Hello everyone, and welcome to my collection of homebrew content!
I'm AdmiralChry, newbie to tabletop RPG's and hardcore gamer for as long as I can remember. For quite a while I've been interested in getting into game design, but with life getting in the way I haven't been able to fully pursue it as a full time gig. Enter D&D into my life for the first time in late 2016 and discovering the homebrew community, the call to stretch my design skill and ideas was answered. Since then, I have created my own world for my gaming groups, as well as a large collection of homebrew classes, subclasses, spells, magic items, and monsters for 5th edition!
Recently, I've made it more of a priority to become active on the forums and making comments on published homebrew items instead of lurking in the background. As part of that commitment to myself, I figured I'd make a thread on my favorite forums to have a collection of all the stuff I've made this past year and a half. The great thing is that most of my creations are already up here on D&D Beyond in the homebrew sections!
UPDATES: Whenever I make additional posts to this thread, I will also add in updates to this main post. The most recent update was on 12/21/18, and you can search through this post to find the portions that have an UPDATE listed.
Criticism and Critiques
While I started doing this design process for myself and to satisfy the itch of design, I want as much feedback and criticism of my creations as possible. Please be as harsh as you like (within civil reason), as any comments go right back into my work to make myself a better designer. All of my homebrew has comments enabled, so if you have specific critique on a subclass, spell, or etc., feel free to head directly to the page.
Compendium
Edit (12/21/18): What used to be the fastest way to take a look at most of what I've created is the pdf I've saved to google as the Aynerth Compendium, named for my homebrew world. The compendium is broken down into chapters, with each one focusing on one aspect of homebrew. With a lot of other work that I've been doing and creating other homebrew items, it is currently outdated and not fully up to date with my current creations. If you like anything I've created or would like to find something that you might find interesting, use the search tool with AdmiralChry as the author in any of the homebrew sections to find what I've put up for the community. The following chapters from the compendium have a link to that search already, which would be the fastest way.
Chapter 1: Classes
Here you will find the Elementalist and Runeblade classes. Since homebrew classes will not be part of Beyond in the foreseeable future, I will also post these two as separate comments below with commentary on the philosophy behind each class.
The largest chapter goes into detail of all the subclasses I've made so far. Each one was designed for an archetypal character that I did not see as represented in the official content, unearthed arcana, or other homebrew. When subclasses went live I was able to post nearly all of them here, and the feedback has already been amazing and changes have been made off of that feedback. The following link will bring you to a list under the homebrew class page with all of my public creations, while links in the spoiler will take you to the page directly:
Bard: College of Coin - Bards who are businessmen and control the flow of gold within their party. Latest version heavily updated thanks to the input and aid from Vaegrim.
Druid: Circle of the Harvest - Spellcaster druid who focuses on amplifying the damage of their spells and attacks to make way for healthier life.
Druid: Circle of the Night - Unnatural shapeshifters who transform into hybrid creatures akin to lycanthropes.
Fighter: Dragoon - Mobile warriors who try to emulate the flight of a dragon to gain better positioning.
Fighter: Gladiator- Durable fighters who use their defense for offensive capability.
Monk: Way of Law- Guards and protectors of order, these monks enforce the laws of the land they serve.
Monk: Way of Ferocity - Harnessed fury and power of nature and its beasts is the way of ferocity.
Monk: Way of Enlightenment- Inspired by the character Kharazim and his abilities in Blizzard's Heroes of the Storm, these monks seek the balance in all things.
Monk: Way of the Holy Warrior- A religious monk who has learned to weave their inner energy of ki with the ability to cast spells.
Paladin: Oath of Truth - A bastion of truth that dispels lies and deceit through action.
Paladin: Oath of Valor - Honor and glory bound warriors that strive to achieve great feats of strength.
Ranger: Urban Explorer- Those who brave the stone jungle of civilization learn its unique differences in tracking their foes.
Rogue: Shadow- The touch of the Shadowfell makes this rogue a terrifying menace from the shadows.
Sorcerer: Fey-Touched - Innately tied to the Feywild and the charming magic of the fey.
Sorcerer: Astral - Influenced by the stars, this origin gives the sorcerer control of events around them.
Sorcerer: Winter Soul- Infused by the power of ice and frost, these sorcerers summon devastating blasts of ice magic.
Warlock: The Void- Instead of a single patron, the inescapable black void grants warlocks a piece of emptiness.
When designing the first iteration of the Elementalist, it was going to be a full spellcaster with other features that had specific benefits based on the element. The design ended up being extremely OP, with full spellcasting, martial advantage, and unmatched utility in nearly all pillars of play. I didn't want to simply scrap a lot of the work I had done, so I converted all of the abilities into spells at the appropriate levels. At the same time, the conversion inspired me to recreate some of the abilities from the game Darkest Dungeon as spells themselves. All of these have been published under the homebrew spell section. Here is a link to the homebrew spell list only with a filter for my homebrew:
During a game with one of my D&D groups, the discussion of crafting came up and how the players would be able to go about doing that in their downtime. I found the rules from the DMG to be lacking and barebones, and found a similar opinion looking at different subreddits and other forums. So, I decided to make my own rules that followed the progression and skill checks that the game already developed for classes and applied it to professions. I'll post a comment below with the text and tables.
