As the title states, I did that for some of the paragon paths in the 4e player's handbooks 1-3. I didn't do all of them, as that would have been quite the project, and some of them I feel like had already been made into 5e subclasses. I know there is not guide for converting 4e to 5e, so most of it was just a "Well this is what it would be like in 5e" kind of deal. They are below if anyone wants to homebrew them into their own library (since I didn't create them solely based on my own ideas, I don't think they would've been accepted into the published subclasses). Or if you have feedback, that's good too!
Barbarian:
Path of the Bear Warrior (Based on of the Barbarian Paragon Path: Bear Warrior)
You revere the bear as a symbol of the warrior’s strength and prowess. Through long and ancient rites, you have bound that symbol to your heart with more than just words and totems. In battle, you become the bear, shaping your form to its form and your strength to its strength.
Most bear warriors strive to emulate the bear beyond combat situations. You might catch fish with your bare hands, tear open beehives to feast on the honey inside, or roar in an aggressive territorial display. Like many barbarians, you’re more at home in the wild places of the world than when surrounded by buildings.
Bear Form
Starting when you take this path at 3rd level, you become a bear warrior and have the ability to channel the primal energy of beasts into your physical form. While you are raging, you take on a bearlike appearance. Your head becomes that of a bear, your body sprouts thick fur, and your hands become heavy claws. Until the rage ends, you gain a +1 bonus to AC and you gain the ability to cast the beast sense spell. While raging, your unarmed strikes deal 1d8 + your Strength modifier slashing damage.
Mauling Bear
At 6th level, you are able to channel the bear’s strength into a powerful blow that knocks your opponent to the ground. Like an angry bear, you stand over your foe, waiting for its next move. After you hit with a weapon attack, you can spend your reaction to make another weapon attack against the same target, or another target within reach. If that attack hist, the target is knocked prone, unless they are one size or more larger than you. Also, if the creature stands up while you are within range, you can make a free opportunity attack against it.
Once you use this feature, you cannot do so again until you complete a short rest.
Bestial Vigor
At 10th level, you learn to use your primal might that wells within you, allowing you to shake off wounds and see the fight to its end. Whenever you make a successful saving throw, you can choose to spend a single hit die.
Rampaging Bear
At 14th level, you're able to crash through the battle lines of your enemies with a mighty roar. As an action, you can double your speed and can make up to three weapon attacks this turn. This speed bonus lasts until you've moved up to twice your speed, or you've made your third weapon attack this turn. Each target must make a Constitution saving throw or be knocked prone (DC Save: 8 + your proficiency bonus + your Strength modifier). If they make a successful saving throw, they are pushed up to 15 feet away from you. After making a third attack, for one minute you gain regeneration of 1d10 at the end of each of your turns.
Once you use this feature, you cannot use it again until after a long rest.
Path of the Wildrunner (Based on the Barbarian Paragon Path: Wildrunner)
The wilderness is your home, and your connection to the primal spirits of the land grants you speed and ferocity. You move through the forest like a deer, and you charge into battle with the cheetah’s speed and fury.
The powers of a wildrunner emphasize mobility, letting you shift and move quickly while striking your foes. You pounce from foe to foe, avoiding opportunity attacks while dealing all the damage your rage can muster.
Elf barbarians are frequently drawn to this path, because its powers complement their natural mobility. Likewise, many rangers who nurture a connection to the primal forces of nature by taking barbarian multiclass feats find this path appealing.
Bonus Proficiencies
You gain proficiency in Nature and your walking speed increases by 5 feet, and another 5 feet while raging.
Shifting Wilds Strike
When you choose this path at 3rd level, you become like a predator in the wild, you shift to a better position after your attack. When you hit with a weapon attack, you can expend your reaction to move up to 15 feet in any one direction. This does not take up any of your movement and you cannot be target with opportunity attacks during this move.
Once you use this feature, you cannot use it again until after a short rest. If you use this feature while raging, roll a d20. On a 10 or higher, you retain the use of this feature.
Press the Kill
At 6th level, you prepare to attack your next target with lightning speed as one foe drops. When you reduce a target to 0 hit points from a weapon attack, you can expend your reaction to move in any one direction in increments of 5 feet, multiplied by your Strength modifier. This does not take up any of your movement and you cannot be target with opportunity attacks during this move.
After you use this feature, you must finish a short rest before you can use it again.
Wild Resilience
Beginning at 10th level, you gain +2 to each all saving throws.
Wildrunner's Rage
Starting at 14th level, you can dart among your enemies, hampering their movement with each well-placed attack. As an action, you can make a weapon attack against one target within reach. On a hit, the targets speed becomes 0 until the end of your next turn. You may then make a special move in increments of 5 feet, up to your Strength modifier. This does not count as your movement and you cannot be targeted by opportunity attacks. If there is a different target within reach, you can make a weapon attack against it. On a hit, the targets speed becomes 0 until the end of your next turn.
Additionally, after using this ability, while raging, you gain a +2 to AC and to Dexterity saving throws. Also a move action, you can move up to 10 feet and cannot be targeted by opportunity attacks.
Once you use this feature, you cannot do so again until after a long rest.
Bard:
College of the Argent Soul (Based on the Ardent Paragon Path: Argent Soul)
You are a brilliant vessel; you embody hope, joy, and endless confidence, and your presence lifts your allies’ spirits. On the battlefield, you wash away despair, dispel doubt, and fuel your allies’ passions. As an argent soul, you have an uncommonly pure spirit. You see the best in every situation, finding solutions where others find only defeat. Melancholy has no hold on you, for optimism’s light burns away grief. Others find your good nature infectious and strive to rise to your example.
The road to becoming an argent soul is varied. You can simply be a good and wholesome person, untouched by the horrors you have witnessed, or you might have been touched by a god, your soul purified and claimed for a higher purpose. Regardless of the cause of your transformation, it is profound.
Whenever you attack with your ardent powers, a silver corona glimmers around you. Those it touches feel their confidence building, the pain from their injuries falling away so that they can keep fighting no matter the odds.
Bonus Proficiencies
When you join the College of the Argent Mind at 3rd level, you gain proficiency with martial weapons.
You can use a martial weapon as a spellcasting focus for your bard spells.
Argent Strike
Your weapon shines with silver light. When it strikes, your corona flares to revitalize an ally. You can expend one use of bardic inspiration to make a melee weapon attack against a target creature. On a hit your weapon's damage type from this attack becomes radiant damage and one ally within 25 feet of you may spend a hit die to heal. Your ally may choose to forgo spending a hit die and gain 5 temporary hit points instead.
Restoring Critical
At 3rd level, your allies are inspired by your efficiency in combat. Whenever you score a critical hit with an attack, you can use your reaction to expend one of your bardic inspirations to allow one ally within 25 feet of you can spend a hit die.
Burgeoning Reserves
Starting at 6th level, Your touch restores vitality to a fallen comrade. As an action, you may touch an ally that has 0 hit points and expend one use of bardic inspiration for the target to spend a hit die. The target also gains regeneration of 1d6 at the beginning of each of their turns. This regeneration ends after the target has regained hit points equal to your Charisma modifier multiplied by your proficiency bonus.
Alternatively, as an action, you may touch an ally whose current hit points are equal to or less than half of their current hit points and expend one use of bardic inspiration to give them regeneration of 1d6 at the beginning of each of their turns. This regeneration ends after the target has regained hit points equal to your Charisma modifier multiplied by your proficiency bonus, or if their current hit points are higher than half of their maximum hit points.
Once you have used this ability, you cannot use it again until the next dawn.
Argent Flood
Starting at 14th level, your allies find new reserves in the silver light you unleash. As an action, you can expend one use of bardic inspiration and make a special weapon attack against a target within range. On a hit, the target takes 4d8 + your Charisma modifier radiant damage. Additionally, each ally within 25 feet of you can either spend a hit die, or gain temporary hit points equal to half of their hit die value + their Constitution modifier.
Once you use this feature, you cannot use it again until after a long rest.
Improved Critical
Beginning at 14th level, your weapon attacks score a critical hit on a roll of 19 or 20.
College of the Seven (Based on the Bard Paragon Path: Student of the Seven)
Among the many legends told by bards, a few mythic figures appear with some regularity, including the mysterious Seven. The Seven are sisters, or sometimes brothers, whose names vary from tale to tale. They’re not gods, but they’re not mortals either; sometimes they’re exarchs of Corellon or some other god, and sometimes they’re angels who come from seven different dominions. But most often, they’re simply the Seven. Some tales describe them as patrons of the arts, inventors or sponsors of dance, poetry, singing, instrumental music, painting, drama, and the like. Other tales describe them as patrons of every mortal activity, or even as sponsors of different power sources. The Seven are never exactly the same in any two tales, or even in the same tale told twice. And as their student, neither are you.
Following the promptings of the Seven, your interests accept no limitations. No narrow field of study can contain your wide-ranging curiosity. You excel as an arcane leader, but what’s to prevent you from learning a few tricks from a martial defender or a primal controller? No knowledge is off limits, and nothing is impossible.
By taking multiclass feats and learning powers from a variety of classes, you always have the right tool for the job. In addition, you learn spells that have enormous versatility, ensuring that you can provide help anytime you or an ally needs a bonus in a specific area. You dabble in a little bit of everything, and you manage not only to improve yourself but also to make others a little better at what they do best.
Daily Mastery
When you join the College of Lore at 3rd level, every dawn you can replace one spell you know with another from the Bard list. If the spell you are changing was learned from Magical Secrets, you can replace it with a spell from any list.
Anyspell
Also at 3rd level, you learn how to draw on the raw arcane power around you, you shape your spell to the form and purpose you need. As a side effect, you grant momentary protection or a surge of aggressive inspiration to a nearby ally. As an action, you can expend a spell slot to target one creature within 5 feet of you. Roll a d6 and refer to the table below to decide on the saving throw required for this feature. Alternatively, you can expend two uses of bardic inspiration to choose which ability you want the target's saving throw to be. The target then makes a saving throw. On a fail, the target takes Xd8 (X equals the level of spell slot used for this feature).
d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma
After this feature resolves, you can spend you reaction to expend one use of bardic inspiration and give one ally within 5 feet of you an inspiration die.
Once you use this feature, you cannot do so again until after you finish a short rest.
Versatile Glamor
At 6th level, you can inspire your allies in a more variety of ways. As an action, you can expend one use of Bardic Inspiration to target yourself or one ally that can hear you. Choose one of the following effects to apply to the target:
Target gains +10 speed for 1 minute
Target gains +2 to attack and damage rolls with opportunity attacks for 1 minute
Target gains double proficiency with the next weapon attack they make
Target becomes invisible until the end of your next turn
Target gains resistance to a damage type of your choice for 1 minute
After you use this feature, you cannot do so again until after a short rest.
Compensatory Insight
At 6th level, you're able to analyze your opponent and aim for weak spots with your weapons. Add your Intelligence modifier to all weapon attack rolls.
Voice of the Seven
Starting at 14th level, you speak one word with seven supernatural voices, and your targets are driven back and rooted to the ground. As an action, you can target all creatures that can hear you within 5 feet. Roll a d6 and refer to the table below to decide on the saving throw required for this feature. Alternatively, you can expend two uses of bardic inspiration to choose which ability you want the targets' saving throw to be. The targets then makes a saving throw. On a fail, the targets takes 4d10 + your Charisma modifier thunder damage, and half damage on a successful saving throw. Additionally, on a failed save, the targets are pushed 15 feet away from you and their speeds become 0 until they succeed on the saving throw. They may attempt the saving throw at the beginning of each of their turns.
d6 Saving Throw
1 Strength
2 Dexterity
3 Constitution
4 Intelligence
5 Wisdom
6 Charisma
After this feature resolves, you can spend you reaction to expend up to 5 uses of bardic inspiration and give any allies within 5 feet of you that can hear you an inspiration die.
Once you use this feature, you cannot do so again until after you finish a long rest.
College of the Stygian (Based on the Ardent Paragon Path: Stygian Adept)
There are shadows in the mind. Unnerving memories, old fears, and crushing disappointments all lie ready to be exploited and manipulated. Those who know these fears can turn them into weapons, amplified until they unravel the consciousness. You are familiar with these fears, and you wield them like razors.
As a stygian, you sense the fear and terror in your enemies, harnessing these emotions and using them to attack your foes’ minds. With your powers you can create phantom terrors that only your opponent can perceive, distracting the enemy from your allies as they move into position. A foe firmly in your grasp finds itself lost in a maze of half-realized imaginings, each more terrible than the last.
Stygian Strike
When you join the College of the Stygian at 3rd level, you gain the ability to make your enemy see you take on the appearance of its greatest fear, causing it to stumble back in terror.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal extra damage equal to your weapon damage die + your Charisma modifier psychic damage to that target and push the target up to 10 feet.. You can do so only once per round on your turn.
The weapon damage increases when you reach certain levels in this class, increasing to an additional weapon damage die at 5th level (2), another one at 10th level (3), and another one at 15th level (4).
Fearsome Marks
At 3rd level, when you hit with a weapon attack, you can spend one use of bardic inspiration to mark the target. When an ally hits a marked target with a weapon attack, the marked target takes additional psychic damage equal to your Charisma modifier. This mark lasts for 1 minute, or until you dismiss the mark as a a free action.
You can have up to three targets marked at the same time.
Haunting Shadows
At 6th level, you're able to create doubts that blur your enemies’ vision, making it hard for your foes to see the true threat before them.
As an action, you create a zone 15 feet around you that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Your allies gain +2 to AC and Dexterity saving throws while within the zone.
When this zone would end, you may expend a use of bardic inspiration to maintain it for another turn.
Once you use this feature to create this zone, you cannot do so again until after a long rest.
Subconscious Horror
At 14th level, your attack conjures a horrific vision that only you and your enemy can see.
As an action, you can target one creature within 10 feet of you. It makes a Charisma saving throw against your Spell Save DC. On a hit, the creature takes 3d10 + your Charisma psychic damage and you conjure a subconscious horror in an unoccupied space within 25 feet of you. The horror lasts until the end of your next turn. The horror is invisible to everyone but you and the target. Whenever the target starts its turn and can see the horror, the target is frightened of the horror, attacks against the creature have advantage, and takes 1d10 psychic damage until the start of its next turn.
On a failed saving throw, the target takes half damage and can't move closer to you until the beginning of your next turn.
When the effect would end, you can expend a use of bardic inspiration to make the effect last until the beginning of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Cleric
Angelic Domain (Based on the Invoker Paragon Path: Angelic Aspect)
During the gods’ ancient war against the primordials, invokers were their most trusted mortal servants, allowed to wield the raw divine power typically reserved for the gods’ immortal agents, the angels. Over time, the distinction between the most favored mortal invokers and the angels themselves became hard to define. Some invokers drew so much divine energy into themselves that they took on angelic aspects. Some angels, conversely, emptied themselves of divine essence and clothed themselves in mortal flesh as invokers, voluntarily limiting their own power in order to serve as more effective divine agents in the world.
One of those paths is yours, and it has led you to this point: You are neither fully mortal nor fully angel, but some of both. As an angelic aspect, you can channel divine energy through your mortal body to take on angelic characteristics: resistance to the forces of dark and light, an awesome presence that strikes fear into the hearts of those who try to strike you, wings to fly across the field of battle, and mighty attacks akin to those of angels.
If you were born mortal, your transformation is beginning; you are on the threshold of becoming something more, and immortality awaits. If you have always been an angelic being veiled in flesh, the veil is beginning to part and your true nature is being revealed. Either way, your enemies have much to fear.
Domain Spells
You gain domain spells at the cleric levels listed in the Angelic Domain Spells table. See the Divine Domain class feature for how domain spells work.
When you choose this domain at 1st level, you gain the guidance cantrip.
Angelic Blades
Also starting at 1st level, you can create metallic wings of an angel of battle sprout from your back and shower your foes with razor-sharp blades. All creatures of your choice within 10 feet of you must make a Dexterity saving throw against your Spell Save DC. Failing creatures, take 2d6 + your Wisdom modifier and they are sowed until the end of your next turn.
Additionally, you gain a fly speed of 40 feet until the end of your next turn.
Once you use this feature, you cannot use it again until you complete a short or long rest.
The damage die increases to 3d6 at 7th level, 4d6 at 15th level, and 5d6 at 20th level.
Channel Divinity: Wings of Action
Starting at 2nd level, you can use your Channel Divinity to become more angelic.
As an action, you present your holy symbol and metallic angel wings grow form your back. For 1 minute, you gain a fly speed of 40 feet and your AC increases by 2.
Angelic Resistance
Beginning at 6th level, your body bonds with the soul of an angel. You have resistance to necrotic and radiant damage.
Angelic Emanation
At 6th level, your purity causes hesitation in others. While your current hit points are greater than half of your total hit points, you gain a +2 to AC.
Shielding Nimbus
At 8th level, divine power surges through you, giving you an angelic visage and shielding you from damage. As an action, you can choose a damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You gain resistance to that damage type for 1 minute. If you already have resistance to that damage type, you gain immunity to that damage.
Once you have used this feature, you cannot use it again until you complete a long rest.
Coldfire Pillar
Starting at 17th level, you bond with an angel of vengeance, transforming yourself into a raging pillar of cold fire. Each creature of your choice within 15 feet of you must make a Dexterity saving throw. On a fail, each creature takes 4d8 cold damage and 4d8 fire damage. On a success, each creature takes half damage.
Additionally, you gain immunity to cold and fire damage until the start of your next turn.
Once you use this feature, you cannot do so again until after you complete a long rest.
Oracle Domain (Based on the Cleric Paragon Path: Divine Oracle)
You become the voice of your god, full of prophecy and omens. When you use your prophetic powers, your eyes glow with the silvery depths of the Astral Sea.
Foresight
At 1st level, you cannot be surprised and you also gain proficiency on initiative rolls.
Channel Divinity: Prophecy of Doom
Starting at 2nd level, you can use your Channel Divinity to tap into your foresight. After you or one ally within 5 feet of you hits with an attack roll, as a reaction you can choose to make the attack a critical hit.
Terrifying Insight
At 6th level, creatures you target with your spells have disadvantage on Intelligence saving throws. Additionally, you gain expertise in Insight.
Prophetic Retreat
Starting at 6th level, you can take the Dash action as a bonus action.
Good Omens
Starting at 8th level, you lean how to peer into the future and predict good fortune for you and your allies. As an action, you and each ally within 10 feet of you gain a bonus equal to your proficiency bonus to all attack rolls, ability checks, and saving throws for 1 minute. You and all allies affected by this cannot score critical hits during this time.
Once you use this feature, you must finish a short or long rest before using it again.
Improved Foresight
At 8th level, you and all allies within 25 feet of you cannot be surprised and you also gain advantage on initiative rolls.
Hammer of Fate
Starting at 17th level, you hammer your foe with prophetic words of power. If your foe avoids the barrage, you can untangle the lines of fate and perform a different action. As an action you can make an attack roll against one enemy that can hear you within 20 feet. On a hit, the attack deals 6d10 + your Wisdom modifier Thunder damage. On a miss, rewind your turn to the moment before you made the attack. You cannot use this feature again and must take a different action.
If you hit, you cannot use this feature again until you finish a short or long rest. If you miss, you cannot use this feature again for 1 minute.
Druid:
Circle of the Blood Moon (Based on the Druid Paragon Path: Blood Moon Stalker)
Several legends tell of the blood moon, a night or sometimes a season when the Primal Beast stalks the wilderness of the world in physical form. During the blood moon, the predators of the world are said to be more dangerous and to have an insatiable hunger. According to some legends, the blood moon is a perversion of the world’s natural state, brought about by the gods or by the fierce response of the primal spirits to some violation of their precepts. Whatever the cause and exact effects of the blood moon, some druids use these legends as a symbol for their own ferocious zeal in protecting the natural balance of the world.
You are a blood moon stalker, favoring your beast form and choosing powers that make you more dangerous in that form. As your body transforms into beast form, so too your mind embraces your bestial side. You take pride and pleasure in fighting without conscious thought, drawing on bestial instinct and wisdom to guide your attacks upon your prey. You are a fierce hunter, a silent stalker of the wilds, but you are also a crusader for the primal spirits, ensuring that neither gods nor primordials overstep the bounds set for them at the dawn of time.
Through the power of the blood moon, you and your spirit brothers, sisters, and ancestors are the custodians of the world.
Blood Moon Wild Shape
Starting at 2nd level, all of your beast shapes use the power of the blood moon and grow a red tint and have white swirled markings around their bodies. You can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 8th level, you can transform into a beast with a challenge rating as high as your druid level divided by 4, rounded down.
Moon's Hunger
At 2nd level, while you're in your beast form, after you reduce an enemy to 0 hit points with an attack, as a reaction you regain hit points equal to 1d8 + your druid level.
Once you use this feature, you must finish a short rest or long rest before you can use it again.
Frenzied Whirlwind
At 6th level, you rend at the enemies around you with a fearsome war cry, dealing harsher wounds to those near death. As an action while in your beast form, you can make an attack against each enemy within 5 feet of you. This attack deals an extra 2d6 slashing damage to any targets whose current hit points are equal to or less than half of their maximum hit points.
Once you use this feature, you cannot use it again until the end of a short rest.
