catalog at the beginning of this thread for easy browsing.
As ever, your feedback is extremely welcome. Would you like to see more feats in their style?
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
For the smithing feat, consider limiting the ability to modify armor and weapons to nonmagical armor and weapons.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Hi Astromancer, thanks for the feedback.
I did consider having it only affect nonmagical gear when I was making it, but the idea behind it was to make it worthwhile at both low and high levels rather than have the feat become redundant once your melee/armored players have magical equipment. I'm personally more inclined to just nerf it overall if it is too powerful rather than put a blanket ban on all magical items, but happy to hear more opinions on it and change it if necessary.
Another option I considered was to only have it affect weapon properties rather than +1 bonuses, such as temporarily making a longsword have the light or finesse property (by altering the balance of its weight, in terms of role-play), or temporarily removing the heavy on other weapons (through similar means) to allow Small races to use them effectively. In terms of armor, I also toyed with the alternative idea of a player being able to reinforce it against certain elemental damage (resistance against lighting, for example) for a temporary amount of time rather than the +1.
Thoughts?
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
I think removing the heavyproperty or giving the finesse property are far more appealing than giving the thrown property.
I see the smithing feat as very synergistic with the forge domain and most of their abilities are focused around nonmagical weapons and armor. Limiting it to nonmagical also removes the last sentence of the ability which requires a few reads to understand.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
As it stands, the addition of the thrown property is given as well as the +1. I think, if I were to give it a more useful property, I would have to remove the +1.
Unfortunately my aim with this feat was differentiate it from the forge domain and its 'Blessing of the Forge' feature, which is infamous for being extremely powerful at low levels, and useless at higher levels when you have magic armor (and thus have nothing to use the Blessing of the Forge on).
I'll have a think on it, and try to rephrase the last line if I keep it as it is.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
Homebrew subclasses have arrived! There go all my other carefully planned homebrew projects.
Introducing the Hero, a new subclass of fighter that defies my username on every level.
The Hero is all about epic, memorable moments and bold deeds. While able to deal its fair share of damage, the Hero comes equipped with its core feature of Heroic Moments—allowing the fighter to support allies or overcome difficult obstacles through daring acts.
If you're interested, please take a look! I've enabled comments on it, and it's also available to vote for. I'll be updating it every so often as feedback comes in and playtesting occurs.
On that note, I've enabled comments on every single one of my homebrew races and feats. Feel free to vote and/or comment on a favorite!
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
Subclasses - they happened.
Bruiser (Rogue) - Criminals come in all forms, and the bruiser is one of the heaviest. The bruiser can wear medium armor, use shields, and gains other defensive benefits as well as enabling the class to potentially (and optionally) use Strength to a greater degree than currently viable.
College of Hymns (Bard) - This is to bard what divine soul is sorcerer, and celestial patron is to warlock. While bards are already full-casters who are perfectly good at supporting, just like clerics and druids, they each already have a subclass to further boost their healing (life domain/circle of dreams) - now bard does too. The College of Hymns turns the bard into a divine spellcaster.
Path of the Wrathful Marksman (Barbarian) - For the angry archer, a subclass focused on enabling barbarian to work with ranged weapons without losing any of their brutality. The intention is to allow both thrown weapons and bows to be viable.
Way of the Rising Palm (Monk) - "You must be shapeless, formless, like water." — Bruce Lee. Ever felt like Monks lacked the punch (and kick) they should have? Way of the Rising Palm focuses on dealing damage with a tiny bit of self-preservation and, at mid-levels onward, vertical mobility. The theme of this subclass is all about attacks flowing into one another, and using them to your advantage,
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
Update time - and we're still going on subclasses. I've updated almost all of my previously released subclasses (Bruiser, College of Hymns, Path of the Wrathful Marksman, Way of the Rising Palm), and each has at least 2-4 features that have been changed or tweaked and generally improved phrasing. I've added more explanations on each of their changes in their respective comments sections.
I've also introduced two new subclasses - enter the Blood Arcana wizard, a spellcaster who can empower there spells at the expense of their (or someone else's) HP, and the Circle of Thorns druid, a melee oriented druid that doesn't rely on animal forms, reminiscent of College of Swords bards and Bladesinger wizards.
Blood Arcana (Wizard): The dread secrets of Blood Arcana are as incredible as they are terrifying, allowing a wizard to access overwhelming power—if they're willing to pay the crimson price. As a practitioner of these grisly arts, you do not favor a traditional school of magic, and instead focus on the ability to augment spells through the perilous spilling of blood.
Circle of Thorns (Druid): The Circle of Thorns is a collection of martial druids who have an affinity with spiked plants, who freely throw themselves into the fray without taking an animal's shape. Druids of this circle are typically highly disciplined, and learn how to coat themselves in a plant-like skin, covered in razor-sharp needles.
Site Rules & Guidelines - Please feel free to message a moderator if you have any concerns.
My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
So, I happened to notice that most of your races are missing. Is there somewhere else I can find them?
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Hi Matthias,
I'm currently a little inactive, so I'm not certain on all the smaller changes that have taken place across DDB, but I cannot actually see anyone's subraces or race variants in the homebrew listing at all - only full races. I assume this is intentional, so it seems the majority of my race series can no longer be publicly displayed.
However, just let me know if there are any in particular that you're interested in (if you can remember them) and I can send you the details!
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My homebrew: [Subclasses] [Races] [Feats] [Discussion Thread]
Well, I was looking for the highblood dragonborn--I use that so much--but I like everything from this list but the drider and the tenacious human (and the arachni, but that's a full race, so it doesn't count).
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