UPDATE 9/28/18 - With the game I DM turning towards using a lot of crafting by NPC's to buy things they want, I've found a lot of things that I would like to change in the rule system, specifically XP and crafting checks. Once I make some revisions I will post that in a comment.
Magic Items
There are a few magic items that I've made that have been original works, but many of the items from the DMG or other books has usually satisfied the needs for my players leaving this area to have the least number of homebrew creations. These items are only here on Beyond as I have yet to put them in the compendium (mostly so that my players don't go snooping!).
There is also a small collection of monsters I have created here on Beyond to fill in the gaps I needed. With both myself and my players being new to D&D, there are few times where I've felt the need to do much homebrewing of monsters to keep them on their toes. I imagine this will change the longer we play, which will make things interesting when we get there!
UPDATE 12/21/18 Updated the lists to have Oath of Valor, and a new subclass the Winter Soul. Looking to have a ton more magic items added soon, depending on what work I get to!
As of now, I would like to create:
Paladin: Oath of Truth - I had a hard time finding a theme for a paladin oath that was different from the others, and be different enough from other homebrewers who have come up with some great ideas. This popped in my head while I was working on the Way of the Holy Warrior and Spellweaver subclasses, and will likely be the next thing to be done.
Wizard Traditions: Same as from the original post, I want to explore the idea of combining two schools of magic to form a wizard tradition. The Magician for Illusion/Enchantment, and a tradition using Necromancy/Evocation(?) are the top two on my list.
Druid Circle of Starlight - Revisited and will be on my list as the next subclass to finish (hopefully)
Magic Items - I think mostly self explanatory, magic loot is fun!
Crafting Rules - Revisit and revise some of the rules.
Revisit previous list of goals (see spoiler below)
UPDATE 10/25/18 I've added a few new magic items, as well as the Paladin Oath of Truth! I have another paladin subclass, the Oath of Valor, input into the site but there's a few more tweaks I need to do before it's up on the homebrew subclass page.
UPDATE 9/28/18 After posting all of this months ago, I began work on my own RPG from scratch and has consumed most of my work in the homebrew sphere. I've recently had some inspiration for D&D homebrew and have added two new subclasses that need further revision and review (I am happy with the first draft of each!), and have a few other things on my list that I want to create.
From 5/17/18: With all of that, there is still more I want to do! I am currently working on several things that aren't yet ready to share, but will be adding to this when they are. Right now this list consists of:
Druid: Circle of Starlight - A spellcasting druid who focuses on divination and gaining information from the surroundings. So far only have the Circle Spells and Bonus Cantrip, so lots more to do there.
The Psion - A psionic class that I hope will be easier to understand than the Mystic. This is out of my comfort zone as its a challenging thing to get right and has a lot of baggage from previous editions that I still have yet to fully understand. The challenge is going to be the fun part!
Wizard Traditions - I don't have the exact details yet except for one (The Magician), but I would like to play with the idea of combining two schools of magic to create new wizard subclasses like they did with War Magic from XGtE. The Magician would be a combination of Illusion and Enchantment, coming up with the other combinations that are unique will be the hard part I think.
Paladin Oaths - There are not that many official oaths for paladins, but having a thematic subclass that is distinct from the others that stays true to the core class was something I didn't delve into at the time but look forward to testing my boundaries with new design.
Feats - Much like how I converted certain skills from Darkest Dungeon to spells, other combat skills are where I want to go next in creating new feats.
That is it! My hope is that at least one other person likes something from my list and wishes to use it in their games, and this community is the place I want to share it! Thank you for any comments, questions, critiques, or general chat, and hope to see you around!
This was one of the first homebrew items I worked on, and has gone through massive revisions from the original version. While the sorcerer and wizard do fulfill the fantasy of elemental casters, it is not specifically core to the class and I wanted to make something that would be tap into the power of the elemental planes. The current design is that of a different flavored martial class that uses elemental energy to power up their basic attacks or cantrips, with some utility at a large power cost to cast select spells. What I also discovered in the process of making this class was that I tend to give lots of options for the character to do, whether it be with their choices of what to do or being able to liberally make use of bonus actions and reactions.
While this class can certainly go nova, even harder than a paladin, I tied all of the element power to long rests to give the elementalist the ability to choose between spreading out their capabilities over the course of the day or being able to drop everything at once. Comments are more than welcome! I tried to shorten the post with some spoiler tags, so hopefully not too long of a read.
Touched by the Elements
Unlike the wizard who takes years of study to weave their first spell, the paladin who channels their divine powers through martial prowess and prayer, or the sorcerer born with magic flowing through their veins, the elementalist is one who has been intertwined with the raw power of the elemental planes. Whether giving in to the rage and anger of the fire plane, or channeling the calmness of the water plane's cold depths, the elementalist harnesses them all to forge the world as they see fit. Most use the gift they have to tame the wilderness of the world caused by elemental influence, while others become drunk with its power and attempt to dominate the world.
Elementalists thrive in the heat of conflict, whether that be in battle against a horrible abomination, or embedding themselves in a turf war amongst rival guilds. Because of the raw nature of the magic they wield, an elementalist only casts a few spells and channels the rest of their magic into powerful attacks.