Improved Critical
At 10th level, your attack rolls while in your Wild Shape score a critical hit on a roll of 18-20.
Nature's Grave
At 14th level, while in a beast form, as an action you can target one creature within 20 feet whose current hit points are equal to or less than half of their maximum hit points and stare deep into its eyes with your own. While the target is enthralled, you charge towards it and leap onto the creature attacking it. Make an attack roll, on a hit the attack deals 6d10 + your choice of Strength or Dexterity modifier slashing damage.
You can use this feature, once per Wild Shape.
Rampage
At 14th level, while in your beast form, after dealing damage to an enemy that lowers their hit points to 0, you may spend your reaction to move up to your speed and make another attack against a creature in range.
Circle of the Shaman (Based on the 4th Edition Shaman Class. Branches into the four Shaman Paragon Paths)
Shamans are inspiring and dangerous battle leaders. They command powerful spirit guides, and through them lead their allies. These nature spirits bolster their allies’ attacks and offer protection and healing when needed.
In a rite of passage or initiation, you pledged yourself to the spirits, to be their voice and hands in the world. Through ancient song and sacred ceremony, you have called a powerful spirit companion to your side. The primal spirits of nature affirm your will, guide the actions of your allies, and deal mighty attacks against your foes. You might be a venerable advisor to a tribal leader, a young traveler seeking to bring tales of a wider world back to your people, or a scholar devoted to the pursuit of nearly forgotten lore.
The spirits and voices of nature guide your every step. Their power flows through you, calling you to lead, to fight, and to triumph.
Companion Spirit
As part of your initiation as a shaman, you acquired a spirit companion, an animal spirit that accompanies and assists you. As you level up, you will gain powers from being a shaman. Your spirit companion must be present when you use any features from this subclass.
Choose an elder spirit that you will be a disciple of and this will determine your spirit that you are able to summon. As a bonus action, you can call your spirit companion to a space within 10 feet of you or dismiss your spirit companion if it is within 20 feet of you. As an action on your turn, you can command your spirit companion to do any action you could take. Spirit companions are unable to cast spells. Your spirit has its own move action each turn that you can command.
Your spirit companion gains the stats and traits that appear under its stat block in the monster manual (up to the DM's discretion).
When your spirit companion is summoned, roll dice equal to its hit die plus its constitution modifier for each of your druid levels. Your spirit companion has advantage on any attack made against a creature you have already attacked during that encounter. Your spirit companion takes damage just like any other creature. Your spirit companion has its own set of hit die that it can expend during rests. If your spirit companion would fall to 0 hit points, you can not summon it again for 3 days. If you dismiss your spirit companion, you cannot summon it again until after you have completed a long rest.
Disciple of the Ghost Panther
The mystery of the primal stalker is that death is a constant presence in the midst of life; the death of the prey brings life to the predator. And when death comes to the predator, it brings life to scavengers and carrion feeders. Death is part of the great wheel of mortal existence, and an important part of the shaman’s communion with the spirit world.
As a shaman, you have always walked close to death. Now you have set out on the path of the ghost panther, where life and death twine together still closer. You stalk the wild, hiding from your prey, leaping and climbing like the most agile of cats. You call on panther spirits to attack your foes, weaken your prey, help you leap away from enemy attacks, and lead you through the spirit world to teleport adjacent to your foes.
Your spirit companion is a semi-transparent Panther. Your Panther's hit die is 1d8.
Disciple of the Great Bear
Many shaman traditions revere the Great Bear as the perfect example of the protector spirit. As a mother bear furiously guards her cubs against danger, so the Great Bear stands guard over the world, protecting it from those who would destroy or corrupt it, and so too do you, as a Great Bear shaman, protect your adventuring companions. Your spirit companion is your link to the Great Bear, channeling its strength and endurance to you through your evocations.
Your main purpose is to stand alongside other warriors and make them stronger. When you can, protect the weak. When you cannot, strengthen the strong to make them better protectors. As you pursue the path of the Great Bear shaman, your spirit companion channels the power of the Great Bear to harry your enemies, punishing them when they attack your friends. Your companion roars with the ferocious strength of the Great Bear, galvanizing your allies into action. You give your allies additional attacks whenever you spur yourself to greater action, and you empower the attacks they make when enemies drop their guard.
You are the world’s protector, and the Great Bear’s roar echoes in every word you speak.
Your spirit companion is a Black Bear without the Multiattack action. It appears as a mass of energy in a single color of your choice. Your black bear's hit die is 1d8.
Disciple of the Spirit Tempest
What is a spirit but an exhalation of the world, a distillation of life lived in the drawing and releasing of breath? The spirits of the world are alive, and that means they are in motion. They are a wind that blows through the world, even in the solid rock of the earth’s deepest reaches.
As a spirit tempest, you tap into the movement of the spirit world, the wind that blows through all things. You draw on that movement to bring motion to the field of battle: You call spirit winds to transport yourself and your allies in the blink of an eye, to carry your healing power and the power of your attacks into larger areas, and to empower the attacks of your allies.
The spirits are the breath of the world. Breathe deeply, and let them move and guide you.
Your spirit companion can be any creature from the Monster Manual with a CR of 1/2 or below. It appears as a mass of energy in a single color of your choice. Some features may not carry over (such as multiattack), this is up to the DM's discretion.
Disciple of the World Serpent
The World Serpent, legend says, is among the greatest of the primal spirits that established the natural laws of the world and is one of the staunchest defenders of those laws. When a divine exarch and the servant of a primordial joined forces in an attempt to tamper with the natural order, the World Serpent simultaneously crushed the life from them both. The earth is said to rest in this mighty serpent’s coils, the motion of which shakes the ground.
As a disciple of the World Serpent, you are charged with maintaining the balance of the natural order and ensuring that creatures from beyond the mortal realm keep to their place. You wield the World Serpent’s power, using it to pierce your foes with its fangs or crush them in its coils. Your spirit companion hinders the movement of your enemies as the World Serpent’s coils echo through the space around it. The World Serpent’s venom empowers your evocations, poisoning creatures that break free of your power.
You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor. As an action, you can have your companion spirit expend one of its hit die on yourself or an ally within 5 feet of it.
At 6th level, it can expend up to 2 of its hit die, at 10th level, it can expend up to 3 of its hit die, at 14th level, it can expend up to 4 of its hit die.
Spiritual Aid
At 6th level, your spirit companion learns how to make the most of its form. It gains an attack and helps its allies.
Predator Spirit (Only for Disciples of the Ghost Panther)
A panther spirit appears and rends your foe; then its bloodthirtiness flows through your spirit companion to weaken your enemies. Your spirit companion makes a melee attack against a creature, on a hit dealing 2d6 + your wisdom modifier slashing damage. If this attack hits a creature with half or less than half of its maximum hit points, or lowers its hit points to below half of its maximum hit points, until the end of your next turn, they deal half damage. You cannot use this ability again until after a short rest.
Also, you and your allies are considered proficient in Stealth checks while within 5 feet of your spirit companion.
Bear Fang Defense (Only for Disciples of the Great Bear)
Your spirit companion lets out the terrible roar of the Great Bear and smashes its heavy paw into your foe. The presence of the bear spirit is impossible to ignore. As an action, your spirit companion can make a melee attack against a creature, dealing 2d10 + your Wisdom modifier bludgeoning damage and the target is marked. While the creature is marked, if the creature makes an attack against your spirit companion, the target makes a Wisdom saving throw against your Spell save. On a fail, 1d10 Psychic damage and is knocked prone after the attack. Once your spirit companion uses this feature, it cannot use it again until after a short rest.
Also, you and your allies deal extra damage to targets marked by your spirit companion equal to your proficiency bonus.
Spirit Tide (Only for Disciples of the Spirit Tempest)
Your spirit companion lashes out at an enemy, sending a swirling storm of spirits to batter other nearby foes. As an action, your spirit companion can make a melee attack against one creature. On a hit, the creature takes 2d10 + your Wisdom modifier slashing damage and each hostile creature within 25 feet of the target takes 1d10 slashing damage. Once you use this feature, you cannot use it again until after a short rest.
Also, after using this ability, until the end of your next turn, allies within 10 feet of your spirit companion can teleport up to 10 feet as a bonus action.
Serpent's Rebuke (Only for Disciples of the World Serpent)
The jaws of the World Serpent bite at your foe, stabbing through its mind and rooting it in place. Enemies that draw too close to the transfixed foe feel the echoes of its pain. As an action, your spirit companion can make an attack against a creature, on a hit dealing 2d8 + your Wisdom Modifier Psychic damage. Until the end of your next turn, the target's speed becomes 0, and any enemy that enters within 5 feet adjacent to the target takes 1d8 Psychic damage. You cannot use this ability again until after a short rest.
Also, creatures hostile to you and/or your spirit companion treat 5 feet around your spirit companion as difficult terrain.
Spiritual Utility
Starting at 10th level, your spirit companion learns how to adapt and create more supplemental effects for you and your allies.
Great Cat's Dodge (Only for Disciples of the Ghost Panther)
Your eyes shine yellow like those of a great cat as you leap away from an enemy attack. As a reaction, when an attack misses you, you can move up to 15 feet and enemies cannot make opportunity attacks against you during this movement. Once you use this feature, you cannot use it again until after a short rest.
Galvanizing Bellow (Only for Disciples of the Great Bear)
The roar of your spirit companion spurs your allies to move. As an action, you can allow each ally within 5 feet of you to move up to 10 feet.
Spirit Flow (Only for Disciples of the Spirit Tempest)
Spirits swirl around your ally and your spirit companion as the two disappear, and then each reappears where the other just stood. As a bonus action, you can target one creature within 20 feet of you. If the creature is hostile, it needs to make a Wisdom save against your Spell Save. If the target is willing, or fails the saving throw, the target and your spirit companion teleport to each other's spaces. Once you use this ability, you cannot use it again until after you finish a short rest.
Seal of the Serpent (Only for Disciples of the World Serpent)
A twisting mark like a glowing green serpent appears on your enemy’s skin, drawing the attacks of your ally to unerringly strike the foe. As an action, you can target one creature within 5 feet of you. Choose yourself or one ally within 25 feet of you. Until the end of your next turn, that character ignores any cover or concealment when attacking the target. In addition, the character can make ranged attacks against the target without having line of sight or line of effect to it. Once you use this feature you cannot use it again until after a long rest.
Spiritual Barrage
At 14th level, your spirit companion reaches its prime. It unlocks its ultimate ability.
Ghost Panther Spiral (Only for Disciples of the Ghost Panther)
A stream of frenzied panther spirits flows around you, savaging your enemies. The wind of the spirits’ passage lets you and your allies slip through the spirit world to attack your foes. As an action, your spirit companion can make a melee attack against each enemy inside a burst of 5 feet, dealing 5d6 + your Wisdom modifier slashing damage. Also, the burst creates a zone of rushing spirits that lasts for 1 minute, or until you end it as a free action. You or any ally who is within the zone can use a bonus action to teleport to a space adjacent to an enemy that is within the zone. Once you use this feature, you cannot use it again until after you finish a long rest.
Panther Ancestors (Only for Disciples of the Ghost Panther)
Call to the Great Bear (Only for Disciples of the Great Bear)
Your spirit companion mauls your enemy with its claws and teeth. The spirit of the Great Bear lingers around your foe, punishing it for harming your allies. As an action, your spirit companion can make a melee attack against one target. On a hit, it deals 4d10 + your Wisdom modifier slashing damage and has a penalty to attack rolls against you, your spirit companion, and your allies equal to you Wisdom modifier. Additionally, whenever the target hits with an attack of its own, it takes 1d10 + your Wisdom modifier Psychic damage. At the end of each of its turns, the target can make a Wisdom save against your Spell Save DC to end both effects. On a miss, the target takes half damage.
Once you use this feature, you cannot use it again until after a long rest.
Looming Presence (Only for Disciples of the Great Bear)
While within 5 feet of your spirit companion, your allies gain a bonus equal to your Wisdom modifier to their attack rolls when making opportunity attacks.
Spirit Storm (Only for Disciples of the Spirit Tempest)
A wind howls around your enemy as dozens of minor storm spirits appear and attack it. Your allies can trade positions inside the storm with a thought. As an action, your spirit companion can make a ranged attack within 50 feet against one creature. On a hit, the creature takes 4d8 + your Wisdom modifier damage. A zone is created in a burst of 10 feet from the targeted creature. While within the zone, any ally gains a bonus to attack rolls and damage rolls against the target equal to your Wisdom modifier. In addition, any ally within the zone can teleport as a move action, swapping positions with another ally within the zone.
Once you use this feature, you cannot use it again until after a long rest.
Healing Guides (Only for Disciples of the Spirit Tempest)
When you use your Healing Spirits feature while your spirit companion is inside of your Spirit Storm, the hit die spent can heal yourself and all allies within the storm.
Crush of the Serpent (Only for Disciples of the World Serpent)
You call on the spirit of the World Serpent to crush your enemy in its emerald coils, causing internal injury. As an action, you can command your spirit companion to lunge and make a melee attack within 10 feet of it against one target. On a hit, the creature takes 3d10 + your Wisdom modifier bludgeoning damage and is grappled. The target can attempt to escape a grapple during each of its turns. At the beginning of each of your turns, the target takes 1d10 + your Wisdom modifier bludgeoning damage, even after the creature has escaped the grapple. On a miss, the target takes 1d10 + your Wisdom modifier bludgeoning damage at the beginning of each of its turns.
Your spirit companion can have up to 2 creatures grappled at the same time. Creatures who are a size larger than your spirit companion, or those that cannot be grappled are immune to this feature.
Once you use this feature three times, you cannot use it again until after a long rest.
Spirit Venom (Only for Disciples of the World Serpent)
Whenever an enemy makes a successful save against one of your features or spells, it takes 1d10 Poison damage.
Fighter
Warlord (Based on the 4th Edition Warlord Class - Credit to Niklas Sandell - I didn't create any of this, but I found this and it fit with what I was doing, though I did make the change of making the Warlord commands options. The original subclass had all options already available. I just felt like getting more options over time felt like a growth as a leader, but you can play it however you want!)
Warlords are born battlefield commanders, inspiring others either through loyalty or through feat. Whether a stalwart captain of the guards or a ruthless mercenary leader, the Warlord strengthens his companions with his words and actions, while exposing weaknesses in enemies' defenses and commanding his allies to strike.
Warlord Commands
At 3rd level, whenever you take the Attack action you can instead issue one Command. The target of the Command has to be able to see or hear you. Choose two Warlord Commands. You can only issue one Command per turn.
You gain another option at 7th, 10th, and 15 level.
Charge!
You issue a Command to one of your allies within 30 feet of you, allowing them to move and attack on your turn. Your ally can use their reaction to move up to half their speed, and if they end their movement within reach of an enemy, they can make a single melee weapon attack against that enemy. Your ally can add your Charisma modifier to the damage roll of their attack.
In Formation!
You issue a command to up to 6 allies within 30 feet of you, improving their defenses while they group together. If two or more allies (including yourself) are within 5 feet of each other, enemies have disadvantage on the first attack roll they each make against any of these allies until the start of your next turn.
Let Fly!
You issue a Command to one of your allies within 60 feet of you, allowing them to make a ranged attack on your turn. Your ally can use their reaction to make a single ranged weapon attack or ranged spell attack with a cantrip against a creature within line of sight of both you and your ally. Your ally can add your Charisma modifier to the damage roll of their attack.
Regroup!
You issue a Command to one of your allies within 30 feet of you, bolstering their resolve and stamina. The ally gains temporary hit points equal to your Fighter level + your Charisma modifier. The temporary hit points are removed at the end of combat.
Retreat!
You issue a Command to one of your allies within 30 feet of you, allowing them to fall back safely. Until the start of your next turn, the ally's movement does not provoke opportunity attacks when leaving the reach of an enemy.
Fear and Respect
Warlords can inspire or frighten others into doing their bidding. For good or bad, when they speak, people obey.
At 3rd level, you gain proficiency in the Intimidation and Persuasion skills if you are not already proficient in them.
Master of Tactics
Starting at 7th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Battlefield Mastery
At 10th level, when you issue a Command, you can issue a second Command to a second ally by forgoing another one of your attacks. The second Command can be the same Command or a different one.
Starting at 15th level, you and up to 6 allies of your choice within 30 feet of you gain a bonus to Initiative rolls equal to your Charisma modifier.
Fight as One
At 18th level, whenever you use your Indomitable ability to reroll a saving throw, you can allow an ally within 30 feet of you to reroll a saving throw against the same spell or effect. The ally adds your Charisma modifier to the reroll.
Improved Battlefield Mastery
At 18th level, you can issue a third Command to a third ally by forgoing another one of your attacks.
Monk:
Way of the Dragon (Based on the Monk Paragon Path: Initiate of the Dragon)
The monastery you trained at followed a rare discipline, the school of the dragon’s wisdom. Your masters explained that in the ancient days, the dragons taught the mightiest of mortals how to transcend their physical forms and become as mighty as a dragon. Your monastery teaches that with the right focus and discipline, you too can master the secrets of the dragon.
You learn to focus your psionic power outward, unleashing the dragon’s fiery breath and turning your skin into an armored hide of dragon scales. You move with the dragon’s speed, dancing on the wind with wings of psionic power. Once you master this discipline, you learn how to transform into a dragon for a brief moment.
Half-orc monks are frequently drawn to this tradition, since their agility and strength serve them well on this path. By the same token, their fiery rage matches the dragon’s anger when it is called to battle.
Strength of the Dragon
Starting when you choose this tradition at 3rd level, you gain resistance to fire damage. When you take fire damage, you can spend 2 ki point to gain a bonus to all damage equal to your Dexterity modifier for 1 minute. This damage type from these unarmed attacks is fire.
Draconic Torrent
At 3rd level, like the dragons you seek to emulate, you leap into the air and unleash a torrent of fiery energy upon your enemies. As an action, you can spend 3 ki points to make three unarmed attacks. This damage type is fire. Also until the beginning of your next turn, you gain a fly speed equal to your speed. You can end this movement in midair. At the end of your turn, you fall but take no falling damage.
Dragon's Vengeance
At 6th level, when your enemy earns your ire by wounding you, the heat of dragon’s fire washes off you in waves. If you take damage that brings your current hit points to equal to or less than half of your maximum hit points, you can use your reaction and spend 2 ki points to erupt in flames. During this time, your unarmed strikes deal an additional 1d8 fire damage and all creatures that come within 5 feet of you take 1d6 fire damage.
The flames extinguish if you hit 0 hit points or if your current hit points become higher than half of your maximum hit points.
At 11th level, this damage becomes 2d8 and at 16th level this damage becomes 3d8.
Claws of the Dragon
By 11th level, you have grown claws reminiscent to dragons and have learned to target your opponent's weaknesses. Your Flurry of Blows gains 2d8 of fire damage and ignores resistances. Any target hit by your Flurry of Blows with Fire immunity is treated as Fire resistance instead.
Draconic Avatar
At 17th level, you can channel your energy and unleash a gout of flame as you transform into a shape between a humanoid and a dragon. Wings surge from your back, your hands grow long, sharp talons, and your skin becomes as hard as a dragon’s scales. As a bonus action, you can spend 5 ki points and assume the form of a dragon. For 1 minute, you gain a bonus to AC equal to your Strength modifier, you gain a bonus to damage rolls equal to your Dexterity modifier (this damage type is fire), and you gain a fly speed equal to your speed.
Once you use this feature you cannot do so again until after a short rest.
Way of the Dreamwalker (Based on the Psion Paragon Path: Dreamwalker)
Monks who devote their full attention to lucid dreaming can fashion themselves a dream form capable of acting in the waking world, even while the monk remains conscious.
Manifest Dream Form
Starting when you choose this tradition at 3rd level, you can create a hazy image of yourself, your dream form manifests nearby. You can spend 1 ki point and conjure your dream form in an unoccupied space within 10 feet. Once you have conjured your Dream Form in this way, you can conjure it without spending ki points for 12 hours.
Your dream form lasts until you fall unconscious, until you dismiss it as a bonus action, or until you use this feature again. Your dream form occupies its own space, and you and your allies can move through it. When you take a move action, your dream form can also move equal to your speed. You can see and hear as if you were in your dream form’s space, and you can use features and abilities as if you were there. Your dream form can be attacked, although it lacks hit points. If it takes any damage, it disappears. It is immune to your attacks.
Dreaming Advantage
At 3rd level, when you make an attack while your dream form is within 5 feet of your attack target, you can spend 1 ki point to gain advantage on that attack roll.
Dream Blade
At 6th level, you've mastered create a blade into the hand of your dream form as it lashes out with the blade of psychic energy at a nearby foe and hinders any enemies that try to pass by it. If you take the attack action, you can spend 1 ki point and replace one of your attacks with this feature. Your dream form makes an attack against a target within 5 feet (Dexterity modifier + proficiency bonus). On a hit, the attack deals 2d8 + Dexterity modifier Psychic damage and until the end of your next turn, 5 feet around your dream form becomes difficult terrain for your enemies.
If your dream form isn't present, you can use the Manifest Dream Form as part of this feature, and then your dream form makes the attack.
Additionally, you can spend another 1 ki point for your dream form to target all enemy creatures within 5 feet of it with a Dream Blade attack.
Lucid Reality
At 11th level, you learn the dream spell and can cast it by spending 5 ki points.
Additionally as a bonus action, you can spend 2 ki points to cause you and your dream form to teleport, swapping positions.
True Dream Form
At 17th level, you can fashion a replica of your strongest dreams and send it forth to do your bidding. As an action, you can spend 5 ki points and summon your true dream form in an unoccupied space within 20 feet of you. Your true dream form resembles you and has a speed equal to yours, as well as a fly speed equal to your speed. You can see and hear as if you were in your true dream form's space, and you can use features and attacks as if you were there.
Your true dream form gives advantage to any attack rolls against a creature you or your allies target within 5 feet of the true dream form.
As an action, you can give your true dream form the following special command: It makes an unarmed attack against one creature. On a hit, it deals 3d8 + Dexterity and Intelligence modifier Psychic damage. At the beginning of each of that creatures turns, it can make an Intelligence check against the number the True Dream Form rolled in the attack. On a failure, it takes 1d6 + Dexterity and Intelligence modifier Psychic damage. On a success, it takes no damage and cannot take this recurring psychic damage for 24 hours.
If you haven't given your true dream form any commands by the end of your turn, it makes a normal unarmed attack against the closest hostile creature near it.
Your true dream form lasts until you dismiss it as a bonus action, or until it takes 50 or more damage in a single round of combat.
Once you summon your True Dream Form, you cannot do so again until after completing a long rest.
Way of the Ghostwalker (Based on the Monk Paragon Path: Ghostwalker)
The Monastery of the Eternal Void stands at a crossroads where the Shadowfell washes against the world’s shores. Some who study in the monastery delve into the Shadowfell’s secrets, but most of the disciples there contemplate the nature of life and death, the soul’s final migration, and the fate awaiting creatures in the afterlife. Proximity to the darkened plane informed the monastery’s fighting techniques as they developed into their current forms.
Your training at the monastery opened your inner eye, allowing you glimpses from this world into the realm of the dead. Those visions left a mark on you; your flesh is pale and dark circles ring your eyes, as if death’s touch draws near. Despite these changes, you are no less vital and have gained uncanny insight into the nature of souls and their movements.
As a ghostwalker, you use psionic power to cloak yourself in shadow and thereby avoid attacks. You can also strike at a foe’s life force, sapping its strength.
Tormented Spirit
Starting when you choose this tradition at 3rd level, you can use your ki to tap into the Eternal Void. As an action, you can spend 3 ki points to force one target creature within 25 feet of you to make a Wisdom saving throw against your Martial Arts Save DC. If the target fails, it is teleported to within your melee range.
Make three unarmed attacks against up to three target creatures within melee range. This damage type becomes necrotic. Any creature hit with at least one of these unarmed strikes, deals half damage until the end of your next turn.
Of Two Worlds
At 3rd level, you gain the ability to flash into the eternal void. When any enemy misses you with a melee attack, you can use your reaction to spend 1 ki point to gain +2 AC against that creature for 1 minute. You cannot gain this benefit against the same creature more than once.
Soul Dance
By 11th level, you have learned to become one with the eternal void. Your form wavers, and in a blink of an eye, you are somewhere else. You can spend 5 ki points to get into a stance and transport into the eternal void. Other creatures can still see you, but you gain +5 to AC as long as you remain in your space.
While in this stance, you gain advantage on all melee attacks you make.
Ride the Spirit
Whenever you reduce an enemy to 0 hit points, as a reaction you can expend 2 ki points and teleport up to 5 feet multiplied by your Wisdom modifier. Until the end of your next turn, you have advantage with unarmed strikes against each enemy adjacent to you at the end of the teleportation.
Vengeful Ghost
At 17th level, you strike your opponent with such force that you rattle its soul. You teleport away, leaving it vengeful. As an action, you can spend 5 Ki points, or if you have advantage on an attack, you can forgo that advantage to make two unarmed strikes against a target creature.
If at least one unarmed strike hits, the target makes a Wisdom saving throw against your Ki save DC. If it fails, it becomes stunned and you can teleport up to 25 feet away. The creature can repeat this save at the beginning of each of its turns. Once it is no longer stunned, it cannot attack any creature other than you until it hits with at least one attack. If it succeeds on the saving throw, the target cannot attack any creature other than you until it hits with at least one attack.
Paladin
Astral Oath (Based on the Paladin Paragon Path: Astral Weapon)
You become a literal weapon for your god, imbued with an extra dose of divine power emanating from the Astral Sea. As an astral weapon, there are no enemies you won’t oppose, no challenge you won’t take on, for your faith is strong and your weapon sings with power from on high. When you accept this path, the weapon you wield forevermore glows with the silvery light of the Astral Sea.
TENETS OF THE ASTRAL OATH
A paladin who takes this astral oath has these tenets tattooed on their back in the Celestial language.
Follow the stars. The stars are your guide and fate travels along beside them. Whatever happens is what was meant to happen.
Pour Waterinto the Astral Sea. Conquer your foes with the light from the Astral Sea to feed its energy.
Kindle the Stars. Through your acts of mercy, kindness, and forgiveness, kindle the stars in the world, beating back despair.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Guidance from on High. As an action, you can grant yourself and all allies within 15 feet around you a bonus equal to your proficiency bonus, to all saving throws for 1 minute.
Pray for More. You strike your enemy, but you pray to increase the amount of damage you deal. After you roll damage for a weapon attack, as an reaction, you can use the maximum roll result.
Oath Spells
You gain oath spells at the paladin levels listed.
Starting at 7th level, all hostile creatures within 10 feet of you are marked. Any creature marked by you loses 2 AC.
At 18th level, the range of this aura increases to 30 feet.
Carving a Path of Light
Beginning at 15th level, your weapons glow with astral light, and as they strike your enemies, that glow spreads to encompass all enemies adjacent to you, temporarily coating them with a glowing target your allies can see. When you hit with a weapon attack, you can spend your reaction to transfer some astral light to the enemy for 1 minute. For the duration affected creatures shed light for 20 feet and dim light for another 10 feet. Any attack roll against affected creatures has advantage if the attacker can see it, and affected creatures cannot be hidden or benefit from being invisible.
Astral Whirlwind
At 20th level, your faith directs you into a whirling attack that strikes out at every foe within reach, instilling them with fear and weakening their defenses. As an action, you can emanate an aura of starlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light for another 30-foot radius. All enemy creatures within 60 feet of you makes a Dexterity saving throw against your Spell Save DC. Failing creatures take 4d10 slashing damage. Successful creatures take half damage.
In addition, for the duration, all enemies of your choice within your bright light lose 2 AC.
If this attack kills one or more evil or chaotic evil creatures, roll a d20. On a roll of 10 or higher, you can use this attack again as an action on your next turn, after which if the recharge applies, you would make the roll again. Otherwise, once you use this feature, you can’t use it again until you finish a long rest.
Rogue:
Daggermaster (Based on the Rogue Paragon Path: Daggermaster)
You and your dagger become one as you master the intricacies of battling with the blade. You are a master of the dagger, able to employ your weapon in ways that no lesser rogue can match.
Dagger Action
When you choose this archetype at 3rd level, you use your bonus action to reroll one damage roll made using a dagger.
Critical Opportunity
Starting at 3rd level, your first attack deals a critical wound, so you follow the attack with another strike. After scoring a critical hit with a dagger, you can spend your bonus action to make three thrown dagger attacks against the same creature, adding your Dexterity modifier damage to the total damage, instead of adding it to each attack.
Dagger Precision
Starting at 9th level, your daily training has paid off for your accuracy. You now can score critical hits with daggers on a roll of 18-20.
Meditation of the Blade
At 13th level, with a moment of concentration, you focus your will into the point of your blade. As a bonus action, you can make all of your dagger's damage die become d8 for one minute.
Once you use this feature, you cannot use it again until you finish a long rest.
Deep Dagger Wound
Starting at 17th level, you're able to spring forward, plunging your dagger deep into your foe, burying it into his body. After you hit with a dagger attack, the target makes a Constitution saving throw (DC Save: 8 + your proficiency bonus + the highest number of your dagger's damage die). On a fail, you roll 3dX (X is equal to your current dagger's damage die) + your Dexterity modifier. At the beginning of each turn, the target takes 2d10 piercing damage. At the end of their turn they can repeat the saving throw to end the effect. If they are successful on the saving throw, they take 1d10 piercing damage at the beginning of their next turn.
If you use this feature after making a critical hit with a dagger attack, the target makes a Constitution saving throw (DC Save: 10 + your proficiency bonus + the highest number of your dagger's damage die). On a fail, you roll 6dX (X is equal to your current dagger's damage die) + your Dexterity modifier. At the beginning of each turn, the target takes 3d10 piercing damage. At the end of their turn they can repeat the saving throw to end the effect. If they are successful on the saving throw, they take 1d10 piercing damage at the beginning of their next turn.
Once you use this feature, you cannot use it again until after a long rest.
Sorcerer:
Demonskin Adept (Based on the Sorcerer Paragon Path: Demonskin Adept)
Arcane magic is a form of power wielded for purposes both benevolent and malevolent. There is nothing inherently good or evil about it. Its moral value depends on the purpose to which it is put. At least, that is usually the case.
As a demonskin adept, you wield arcane power ripped from the depths of the Abyss, the home of demons. You incorporate the ritually treated skins of demons into your clothes and armor, and you use those skins to open conduits through which your spells are warped by the Abyss’s unutterable evil. Perhaps you believe that good ends justify evil means, but how long can you maintain your desire for good when you allow such evil to touch your soul?
The power you wield is stolen, and the lords of the Abyss do not take kindly to being robbed. Although this path brings great power, it is power that comes at a sometimes terrible price. Count yourself lucky if the worst price you pay is your life.
Demon-Soul Bolts
Starting at 1st level, you gain the ability to unleash a howling, demonic soul torn from the Abyss to batter your foes. As an action, you can make a spell attack roll against one creature you can see. On a hit, the target takes 1d8 + your Charisma modifier thunder damage, and you push the target 5 feet.
When you reach 6th level in this class, you can make two of these attacks, using the same attack roll for both targets. If both attacks hit the same target, the creature is pushed 10 feet.
When you reach 14th level in this class, you can make three of these attacks, using the same attack roll for both targets. If all attacks hit the same target, the creature is pushed 15 feet.
Demon Fury
Starting at 1st level, you can target enemies to aid your allies by putting yourself in harm's way. When you hit a creature, or are hit by a creature, you can spend your reaction to mark that creature. Creatures marked by this effect gain a bonus to attacks made against you equal to your Charisma modifier. Also, you and your allies gain a bonus to attacks made against marked creatures equal to your Charisma modifier. These effects end at the start of your next turn.
Glimpse of the Abyss
At 6th level, you gain the ability to temporarily transport you and an enemies vision to a random layer of the abyss. When you score a critical hit, you can spend a reaction to make yourself and the target blinded until the start of your next turn.
Variable Resistance
At 6th level, you can call upon a demon to surround you with an aura. As a bonus action, for 1 minute, you can gain resistance to one damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
Demonic Wrath
At 14th level, you gain the ability to channel your pain into greater power for your spells, like a howling demon. As a bonus action, for 1 minute, you can make all attacks and spells you cast, deal an addition 1d6 extra damage as long as your current hit points are less than or equal to half of you maximum hit points.
Once you use this feature, you must finish a short or long rest to use it again.
Swords of the Marilith
Starting at 18th level, as an action you can fill the air about you with a marilith's slashing swords. Each creature within 15 feet of you must make a Dexterity saving throw against your Spell Save DC. Each creature that fails takes 3d6 + your Charisma modifier necrotic damage.
Additionally, you gain an 15 foot aura of whirling blades. Choose which effect you want the aura to have:
Any enemy takes 3d6 + your Charisma modifier necrotic damage if it starts its turn within the zone.
Any enemy takes 1d6 + your Charisma modifier necrotic damage if it starts its turn within the zone. While within the zone, you and your allies gain a bonus to AC equal to you Charisma modifier.
You can change which effect the aura has as a bonus action. The aura persists for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Once you use this feature, you cannot do so again until after you complete a long rest.
Warlock
The Doomsayer (Based on the Warlock Paragon Path: Doomsayer)
You wrap yourself in the fear of the darkness beyond the stars and use it as a shield against your enemies. In addition, you examine the strands of fate to issue proclamations of doom to all who stand against you.
At 1st level, you recite the oath of the Doomsayer who gives you strength in your time of need. While your current hit points are equal to or less than half of your maximum hit points, you gain a bonus to your eldritch blast damage equal to 1d4.
This additional damage die increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
Fates Entwined
Starting at 6th level, you can lodge a painful psychic shard in your enemy's brain that resonates whenever you take damage. One creature you can touch makes an Intelligence saving throw against your spell save DC. On a failure, the target takes 2d8 + your Charisma modifier psychic damage. Until the end of your next turn, whenever you take damage, the target takes half that amount of psychic damage.
Once you use this feature, you cannot use it again until after finishing a short or long rest.
Proclamation of Doom
At 6th level, you gain advantage with your Eldritch Blast against targets within 10 feet of you and they also have disadvantage on Wisdom saving throws.
Accursed Shroud
At 10th level, you're able to envelop your enemy in an inky cloak of shadow that writhes and coils around them, twisting their attacks against you. As an action, you can target one creature within 5 feet of you. Make a spell attack against it. On a hit, you place a cursed shroud upon the target. It must now reroll any successful attack it makes while affected by your curse and take the new result.
Once you use this feature, you cannot use it again until after you finish a long rest.
Long Fall into Darkness
At 14th level, you can point a finger at your foe, and a gaping pit opens beneath him. The pit is merely a figment of his imagination, but he plunges into the darkness nonetheless until, at last, he hits the bottom. Make a spell attack against one creature within 20 feet. It must make a Wisdom save against your Spell Save DC. On a failure, the target takes 4d8 + your Charisma modifier psychic damage, and the target is stunned until the end of its next turn and knocked prone. On a miss, the target takes half damage and is knocked prone.
Once you use this feature, you cannot use it again until you finish a long rest.
The Life-Stealer (Based on the Warlock Paragon Path: Life-Stealer) As far as game mechanics, this is maybe my favorite.
Your pact with infernal powers has given you the ability to steal and utilize the life energy of your enemies. This life energy provides you with a new avenue to power, and you hunger for it as a vampire craves blood.
Expanded Spell List
The Life-Stealer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Starting at 1st level, your patron bestows upon you the ability to steal the life spark within creatures you kill. When you drop to creature to 0 hit points with your Eldritch Blast or one of your spells, you take a portion of its life energy by collecting a life spark. As a bonus action, you can expend this life spark to gain a benefit based on that creature's type. At the end of a short rest, any life sparks you have not expended fade away.
Abberation: You gain a +2 bonus to AC until the end of your next turn.
Beast: Your have two move actions per round until the end of your next turn.
Celestial: You gain a hover speed equal to your speed until the end of your next turn.
Construct: You gain resistance to slashing, piercing, and bludgeoning damage until the end of your next turn.
Dragon: You gain resistance to the damage type of the breath attack of the dragon whose life you stole until the end of your next turn.
Elemental: You deal an extra 1d10 damage to the next target you hit with an attack on your current turn (the damage type depends on the elemental whose life you stole).
Fey: A successful attack you make on your current turn also causes your target to become confused.
Fiend: You can reroll all damage die from one attack, but must use the new result. This can be used once, before the end of your next turn.
Giant: Your size becomes one larger until the end of your next turn.
Humanoid: Regain hit points equal to half your level (rounded up).
Monstrosity: You add your proficiency bonus to all damage you do until the end of your next turn.
Ooze: Until the end of your next turn, you can move through a space as narrow as 1 inch wide without squeezing.
Plant: You are vulnerable to fire. While in direct sunlight, you have resistance to all damage except for fire. These effects last until the end of your next turn.
Undead: Until the end of your next turn, if your hit points would become 0, make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.
Soul Scorch
Starting at 6th level, you can create black fire that immolates your adversary, you release one of your life sparks. Your foe cries out in pain as he feels the life ebb from his body. As an action, you can target one creature within 10 feet. It makes a Constitution saving throw against your spell save dc. On a fail, the target takes 3d8 + Charisma modifier fire damage. On a success, the creature takes half damage. If the target creature has the same type as a life spark you possess, you can expend that life spark to deal an extra 2d10 necrotic damage.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Life Spark Summons
Beginning at 10th level, your patron teaches you how to expend one of your life sparks to fashion an effigy of the creature whose spark you’ve just released. As an action, you can expend a life spark you possess. Place the creature from which you received that life spark back in the encounter within the power’s range. It has hit points equal to 2 of its hit die + its Constitution modifier and acts on your next turn with a full set of actions as an independent creature that you control. The creature can do nothing except make basic attacks and move. It drops to 0 hit points again, dies, and fades away at the end of your next turn.
Once you use this feature, you can't use this feature again until after a long rest.
Sustain Life Spark
At 10th level, you learn to gain life from your sparks. If you have more life sparks at the end of a short rest than you do remaining hit die, you regain hit points as if you had spent a hit die.
Soultheft
Starting at 14th level, you can engulf your enemies in crackling purple energy. As they crumple, blazing motes of soul-light rise up from their bodies and fly into your grasp. As an action, you can make three spell attacks against up to three creatures within 5 feet. On a hit, a creature takes 3d8 + your Charisma modifier necrotic damage, and you gain a life spark from any target that drops to 0 hit points as a result of this attack. On a miss, a creature takes half damage and you cannot gain a life spark from a creature that drops to 0 hit points from this attack.
You must finish a long rest before you can use this feature again.
Wizard
School of Battle (Based on the Wizard Paragon Path: Battle Mage)
You didn’t leave behind the thrill of battle when you took up the mantle of wizard, so why should you stand back and let the fighters have all the fun? You have developed skills and techniques that have turned you into a true battle mage, ready to deal damage up close and personal or from afar, depending on the situation and how the mood strikes you. You have even learned of a technique for using arcane energy to temporarily stave off death—and you can’t wait to try it out in battle!
Bonus Proficiencies
When you join the School of Battle at 3rd level, you gain proficiency with martial weapons and medium armor.
Arcane Riposte
When you adopt this tradition at 2nd level, you are imbued with magical might, your hands bristle with arcane energy in the heat of battle. When you would make an opportunity attack, as a reaction you can instead make a spell attack with one of your hands. On a hit, choose cold, fire, force, or lightning. You deal 1d8 + your Intelligence modifier damage of that type with this attack.
The damage die increases to 2d8 at 6th level, 3d8 at 12th level, and 4d8 at 18th level.
Forceful Retort
Starting at 2nd level, the power and certainty of your words can knock your enemies off their feet. As an action, you can have each enemy within 5 feet of you makes a Charisma save against your Spell Save DC. Each creature that fails, takes 3d8 + your Intelligence modifier force damage and knocked prone. Each creature that succeeds is pushed back 5 feet.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Extra Attack
Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Battle Edge
Starting at 10th level, when you take damage that lowers your current hit points to a value equal to or less than half of your maximum hit points, you can spend a reaction to immediately cast a spell. This still uses a spell slot.
Arcane Rejuvenation
At 10th level, when you are in a bad spot, you learn to draw on arcane energy to help you stay on your feet. When you are reduced to 0 hit points, you can spend a reaction to gain hit points equal to your level + your Intelligence modifier.
Once you use this feature, you cannot do so again until you complete a long rest.
Closing Spell
Starting at 14th level, you are able to save the best for last and unleash a devastating display of pure elemental power that your enemies aren't likely to see again. Target one creature that you can see. The target and all hostile creatures within 25 feet of it make a Dexterity saving throw against your Spell Save DC. Each creature that fails takes Xd10 + your Intelligence modifier damage of a particular damage type, chosen by you from the following list: cold, fire, lightning, or thunder. X equals the number of used spell slots you currently have. Add 5d10 damage of the same damage type if you have no spell slots remaining. Each creature that succeeds takes half damage.
Once you use this feature, you cannot do so again until after you complete a long rest.
School of Blood Magic (Based on the Wizard Paragon Path: Blood Mage - Credit to Joshua Raynack (I hope I spelled it right) I used one of his tables for Soul Burn, he created a similar subclass with similar abilities, but this is not a copy of his class)
You have learned to combine blood with arcane formulas to cast more powerful spells—your own blood. Your blood is your life, but it is also your source of power. Few wizards step upon this path to arcane mastery, because it is a path steeped in pain and soaked in blood. But you have embraced the way of blood and magic, and you have become more powerful because of it.
Bolstering Blood
Starting when you choose this tradition at 2nd level, you learn to turn your own pain into additional pain for your enemies. When you cast a spell that deals damage, you can use your reaction to, just prior to casting the spell, deal either a minor wound (1d10) or a severe wound (2d10) to yourself. If the spell you use damages a target, you deal extra psychic damage equal to the damage you dealt to yourself.