Fountain of Power
Elementalists are drawn to places of raw magic and power that seep into the material plane from extraplanar sources. This feeds their inner need to delve into the well of magical energy they are connected to. Because of the harsh nature of their magical capabilities, elementalists are hard to find, and should one be an enemy, even more difficult to defeat as they summon volcanoes and hurricanes to their aid.
Creating an Elementalist
Elementalists combine the use of a few select spells and raw power drawn from the elemental planes to fuel their capabilities. Since they thrive in conflict, their features are focused on being able to fight from range or right up next to their enemies with enhanced elemental magic. Elementalists are not dedicated spellcasters, so be sure that a martial focused character is what you are interested in.
Also think on how you became an elementalist. Was your bloodline touched in the past by a Djinn or other elemental power that has manifested in you? Are you a genasi who is more connected to the elements than others of your kind? Were you previously a wizard who was banished to an elemental plane for a short time and you became infused with its power, now no longer needing your spells to summon magic?
You can make an Elementalist quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Constitution. Second, choose the Hermit background.
Class Features
As an elementalist, you gain the following class features.
Hit Points
Hit Dice: 1d8 per elementalist level. Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per elementalist level after 1st.
Saving Throws: Charisma. Constitution Skills: Choose two from the following: Acrobatics, Arcana, Athletics, Intimidation, Investigation, Nature, Perception, Persuasion, or Survival
Equipment You start with the following equipment, in addition to the equipment granted by your background:
(a) a quarterstaff or (b) any simple weapon
(a) a simple melee weapon or (b) 20 darts
Leather armor, and an explorer's pack
Elemental Surge
Being touched by the forces of the Elemental Planes, you have the ability to summon its magical essence into an elemental surge. These surges enhance your capability to deal damage or protect allies depending on what element you choose to focus on. When you use a surge, you roll a d6 as your elemental surge die if it requires a roll. This die increases to a d8 at 8th level, and a d10 at 15th level.
You start at 1st level knowing the following elemental surges:
When you deal damage to a creature with a weapon attack or cantrip, you can roll your elemental surge die to add your choice of acid, bludgeoning, cold, fire, lightning, or thunder damage to the damage roll.
You summon a magical explosion around you as an action. All creatures within 5 feet of you must make a Dexterity saving throw or take acid, bludgeoning, cold, fire, lightning, or thunder damage equal to the roll on your elemental surge die.
Your power to control the elemental forces comes from your ability to bend the elements to your will, with your Charisma being your elemental ability modifier. Whenever an elemental surge requires a saving throw, or spell attack, use the following to determine the save DC and attack modifier:
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Your choice of an Aspect at 3rd level will add additional options for your elemental surge. To use an elemental surge, you must spend at least one point of element power.
Element Power
To power your elemental surges and other elementalist features, you have access to a pool of energy called element power. The Elementalist table shows how many points of Element Power you have available at each of your elementalist levels. You regain all expended points of element power at the end of a long rest.
Planar Adept
With the touch of the elemental planes, you are a natural conduit for its magic. At 1st level, you find a deeper connection to one plane in particular, becoming adept in using small amounts of the elemental plane's magic to mimic spells used by wizards and sorcerers. Choose from one of the following planar adept options. You are able to choose an additional adept option at 9th and 15th levels.
While casting Control Flames, you may have up to 4 of its non-instantaneous effects active at once, and increase the amount of fire it can affect to a 10 foot cube.
While casting Mold Earth, you may have up to 3 of its non-instantaneous effects active at once, and increase the amount of loose earth you can move to a 10 foot cube.
While casting Shape Water, you may have up to 3 of its non-instantaneous effects active at once, and increase the amount of water you can change to a 10 foot cube.
While casting Gust, you may push an object up to 20 feet instead of 10 feet, and a Small or Tiny creature up to 10 feet instead of 5 feet.
Empowerment
At 2nd level, you have learned to summon more of your elemental magics at once. When using an elemental surge that requires a roll with your elemental surge die, you may spend a number of element power equal to your elementalist level, instead of one. Each point of element power used on a surge adds one elemental surge die to the surge's effect.
For example; at 3rd level when using an elemental surge to add damage to an attack, if you spend 3 points of element power you add 3d6 to the damage roll instead of 1d6 if you had only spent 1 point of element power.
Aspect of the Elements
When you reach 3rd level, you have learned to harness the power of a particular elemental plane. After reaching into the depth of a plane's power you are given the ability to become an aspect of that element. You may choose from one of the following aspects: Aspect of Air, Aspect of Earth, Aspect of Fire, Aspect of Water, or Aspect of Unity, all detailed at the end of this class description. Your choice in aspect grants you features at 3rd, 6th, 10th, and 14th levels.
Aspect Spells
Each aspect gains access to a specific list of spells tied to their elemental plane that are learned at the elementalist levels noted in each aspects description. Every aspect spell you learn counts as an elemental surge for you and uses the same formulas listed under the elemental surge feature to calculate spell save DC and spell attack modifiers.
To cast an aspect spell, you expend an amount of element power equal to the spell's level plus one. You may cast the aspect spell at a higher level by expending an additional 2 points of power per spell level. For example, Fireball requires 4 element power to cast at 3rd level. To cast it at 5th-level, it requires 8 element power (4 for being a 3rd-level spell, plus 4 for casting 2 levels higher).
Ability Score Improvement
At 4th level, as well as at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th leveI, you can attack twice, instead of once, whenever you take the Attack action on your turn.
In addition, you may replace one of your attacks from this action to cast a cantrip known from your planar adept feature.
Primordial Envoy
At 7th level, your connection to the elemental planes has granted you the knowledge to interact with elementals without drawing their ire. You learn Primordial and its dialects; Aquan, Auran, Ignan, and Terran.
Elementals that would normally be hostile to you or your party are neutral when first interacting with them. You have advantage on Persuasion (Charisma) checks when interacting with an elemental.
Overpower
After reaching 11th level, you have learned how to maximize the power the elements have granted you. When using an elemental surge that rolls elemental surge die, you may use a charge of Overpower to increase its effect. Add a number of elemental surge die equal to your proficiency modifier.
You have two charges of Overpower available. You regain all charges of Overpower after finishing a long rest.
At 18th level, you also regain one charge of Overpower at the end of a short rest.
Power Spike
At 13th level, you are able to more quickly regain element power. At the end of a short rest, you regain a number of expended points of element power equal to half of your elementalist level, rounded down.
Starting at 18th level, when you roll for initiative and have no remaining points of element power, you regain 4 points.
Elemental Attunement
At 17th level, you are able call to the essence of the elemental planes you are connected with. You are able to cast the *Plane Shift* spell once per day. You can only travel in this way to the elemental planes associated with your planar adept choices. While on one of these planes, you are able to travel back to the plane you were on previously by casting *Plane Shift* again. You do not need material components when casting the spell in this way.
Elemental Avatar
When you have reached 20th level, your mastery of the elements allows you to take the form of a primordial avatar. As an action, you can spend 4 points of element power to transform into your avatar form and gain the benefits listed below for 1 minute:
Your size becomes Large.
Your current and maximum hit points increases by elemental surge die equal to the amount spent to transform into your Avatar form.
At the start of your turn, if you spent points of element power on your previous turn, you regain 1 point of element power.
Your choice of aspect grants other benefits specific to the element of that aspect:
Aspect of Air: On each of your turns, you may choose to gain the benefits from your Like The Wind feature without spending points of element power.
Aspect of Earth: Your Iron-Heart elemental surge feature applies resistance to all damage and may also be applied to a friendly creature within 30 feet of you that is hit by an attack or spell.
Aspect of Fire: You may use your Soul Fire elemental surge without expending element power.
Aspect of Water: When you use an elemental surge to restore hit points, the target gains an equal number of temporary hit points. This also applies inversely, regaining hit points after receiving temporary hit points.
Aspect of Unity: Any time you spend points of element power, you regain an equal number of hit points.
Aspects of the Elements
Elementalists have a connection to all of the elemental planes of existence, and weave their different sources of magic together for magnificent displays. However, as their power grows, they tend to favor one element over the others and focus on that particular plane, drawing upon its magical essence. In doing this, an elementalist becomes a living aspect of their chosen plane, gaining additional powers that separate them from other elementalists.
Aspect of Air
Taking the power of the winds and currents of the plane of air grants an elementalist with natural agility and speed that the other elements lack. With the constant breeze that surrounds them, air elementalists look for the unexplored options and ways of the world that are new and exciting. At the same time, they manipulate the air to decieve and disguise their intent, as when conflict arises it is hard to stand toe to toe against their foes.
Air Aspect Spells Elementalist Level Aspect Spells 3rd Gust of Wind 4th Blur 5th Haste 6th Lightning Bolt 7th Greater Invisibility 8th Storm Sphere 9th Telekinesis 10th Control Winds
Like the Wind
At 3rd level, you have learned to mimic the movement of the wind around you and can manipulate how you move on the battlefield. With your elemental surge, you may use the Dash or Disengage action as a bonus action. If you do so, you gain a flying speed of 10 feet until the end of your turn.
Dexterous Skill
Also at 3rd level, you gain proficiency with Hand Crossbows, Scimitars, Shortswords, and may add your proficiency modifier to your initiative rolls.
Swift Current
At 6th level, the wind that flows around you enhances the speed of your movements. Whenever you use an elemental surge, you may spend a point of element power to make a weapon attack or cast a known cantrip from your planar adept choices.
Alternatively, after using an elemental surge you may instantly move 10 feet in any direction instead of making an attack or casting a cantrip. This movement does not require you to spend a point of element power.
This feature can be used once on each of your turns.
Among the Clouds
When you reach 10th level, there is a constant breeze that surrounds your physical form. You gain a flying speed of 50 feet and can hover off of the ground. If you are at least 5 feet off the ground, you are proficient in Dexterity saving throws.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may use your reaction as an elemental surge to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Storm Zenith
At 14th level, storms and hurricanes bend to your commands. As an action, you can spend 3 points of element power to manifest a powerful storm around your body for 1 minute. While the storm is active, you gain the following benefits:
A 10 foot-radius sphere centered on you heavily obscures the area from other creatures. Your vision is not obscured by this storm.
Whenever you use an elemental surge, add your Charisma modifier as lightning damage to any damage roll caused by the surge.
As an action, you may spend 2 points of element power to cast Gaseous Form on yourself. While under the effect of this spell when cast in this way, your flying speed is 50 feet instead of 10 feet. While you maintain concentration on the spell, you are able to change between your normal and gaseous forms with a bonus action on your turn.
You may end this effect at any time without using an action.