Bleeding Points
Starting at 2nd level, you know where to target your weapons to draw the most blood. When you hit with a weapon attack that deals slashing or piercing damage, you can spend your reaction to cause the creature to take 1d10 damage of the same type at the beginning of each of its turns. This damage can be stopped when the creature, or another creature, succeeds on a DC: 10 + your proficiency bonus Medicine check performed on the affected wound. If multiple wounds are inflicted on the same creature, a separate check is needed per wound.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
Blood Pulse
Starting at 6th level, you are able to create a mote of crimson plasma to spring from your hand, streaking across the battlefield, and detonating amid your enemies, covering them in a blood-red shroud. Target one creature that you can see. The target and each hostile creature 15 feet around it must succeed on an Intelligence saving throw (vs your Spell Save) or take 2d6 + your Intelligence modifier damage, and until the end of your next turn, failing creatures take 1d6 for every 5 feet of movement.
You can apply your Bolstering Blood to this feature.
Once you use this feature, you cannot do so again until you complete a short or long rest.
Soul Burn
Beginning at 10th level, you can trade your recuperative ability for more arcane power. During a short rest, when you spend hit die, you can instead regain spell slots (up to 5th level) based on the the total result of the die, including your Constitution modifier:
Spell Slot
Roll Result
1st
7-9
2nd
10-16
3rd
17-20
4th
21-23
5th
24+
You can roll hit die this way multiple times in a short rest. You can roll hit die this way and still roll hit die to regain hit points, but you must inform the DM of which roll type you are making before you begin rolling.
Burning Blood
At 10th level, when you regain hit points in combat, all hostile creatures that can see you within 50 feet take psychic damage equal to your Constitution modifier. If any of those creatures are currently suffering from an effect that you caused, add your Intelligence modifier to the damage and they also take 1d10 fire damage at the beginning of each of their turns for 1 minute, or until they roll a Constitution save against your Spell Save DC.
Destructive Salutation
Starting at 14th level, you're able to greet your enemies with a psychic wave that scrambles their minds and leaves them stunned. Target one creature you can see. Target creature and all hostile creatures within 15 feet of it must roll an Intelligence saving throw against your Spell Save DC. All failing creatures take 6d6 + your Intelligence modifier psychic damage, and the target is stunned and takes 2d10 psychic damage at the end of each of their turns. Creatures affected by this can repeat the saving throw at the beginning of each of their turns. All successful creatures take half damage and are stunned until the end of your next turn.
Once you use this feature, you cannot do so again until you complete a long rest.
None of these subclasses were changed to "what they should be" most of them tried to just convert to 4e, so keep that in mind. That being said, if there are other/better ways to change them to 5e, I would love to hear your thoughts!
There were a couple others I had thought about making, but wanted to go ahead and post this to get other people's thoughts. Hopefully there are some people who played 4E and took these paragon paths that can give their insight!
I loved the Blood Moon Stalker from 4E, so this seems very cool to me. If I may go into detail as to feedback about that subclass:
Moon's Hunger is a bit strangely described. You might want to compare it to Second Wind. You also might want to think about "spend a hit die" since in 4e you could not truly multiclass and here you could. A Barbarian/Druid of the Blood Moon could effectively use a d12 to heal itself, which seems a bit much (and probably why Second Wind is described the way it is).
Blood Moon Lion shape, while I understand the whole "lion" part since that is what the art of the paragon path originally depicted, it's not truly what the subclass was about. It boosted your existing forms, which could be whatever. You could look into boosting existing forms (without going the same route as the circle of the moon) rather than giving particular forms. Also, while I understand why you went for the "uses the stats of" route, it feels a bit strange. You could give the blood moon stalker a special form (which seems like an awesome idea) but it's probably a lot cooler if you make it a specific form based. I'd rather transform into a steadily stronger Blood Moon Stalker form rather than "i'm an elephant that looks like a lion". Again, I get what you're coming from at but it just feels a bit meh.
Frenzied claws seems to be ok. I'd guess the damage might scale somewhat to make it more interesting at higher levels, but that seems to be easily implemented.
Improved critical is a bit lackluster since it only triggers while you're in wild shape, whereas the Champion Fighter-archetype gets this all the time at lvl 3.
Nature's Grave: Player Characters rarely get a "recharge" mechanic, since they are often forgotten or seem too random to appear good. You could say you can use it a number of times equal to your Wisdom modifier (minimum of one) or something similar. Rest seems fine
Staunch defender is also a bit lame at that level. Compared to the Alter Self spell at will or a permanent Sanctuary against Beasts and plants. Eh... dunno... To me this could be a basic feature of the Blood Frenzied Stalker form and not be broken.
I loved the Blood Moon Stalker from 4E, so this seems very cool to me. If I may go into detail as to feedback about that subclass:
Moon's Hunger is a bit strangely described. You might want to compare it to Second Wind. You also might want to think about "spend a hit die" since in 4e you could not truly multiclass and here you could. A Barbarian/Druid of the Blood Moon could effectively use a d12 to heal itself, which seems a bit much (and probably why Second Wind is described the way it is).
Blood Moon Lion shape, while I understand the whole "lion" part since that is what the art of the paragon path originally depicted, it's not truly what the subclass was about. It boosted your existing forms, which could be whatever. You could look into boosting existing forms (without going the same route as the circle of the moon) rather than giving particular forms. Also, while I understand why you went for the "uses the stats of" route, it feels a bit strange. You could give the blood moon stalker a special form (which seems like an awesome idea) but it's probably a lot cooler if you make it a specific form based. I'd rather transform into a steadily stronger Blood Moon Stalker form rather than "i'm an elephant that looks like a lion". Again, I get what you're coming from at but it just feels a bit meh.
Frenzied claws seems to be ok. I'd guess the damage might scale somewhat to make it more interesting at higher levels, but that seems to be easily implemented.
Improved critical is a bit lackluster since it only triggers while you're in wild shape, whereas the Champion Fighter-archetype gets this all the time at lvl 3.
Nature's Grave: Player Characters rarely get a "recharge" mechanic, since they are often forgotten or seem too random to appear good. You could say you can use it a number of times equal to your Wisdom modifier (minimum of one) or something similar. Rest seems fine
Staunch defender is also a bit lame at that level. Compared to the Alter Self spell at will or a permanent Sanctuary against Beasts and plants. Eh... dunno... To me this could be a basic feature of the Blood Frenzied Stalker form and not be broken.
I understand this 100%! I did realize that the more it went on, the more it wasn't necessarily the Blood Moon Stalker, and it became more of its own thing. I tried to keep it as close knit to what the text in the 4e phb gave for each move, but I don't think that one translated so well compared to some others lol
The Blood Moon Shape, I could go a similar route that the moon went, instead of level divided by 3, I could do level by 4 and your wild shapes gain a red tint with white markings, which is just flavor, but I'm also just basing that off of the artwork lol that would eliminate the "use the stats of" and would add more versatility than being a lion every time. I think the reason I went with the lion is because of the flavor text given for the powers. Blood Moon Frenzy: "With a fearsome roar, you claw" Feral Accuracy: "Your claws and eyes glow red" Nature's Grave just mentions a leap, so it's not so lion based.
I could change improved critical to 18-20, while in wild shape. I think that would be more balanced since the fighter gets that at 15, but with the limit of wild shape since the druid gets it at 10.
For Nature's Grave, I can just do a rest lol I'm not sure why I didn't just do that in the first place.
I'm trying to think of where I even got Staunch Defender from lol I created a lot of these back to back so they get all mixed up. Because nowhere in Blood Moon Stalker does it grant immunity to criticals. So maybe I just made something up I guess. What do you think would be a good feature to replace it with?
What do you think would be a good feature to replace it with?
Maybe you could take a look at the Sovereign Beast, a logical Epic Destiny to take if you go Blood Moon Stalker in 4E. Maybe an ability such as Rampage, meaning whenever you drop an enemy to 0 hp you can move up to your speed and make a melee attack as a bonus action? Something like that?
Yes! I like that a lot. I've actually been making more of these paragon paths for an "update" if you will. So when I post that here, I will edit the Blood Moon Stalker.
You could fold the improved critical range into the blood moon shape by making it a higher tier benefit of the same ability. That would make the power comparable to the Fighter by freeing up space for another ability at 10th level. Maybe you could give your wild shape an extra attack at 10th. I also agree with RAJ on the recharge on Nature's Grave. I would make it once per wild shape, which is comparable to some "once per rage" abilities that barbarians have.
You could fold the improved critical range into the blood moon shape by making it a higher tier benefit of the same ability. That would make the power comparable to the Fighter by freeing up space for another ability at 10th level. Maybe you could give your wild shape an extra attack at 10th. I also agree with RAJ on the recharge on Nature's Grave. I would make it once per wild shape, which is comparable to some "once per rage" abilities that barbarians have.
I really like this! Especially the "Once per Wild Shape". I like that a lot
I've been adapting the Binder from 3e/Vesitge pact from 4e.
You have forged relationships with vestiges—the remnants of powerful forces and entities that once exercised great authority or demonstrated awful capabilities. These remnants are diverse in their backgrounds and motives. Beings of this sort include Gibbeth the Endless; Shax the Devastator; Karmath, the Unmourned God; Andromalius, the Repentant Rogue; Chupoclops, the Harbinger of Forever; and Orthos, Sovereign of the Howling Dark.
Expanded Spell List
The Vestige lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Starting at 1st level, you gain the service of a familiar, a spirit that takes the form of an apparition.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you complete a short or long rest.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Soul Siphon
At 6th level, you gain the ability to sacrifice your life force in exchange for arcane power. As an action, you can spend one or more Hit Dice, up to the character's maximum number of Hit Dice to regain one spell slot of a level equal to the number of hit die you expend. Once you use this feature, you can’t use it again until you finish a short rest.
Soul Guardian
Starting at 10th level, you are immune to being charmed or frightened.
Soul Binding
At 14th level, you can spend an action to attempt to beguile a creature that you can see within 30 feet of you. It must succeed on a Wisdom saving throw equal to your Warlock spell save DC or be charmed by you for 1 minute or until your concentration is broken (as if you are concentrating on a spell). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends.
You must finish a long rest before you can use this feature again.
I'm still working on fine-tuning a few bits. The capstone ability is somewhat unsatisfying since a Warlock can already take dominate monster as an arcanum at 15th level. Soul siphon is probably too powerful as is, so I'm thinking about how to reshape it--perhaps by allowing trades of HD for spell save or attack bonuses. My apparition monster is still private, but it's basically a tiny specter. I've based it on "Mother", which is the ghostly familiar of a villain from 3e Cityscape, "the Symbol". I'm worried that it doesn't play well with the "Pact of the Chain" pact boon, but I don't want to give the subclass an extra familiar type that can't be used without that boon. I may just scrap the entire subclass idea altogether as it's similar to the "Great Old One" patron.
These next two I've already submitted. From 3e, the Rage Mage:
Rage Mage (Barbarian)
A rage mage plunges into to their primal fury; a bestial rage formed from the very essence of nature itself and the thrill of the hunt. Infusing their brute strength and connection to the arcane arts, spell-flinging barbarian is something most fierce and dangerous.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Rage Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the sorcerer spell list.
The Spells Known column of the Rage Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, so you use your Charisma whenever a spell refers to your spellcasting ability.. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Rage Mage Spellcasting
Barbarian Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
Spell Rage
Beginning at 3rd level, you can cast and concentrate on spells while raging, as long as the spell's casting time is no more than an action.
Angry Spell
Beginning at 6th level, while raging, you can add your rage damage bonus to one damage roll of any evocation spell you cast.
Spell Fury
Beginning at 10th level, when you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to cast a cantrip.
Arcane Outburst
Starting at 14th level, when you cast a cantrip that deals damage, you can deal maximum damage with that spell while you are raging. You can use this ability only once per rage.
And the Wrestler, based on the 3e Reaping Mauler, which gives some love to grapplers.
Wrestler (Fighter)
The archetypal wrestlers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters. Grapplers of the highest order, they use no weapons to achieve their gruesome victories, for they prefer the intimacy of a barehanded kill. A wrestler wants to be close enough to taunt his opponent with whispers while crushing the life out of it, to smell its fear, and to watch the despair creep over its face when the opponent realizes just how useless its weapons are during a grapple.
Trained Grappler
Beginning when you choose this archetype at 3rd level, you gain proficiency in Athletics. If you are already proficient, your proficiency bonus is doubled for any check you make to grapple a creature, or escape a grapple. In addition, you can now grapple creatures up to two size categories larger than you.
Arm Lock
Starting at 7th level, creatures you have grappled can only make attacks with weapons that have the light property, and lose any shield bonus to their AC.
Advanced Technique
Starting at 10th level, you can, as a bonus action make a special melee attack to shove or disarm one creature that you have grappled.
Defensive Control
Starting at 15th level, whenever you are grappling a creature you have half cover, or three-quarters cover if you are grappling two creatures. Additionally, when a hostile creature misses you with an attack, you can use your reaction to force that creature to repeat the same attack against a grappled creature (other than itself) of your choice.
Submission
Starting at 18th level, you can use the Attack action to make a special melee attack, a submission, against one creature you have grappled. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target takes 2d6 bludgeoning damage and falls unconscious for one minute. A target who fails this save can attempt to repeat this saving throw each round to regain consciousness. On a successful save, the target takes half damage and does not fall unconscious.
I've been adapting the Binder from 3e/Vesitge pact from 4e.
You have forged relationships with vestiges—the remnants of powerful forces and entities that once exercised great authority or demonstrated awful capabilities. These remnants are diverse in their backgrounds and motives. Beings of this sort include Gibbeth the Endless; Shax the Devastator; Karmath, the Unmourned God; Andromalius, the Repentant Rogue; Chupoclops, the Harbinger of Forever; and Orthos, Sovereign of the Howling Dark.
Expanded Spell List
The Vestige lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Starting at 1st level, you gain the service of a familiar, a spirit that takes the form of an apparition.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you complete a short or long rest.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Soul Siphon
At 6th level, you gain the ability to sacrifice your life force in exchange for arcane power. As an action, you can spend one or more Hit Dice, up to the character's maximum number of Hit Dice to regain one spell slot of a level equal to the number of hit die you expend. Once you use this feature, you can’t use it again until you finish a short rest.
Soul Guardian
Starting at 10th level, you are immune to being charmed or frightened.
Soul Binding
At 14th level, you can spend an action to attempt to beguile a creature that you can see within 30 feet of you. It must succeed on a Wisdom saving throw equal to your Warlock spell save DC or be charmed by you for 1 minute or until your concentration is broken (as if you are concentrating on a spell). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends.
You must finish a long rest before you can use this feature again.
I'm still working on fine-tuning a few bits. The capstone ability is somewhat unsatisfying since a Warlock can already take dominate monster as an arcanum at 15th level. Soul siphon is probably too powerful as is, so I'm thinking about how to reshape it--perhaps by allowing trades of HD for spell save or attack bonuses. My apparition monster is still private, but it's basically a tiny specter. I've based it on "Mother", which is the ghostly familiar of a villain from 3e Cityscape, "the Symbol". I'm worried that it doesn't play well with the "Pact of the Chain" pact boon, but I don't want to give the subclass an extra familiar type that can't be used without that boon. I may just scrap the entire subclass idea altogether as it's similar to the "Great Old One" patron.
These next two I've already submitted. From 3e, the Rage Mage:
Rage Mage (Barbarian)
A rage mage plunges into to their primal fury; a bestial rage formed from the very essence of nature itself and the thrill of the hunt. Infusing their brute strength and connection to the arcane arts, spell-flinging barbarian is something most fierce and dangerous.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Rage Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the sorcerer spell list.
The Spells Known column of the Rage Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, so you use your Charisma whenever a spell refers to your spellcasting ability.. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Rage Mage Spellcasting
Barbarian Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
Spell Rage
Beginning at 3rd level, you can cast and concentrate on spells while raging, as long as the spell's casting time is no more than an action.
Angry Spell
Beginning at 6th level, while raging, you can add your rage damage bonus to one damage roll of any evocation spell you cast.
Spell Fury
Beginning at 10th level, when you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to cast a cantrip.
Arcane Outburst
Starting at 14th level, when you cast a cantrip that deals damage, you can deal maximum damage with that spell while you are raging. You can use this ability only once per rage.
And the Wrestler, based on the 3e Reaping Mauler, which gives some love to grapplers.
Wrestler (Fighter)
The archetypal wrestlers are the back-breakers, the limb-twisters, and the neck-snappers among pit fighters. Grapplers of the highest order, they use no weapons to achieve their gruesome victories, for they prefer the intimacy of a barehanded kill. A wrestler wants to be close enough to taunt his opponent with whispers while crushing the life out of it, to smell its fear, and to watch the despair creep over its face when the opponent realizes just how useless its weapons are during a grapple.
Trained Grappler
Beginning when you choose this archetype at 3rd level, you gain proficiency in Athletics. If you are already proficient, your proficiency bonus is doubled for any check you make to grapple a creature, or escape a grapple. In addition, you can now grapple creatures up to two size categories larger than you.
Arm Lock
Starting at 7th level, creatures you have grappled can only make attacks with weapons that have the light property, and lose any shield bonus to their AC.
Advanced Technique
Starting at 10th level, you can, as a bonus action make a special melee attack to shove or disarm one creature that you have grappled.
Defensive Control
Starting at 15th level, whenever you are grappling a creature you have half cover, or three-quarters cover if you are grappling two creatures. Additionally, when a hostile creature misses you with an attack, you can use your reaction to force that creature to repeat the same attack against a grappled creature (other than itself) of your choice.
Submission
Starting at 18th level, you can use the Attack action to make a special melee attack, a submission, against one creature you have grappled. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target takes 2d6 bludgeoning damage and falls unconscious for one minute. A target who fails this save can attempt to repeat this saving throw each round to regain consciousness. On a successful save, the target takes half damage and does not fall unconscious.
I started playing D&D with 4E, so I don't know much about 3 or 3.5, but from what I've seen it was pretty complicated. Much like 4E is complicated compared to 5E. But these do look pretty cool, I'll probably create them in my homebrew!
I created 3 more subclasses, this time for the Ranger. I hate how underpowered the ranger is. I've tried to have the subclasses boost up its capabilities.
I tried to add them up there, but it said the post became too long lol so here are the Ranger Subclasses
Ranger
Battlefield Archer (Based on the Ranger Paragon Path: Battlefield Archer)
You become a paragon of marksmanship, an unrivaled archer who remains cool and collected in even the most intense battlefield situations. Your experience and skill show through with every projectile you loose on a target, and every battle goes just a little bit smoother with you in the field.
Combined Fire
At 3rd level, you can combine fire with one of your allies to take down a trouble-some foe. When an ally makes a ranged attack or an area attack, as a reaction, you can make three bow attacks within range.
Once you use this feature, you cannot do so again until after you finish a short or long rest.
Battle Surge
At 3rd level, you can take the Disengage action as a bonus action.
Battlefield Experience
At 7th level, you gain an additional +1 on bow attacks against targets that share a type with your favored enemy.
Archer's Glory
At 11th level, as one enemy falls, and those that remain learn what heroism is all about. When one of your bow attacks drops a creature to 0 hit points, as a reaction, you can take another action this turn.
Once you use this feature, you cannot do so again until after you complete a short or long rest.
Quarry's Bane
Starting at 15th level, you can unleash a deadly volley of shots against each of your quarries in sight. As an action, you can make three bow attacks against each creature that is the same type of your Favored Enemy. Any creature that is not hit by an attack is knocked prone as it dodges your attack.
Once you use this feature, you cannot do so again until after you complete a long rest.
Oathsworn (Based on the Avenger Paragon Path: Oathsworn)
You swear an oath to eradicate the world of your favored enemies. Those that swear the oath revere it as a central part of their religious observances and their rites of initiation. In the teachings of these sects, an oath sworn by a ranger is akin to the words of creation spoken by the gods to give lasting form to the world; when the ranger's will and the god’s will are one, an ranger's oath has the power to make reality conform to the words of the oath.
As a member of one of these oathsworn sects, your oath of enmity power carries particular weight. When you swear your god’s judgment against a foe, that creature’s attacks are less likely to harm you. When your foe lies dead, you claim the reward of fulfilling your oath, drawing new vigor for the remaining battle. As you advance along the oathsworn path, you gain powers that are more effective against the target of your oath, weakening it or making it vulnerable to your later attacks. You can even grant benefits to your allies for a short time, ensuring that they help you bring your foe to justice.
Blood Oath
At 3rd level, you gain +1 AC on attacks from your favored enemies.
Temporary Oath
Beginning at 3rd level, you can temporarily swear a blood oath against a certain individual. As a bonus action, you can target one creature you can see. Take 1d8 + Xd8 (X equals the number of creatures you currently have a temporary oath against) slashing damage to mark the targeted creature. For one minute, the targeted creature is now considered to be a favored enemy.
Oath of Weakness
Starting at 7th level, your oath gains the power to sap your sworn foe of its strength and will. As an action, you can make up to two attacks against favored enemies. Any creature that is hit with one of these attacks deals half damage until the end of your next turn.
Sworn Crusade
Beginning at 11th level, you gain the ability to summon a holy nimbus physically representing your oath against an enemy surrounds your allies too, endowing them with deadly accuracy. As an bonus action, you can grant all allies within 25 feet of you advantage on attacks against your favored enemies.
Once you use this feature, you cannot do so again until after you complete a short or long rest.
Enduring Oath
At 11th level, each time you deal damage to a favored enemy that brings its hit points to 0, you regain 1d8 + your wisdom modifier hit points.
Oath Bond
Starting at 15th level, you are able to bind a foe with your oath, consigning it to your god's punishment. As an action, you can make three weapon attacks against a favored enemy. The target makes a Wisdom saving throw at the beginning of their turn (DC equals your Spell Save DC). On a fail, that target gains vulnerability to your weapon attacks. The target can repeat the saving throw at the beginning of each of its turns.
Once you use this feature, you cannot do so again until after you complete a short or long rest.
Pathfinder (Based on the Ranger Paragon Path: Pathfinder)
You become the ultimate scout, finding a way through any situation. Sometimes you find the best path, but other times you have to carve that path out of the wilderness with your two blades singing through the air.
Battlehoned
Starting when you choose this archetype at 3rd level, you gain a number of hit die back during a long rest equal to your proficiency bonus. You cannot gain the benefits of this feature more than once a day.
Expeditious Retreat
At 3rd level, you can use the Dash action as a bonus action.
Cruel Recovery
At 7th level, when you hit and damage a creature that is the same type as your Favored Enemy, as a reaction, you can gain temporary hit points equal to the amount of damage you dealt + your Wisdom modifier.
Once you use this feature, you cannot do so again until after completing a short or long rest.
Wrong Step
Starting at 11th level, your enemy steps unwittingly into your trap, and you catch him by surprise with a sudden, paralyzing thrust. When you hit a creature from an opportunity attack, that creature's speed becomes 0 until the beginning of your next turn.
Act Together
At 11th level, when your ally attacks and hits a creature within your weapon's range, you can use your reaction to make a weapon attack against the creature the attack deals an additional 1d8 of the same damage type as your weapon.
Slasher's Mark
At 15th level, you fortify yourself, raise your weapons, and carve scarring wounds into the flesh of your enemies. As an action, you can spend a hit die, then you can make three weapon attacks against creatures within range. Creatures hit with these attacks are marked. Your allies gain advantage on attacks against creatures marked by this feature.
Once you use this feature you cannot use it again until after a long rest.
Stormwarden (Based on the Ranger Paragon Path: Stormwarden)
Your role as a warden and defender of the wild takes on new heights as you learn the ancient ways of the stormwardens of the Feywild. These techniques turn your whirling weapons into a storm of destruction that rains down punishing blows on your enemies. With each slash of your weapon, the wind howls in anticipation of the coming storm.
Steel Storm
When you choose this archetype at 3rd level, you can make two opportunity attacks per reaction spent each turn, the second attack can target the same creature, or another creature within 5 feet. Also, add your Dexterity modifier to damage with opportunity attacks.
Reckless Attack
At 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Lightning Charge
Starting at 7th level, when you deal damage with a weapon attack, you can spend your reaction to create three bolts of lightning then leap from that target to as many as three other targets, each of which must be within 15 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity Saving Throw (DC: 8 + your proficiency modifier + your Wisdom modifier). The target takes 1d8 lightning damage on a failed save, or half as much damage on a successful one.
Once you use this ability, you cannot do so again until after you finish a short or long rest.
The damage die changes to 2d8 at 11th level, and 4d8 at 15th level.
Stormstep
At 7th level, as your Move action, you can teleport a distance equal to half your speed.
At 15th level, this teleport equals your full speed.
Clearing the Ground
At 11th level, you gain the ability to sweep your weapons in mighty arcs around you, cutting foes that get too close and thrust them back. As an action, you can make two weapon attacks against each target within 5 feet of you. Each creature hit is pushed 15 feet and knocked prone. If a creature avoids both attacks, they are pushed 5 feet.
Once you use this feature, you may not do so again until you complete a short or long rest.
Cold Steel Hurricane
Starting at 15th level, you can rush into the midst of your enemies and, like a freezing wind, flay them alive. As an action, you gain the ability to make up to two attacks against each target you come into range with during your move action this turn. After you end your move, you can roll a d8 for each creature that you hit with this feature that shares a type of your Favored Enemy's creature type. Regain hit points equal to the total of the die rolled.
Once you use this feature, you cannot do so again until after a long rest.
3e was actually quite similar to but less streamlined than 5e, hence it's not so hard to port things. Needless to say, much of the 3e stuff is open, so it's nice to look back and get inspiration.
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As the title states, I did that for some of the paragon paths in the 4e player's handbooks 1-3. I didn't do all of them, as that would have been quite the project, and some of them I feel like had already been made into 5e subclasses. I know there is not guide for converting 4e to 5e, so most of it was just a "Well this is what it would be like in 5e" kind of deal. They are below if anyone wants to homebrew them into their own library (since I didn't create them solely based on my own ideas, I don't think they would've been accepted into the published subclasses). Or if you have feedback, that's good too!
Barbarian:
Path of the Bear Warrior (Based on of the Barbarian Paragon Path: Bear Warrior)
You revere the bear as a symbol of the warrior’s strength and prowess. Through long and ancient rites, you have bound that symbol to your heart with more than just words and totems. In battle, you become the bear, shaping your form to its form and your strength to its strength.
Most bear warriors strive to emulate the bear beyond combat situations. You might catch fish with your bare hands, tear open beehives to feast on the honey inside, or roar in an aggressive territorial display. Like many barbarians, you’re more at home in the wild places of the world than when surrounded by buildings.
Bear Form
Starting when you take this path at 3rd level, you become a bear warrior and have the ability to channel the primal energy of beasts into your physical form. While you are raging, you take on a bearlike appearance. Your head becomes that of a bear, your body sprouts thick fur, and your hands become heavy claws. Until the rage ends, you gain a +1 bonus to AC and you gain the ability to cast the beast sense spell. While raging, your unarmed strikes deal 1d8 + your Strength modifier slashing damage.
Mauling Bear
At 6th level, you are able to channel the bear’s strength into a powerful blow that knocks your opponent to the ground. Like an angry bear, you stand over your foe, waiting for its next move. After you hit with a weapon attack, you can spend your reaction to make another weapon attack against the same target, or another target within reach. If that attack hist, the target is knocked prone, unless they are one size or more larger than you. Also, if the creature stands up while you are within range, you can make a free opportunity attack against it.
Once you use this feature, you cannot do so again until you complete a short rest.
Bestial Vigor
At 10th level, you learn to use your primal might that wells within you, allowing you to shake off wounds and see the fight to its end. Whenever you make a successful saving throw, you can choose to spend a single hit die.
Rampaging Bear
At 14th level, you're able to crash through the battle lines of your enemies with a mighty roar. As an action, you can double your speed and can make up to three weapon attacks this turn. This speed bonus lasts until you've moved up to twice your speed, or you've made your third weapon attack this turn. Each target must make a Constitution saving throw or be knocked prone (DC Save: 8 + your proficiency bonus + your Strength modifier). If they make a successful saving throw, they are pushed up to 15 feet away from you. After making a third attack, for one minute you gain regeneration of 1d10 at the end of each of your turns.
Once you use this feature, you cannot use it again until after a long rest.
Path of the Wildrunner (Based on the Barbarian Paragon Path: Wildrunner)
The wilderness is your home, and your connection to the primal spirits of the land grants you speed and ferocity. You move through the forest like a deer, and you charge into battle with the cheetah’s speed and fury.
The powers of a wildrunner emphasize mobility, letting you shift and move quickly while striking your foes. You pounce from foe to foe, avoiding opportunity attacks while dealing all the damage your rage can muster.
Elf barbarians are frequently drawn to this path, because its powers complement their natural mobility. Likewise, many rangers who nurture a connection to the primal forces of nature by taking barbarian multiclass feats find this path appealing.
Bonus Proficiencies
You gain proficiency in Nature and your walking speed increases by 5 feet, and another 5 feet while raging.
Shifting Wilds Strike
When you choose this path at 3rd level, you become like a predator in the wild, you shift to a better position after your attack. When you hit with a weapon attack, you can expend your reaction to move up to 15 feet in any one direction. This does not take up any of your movement and you cannot be target with opportunity attacks during this move.
Once you use this feature, you cannot use it again until after a short rest. If you use this feature while raging, roll a d20. On a 10 or higher, you retain the use of this feature.
Press the Kill
At 6th level, you prepare to attack your next target with lightning speed as one foe drops. When you reduce a target to 0 hit points from a weapon attack, you can expend your reaction to move in any one direction in increments of 5 feet, multiplied by your Strength modifier. This does not take up any of your movement and you cannot be target with opportunity attacks during this move.
After you use this feature, you must finish a short rest before you can use it again.
Wild Resilience
Beginning at 10th level, you gain +2 to each all saving throws.
Wildrunner's Rage
Starting at 14th level, you can dart among your enemies, hampering their movement with each well-placed attack. As an action, you can make a weapon attack against one target within reach. On a hit, the targets speed becomes 0 until the end of your next turn. You may then make a special move in increments of 5 feet, up to your Strength modifier. This does not count as your movement and you cannot be targeted by opportunity attacks. If there is a different target within reach, you can make a weapon attack against it. On a hit, the targets speed becomes 0 until the end of your next turn.
Additionally, after using this ability, while raging, you gain a +2 to AC and to Dexterity saving throws. Also a move action, you can move up to 10 feet and cannot be targeted by opportunity attacks.
Once you use this feature, you cannot do so again until after a long rest.
Bard:
College of the Argent Soul (Based on the Ardent Paragon Path: Argent Soul)
You are a brilliant vessel; you embody hope, joy, and endless confidence, and your presence lifts your allies’ spirits. On the battlefield, you wash away despair, dispel doubt, and fuel your allies’ passions. As an argent soul, you have an uncommonly pure spirit. You see the best in every situation, finding solutions where others find only defeat. Melancholy has no hold on you, for optimism’s light burns away grief. Others find your good nature infectious and strive to rise to your example.
The road to becoming an argent soul is varied. You can simply be a good and wholesome person, untouched by the horrors you have witnessed, or you might have been touched by a god, your soul purified and claimed for a higher purpose. Regardless of the cause of your transformation, it is profound.
Whenever you attack with your ardent powers, a silver corona glimmers around you. Those it touches feel their confidence building, the pain from their injuries falling away so that they can keep fighting no matter the odds.
Bonus Proficiencies
When you join the College of the Argent Mind at 3rd level, you gain proficiency with martial weapons.
You can use a martial weapon as a spellcasting focus for your bard spells.
Argent Strike
Your weapon shines with silver light. When it strikes, your corona flares to revitalize an ally. You can expend one use of bardic inspiration to make a melee weapon attack against a target creature. On a hit your weapon's damage type from this attack becomes radiant damage and one ally within 25 feet of you may spend a hit die to heal. Your ally may choose to forgo spending a hit die and gain 5 temporary hit points instead.
Restoring Critical
At 3rd level, your allies are inspired by your efficiency in combat. Whenever you score a critical hit with an attack, you can use your reaction to expend one of your bardic inspirations to allow one ally within 25 feet of you can spend a hit die.
Burgeoning Reserves
Starting at 6th level, Your touch restores vitality to a fallen comrade. As an action, you may touch an ally that has 0 hit points and expend one use of bardic inspiration for the target to spend a hit die. The target also gains regeneration of 1d6 at the beginning of each of their turns. This regeneration ends after the target has regained hit points equal to your Charisma modifier multiplied by your proficiency bonus.
Alternatively, as an action, you may touch an ally whose current hit points are equal to or less than half of their current hit points and expend one use of bardic inspiration to give them regeneration of 1d6 at the beginning of each of their turns. This regeneration ends after the target has regained hit points equal to your Charisma modifier multiplied by your proficiency bonus, or if their current hit points are higher than half of their maximum hit points.
Once you have used this ability, you cannot use it again until the next dawn.
Argent Flood
Starting at 14th level, your allies find new reserves in the silver light you unleash. As an action, you can expend one use of bardic inspiration and make a special weapon attack against a target within range. On a hit, the target takes 4d8 + your Charisma modifier radiant damage. Additionally, each ally within 25 feet of you can either spend a hit die, or gain temporary hit points equal to half of their hit die value + their Constitution modifier.
Once you use this feature, you cannot use it again until after a long rest.
Improved Critical
Beginning at 14th level, your weapon attacks score a critical hit on a roll of 19 or 20.
College of the Seven (Based on the Bard Paragon Path: Student of the Seven)
Among the many legends told by bards, a few mythic figures appear with some regularity, including the mysterious Seven. The Seven are sisters, or sometimes brothers, whose names vary from tale to tale. They’re not gods, but they’re not mortals either; sometimes they’re exarchs of Corellon or some other god, and sometimes they’re angels who come from seven different dominions. But most often, they’re simply the Seven. Some tales describe them as patrons of the arts, inventors or sponsors of dance, poetry, singing, instrumental music, painting, drama, and the like. Other tales describe them as patrons of every mortal activity, or even as sponsors of different power sources. The Seven are never exactly the same in any two tales, or even in the same tale told twice. And as their student, neither are you.
Following the promptings of the Seven, your interests accept no limitations. No narrow field of study can contain your wide-ranging curiosity. You excel as an arcane leader, but what’s to prevent you from learning a few tricks from a martial defender or a primal controller? No knowledge is off limits, and nothing is impossible.
By taking multiclass feats and learning powers from a variety of classes, you always have the right tool for the job. In addition, you learn spells that have enormous versatility, ensuring that you can provide help anytime you or an ally needs a bonus in a specific area. You dabble in a little bit of everything, and you manage not only to improve yourself but also to make others a little better at what they do best.
Daily Mastery
When you join the College of Lore at 3rd level, every dawn you can replace one spell you know with another from the Bard list. If the spell you are changing was learned from Magical Secrets, you can replace it with a spell from any list.
Anyspell
Also at 3rd level, you learn how to draw on the raw arcane power around you, you shape your spell to the form and purpose you need. As a side effect, you grant momentary protection or a surge of aggressive inspiration to a nearby ally. As an action, you can expend a spell slot to target one creature within 5 feet of you. Roll a d6 and refer to the table below to decide on the saving throw required for this feature. Alternatively, you can expend two uses of bardic inspiration to choose which ability you want the target's saving throw to be. The target then makes a saving throw. On a fail, the target takes Xd8 (X equals the level of spell slot used for this feature).
After this feature resolves, you can spend you reaction to expend one use of bardic inspiration and give one ally within 5 feet of you an inspiration die.
Once you use this feature, you cannot do so again until after you finish a short rest.
Versatile Glamor
At 6th level, you can inspire your allies in a more variety of ways. As an action, you can expend one use of Bardic Inspiration to target yourself or one ally that can hear you. Choose one of the following effects to apply to the target:
After you use this feature, you cannot do so again until after a short rest.
Compensatory Insight
At 6th level, you're able to analyze your opponent and aim for weak spots with your weapons. Add your Intelligence modifier to all weapon attack rolls.
Voice of the Seven
Starting at 14th level, you speak one word with seven supernatural voices, and your targets are driven back and rooted to the ground. As an action, you can target all creatures that can hear you within 5 feet. Roll a d6 and refer to the table below to decide on the saving throw required for this feature. Alternatively, you can expend two uses of bardic inspiration to choose which ability you want the targets' saving throw to be. The targets then makes a saving throw. On a fail, the targets takes 4d10 + your Charisma modifier thunder damage, and half damage on a successful saving throw. Additionally, on a failed save, the targets are pushed 15 feet away from you and their speeds become 0 until they succeed on the saving throw. They may attempt the saving throw at the beginning of each of their turns.
After this feature resolves, you can spend you reaction to expend up to 5 uses of bardic inspiration and give any allies within 5 feet of you that can hear you an inspiration die.
Once you use this feature, you cannot do so again until after you finish a long rest.
College of the Stygian (Based on the Ardent Paragon Path: Stygian Adept)
There are shadows in the mind. Unnerving memories, old fears, and crushing disappointments all lie ready to be exploited and manipulated. Those who know these fears can turn them into weapons, amplified until they unravel the consciousness. You are familiar with these fears, and you wield them like razors.
As a stygian, you sense the fear and terror in your enemies, harnessing these emotions and using them to attack your foes’ minds. With your powers you can create phantom terrors that only your opponent can perceive, distracting the enemy from your allies as they move into position. A foe firmly in your grasp finds itself lost in a maze of half-realized imaginings, each more terrible than the last.
Stygian Strike
When you join the College of the Stygian at 3rd level, you gain the ability to make your enemy see you take on the appearance of its greatest fear, causing it to stumble back in terror.
When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal extra damage equal to your weapon damage die + your Charisma modifier psychic damage to that target and push the target up to 10 feet.. You can do so only once per round on your turn.
The weapon damage increases when you reach certain levels in this class, increasing to an additional weapon damage die at 5th level (2), another one at 10th level (3), and another one at 15th level (4).
Fearsome Marks
At 3rd level, when you hit with a weapon attack, you can spend one use of bardic inspiration to mark the target. When an ally hits a marked target with a weapon attack, the marked target takes additional psychic damage equal to your Charisma modifier. This mark lasts for 1 minute, or until you dismiss the mark as a a free action.
You can have up to three targets marked at the same time.
Haunting Shadows
At 6th level, you're able to create doubts that blur your enemies’ vision, making it hard for your foes to see the true threat before them.
As an action, you create a zone 15 feet around you that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Your allies gain +2 to AC and Dexterity saving throws while within the zone.
When this zone would end, you may expend a use of bardic inspiration to maintain it for another turn.
Once you use this feature to create this zone, you cannot do so again until after a long rest.
Subconscious Horror
At 14th level, your attack conjures a horrific vision that only you and your enemy can see.
As an action, you can target one creature within 10 feet of you. It makes a Charisma saving throw against your Spell Save DC. On a hit, the creature takes 3d10 + your Charisma psychic damage and you conjure a subconscious horror in an unoccupied space within 25 feet of you. The horror lasts until the end of your next turn. The horror is invisible to everyone but you and the target. Whenever the target starts its turn and can see the horror, the target is frightened of the horror, attacks against the creature have advantage, and takes 1d10 psychic damage until the start of its next turn.
On a failed saving throw, the target takes half damage and can't move closer to you until the beginning of your next turn.
When the effect would end, you can expend a use of bardic inspiration to make the effect last until the beginning of your next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Cleric
Angelic Domain (Based on the Invoker Paragon Path: Angelic Aspect)
During the gods’ ancient war against the primordials, invokers were their most trusted mortal servants, allowed to wield the raw divine power typically reserved for the gods’ immortal agents, the angels. Over time, the distinction between the most favored mortal invokers and the angels themselves became hard to define. Some invokers drew so much divine energy into themselves that they took on angelic aspects. Some angels, conversely, emptied themselves of divine essence and clothed themselves in mortal flesh as invokers, voluntarily limiting their own power in order to serve as more effective divine agents in the world.
One of those paths is yours, and it has led you to this point: You are neither fully mortal nor fully angel, but some of both. As an angelic aspect, you can channel divine energy through your mortal body to take on angelic characteristics: resistance to the forces of dark and light, an awesome presence that strikes fear into the hearts of those who try to strike you, wings to fly across the field of battle, and mighty attacks akin to those of angels.
If you were born mortal, your transformation is beginning; you are on the threshold of becoming something more, and immortality awaits. If you have always been an angelic being veiled in flesh, the veil is beginning to part and your true nature is being revealed. Either way, your enemies have much to fear.
Domain Spells
You gain domain spells at the cleric levels listed in the Angelic Domain Spells table. See the Divine Domain class feature for how domain spells work.
Angelic Domain Spells
CLERIC LEVEL
SPELLS
1st
bless, cure wounds
3rd
protection from poison, warding bond
5th
feign death, protection from energy
7th
fire shield, stoneskin
9th
hallow, mass cure wounds
Bonus Cantrip
When you choose this domain at 1st level, you gain the guidance cantrip.
Angelic Blades
Also starting at 1st level, you can create metallic wings of an angel of battle sprout from your back and shower your foes with razor-sharp blades. All creatures of your choice within 10 feet of you must make a Dexterity saving throw against your Spell Save DC. Failing creatures, take 2d6 + your Wisdom modifier and they are sowed until the end of your next turn.
Additionally, you gain a fly speed of 40 feet until the end of your next turn.
Once you use this feature, you cannot use it again until you complete a short or long rest.
The damage die increases to 3d6 at 7th level, 4d6 at 15th level, and 5d6 at 20th level.
Channel Divinity: Wings of Action
Starting at 2nd level, you can use your Channel Divinity to become more angelic.
As an action, you present your holy symbol and metallic angel wings grow form your back. For 1 minute, you gain a fly speed of 40 feet and your AC increases by 2.
Angelic Resistance
Beginning at 6th level, your body bonds with the soul of an angel. You have resistance to necrotic and radiant damage.
Angelic Emanation
At 6th level, your purity causes hesitation in others. While your current hit points are greater than half of your total hit points, you gain a +2 to AC.
Shielding Nimbus
At 8th level, divine power surges through you, giving you an angelic visage and shielding you from damage. As an action, you can choose a damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You gain resistance to that damage type for 1 minute. If you already have resistance to that damage type, you gain immunity to that damage.
Once you have used this feature, you cannot use it again until you complete a long rest.