Aspect of Earth
Stability and immovable resolve are traits of an elementalist that draw them to become an aspect of the plane of earth. Drawing the power from the solid rock of the plane imbues an elementalist with a hardy exterior that repels most attacks against them, which they then retaliate with a landslide of rock and stone. Those who walk this path are near impossible to change their outlook on a situation, and stick to the tried and true solutions with an unstoppable march.
Earth Aspect Spells Elementalist Level Aspect Spells 3rd Maximillian's Earthen Grasp 4th Earthbind 5th Erupting Earth 6th Meld into Stone 7th Hallucinatory Terrain 8th Stone Shape 9th Wall of Stone 10th Transmute Rock
Earthen-hide
At 3rd level, the stone and rock around you have learned to follow your commands. As a bonus action, you may use your elemental surge to apply a +1 bonus to your AC, or to the AC of a friendly creature within 30 feet of you. This bonus lasts for 1 minute.
Armor Proficiency
Also at 3rd level, you gain proficiency in all armor and shields.
Stone Vanguard
At 6th level, earth and stone have naturally learned to coalesce on your form. You gain a bonus of +2 to your AC.
When using an elemental surge that deals damage to a target, you may spend an additional point of element power to lower your AC by an amount up to your elementalist level until the end of your next turn. If you do so, you add force damage equal to the total amount of AC lowered this way. You are not able to use this feature while your AC is reduced below your base AC, including any bonuses from armor, spells, or class features.
Iron-Heart
When you reach 10th level, your body and skin have taken on the hardened texture of stone and metal. You have resistance to bludgeoning, piercing, and slashing damage. You may use an elemental surge as a reaction when taking damage from any source to also gain resistance to acid, cold, fire, force, lightning, poison, and thunder damage until the start of your next turn.
Any area of earth, rock, or soil that creates difficult terrain does not cost you additional movement.
Form of the Mountain
At 14th level, you have learned to embed your body in the earth and stone. As an action, you spend 3 points of element power to root yourself in soil or stone that you are standing on, gaining the following traits:
Your speed becomes 0.
Your reach increases by 15 feet with any melee weapon attack.
As a bonus action, you may use your elemental surge by spending 2 points of element power to cast [Tooltip Not Found] or Earthbind. You have 1 charge available to cast a spell this way. At the beginning of your turn roll a d6. On a 6 you regain 1 charge.
You are able to blend in with any earth or stone terrain. While standing still and not taking any actions, you are indistinguishable from a boulder or rock formation.
You may end this effect on your turn as a bonus action.
Aspect of Fire
The impulsive and passionate are drawn to the flames and heat from the plane of fire. Elementalists that take this aspect wrestle with its destructive nature against the strong emotions evoked from the flame's inspiration. A fire elementalist channels the plane's magic into powerful elemental magic or charges their enemies with weapons emblazoned with fire and molten rock. Battle and conflict draw these elementalists more than any of the other aspects.
Fire Aspect Spells Elementalist Level Aspect Spells 3rd Flaming Sphere 4th Aganazzar's Scorcher 5th Fireball 6th Melf's Minute Meteors 7th Fire Shield 8th Wall of Fire 9th Flame Strike 10th Immolation
Soul Fire
Taking the aspect of fire at 3rd level ignites your need to be in the heart of battle and conflict. You can use your bonus action as an elemental surge to add your Charisma modifier as bonus fire damage to any weapon or spell attack until the end of your turn.
Weapon Proficiency
Also at 3rd level, you gain proficiency in Martial Weapons.
Forged in Fire
At 6th level, the flames of the fire plane have become part of your attacks. When you make a weapon attack with a weapon that you are proficient with, you may use your elemental surge to add a +1 bonus to the attack roll for each point of element power spent. If you spend element power to gain this bonus, you may use your Charisma modifier for the attack and damage rolls.
Living Flame
When you reach 10th level, you have mastered controlling multiple sources of fire and flame. You gain resistance to fire damage and are immune to effects from non-magical fire. When you are damaged by fire, you can use your reaction to use an elemental surge and absorb the fire into your body instead of taking damage. You regain hit points equal to your elemental surge die and do not take damage from the source. You must complete a short or long rest before you can use this feature again.
As an action, you may wrap your body in dancing flames that do not damage you and do not burn your armor or clothing. While you are on fire, you have advantage on Intimidation (Charisma) checks. This lasts until you use another action to extinguish the flames.
Molten Core
At 14th level, fire has suffused the core of your body. You are immune to all fire damage, and can't be lit on fire unless you desire to do so from your Living Flame feature. When you ignite yourself in flames from Living Flame, you can spend 3 points of element power to instead transform into an archon of flame. You gain additional benefits that last for 1 minute:
You emit bright light out to 30 feet, and dim light out an additional 30 feet. Any creature that ends their turn within 10 feet of you must avert their gaze or be forced to make a Constiution saving throw. On a failed save, they are blinded until the end of their next turn.
Whenever you deal fire damage to a target as part of a weapon attack or cantrip, add an additional 1d4 fire damage to the damage roll. If you spend element power as part of the attack or cantrip, add an additional 1d4 fire damage for each point of elemental power spent .
Your living flame feature remains active until you extinguish the flames as an action, even after the archon benefits fade.