Coldfire Pillar
Starting at 17th level, you bond with an angel of vengeance, transforming yourself into a raging pillar of cold fire. Each creature of your choice within 15 feet of you must make a Dexterity saving throw. On a fail, each creature takes 4d8 cold damage and 4d8 fire damage. On a success, each creature takes half damage.
Additionally, you gain immunity to cold and fire damage until the start of your next turn.
Once you use this feature, you cannot do so again until after you complete a long rest.
Oracle Domain (Based on the Cleric Paragon Path: Divine Oracle)
You become the voice of your god, full of prophecy and omens. When you use your prophetic powers, your eyes glow with the silvery depths of the Astral Sea.
Foresight
At 1st level, you cannot be surprised and you also gain proficiency on initiative rolls.
Channel Divinity: Prophecy of Doom
Starting at 2nd level, you can use your Channel Divinity to tap into your foresight. After you or one ally within 5 feet of you hits with an attack roll, as a reaction you can choose to make the attack a critical hit.
Terrifying Insight
At 6th level, creatures you target with your spells have disadvantage on Intelligence saving throws. Additionally, you gain expertise in Insight.
Prophetic Retreat
Starting at 6th level, you can take the Dash action as a bonus action.
Good Omens
Starting at 8th level, you lean how to peer into the future and predict good fortune for you and your allies. As an action, you and each ally within 10 feet of you gain a bonus equal to your proficiency bonus to all attack rolls, ability checks, and saving throws for 1 minute. You and all allies affected by this cannot score critical hits during this time.
Once you use this feature, you must finish a short or long rest before using it again.
Improved Foresight
At 8th level, you and all allies within 25 feet of you cannot be surprised and you also gain advantage on initiative rolls.
Hammer of Fate
Starting at 17th level, you hammer your foe with prophetic words of power. If your foe avoids the barrage, you can untangle the lines of fate and perform a different action. As an action you can make an attack roll against one enemy that can hear you within 20 feet. On a hit, the attack deals 6d10 + your Wisdom modifier Thunder damage. On a miss, rewind your turn to the moment before you made the attack. You cannot use this feature again and must take a different action.
If you hit, you cannot use this feature again until you finish a short or long rest. If you miss, you cannot use this feature again for 1 minute.
Druid:
Circle of the Blood Moon (Based on the Druid Paragon Path: Blood Moon Stalker)
Several legends tell of the blood moon, a night or sometimes a season when the Primal Beast stalks the wilderness of the world in physical form. During the blood moon, the predators of the world are said to be more dangerous and to have an insatiable hunger. According to some legends, the blood moon is a perversion of the world’s natural state, brought about by the gods or by the fierce response of the primal spirits to some violation of their precepts. Whatever the cause and exact effects of the blood moon, some druids use these legends as a symbol for their own ferocious zeal in protecting the natural balance of the world.
You are a blood moon stalker, favoring your beast form and choosing powers that make you more dangerous in that form. As your body transforms into beast form, so too your mind embraces your bestial side. You take pride and pleasure in fighting without conscious thought, drawing on bestial instinct and wisdom to guide your attacks upon your prey. You are a fierce hunter, a silent stalker of the wilds, but you are also a crusader for the primal spirits, ensuring that neither gods nor primordials overstep the bounds set for them at the dawn of time.
Through the power of the blood moon, you and your spirit brothers, sisters, and ancestors are the custodians of the world.
Blood Moon Wild Shape
Starting at 2nd level, all of your beast shapes use the power of the blood moon and grow a red tint and have white swirled markings around their bodies. You can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 8th level, you can transform into a beast with a challenge rating as high as your druid level divided by 4, rounded down.
Moon's Hunger
At 2nd level, while you're in your beast form, after you reduce an enemy to 0 hit points with an attack, as a reaction you regain hit points equal to 1d8 + your druid level.
Once you use this feature, you must finish a short rest or long rest before you can use it again.
Frenzied Whirlwind
At 6th level, you rend at the enemies around you with a fearsome war cry, dealing harsher wounds to those near death. As an action while in your beast form, you can make an attack against each enemy within 5 feet of you. This attack deals an extra 2d6 slashing damage to any targets whose current hit points are equal to or less than half of their maximum hit points.
Once you use this feature, you cannot use it again until the end of a short rest.
Improved Critical
At 10th level, your attack rolls while in your Wild Shape score a critical hit on a roll of 18-20.
Nature's Grave
At 14th level, while in a beast form, as an action you can target one creature within 20 feet whose current hit points are equal to or less than half of their maximum hit points and stare deep into its eyes with your own. While the target is enthralled, you charge towards it and leap onto the creature attacking it. Make an attack roll, on a hit the attack deals 6d10 + your choice of Strength or Dexterity modifier slashing damage.
You can use this feature, once per Wild Shape.
Rampage
At 14th level, while in your beast form, after dealing damage to an enemy that lowers their hit points to 0, you may spend your reaction to move up to your speed and make another attack against a creature in range.
Circle of the Shaman (Based on the 4th Edition Shaman Class. Branches into the four Shaman Paragon Paths)
Shamans are inspiring and dangerous battle leaders. They command powerful spirit guides, and through them lead their allies. These nature spirits bolster their allies’ attacks and offer protection and healing when needed.
In a rite of passage or initiation, you pledged yourself to the spirits, to be their voice and hands in the world. Through ancient song and sacred ceremony, you have called a powerful spirit companion to your side. The primal spirits of nature affirm your will, guide the actions of your allies, and deal mighty attacks against your foes. You might be a venerable advisor to a tribal leader, a young traveler seeking to bring tales of a wider world back to your people, or a scholar devoted to the pursuit of nearly forgotten lore.
The spirits and voices of nature guide your every step. Their power flows through you, calling you to lead, to fight, and to triumph.
Companion Spirit
As part of your initiation as a shaman, you acquired a spirit companion, an animal spirit that accompanies and assists you. As you level up, you will gain powers from being a shaman. Your spirit companion must be present when you use any features from this subclass.
Choose an elder spirit that you will be a disciple of and this will determine your spirit that you are able to summon. As a bonus action, you can call your spirit companion to a space within 10 feet of you or dismiss your spirit companion if it is within 20 feet of you. As an action on your turn, you can command your spirit companion to do any action you could take. Spirit companions are unable to cast spells. Your spirit has its own move action each turn that you can command.
Your spirit companion gains the stats and traits that appear under its stat block in the monster manual (up to the DM's discretion).
When your spirit companion is summoned, roll dice equal to its hit die plus its constitution modifier for each of your druid levels. Your spirit companion has advantage on any attack made against a creature you have already attacked during that encounter. Your spirit companion takes damage just like any other creature. Your spirit companion has its own set of hit die that it can expend during rests. If your spirit companion would fall to 0 hit points, you can not summon it again for 3 days. If you dismiss your spirit companion, you cannot summon it again until after you have completed a long rest.
Disciple of the Ghost Panther
The mystery of the primal stalker is that death is a constant presence in the midst of life; the death of the prey brings life to the predator. And when death comes to the predator, it brings life to scavengers and carrion feeders. Death is part of the great wheel of mortal existence, and an important part of the shaman’s communion with the spirit world.
As a shaman, you have always walked close to death. Now you have set out on the path of the ghost panther, where life and death twine together still closer. You stalk the wild, hiding from your prey, leaping and climbing like the most agile of cats. You call on panther spirits to attack your foes, weaken your prey, help you leap away from enemy attacks, and lead you through the spirit world to teleport adjacent to your foes.
Your spirit companion is a semi-transparent Panther. Your Panther's hit die is 1d8.
Disciple of the Great Bear
Many shaman traditions revere the Great Bear as the perfect example of the protector spirit. As a mother bear furiously guards her cubs against danger, so the Great Bear stands guard over the world, protecting it from those who would destroy or corrupt it, and so too do you, as a Great Bear shaman, protect your adventuring companions. Your spirit companion is your link to the Great Bear, channeling its strength and endurance to you through your evocations.
Your main purpose is to stand alongside other warriors and make them stronger. When you can, protect the weak. When you cannot, strengthen the strong to make them better protectors. As you pursue the path of the Great Bear shaman, your spirit companion channels the power of the Great Bear to harry your enemies, punishing them when they attack your friends. Your companion roars with the ferocious strength of the Great Bear, galvanizing your allies into action. You give your allies additional attacks whenever you spur yourself to greater action, and you empower the attacks they make when enemies drop their guard.
You are the world’s protector, and the Great Bear’s roar echoes in every word you speak.
Your spirit companion is a Black Bear without the Multiattack action. It appears as a mass of energy in a single color of your choice. Your black bear's hit die is 1d8.
Disciple of the Spirit Tempest
What is a spirit but an exhalation of the world, a distillation of life lived in the drawing and releasing of breath? The spirits of the world are alive, and that means they are in motion. They are a wind that blows through the world, even in the solid rock of the earth’s deepest reaches.
As a spirit tempest, you tap into the movement of the spirit world, the wind that blows through all things. You draw on that movement to bring motion to the field of battle: You call spirit winds to transport yourself and your allies in the blink of an eye, to carry your healing power and the power of your attacks into larger areas, and to empower the attacks of your allies.
The spirits are the breath of the world. Breathe deeply, and let them move and guide you.
Your spirit companion can be any creature from the Monster Manual with a CR of 1/2 or below. It appears as a mass of energy in a single color of your choice. Some features may not carry over (such as multiattack), this is up to the DM's discretion.
Disciple of the World Serpent
The World Serpent, legend says, is among the greatest of the primal spirits that established the natural laws of the world and is one of the staunchest defenders of those laws. When a divine exarch and the servant of a primordial joined forces in an attempt to tamper with the natural order, the World Serpent simultaneously crushed the life from them both. The earth is said to rest in this mighty serpent’s coils, the motion of which shakes the ground.
As a disciple of the World Serpent, you are charged with maintaining the balance of the natural order and ensuring that creatures from beyond the mortal realm keep to their place. You wield the World Serpent’s power, using it to pierce your foes with its fangs or crush them in its coils. Your spirit companion hinders the movement of your enemies as the World Serpent’s coils echo through the space around it. The World Serpent’s venom empowers your evocations, poisoning creatures that break free of your power.
Your spirit companion is a Giant Poisonous Snake. It appears as a mass of energy in a single color of your choice. Your Giant Poisonous Snake hit die is 1d8.
Healing Spirit
You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor. As an action, you can have your companion spirit expend one of its hit die on yourself or an ally within 5 feet of it.
At 6th level, it can expend up to 2 of its hit die, at 10th level, it can expend up to 3 of its hit die, at 14th level, it can expend up to 4 of its hit die.
Spiritual Aid
At 6th level, your spirit companion learns how to make the most of its form. It gains an attack and helps its allies.
Predator Spirit (Only for Disciples of the Ghost Panther)
A panther spirit appears and rends your foe; then its bloodthirtiness flows through your spirit companion to weaken your enemies. Your spirit companion makes a melee attack against a creature, on a hit dealing 2d6 + your wisdom modifier slashing damage. If this attack hits a creature with half or less than half of its maximum hit points, or lowers its hit points to below half of its maximum hit points, until the end of your next turn, they deal half damage. You cannot use this ability again until after a short rest.
Also, you and your allies are considered proficient in Stealth checks while within 5 feet of your spirit companion.
Bear Fang Defense (Only for Disciples of the Great Bear)
Your spirit companion lets out the terrible roar of the Great Bear and smashes its heavy paw into your foe. The presence of the bear spirit is impossible to ignore. As an action, your spirit companion can make a melee attack against a creature, dealing 2d10 + your Wisdom modifier bludgeoning damage and the target is marked. While the creature is marked, if the creature makes an attack against your spirit companion, the target makes a Wisdom saving throw against your Spell save. On a fail, 1d10 Psychic damage and is knocked prone after the attack. Once your spirit companion uses this feature, it cannot use it again until after a short rest.
Also, you and your allies deal extra damage to targets marked by your spirit companion equal to your proficiency bonus.
Spirit Tide (Only for Disciples of the Spirit Tempest)
Your spirit companion lashes out at an enemy, sending a swirling storm of spirits to batter other nearby foes. As an action, your spirit companion can make a melee attack against one creature. On a hit, the creature takes 2d10 + your Wisdom modifier slashing damage and each hostile creature within 25 feet of the target takes 1d10 slashing damage. Once you use this feature, you cannot use it again until after a short rest.
Also, after using this ability, until the end of your next turn, allies within 10 feet of your spirit companion can teleport up to 10 feet as a bonus action.
Serpent's Rebuke (Only for Disciples of the World Serpent)
The jaws of the World Serpent bite at your foe, stabbing through its mind and rooting it in place. Enemies that draw too close to the transfixed foe feel the echoes of its pain. As an action, your spirit companion can make an attack against a creature, on a hit dealing 2d8 + your Wisdom Modifier Psychic damage. Until the end of your next turn, the target's speed becomes 0, and any enemy that enters within 5 feet adjacent to the target takes 1d8 Psychic damage. You cannot use this ability again until after a short rest.
Also, creatures hostile to you and/or your spirit companion treat 5 feet around your spirit companion as difficult terrain.
Spiritual Utility
Starting at 10th level, your spirit companion learns how to adapt and create more supplemental effects for you and your allies.
Great Cat's Dodge (Only for Disciples of the Ghost Panther)
Your eyes shine yellow like those of a great cat as you leap away from an enemy attack. As a reaction, when an attack misses you, you can move up to 15 feet and enemies cannot make opportunity attacks against you during this movement. Once you use this feature, you cannot use it again until after a short rest.
Galvanizing Bellow (Only for Disciples of the Great Bear)
The roar of your spirit companion spurs your allies to move. As an action, you can allow each ally within 5 feet of you to move up to 10 feet.
Spirit Flow (Only for Disciples of the Spirit Tempest)
Spirits swirl around your ally and your spirit companion as the two disappear, and then each reappears where the other just stood. As a bonus action, you can target one creature within 20 feet of you. If the creature is hostile, it needs to make a Wisdom save against your Spell Save. If the target is willing, or fails the saving throw, the target and your spirit companion teleport to each other's spaces. Once you use this ability, you cannot use it again until after you finish a short rest.
Seal of the Serpent (Only for Disciples of the World Serpent)
A twisting mark like a glowing green serpent appears on your enemy’s skin, drawing the attacks of your ally to unerringly strike the foe. As an action, you can target one creature within 5 feet of you. Choose yourself or one ally within 25 feet of you. Until the end of your next turn, that character ignores any cover or concealment when attacking the target. In addition, the character can make ranged attacks against the target without having line of sight or line of effect to it. Once you use this feature you cannot use it again until after a long rest.
Spiritual Barrage
At 14th level, your spirit companion reaches its prime. It unlocks its ultimate ability.
Ghost Panther Spiral (Only for Disciples of the Ghost Panther)
A stream of frenzied panther spirits flows around you, savaging your enemies. The wind of the spirits’ passage lets you and your allies slip through the spirit world to attack your foes. As an action, your spirit companion can make a melee attack against each enemy inside a burst of 5 feet, dealing 5d6 + your Wisdom modifier slashing damage. Also, the burst creates a zone of rushing spirits that lasts for 1 minute, or until you end it as a free action. You or any ally who is within the zone can use a bonus action to teleport to a space adjacent to an enemy that is within the zone. Once you use this feature, you cannot use it again until after you finish a long rest.
Panther Ancestors (Only for Disciples of the Ghost Panther)
You gain a bonus to Acrobatics, Athletics, and Stealth equal to your Wisdom modifier.
Call to the Great Bear (Only for Disciples of the Great Bear)
Your spirit companion mauls your enemy with its claws and teeth. The spirit of the Great Bear lingers around your foe, punishing it for harming your allies. As an action, your spirit companion can make a melee attack against one target. On a hit, it deals 4d10 + your Wisdom modifier slashing damage and has a penalty to attack rolls against you, your spirit companion, and your allies equal to you Wisdom modifier. Additionally, whenever the target hits with an attack of its own, it takes 1d10 + your Wisdom modifier Psychic damage. At the end of each of its turns, the target can make a Wisdom save against your Spell Save DC to end both effects. On a miss, the target takes half damage.
Once you use this feature, you cannot use it again until after a long rest.
Looming Presence (Only for Disciples of the Great Bear)
While within 5 feet of your spirit companion, your allies gain a bonus equal to your Wisdom modifier to their attack rolls when making opportunity attacks.
Spirit Storm (Only for Disciples of the Spirit Tempest)
A wind howls around your enemy as dozens of minor storm spirits appear and attack it. Your allies can trade positions inside the storm with a thought. As an action, your spirit companion can make a ranged attack within 50 feet against one creature. On a hit, the creature takes 4d8 + your Wisdom modifier damage. A zone is created in a burst of 10 feet from the targeted creature. While within the zone, any ally gains a bonus to attack rolls and damage rolls against the target equal to your Wisdom modifier. In addition, any ally within the zone can teleport as a move action, swapping positions with another ally within the zone.
Once you use this feature, you cannot use it again until after a long rest.
Healing Guides (Only for Disciples of the Spirit Tempest)
When you use your Healing Spirits feature while your spirit companion is inside of your Spirit Storm, the hit die spent can heal yourself and all allies within the storm.
Crush of the Serpent (Only for Disciples of the World Serpent)
You call on the spirit of the World Serpent to crush your enemy in its emerald coils, causing internal injury. As an action, you can command your spirit companion to lunge and make a melee attack within 10 feet of it against one target. On a hit, the creature takes 3d10 + your Wisdom modifier bludgeoning damage and is grappled. The target can attempt to escape a grapple during each of its turns. At the beginning of each of your turns, the target takes 1d10 + your Wisdom modifier bludgeoning damage, even after the creature has escaped the grapple. On a miss, the target takes 1d10 + your Wisdom modifier bludgeoning damage at the beginning of each of its turns.
Your spirit companion can have up to 2 creatures grappled at the same time. Creatures who are a size larger than your spirit companion, or those that cannot be grappled are immune to this feature.
Once you use this feature three times, you cannot use it again until after a long rest.
Spirit Venom (Only for Disciples of the World Serpent)
Whenever an enemy makes a successful save against one of your features or spells, it takes 1d10 Poison damage.
Fighter
Warlord (Based on the 4th Edition Warlord Class - Credit to Niklas Sandell - I didn't create any of this, but I found this and it fit with what I was doing, though I did make the change of making the Warlord commands options. The original subclass had all options already available. I just felt like getting more options over time felt like a growth as a leader, but you can play it however you want!)
Warlords are born battlefield commanders, inspiring others either through loyalty or through feat. Whether a stalwart captain of the guards or a ruthless mercenary leader, the Warlord strengthens his companions with his words and actions, while exposing weaknesses in enemies' defenses and commanding his allies to strike.
Warlord Commands
At 3rd level, whenever you take the Attack action you can instead issue one Command. The target of the Command has to be able to see or hear you. Choose two Warlord Commands. You can only issue one Command per turn.
You gain another option at 7th, 10th, and 15 level.
Charge!
You issue a Command to one of your allies within 30 feet of you, allowing them to move and attack on your turn. Your ally can use their reaction to move up to half their speed, and if they end their movement within reach of an enemy, they can make a single melee weapon attack against that enemy. Your ally can add your Charisma modifier to the damage roll of their attack.
In Formation!
You issue a command to up to 6 allies within 30 feet of you, improving their defenses while they group together. If two or more allies (including yourself) are within 5 feet of each other, enemies have disadvantage on the first attack roll they each make against any of these allies until the start of your next turn.
Let Fly!
You issue a Command to one of your allies within 60 feet of you, allowing them to make a ranged attack on your turn. Your ally can use their reaction to make a single ranged weapon attack or ranged spell attack with a cantrip against a creature within line of sight of both you and your ally. Your ally can add your Charisma modifier to the damage roll of their attack.
Regroup!
You issue a Command to one of your allies within 30 feet of you, bolstering their resolve and stamina. The ally gains temporary hit points equal to your Fighter level + your Charisma modifier. The temporary hit points are removed at the end of combat.
Retreat!
You issue a Command to one of your allies within 30 feet of you, allowing them to fall back safely. Until the start of your next turn, the ally's movement does not provoke opportunity attacks when leaving the reach of an enemy.
Fear and Respect
Warlords can inspire or frighten others into doing their bidding. For good or bad, when they speak, people obey.
At 3rd level, you gain proficiency in the Intimidation and Persuasion skills if you are not already proficient in them.
Master of Tactics
Starting at 7th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.
Battlefield Mastery
At 10th level, when you issue a Command, you can issue a second Command to a second ally by forgoing another one of your attacks. The second Command can be the same Command or a different one.
Improved Fear and Respect
At 10th level, you gain expertise in the Intimidation and Persuasion skills.
Make Haste
Starting at 15th level, you and up to 6 allies of your choice within 30 feet of you gain a bonus to Initiative rolls equal to your Charisma modifier.
Fight as One
At 18th level, whenever you use your Indomitable ability to reroll a saving throw, you can allow an ally within 30 feet of you to reroll a saving throw against the same spell or effect. The ally adds your Charisma modifier to the reroll.
Improved Battlefield Mastery
At 18th level, you can issue a third Command to a third ally by forgoing another one of your attacks.