Aspect of Water
Elementalists who dive into the magic of the plane of water learn to bend their powers in the rhythm of the tide. The smooth and steady flow of water seeps into their being, drawing the more thoughtful and sympathetic minded to follow this path. But like the tide, the strength of water changes from calm and restorative, to violent and corrosive, and these elementalists try to balance both sides.
Water Aspect Spells Elementalist Level Aspect Spells 3rd Misty Step 4th Lesser Restoration 5th Tidal Wave 6th Wall of Water 7th Freedom of Movement 8th Control Water 9th Greater Restoration 10th Maelstrom
Nature of the Tide
At 3rd level, your control over water can refresh your allies or drown your foes. During your turn, you can use an elemental surge to use one of the two following options:
Restorative Waves. As a bonus action, you may target yourself or a friendly creature within 30 feet to restore their health. The target regains an amount of hit points equal to your elemental surge die.
Corrosive Tide. When you hit a single creature with a spell or weapon attack, you may add your elemental surge die in your choice of acid or cold damage. The affected creature must then make a Constitution saving throw or have its AC reduced by 1 until the end of its next turn.
One with the Sea
Also at 3rd level, you gain a swimming speed of 40 feet and are able to breathe underwater.
High Tide
At 6th level, you have infused all of your elemental surges with water from the elemental plane. Any time you deal damage with an elemental surge to a creature, you may try to force it on its back. If you spend a point of element power, the creature must succeed a Strength saving throw or be knocked prone.
You also learn an additional elemental surge:
Grasping Abyss. As an action, you create a pool of water underneath a target creature within 60 feet. The creature must make a Dexterity saving throw to avoid being sucked into it. On a failed save, the creature takes acid, bludgeoning, or cold damage equal to your elemental surge die and is restrained until the end of its next turn. On a successful save, it takes half damage and is not restrained. The target must be on solid ground or water to use this surge.
Oasis
When reaching 10th level, your ability to control water that restores life has increased dramatically. You improve an existing elemental surge and gain an additional option:
Improved Restorative Waves. You may add your Charisma modifier to the total amount of hit points restored.
Protective Shore. As a reaction to you or an ally that is within 60 feet of you, taking damage, you grant a number of temporary hit points equal to your elemental surge die. Any damage first applies to the temporary hit points.
In addition, your presence is calming and refreshing to those around you. Once every hour, you may choose up to 8 creatures within 30 feet who regain hit points equal to your elemental surge die. You have advantage on Persuasion (Charisma) checks with creatures affected by this feature, regardless if they regain hit points or not.
Leviathan
At 14th level, your connection to the elemental plane of water has altered your physical form. You are able to use an action to transform your body into pure water by spending 3 points of element power. You gain the following benefits for 1 minute:
You are considered to be under the Freedom of Movement spell for the duration.
While under water, you may use a bonus action to turn invisible. You may cancel this and reappear at any time without using an action.
Whenever you use an elemental surge to restore hit points to a creature within 60 feet of you, you regain an equal amount of hit points.
Aspect of Unity
While many elementalists find a connection to one of the elemental planes and focus solely on it, there are a select few who are able to equally tap the powers of all four planes and bring balance to their magical capabilities. By training in balancing the four elements, they are able to expand their spellcasting ability beyond that of other elementalists. This also provides a wider view of the world, improving their insight into their surroundings.
Unity Aspect Spells
Unlike the other aspects, unity attempts to unite all the elements together in a harmonious display. At 3rd, 4th, 5th, 6th, 7th, 8th, 9th, and 10th levels, choose two from any of the air, earth, fire and water aspect spell lists. Your choices must be of a level which you are able to cast.
Well of Power
At 3rd level, by tapping into the power of all the elemental planes, you are able to cast your aspect spells more often. After casting an aspect spell, you may use an elemental surge as a bonus action to recover an amount of element power equal to half of the amount spent on casting the spell, rounded down. If you do so, make a Charisma saving throw against a DC of 8 plus the amount of power spent on that spell. If you fail, you are unable to use this feature until you finish a short or long rest.
This elemental surge does not require you to spend a point of element power.
Primal Knowledge
Also at 3rd level, you are imbued with knowledge from the elemental planes. You gain proficiency with two skills of your choice. You may instead learn a language, or gain proficiency in a set of tools, or proficiency with two simple or martial weapons, in place of a skill.
Forceful Elements
At 6th level, when you regain element power with your bonus action as part of your well of power feature, you may immediately expend the element power recovered to cast a known cantrip. If you do so, you must expend all the element power gained as part of an elemental surge with the cantrip. You then must make a Charisma saving throw against your spell save DC. On a failed save, you are unable to spend more than two points of element power on your next turn.
Also, during a short rest you may spend a hit die to use an elemental surge to recover element power instead of hit points. You recover an amount of element power equal to half of your elemental surge die, rounded up.
Elemental Prodigy
When you reach 10th level, you have learned to feel the ebb and flow of primal magic around you. When forced to make a saving throw against a magical effect that would deal damage to you, you may use your reaction as an elemental surge to gain proficiency in that saving throw. If you are already proficient, you double your proficiency bonus for the saving throw. On a successful save against a spell, you absorb a portion of the magic's effect and gain element power equal to half of the spell's level, rounded up.