Monk:
Way of the Dragon (Based on the Monk Paragon Path: Initiate of the Dragon)
The monastery you trained at followed a rare discipline, the school of the dragon’s wisdom. Your masters explained that in the ancient days, the dragons taught the mightiest of mortals how to transcend their physical forms and become as mighty as a dragon. Your monastery teaches that with the right focus and discipline, you too can master the secrets of the dragon.
You learn to focus your psionic power outward, unleashing the dragon’s fiery breath and turning your skin into an armored hide of dragon scales. You move with the dragon’s speed, dancing on the wind with wings of psionic power. Once you master this discipline, you learn how to transform into a dragon for a brief moment.
Half-orc monks are frequently drawn to this tradition, since their agility and strength serve them well on this path. By the same token, their fiery rage matches the dragon’s anger when it is called to battle.
Strength of the Dragon
Starting when you choose this tradition at 3rd level, you gain resistance to fire damage. When you take fire damage, you can spend 2 ki point to gain a bonus to all damage equal to your Dexterity modifier for 1 minute. This damage type from these unarmed attacks is fire.
Draconic Torrent
At 3rd level, like the dragons you seek to emulate, you leap into the air and unleash a torrent of fiery energy upon your enemies. As an action, you can spend 3 ki points to make three unarmed attacks. This damage type is fire. Also until the beginning of your next turn, you gain a fly speed equal to your speed. You can end this movement in midair. At the end of your turn, you fall but take no falling damage.
Dragon's Vengeance
At 6th level, when your enemy earns your ire by wounding you, the heat of dragon’s fire washes off you in waves. If you take damage that brings your current hit points to equal to or less than half of your maximum hit points, you can use your reaction and spend 2 ki points to erupt in flames. During this time, your unarmed strikes deal an additional 1d8 fire damage and all creatures that come within 5 feet of you take 1d6 fire damage.
The flames extinguish if you hit 0 hit points or if your current hit points become higher than half of your maximum hit points.
At 11th level, this damage becomes 2d8 and at 16th level this damage becomes 3d8.
Claws of the Dragon
By 11th level, you have grown claws reminiscent to dragons and have learned to target your opponent's weaknesses. Your Flurry of Blows gains 2d8 of fire damage and ignores resistances. Any target hit by your Flurry of Blows with Fire immunity is treated as Fire resistance instead.
Draconic Avatar
At 17th level, you can channel your energy and unleash a gout of flame as you transform into a shape between a humanoid and a dragon. Wings surge from your back, your hands grow long, sharp talons, and your skin becomes as hard as a dragon’s scales. As a bonus action, you can spend 5 ki points and assume the form of a dragon. For 1 minute, you gain a bonus to AC equal to your Strength modifier, you gain a bonus to damage rolls equal to your Dexterity modifier (this damage type is fire), and you gain a fly speed equal to your speed.
Once you use this feature you cannot do so again until after a short rest.
Way of the Dreamwalker (Based on the Psion Paragon Path: Dreamwalker)
Monks who devote their full attention to lucid dreaming can fashion themselves a dream form capable of acting in the waking world, even while the monk remains conscious.
Manifest Dream Form
Starting when you choose this tradition at 3rd level, you can create a hazy image of yourself, your dream form manifests nearby. You can spend 1 ki point and conjure your dream form in an unoccupied space within 10 feet. Once you have conjured your Dream Form in this way, you can conjure it without spending ki points for 12 hours.
Your dream form lasts until you fall unconscious, until you dismiss it as a bonus action, or until you use this feature again. Your dream form occupies its own space, and you and your allies can move through it. When you take a move action, your dream form can also move equal to your speed. You can see and hear as if you were in your dream form’s space, and you can use features and abilities as if you were there. Your dream form can be attacked, although it lacks hit points. If it takes any damage, it disappears. It is immune to your attacks.
Dreaming Advantage
At 3rd level, when you make an attack while your dream form is within 5 feet of your attack target, you can spend 1 ki point to gain advantage on that attack roll.
Dream Blade
At 6th level, you've mastered create a blade into the hand of your dream form as it lashes out with the blade of psychic energy at a nearby foe and hinders any enemies that try to pass by it. If you take the attack action, you can spend 1 ki point and replace one of your attacks with this feature. Your dream form makes an attack against a target within 5 feet (Dexterity modifier + proficiency bonus). On a hit, the attack deals 2d8 + Dexterity modifier Psychic damage and until the end of your next turn, 5 feet around your dream form becomes difficult terrain for your enemies.
If your dream form isn't present, you can use the Manifest Dream Form as part of this feature, and then your dream form makes the attack.
Additionally, you can spend another 1 ki point for your dream form to target all enemy creatures within 5 feet of it with a Dream Blade attack.
Lucid Reality
At 11th level, you learn the dream spell and can cast it by spending 5 ki points.
Additionally as a bonus action, you can spend 2 ki points to cause you and your dream form to teleport, swapping positions.
True Dream Form
At 17th level, you can fashion a replica of your strongest dreams and send it forth to do your bidding. As an action, you can spend 5 ki points and summon your true dream form in an unoccupied space within 20 feet of you. Your true dream form resembles you and has a speed equal to yours, as well as a fly speed equal to your speed. You can see and hear as if you were in your true dream form's space, and you can use features and attacks as if you were there.
Your true dream form gives advantage to any attack rolls against a creature you or your allies target within 5 feet of the true dream form.
As an action, you can give your true dream form the following special command: It makes an unarmed attack against one creature. On a hit, it deals 3d8 + Dexterity and Intelligence modifier Psychic damage. At the beginning of each of that creatures turns, it can make an Intelligence check against the number the True Dream Form rolled in the attack. On a failure, it takes 1d6 + Dexterity and Intelligence modifier Psychic damage. On a success, it takes no damage and cannot take this recurring psychic damage for 24 hours.
If you haven't given your true dream form any commands by the end of your turn, it makes a normal unarmed attack against the closest hostile creature near it.
Your true dream form lasts until you dismiss it as a bonus action, or until it takes 50 or more damage in a single round of combat.
Once you summon your True Dream Form, you cannot do so again until after completing a long rest.
Way of the Ghostwalker (Based on the Monk Paragon Path: Ghostwalker)
The Monastery of the Eternal Void stands at a crossroads where the Shadowfell washes against the world’s shores. Some who study in the monastery delve into the Shadowfell’s secrets, but most of the disciples there contemplate the nature of life and death, the soul’s final migration, and the fate awaiting creatures in the afterlife. Proximity to the darkened plane informed the monastery’s fighting techniques as they developed into their current forms.
Your training at the monastery opened your inner eye, allowing you glimpses from this world into the realm of the dead. Those visions left a mark on you; your flesh is pale and dark circles ring your eyes, as if death’s touch draws near. Despite these changes, you are no less vital and have gained uncanny insight into the nature of souls and their movements.
As a ghostwalker, you use psionic power to cloak yourself in shadow and thereby avoid attacks. You can also strike at a foe’s life force, sapping its strength.
Tormented Spirit
Starting when you choose this tradition at 3rd level, you can use your ki to tap into the Eternal Void. As an action, you can spend 3 ki points to force one target creature within 25 feet of you to make a Wisdom saving throw against your Martial Arts Save DC. If the target fails, it is teleported to within your melee range.
Make three unarmed attacks against up to three target creatures within melee range. This damage type becomes necrotic. Any creature hit with at least one of these unarmed strikes, deals half damage until the end of your next turn.
Of Two Worlds
At 3rd level, you gain the ability to flash into the eternal void. When any enemy misses you with a melee attack, you can use your reaction to spend 1 ki point to gain +2 AC against that creature for 1 minute. You cannot gain this benefit against the same creature more than once.
Soul Dance
By 11th level, you have learned to become one with the eternal void. Your form wavers, and in a blink of an eye, you are somewhere else. You can spend 5 ki points to get into a stance and transport into the eternal void. Other creatures can still see you, but you gain +5 to AC as long as you remain in your space.
While in this stance, you gain advantage on all melee attacks you make.
Ride the Spirit
Whenever you reduce an enemy to 0 hit points, as a reaction you can expend 2 ki points and teleport up to 5 feet multiplied by your Wisdom modifier. Until the end of your next turn, you have advantage with unarmed strikes against each enemy adjacent to you at the end of the teleportation.
Vengeful Ghost
At 17th level, you strike your opponent with such force that you rattle its soul. You teleport away, leaving it vengeful. As an action, you can spend 5 Ki points, or if you have advantage on an attack, you can forgo that advantage to make two unarmed strikes against a target creature.
If at least one unarmed strike hits, the target makes a Wisdom saving throw against your Ki save DC. If it fails, it becomes stunned and you can teleport up to 25 feet away. The creature can repeat this save at the beginning of each of its turns. Once it is no longer stunned, it cannot attack any creature other than you until it hits with at least one attack. If it succeeds on the saving throw, the target cannot attack any creature other than you until it hits with at least one attack.
Paladin
Astral Oath (Based on the Paladin Paragon Path: Astral Weapon)
You become a literal weapon for your god, imbued with an extra dose of divine power emanating from the Astral Sea. As an astral weapon, there are no enemies you won’t oppose, no challenge you won’t take on, for your faith is strong and your weapon sings with power from on high. When you accept this path, the weapon you wield forevermore glows with the silvery light of the Astral Sea.
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Guidance from on High. As an action, you can grant yourself and all allies within 15 feet around you a bonus equal to your proficiency bonus, to all saving throws for 1 minute.
Pray for More. You strike your enemy, but you pray to increase the amount of damage you deal. After you roll damage for a weapon attack, as an reaction, you can use the maximum roll result.
Oath Spells
You gain oath spells at the paladin levels listed.
Astral Oath Spells
PALADIN LEVEL
SPELLS
3rd
protection from evil and good, sanctuary
5th
moonbeam, spiritual weapon
9th
protection from energy, spirit guardians
13th
dimension door, Otiluke's resilient sphere
17th
geas, scrying
Aura of Judgment
Starting at 7th level, all hostile creatures within 10 feet of you are marked. Any creature marked by you loses 2 AC.
At 18th level, the range of this aura increases to 30 feet.
Carving a Path of Light
Beginning at 15th level, your weapons glow with astral light, and as they strike your enemies, that glow spreads to encompass all enemies adjacent to you, temporarily coating them with a glowing target your allies can see. When you hit with a weapon attack, you can spend your reaction to transfer some astral light to the enemy for 1 minute. For the duration affected creatures shed light for 20 feet and dim light for another 10 feet. Any attack roll against affected creatures has advantage if the attacker can see it, and affected creatures cannot be hidden or benefit from being invisible.
Astral Whirlwind
At 20th level, your faith directs you into a whirling attack that strikes out at every foe within reach, instilling them with fear and weakening their defenses. As an action, you can emanate an aura of starlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light for another 30-foot radius. All enemy creatures within 60 feet of you makes a Dexterity saving throw against your Spell Save DC. Failing creatures take 4d10 slashing damage. Successful creatures take half damage.
In addition, for the duration, all enemies of your choice within your bright light lose 2 AC.
If this attack kills one or more evil or chaotic evil creatures, roll a d20. On a roll of 10 or higher, you can use this attack again as an action on your next turn, after which if the recharge applies, you would make the roll again. Otherwise, once you use this feature, you can’t use it again until you finish a long rest.
Rogue:
Daggermaster (Based on the Rogue Paragon Path: Daggermaster)
You and your dagger become one as you master the intricacies of battling with the blade. You are a master of the dagger, able to employ your weapon in ways that no lesser rogue can match.
Dagger Action
When you choose this archetype at 3rd level, you use your bonus action to reroll one damage roll made using a dagger.
Critical Opportunity
Starting at 3rd level, your first attack deals a critical wound, so you follow the attack with another strike. After scoring a critical hit with a dagger, you can spend your bonus action to make three thrown dagger attacks against the same creature, adding your Dexterity modifier damage to the total damage, instead of adding it to each attack.
Dagger Precision
Starting at 9th level, your daily training has paid off for your accuracy. You now can score critical hits with daggers on a roll of 18-20.
Meditation of the Blade
At 13th level, with a moment of concentration, you focus your will into the point of your blade. As a bonus action, you can make all of your dagger's damage die become d8 for one minute.
Once you use this feature, you cannot use it again until you finish a long rest.
Deep Dagger Wound
Starting at 17th level, you're able to spring forward, plunging your dagger deep into your foe, burying it into his body. After you hit with a dagger attack, the target makes a Constitution saving throw (DC Save: 8 + your proficiency bonus + the highest number of your dagger's damage die). On a fail, you roll 3dX (X is equal to your current dagger's damage die) + your Dexterity modifier. At the beginning of each turn, the target takes 2d10 piercing damage. At the end of their turn they can repeat the saving throw to end the effect. If they are successful on the saving throw, they take 1d10 piercing damage at the beginning of their next turn.
If you use this feature after making a critical hit with a dagger attack, the target makes a Constitution saving throw (DC Save: 10 + your proficiency bonus + the highest number of your dagger's damage die). On a fail, you roll 6dX (X is equal to your current dagger's damage die) + your Dexterity modifier. At the beginning of each turn, the target takes 3d10 piercing damage. At the end of their turn they can repeat the saving throw to end the effect. If they are successful on the saving throw, they take 1d10 piercing damage at the beginning of their next turn.
Once you use this feature, you cannot use it again until after a long rest.
Sorcerer:
Demonskin Adept (Based on the Sorcerer Paragon Path: Demonskin Adept)
Arcane magic is a form of power wielded for purposes both benevolent and malevolent. There is nothing inherently good or evil about it. Its moral value depends on the purpose to which it is put. At least, that is usually the case.
As a demonskin adept, you wield arcane power ripped from the depths of the Abyss, the home of demons. You incorporate the ritually treated skins of demons into your clothes and armor, and you use those skins to open conduits through which your spells are warped by the Abyss’s unutterable evil. Perhaps you believe that good ends justify evil means, but how long can you maintain your desire for good when you allow such evil to touch your soul?
The power you wield is stolen, and the lords of the Abyss do not take kindly to being robbed. Although this path brings great power, it is power that comes at a sometimes terrible price. Count yourself lucky if the worst price you pay is your life.
Demon-Soul Bolts
Starting at 1st level, you gain the ability to unleash a howling, demonic soul torn from the Abyss to batter your foes. As an action, you can make a spell attack roll against one creature you can see. On a hit, the target takes 1d8 + your Charisma modifier thunder damage, and you push the target 5 feet.
When you reach 6th level in this class, you can make two of these attacks, using the same attack roll for both targets. If both attacks hit the same target, the creature is pushed 10 feet.
When you reach 14th level in this class, you can make three of these attacks, using the same attack roll for both targets. If all attacks hit the same target, the creature is pushed 15 feet.
Demon Fury
Starting at 1st level, you can target enemies to aid your allies by putting yourself in harm's way. When you hit a creature, or are hit by a creature, you can spend your reaction to mark that creature. Creatures marked by this effect gain a bonus to attacks made against you equal to your Charisma modifier. Also, you and your allies gain a bonus to attacks made against marked creatures equal to your Charisma modifier. These effects end at the start of your next turn.
Glimpse of the Abyss
At 6th level, you gain the ability to temporarily transport you and an enemies vision to a random layer of the abyss. When you score a critical hit, you can spend a reaction to make yourself and the target blinded until the start of your next turn.
Variable Resistance
At 6th level, you can call upon a demon to surround you with an aura. As a bonus action, for 1 minute, you can gain resistance to one damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
You can use this feature three times. You regain all expended uses of it when you finish a long rest.
Demonic Wrath
At 14th level, you gain the ability to channel your pain into greater power for your spells, like a howling demon. As a bonus action, for 1 minute, you can make all attacks and spells you cast, deal an addition 1d6 extra damage as long as your current hit points are less than or equal to half of you maximum hit points.
Once you use this feature, you must finish a short or long rest to use it again.
Swords of the Marilith
Starting at 18th level, as an action you can fill the air about you with a marilith's slashing swords. Each creature within 15 feet of you must make a Dexterity saving throw against your Spell Save DC. Each creature that fails takes 3d6 + your Charisma modifier necrotic damage.
Additionally, you gain an 15 foot aura of whirling blades. Choose which effect you want the aura to have:
You can change which effect the aura has as a bonus action. The aura persists for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Once you use this feature, you cannot do so again until after you complete a long rest.
Warlock
The Doomsayer (Based on the Warlock Paragon Path: Doomsayer)
You wrap yourself in the fear of the darkness beyond the stars and use it as a shield against your enemies. In addition, you examine the strands of fate to issue proclamations of doom to all who stand against you.
Expanded Spell List
Doomsayer Expanded Spells
Doomsayer's Oath
At 1st level, you recite the oath of the Doomsayer who gives you strength in your time of need. While your current hit points are equal to or less than half of your maximum hit points, you gain a bonus to your eldritch blast damage equal to 1d4.
This additional damage die increases to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.
Fates Entwined
Starting at 6th level, you can lodge a painful psychic shard in your enemy's brain that resonates whenever you take damage. One creature you can touch makes an Intelligence saving throw against your spell save DC. On a failure, the target takes 2d8 + your Charisma modifier psychic damage. Until the end of your next turn, whenever you take damage, the target takes half that amount of psychic damage.
Once you use this feature, you cannot use it again until after finishing a short or long rest.
Proclamation of Doom
At 6th level, you gain advantage with your Eldritch Blast against targets within 10 feet of you and they also have disadvantage on Wisdom saving throws.
Accursed Shroud
At 10th level, you're able to envelop your enemy in an inky cloak of shadow that writhes and coils around them, twisting their attacks against you. As an action, you can target one creature within 5 feet of you. Make a spell attack against it. On a hit, you place a cursed shroud upon the target. It must now reroll any successful attack it makes while affected by your curse and take the new result.
Once you use this feature, you cannot use it again until after you finish a long rest.
Long Fall into Darkness
At 14th level, you can point a finger at your foe, and a gaping pit opens beneath him. The pit is merely a figment of his imagination, but he plunges into the darkness nonetheless until, at last, he hits the bottom. Make a spell attack against one creature within 20 feet. It must make a Wisdom save against your Spell Save DC. On a failure, the target takes 4d8 + your Charisma modifier psychic damage, and the target is stunned until the end of its next turn and knocked prone. On a miss, the target takes half damage and is knocked prone.
Once you use this feature, you cannot use it again until you finish a long rest.
The Life-Stealer (Based on the Warlock Paragon Path: Life-Stealer) As far as game mechanics, this is maybe my favorite.
Your pact with infernal powers has given you the ability to steal and utilize the life energy of your enemies. This life energy provides you with a new avenue to power, and you hunger for it as a vampire craves blood.
Expanded Spell List
The Life-Stealer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Life-Stealer Expanded Spells
Spell Level
Spells
1st
false life, shield
2nd
Nystul's Magic Aura, lesser restoration
3rd
feign death, protection from energy
4th
dominate beast, aura of life
5th
dominate person, hallow
Collect Life Spark
Starting at 1st level, your patron bestows upon you the ability to steal the life spark within creatures you kill. When you drop to creature to 0 hit points with your Eldritch Blast or one of your spells, you take a portion of its life energy by collecting a life spark. As a bonus action, you can expend this life spark to gain a benefit based on that creature's type. At the end of a short rest, any life sparks you have not expended fade away.
Soul Scorch
Starting at 6th level, you can create black fire that immolates your adversary, you release one of your life sparks. Your foe cries out in pain as he feels the life ebb from his body. As an action, you can target one creature within 10 feet. It makes a Constitution saving throw against your spell save dc. On a fail, the target takes 3d8 + Charisma modifier fire damage. On a success, the creature takes half damage. If the target creature has the same type as a life spark you possess, you can expend that life spark to deal an extra 2d10 necrotic damage.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Life Spark Summons
Beginning at 10th level, your patron teaches you how to expend one of your life sparks to fashion an effigy of the creature whose spark you’ve just released. As an action, you can expend a life spark you possess. Place the creature from which you received that life spark back in the encounter within the power’s range. It has hit points equal to 2 of its hit die + its Constitution modifier and acts on your next turn with a full set of actions as an independent creature that you control. The creature can do nothing except make basic attacks and move. It drops to 0 hit points again, dies, and fades away at the end of your next turn.
Once you use this feature, you can't use this feature again until after a long rest.
Sustain Life Spark
At 10th level, you learn to gain life from your sparks. If you have more life sparks at the end of a short rest than you do remaining hit die, you regain hit points as if you had spent a hit die.
Soultheft
Starting at 14th level, you can engulf your enemies in crackling purple energy. As they crumple, blazing motes of soul-light rise up from their bodies and fly into your grasp. As an action, you can make three spell attacks against up to three creatures within 5 feet. On a hit, a creature takes 3d8 + your Charisma modifier necrotic damage, and you gain a life spark from any target that drops to 0 hit points as a result of this attack. On a miss, a creature takes half damage and you cannot gain a life spark from a creature that drops to 0 hit points from this attack.
You must finish a long rest before you can use this feature again.