Your prodigious control over elemental magic is inspiring to those around you. If you use a cantrip while interacting with a humanoid as a way to impress them, you gain advantage on any Charisma ability checks for 1 minute.
Balance of Power
By 14th level you have mastered the ability to wield magic from all four elemental planes and are able to reduce the strain in using your elemental surges. When you use an elemental surge to deal damage with your elemental surge die, reduce the total cost of element power by 1 (minimum of 1 element power).
You also learn how to balance your vitality and elemental magic. At the start of your turn, you may lower your current hit points by an amount of your choosing. For every 2 hit points lost in this way, you regain one expended point of element power.
Elementalist & Multiclassing
The elementalist follows all rules listed in chapter 6 of the Player's Handbook for multiclassing. Should you wish to multiclass into the Elementalist, the prerequisites to multiclass and proficiencies gained from doing so are listed below:
Multiclassing Prerequisites Class Ability Score Minimum Elementalist Charisma 13
Multiclassing Proficiencies Class Proficiencies Gained Elementalist Light Armor, Simple Weapons
Spellcasting
When you gain the spellcasting feature from another class, you may cast your Aspect Spells using a spell slot from that class feature. If you would only know a spell due to your aspect spell list, Charisma is your spellcasting modifier for that spell.
You are not able to use element power to cast spells that would otherwise not be on your aspect spell list.
I think I've done a much better job in the design of this second full class that was inspired by the World of Warcraft Death Knight. Initially this was going to be a Fighter subclass, but it felt too much like an amalgamation of both the battlemaster and eldritch knight without enough to make it stand out. Going into the idea of it as a full class, I wanted to make it more fantasy generic since the perception of a Death Knight is one of death (obviously) and an unholy warrior, which in D&D falls in with anti-paladins and the death knight monster. This is a martial class that has access to some magical powers from their arcane runes that also empower their fighting capabilities, and they gain insight into hidden knowledge.
The Runeblade
Surrounded by an army of skeletons and zombies, a heavily armored human breathes heavily as the walls seem to close in on him. As he wipes the blood from his brow, a faint smile dances across his face as his sword is lit in bright blue flames and incinerates the undead horde. The ashes litter the stone hallway as the runes along his blade flicker and fade.
A pair of wizards argue about the meaning of some arcane symbols in a crowded library. As the argument becomes louder, a large sigh breaks the conversation as a scarred dwarf walks up to the table and drops his axe on top of the table near the wizards. He quickly points to the emblazoned symbols on his axe and shows the squabbling wizards the true meaning of runic symbols they could not read.
The ballroom has been lively and joyful for the king's celebration, but an elven woman stands vigilant in the corner with a watchful eye. She senses a faint arcane spark as the runes on her twin scimitars glow a faint green, and sees the assassin moving through the crowd. In a flash of movement, the runes flash brightly as she draws her blades and is right next to the assailant with both embedded in his throat.
Whether adventuring through darkened ruins, searching for ancient arcane symbols, or pledging themselves to a cause or powerful figure, the runeblade is a powerful warrior who has discovered the lost secrets of arcane runes and symbols. These blade wielding warriors are rarely seen, as it is few who are able to touch the hidden secrets they have learned from these mystical markings.
Mysterious Secrets
The runeblade's power comes from their knowledge of ancient or forgotten runes. This is a closely guarded secret amongst those who have learned to use their power, hoping to keep it out of the hands of those who would abuse it. There are some that are less idealistic, and seek to gather more of this ancient knowledge for themselves while perhaps allying with powerful wizards who seek to do the same.
While this insight into the arcane allows the runeblade to sense and detect magic around them, they do not wield the power of spells and instead channel their focus into the runes they have discovered and etched into their blades.
Solemn Warriors
The life of a runeblade after discovering this mysterious power tends to lead to one of travel and exploration. The draw of their runes compels them to continuously gather more knowledge. With the weight of the arcane runes they control weighing on their conscience, many runeblades travel alone and maintain a distance from those they would encounter. When they do find people they can trust or a cause that focuses their purpose, a runeblade is a steadfast ally and force to be reckoned with.
Creating a Runeblade
When creating a runeblade, think of your character's background and previous life before attaining the power from their runes. Generally, a runeblade would have started their adventuring career where they discovered this source of power and then learned to inscribe the runes on the blades they wield.
Think about how your character discovered the runes that grant them power. Were you a city guard who wandered into forgotten tunnels where they find writings on a wall? Did you study under a wizard to learn magic but could never cast a spell but a dusty tome granted you insight into mysterious symbols? Perhaps you might have been a prodigal squire training with a knight when an adventure you joined them on turned dire, and found shelter in a hag's hut where she taught you the arcane runes for a price.
You can quickly make a runeblade by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Soldier background.
Class Features
As a runeblade, you gain the following class features.
Hit Points
Hit Dice: 1d10 per runeblade level. Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per runeblade level after 1st.