Wizard
School of Battle (Based on the Wizard Paragon Path: Battle Mage)
You didn’t leave behind the thrill of battle when you took up the mantle of wizard, so why should you stand back and let the fighters have all the fun? You have developed skills and techniques that have turned you into a true battle mage, ready to deal damage up close and personal or from afar, depending on the situation and how the mood strikes you. You have even learned of a technique for using arcane energy to temporarily stave off death—and you can’t wait to try it out in battle!
Bonus Proficiencies
When you join the School of Battle at 3rd level, you gain proficiency with martial weapons and medium armor.
Arcane Riposte
When you adopt this tradition at 2nd level, you are imbued with magical might, your hands bristle with arcane energy in the heat of battle. When you would make an opportunity attack, as a reaction you can instead make a spell attack with one of your hands. On a hit, choose cold, fire, force, or lightning. You deal 1d8 + your Intelligence modifier damage of that type with this attack.
The damage die increases to 2d8 at 6th level, 3d8 at 12th level, and 4d8 at 18th level.
Forceful Retort
Starting at 2nd level, the power and certainty of your words can knock your enemies off their feet. As an action, you can have each enemy within 5 feet of you makes a Charisma save against your Spell Save DC. Each creature that fails, takes 3d8 + your Intelligence modifier force damage and knocked prone. Each creature that succeeds is pushed back 5 feet.
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.
Extra Attack
Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Battle Edge
Starting at 10th level, when you take damage that lowers your current hit points to a value equal to or less than half of your maximum hit points, you can spend a reaction to immediately cast a spell. This still uses a spell slot.
Arcane Rejuvenation
At 10th level, when you are in a bad spot, you learn to draw on arcane energy to help you stay on your feet. When you are reduced to 0 hit points, you can spend a reaction to gain hit points equal to your level + your Intelligence modifier.
Once you use this feature, you cannot do so again until you complete a long rest.
Closing Spell
Starting at 14th level, you are able to save the best for last and unleash a devastating display of pure elemental power that your enemies aren't likely to see again. Target one creature that you can see. The target and all hostile creatures within 25 feet of it make a Dexterity saving throw against your Spell Save DC. Each creature that fails takes Xd10 + your Intelligence modifier damage of a particular damage type, chosen by you from the following list: cold, fire, lightning, or thunder. X equals the number of used spell slots you currently have. Add 5d10 damage of the same damage type if you have no spell slots remaining. Each creature that succeeds takes half damage.
Once you use this feature, you cannot do so again until after you complete a long rest.
School of Blood Magic (Based on the Wizard Paragon Path: Blood Mage - Credit to Joshua Raynack (I hope I spelled it right) I used one of his tables for Soul Burn, he created a similar subclass with similar abilities, but this is not a copy of his class)
You have learned to combine blood with arcane formulas to cast more powerful spells—your own blood. Your blood is your life, but it is also your source of power. Few wizards step upon this path to arcane mastery, because it is a path steeped in pain and soaked in blood. But you have embraced the way of blood and magic, and you have become more powerful because of it.
Bolstering Blood
Starting when you choose this tradition at 2nd level, you learn to turn your own pain into additional pain for your enemies. When you cast a spell that deals damage, you can use your reaction to, just prior to casting the spell, deal either a minor wound (1d10) or a severe wound (2d10) to yourself. If the spell you use damages a target, you deal extra psychic damage equal to the damage you dealt to yourself.
Bleeding Points
Starting at 2nd level, you know where to target your weapons to draw the most blood. When you hit with a weapon attack that deals slashing or piercing damage, you can spend your reaction to cause the creature to take 1d10 damage of the same type at the beginning of each of its turns. This damage can be stopped when the creature, or another creature, succeeds on a DC: 10 + your proficiency bonus Medicine check performed on the affected wound. If multiple wounds are inflicted on the same creature, a separate check is needed per wound.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
Blood Pulse
Starting at 6th level, you are able to create a mote of crimson plasma to spring from your hand, streaking across the battlefield, and detonating amid your enemies, covering them in a blood-red shroud. Target one creature that you can see. The target and each hostile creature 15 feet around it must succeed on an Intelligence saving throw (vs your Spell Save) or take 2d6 + your Intelligence modifier damage, and until the end of your next turn, failing creatures take 1d6 for every 5 feet of movement.
You can apply your Bolstering Blood to this feature.
Once you use this feature, you cannot do so again until you complete a short or long rest.
Soul Burn
Beginning at 10th level, you can trade your recuperative ability for more arcane power. During a short rest, when you spend hit die, you can instead regain spell slots (up to 5th level) based on the the total result of the die, including your Constitution modifier:
Spell Slot
Roll Result
1st
7-9
2nd
10-16
3rd
17-20
4th
21-23
5th
24+
You can roll hit die this way multiple times in a short rest. You can roll hit die this way and still roll hit die to regain hit points, but you must inform the DM of which roll type you are making before you begin rolling.
Burning Blood
At 10th level, when you regain hit points in combat, all hostile creatures that can see you within 50 feet take psychic damage equal to your Constitution modifier. If any of those creatures are currently suffering from an effect that you caused, add your Intelligence modifier to the damage and they also take 1d10 fire damage at the beginning of each of their turns for 1 minute, or until they roll a Constitution save against your Spell Save DC.
Destructive Salutation
Starting at 14th level, you're able to greet your enemies with a psychic wave that scrambles their minds and leaves them stunned. Target one creature you can see. Target creature and all hostile creatures within 15 feet of it must roll an Intelligence saving throw against your Spell Save DC. All failing creatures take 6d6 + your Intelligence modifier psychic damage, and the target is stunned and takes 2d10 psychic damage at the end of each of their turns. Creatures affected by this can repeat the saving throw at the beginning of each of their turns. All successful creatures take half damage and are stunned until the end of your next turn.
Once you use this feature, you cannot do so again until you complete a long rest.
None of these subclasses were changed to "what they should be" most of them tried to just convert to 4e, so keep that in mind. That being said, if there are other/better ways to change them to 5e, I would love to hear your thoughts!
There were a couple others I had thought about making, but wanted to go ahead and post this to get other people's thoughts. Hopefully there are some people who played 4E and took these paragon paths that can give their insight!
Published Subclasses
Very cool. I'm doing something similar with both 3e and 4e material.
Nice. I always like daggermasters. Shamans largely became circle of the Shepard from xanathar's guide.
I loved the Blood Moon Stalker from 4E, so this seems very cool to me. If I may go into detail as to feedback about that subclass:
Moon's Hunger is a bit strangely described. You might want to compare it to Second Wind. You also might want to think about "spend a hit die" since in 4e you could not truly multiclass and here you could. A Barbarian/Druid of the Blood Moon could effectively use a d12 to heal itself, which seems a bit much (and probably why Second Wind is described the way it is).
Blood Moon Lion shape, while I understand the whole "lion" part since that is what the art of the paragon path originally depicted, it's not truly what the subclass was about. It boosted your existing forms, which could be whatever. You could look into boosting existing forms (without going the same route as the circle of the moon) rather than giving particular forms. Also, while I understand why you went for the "uses the stats of" route, it feels a bit strange. You could give the blood moon stalker a special form (which seems like an awesome idea) but it's probably a lot cooler if you make it a specific form based. I'd rather transform into a steadily stronger Blood Moon Stalker form rather than "i'm an elephant that looks like a lion". Again, I get what you're coming from at but it just feels a bit meh.
Frenzied claws seems to be ok. I'd guess the damage might scale somewhat to make it more interesting at higher levels, but that seems to be easily implemented.
Improved critical is a bit lackluster since it only triggers while you're in wild shape, whereas the Champion Fighter-archetype gets this all the time at lvl 3.
Nature's Grave: Player Characters rarely get a "recharge" mechanic, since they are often forgotten or seem too random to appear good. You could say you can use it a number of times equal to your Wisdom modifier (minimum of one) or something similar. Rest seems fine
Staunch defender is also a bit lame at that level. Compared to the Alter Self spell at will or a permanent Sanctuary against Beasts and plants. Eh... dunno... To me this could be a basic feature of the Blood Frenzied Stalker form and not be broken.
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
Published Subclasses
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
Yes! I like that a lot. I've actually been making more of these paragon paths for an "update" if you will. So when I post that here, I will edit the Blood Moon Stalker.
Published Subclasses
You could fold the improved critical range into the blood moon shape by making it a higher tier benefit of the same ability. That would make the power comparable to the Fighter by freeing up space for another ability at 10th level. Maybe you could give your wild shape an extra attack at 10th. I also agree with RAJ on the recharge on Nature's Grave. I would make it once per wild shape, which is comparable to some "once per rage" abilities that barbarians have.
Published Subclasses
I have created some more of these subclasses. Let me know what you guys think about these ones! And I've also updated the Blood Moon Stalker above!
Subclasses added:
Cleric - Angelic Domain, Oracle Domain
Fighter - Warlord
Paladin - Astral Oath
Ranger - Pathfinder
Sorcerer - Demonskin Adept
Warlock - The Doomsayer, The Life-Stealer
Wizard - School of Battle, School of Blood Magic
Subclasses Updated:
Druid - Circle of the Blood Moon
Published Subclasses
I've been adapting the Binder from 3e/Vesitge pact from 4e.
Expanded Spell List
The Vestige lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Vestige Expanded Spells
Spell Level
Spells
1st
command, dissonant whispers
2nd
augury, detect thoughts
3rd
bestow curse, spirit guardians
4th
divination, guardian of faith
5th
commune, legend lore
Vestige Figment
Starting at 1st level, you gain the service of a familiar, a spirit that takes the form of an apparition.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you complete a short or long rest.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Soul Siphon
At 6th level, you gain the ability to sacrifice your life force in exchange for arcane power. As an action, you can spend one or more Hit Dice, up to the character's maximum number of Hit Dice to regain one spell slot of a level equal to the number of hit die you expend. Once you use this feature, you can’t use it again until you finish a short rest.
Soul Guardian
Starting at 10th level, you are immune to being charmed or frightened.
Soul Binding
At 14th level, you can spend an action to attempt to beguile a creature that you can see within 30 feet of you. It must succeed on a Wisdom saving throw equal to your Warlock spell save DC or be charmed by you for 1 minute or until your concentration is broken (as if you are concentrating on a spell). If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the effect. If the saving throw succeeds, the effect ends.
You must finish a long rest before you can use this feature again.
I'm still working on fine-tuning a few bits. The capstone ability is somewhat unsatisfying since a Warlock can already take dominate monster as an arcanum at 15th level. Soul siphon is probably too powerful as is, so I'm thinking about how to reshape it--perhaps by allowing trades of HD for spell save or attack bonuses. My apparition monster is still private, but it's basically a tiny specter. I've based it on "Mother", which is the ghostly familiar of a villain from 3e Cityscape, "the Symbol". I'm worried that it doesn't play well with the "Pact of the Chain" pact boon, but I don't want to give the subclass an extra familiar type that can't be used without that boon. I may just scrap the entire subclass idea altogether as it's similar to the "Great Old One" patron.
These next two I've already submitted. From 3e, the Rage Mage:
Rage Mage (Barbarian)
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.
Spell Slots
The Rage Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the abjuration and evocation spells on the sorcerer spell list.
The Spells Known column of the Rage Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, so you use your Charisma whenever a spell refers to your spellcasting ability.. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Rage Mage Spellcasting
Barbarian Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
2
3
2
—
—
—
4th
2
4
3
—
—
—
5th
2
4
3
—
—
—
6th
2
4
3
—
—
—
7th
2
5
4
2
—
—
8th
2
6
4
2
—
—
9th
2
6
4
2
—
—
10th
3
7
4
3
—
—
11th
3
8
4
3
—
—
12th
3
8
4
3
—
—
13th
3
9
4
3
2
—
14th
3
10
4
3
2
—
15th
3
10
4
3
2
—
16th
3
11
4
3
3
—
17th
3
11
4
3
3
—
18th
3
11
4
3
3
—
19th
3
12
4
3
3
1
20th
3
13
4
3
3
1
Spell Rage
Beginning at 3rd level, you can cast and concentrate on spells while raging, as long as the spell's casting time is no more than an action.
Angry Spell
Beginning at 6th level, while raging, you can add your rage damage bonus to one damage roll of any evocation spell you cast.
Spell Fury
Beginning at 10th level, when you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to cast a cantrip.
Arcane Outburst
Starting at 14th level, when you cast a cantrip that deals damage, you can deal maximum damage with that spell while you are raging. You can use this ability only once per rage.
And the Wrestler, based on the 3e Reaping Mauler, which gives some love to grapplers.
Wrestler (Fighter)
Trained Grappler
Beginning when you choose this archetype at 3rd level, you gain proficiency in Athletics. If you are already proficient, your proficiency bonus is doubled for any check you make to grapple a creature, or escape a grapple. In addition, you can now grapple creatures up to two size categories larger than you.
Arm Lock
Starting at 7th level, creatures you have grappled can only make attacks with weapons that have the light property, and lose any shield bonus to their AC.
Advanced Technique
Starting at 10th level, you can, as a bonus action make a special melee attack to shove or disarm one creature that you have grappled.
Defensive Control
Starting at 15th level, whenever you are grappling a creature you have half cover, or three-quarters cover if you are grappling two creatures. Additionally, when a hostile creature misses you with an attack, you can use your reaction to force that creature to repeat the same attack against a grappled creature (other than itself) of your choice.
Submission
Starting at 18th level, you can use the Attack action to make a special melee attack, a submission, against one creature you have grappled. If you're able to make multiple attacks with the Attack action, this attack replaces one of them. The creature must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target takes 2d6 bludgeoning damage and falls unconscious for one minute. A target who fails this save can attempt to repeat this saving throw each round to regain consciousness. On a successful save, the target takes half damage and does not fall unconscious.
Published Subclasses
I created 3 more subclasses, this time for the Ranger. I hate how underpowered the ranger is. I've tried to have the subclasses boost up its capabilities.
I tried to add them up there, but it said the post became too long lol so here are the Ranger Subclasses
Ranger
Battlefield Archer (Based on the Ranger Paragon Path: Battlefield Archer)
You become a paragon of marksmanship, an unrivaled archer who remains cool and collected in even the most intense battlefield situations. Your experience and skill show through with every projectile you loose on a target, and every battle goes just a little bit smoother with you in the field.
Combined Fire
At 3rd level, you can combine fire with one of your allies to take down a trouble-some foe. When an ally makes a ranged attack or an area attack, as a reaction, you can make three bow attacks within range.
Once you use this feature, you cannot do so again until after you finish a short or long rest.
Battle Surge
At 3rd level, you can take the Disengage action as a bonus action.
Battlefield Experience
At 7th level, you gain an additional +1 on bow attacks against targets that share a type with your favored enemy.
Archer's Glory
At 11th level, as one enemy falls, and those that remain learn what heroism is all about. When one of your bow attacks drops a creature to 0 hit points, as a reaction, you can take another action this turn.
Once you use this feature, you cannot do so again until after you complete a short or long rest.
Quarry's Bane
Starting at 15th level, you can unleash a deadly volley of shots against each of your quarries in sight. As an action, you can make three bow attacks against each creature that is the same type of your Favored Enemy. Any creature that is not hit by an attack is knocked prone as it dodges your attack.
Once you use this feature, you cannot do so again until after you complete a long rest.
Oathsworn (Based on the Avenger Paragon Path: Oathsworn)
You swear an oath to eradicate the world of your favored enemies. Those that swear the oath revere it as a central part of their religious observances and their rites of initiation. In the teachings of these sects, an oath sworn by a ranger is akin to the words of creation spoken by the gods to give lasting form to the world; when the ranger's will and the god’s will are
one, an ranger's oath has the power to make reality conform to the words of the oath.
As a member of one of these oathsworn sects, your oath of enmity power carries particular weight. When you swear your god’s judgment against a foe, that creature’s attacks are less likely to harm you. When your foe lies dead, you claim the reward of fulfilling your oath, drawing new vigor for the remaining battle. As you advance along the oathsworn path, you gain powers that are more effective against the target of your oath, weakening it or making it vulnerable to your later attacks. You can even grant benefits to your allies for a short time, ensuring that they help you bring your foe to justice.
Blood Oath
At 3rd level, you gain +1 AC on attacks from your favored enemies.
Temporary Oath
Beginning at 3rd level, you can temporarily swear a blood oath against a certain individual. As a bonus action, you can target one creature you can see. Take 1d8 + Xd8 (X equals the number of creatures you currently have a temporary oath against) slashing damage to mark the targeted creature. For one minute, the targeted creature is now considered to be a favored enemy.
Oath of Weakness
Starting at 7th level, your oath gains the power to sap your sworn foe of its strength and will. As an action, you can make up to two attacks against favored enemies. Any creature that is hit with one of these attacks deals half damage until the end of your next turn.
Sworn Crusade
Beginning at 11th level, you gain the ability to summon a holy nimbus physically representing your oath against an enemy surrounds your allies too, endowing them with deadly accuracy. As an bonus action, you can grant all allies within 25 feet of you advantage on attacks against your favored enemies.
Once you use this feature, you cannot do so again until after you complete a short or long rest.
Enduring Oath
At 11th level, each time you deal damage to a favored enemy that brings its hit points to 0, you regain 1d8 + your wisdom modifier hit points.
Oath Bond
Starting at 15th level, you are able to bind a foe with your oath, consigning it to your god's punishment. As an action, you can make three weapon attacks against a favored enemy. The target makes a Wisdom saving throw at the beginning of their turn (DC equals your Spell Save DC). On a fail, that target gains vulnerability to your weapon attacks. The target can repeat the saving throw at the beginning of each of its turns.
Once you use this feature, you cannot do so again until after you complete a short or long rest.
Pathfinder (Based on the Ranger Paragon Path: Pathfinder)
You become the ultimate scout, finding a way through any situation. Sometimes you find the best path, but other times you have to carve that path out of the wilderness with your two blades singing through the air.
Battlehoned
Starting when you choose this archetype at 3rd level, you gain a number of hit die back during a long rest equal to your proficiency bonus. You cannot gain the benefits of this feature more than once a day.
Expeditious Retreat
At 3rd level, you can use the Dash action as a bonus action.
Cruel Recovery
At 7th level, when you hit and damage a creature that is the same type as your Favored Enemy, as a reaction, you can gain temporary hit points equal to the amount of damage you dealt + your Wisdom modifier.
Once you use this feature, you cannot do so again until after completing a short or long rest.
Wrong Step
Starting at 11th level, your enemy steps unwittingly into your trap, and you catch him by surprise with a sudden, paralyzing thrust. When you hit a creature from an opportunity attack, that creature's speed becomes 0 until the beginning of your next turn.
Act Together
At 11th level, when your ally attacks and hits a creature within your weapon's range, you can use your reaction to make a weapon attack against the creature the attack deals an additional 1d8 of the same damage type as your weapon.
Slasher's Mark
At 15th level, you fortify yourself, raise your weapons, and carve scarring wounds into the flesh of your enemies. As an action, you can spend a hit die, then you can make three weapon attacks against creatures within range. Creatures hit with these attacks are marked. Your allies gain advantage on attacks against creatures marked by this feature.
Once you use this feature you cannot use it again until after a long rest.
Stormwarden (Based on the Ranger Paragon Path: Stormwarden)
Your role as a warden and defender of the wild takes on new heights as you learn the ancient ways of the stormwardens of the Feywild. These techniques turn your whirling weapons into a storm of destruction that rains down punishing blows on your enemies. With each slash of your weapon, the wind howls in anticipation of the coming storm.
Steel Storm
When you choose this archetype at 3rd level, you can make two opportunity attacks per reaction spent each turn, the second attack can target the same creature, or another creature within 5 feet. Also, add your Dexterity modifier to damage with opportunity attacks.
Reckless Attack
At 3rd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Lightning Charge
Starting at 7th level, when you deal damage with a weapon attack, you can spend your reaction to create three bolts of lightning then leap from that target to as many as three other targets, each of which must be within 15 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity Saving Throw (DC: 8 + your proficiency modifier + your Wisdom modifier). The target takes 1d8 lightning damage on a failed save, or half as much damage on a successful one.
Once you use this ability, you cannot do so again until after you finish a short or long rest.
The damage die changes to 2d8 at 11th level, and 4d8 at 15th level.
Stormstep
At 7th level, as your Move action, you can teleport a distance equal to half your speed.
At 15th level, this teleport equals your full speed.
Clearing the Ground
At 11th level, you gain the ability to sweep your weapons in mighty arcs around you, cutting foes that get too close and thrust them back. As an action, you can make two weapon attacks against each target within 5 feet of you. Each creature hit is pushed 15 feet and knocked prone. If a creature avoids both attacks, they are pushed 5 feet.
Once you use this feature, you may not do so again until you complete a short or long rest.
Cold Steel Hurricane
Starting at 15th level, you can rush into the midst of your enemies and, like a freezing wind, flay them alive. As an action, you gain the ability to make up to two attacks against each target you come into range with during your move action this turn. After you end your move, you can roll a d8 for each creature that you hit with this feature that shares a type of your Favored Enemy's creature type. Regain hit points equal to the total of the die rolled.
Once you use this feature, you cannot do so again until after a long rest.
Published Subclasses
3e was actually quite similar to but less streamlined than 5e, hence it's not so hard to port things. Needless to say, much of the 3e stuff is open, so it's nice to look back and get inspiration.