Proficiencies
Armor: All armor and shields Weapons: Simple Weapons, martial weapons Tools: Smith's Tools
Saving Throws: Constitution, Intelligence Skills: Choose two from the following: Acrobatics, Arcana, Athletics, History, Insight, Investigation, or Perception
Equipment You start with the following equipment, in addition to the equipment granted by your background:
(a) a greatsword or (b) a martial melee weapon
(a) a martial melee weapon or (b) 2 handaxes
(a) Leather armor, (b) scale mail, or (c) chain mail
(a) dungeoneer's pack or (b) an explorer's pack
Rune Weapon
You have discovered, or have learned about, ancient runes that can be carved onto a bladed weapon. These runes can be inscribed on any melee weapon that deals slashing or piercing damage. You have two runes that can be active at a time, which can all be inscribed on a single weapon or split between several. You gain the ability to inscribe an additional rune at 3rd, 5th, 7th, and 9th levels, to a maximum of six runes that can be inscribed at a time. To inscribe your runes, you must spend 1 hour completing a ritual which etches your runes on the weapons of your choice. Any weapons used with the ritual must be within reach for the entire duration.
Each rune is considered charged after being inscribed on a weapon. Whenever you use one of your class features that spends a charged rune, that rune becomes inactive. All inactive runes become charged after you finish a short or long rest.
Runic Strike
While wielding a weapon that is etched with a rune, you may expend one or more active runes to use a Runic Strike. You know two runic strikes starting at 1st level and can learn additional strikes when you reach certain levels as listed in the runic strikes known column in the runeblade class table. Your runic strike options are detailed at the end of this class description. You can only use one runic strike at a time.
Additionally, when you gain a level in this class, you can choose one of the runic strikes that you know and replace it with another strike that you could learn at that level.
Some of your runic strikes will force a creature to make a saving throw to resist the strike's effect. The saving throw DC is calculated as follows:
Rune save DC = 8 + your proficiency modifier + your Intelligence modifier
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Arcane Pull
Also at 2nd level, you are able to draw a creature towards you by the magical power of your rune weapon. As a bonus action, spend a charged rune and choose a target creature within 30 feet of you that is Medium size or smaller. The target must make a Strength saving throw or be pulled to an unoccupied space adjacent to you.
Once you use this feature, you must finish a short or long rest before you can use it again.
Ancient Secret
At 3rd level, your continued discovery of runic symbols has led you to discover an ancient secret that you follow to increase the power of your runes. Choose Secrets of Death, Secrets of Life, or Secrets of War, all detailed at the end of this class description. Your ancient secret grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th levels.
Runic Power
Also at 3rd level, you are able to harness the spent energy from the runes on your weapon. Whenever an active rune becomes inactive, you gain 1 point of runic power. You may spend runic power on Arcane Blast, runic strikes that require runic power, or other features granted by your choice of ancient secrets.
Arcane Blast
When you make a weapon attack, you can spend one or more points of runic power to replace it with a ranged spell attack against a target creature within 60 feet.
On a hit, the target takes 1d8 force damage for each point of runic power spent.
Some of these features will refer to your spellcasting ability and require you to make a spell attack. Intelligence is your spellcasting ability as you use your mind to decipher the magic that emanates from your runes. Your spell attack modifier is calculated as follows:
Spell attack modifier = Your proficiency modifier + your Intelligence modifier
You lose all points of runic power when you finish a short or long rest.
Ability Score Improvement
At 4th level, as well as at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th leveI, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mystical Knowledge
At 7th level, your study of runes and symbols has granted you the insight to understand them. You gain proficiency in your choice of Arcana or History and are able to read arcane runes, symbols, and markings regardless of their language or purpose.
In addition, you have learned to cast a few minor spells without providing material components. You can use an action to cast Detect Magic, Identify, Locate Object, and See Invisibility. After casting a spell, you must finish a long rest before you are able to cast that spell again using this feature.
Suppression
At 9th level, your runes allow you to see the casting of spells and attempt to stifle the flow of magic. As a reaction you can cast Counterspell at 3rd level by expending a charged rune.
You must finish a short or long rest before you can do so again.
Runeforging
When you reach 11th level, the runes on your weapons have grown in strength. Your rune weapons gain a +1 bonus to attack and damage rolls and become magical if they are non-magical.
As a bonus action, you can choose to lose the +1 bonus for 1 minute in exchange for your choice of one of the following effects:
Rune of the Crusader. Once per turn, when you hit a creature with a melee weapon attack, you gain temporary hit points equal to your Strength or Dexterity (your choice) modifier.
Rune of the Vanguard. You gain a +1 bonus to your AC.
Rune of the Warlord. Whenever you deal damage with a melee weapon attack, add +2 to the damage roll.
Ethereal Walk
At 13th level, the latent energies in your runes have granted you the ability to briefly move between planes of existence. As an action, you phase into the Ethereal Plane and double your walking speed.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
At the end of your turn, you return to the plane of existence you originated from in the nearest unoccupied space. If you return inside of an object, you are forced out to the nearest unoccupied space and take 1d10 force damage for every 5 feet you are moved this way.
You may use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses at the end of a long rest.
If you are stunned at the start of your turn, you may use this feature by spending a charged rune to also remove that condition.
Regenerative Power
At 15th level, you can force your runic power to become self-sustaining. When you spend points of runic power on one of your class features, you have a chance to recharge inactive runes. After spending runic power, you can use your reaction to make an Intelligence check against a DC equal to 10 plus the number of points spent. On a success, you recharge inactive runes equal to the amount of runic power spent at the end of your turn.
Arcane Sentinel
Starting at 17th level, you are able to manipulate the flow of arcane essence around you. While you have at least 1 point of runic power, you can add your Intelligence modifier as a bonus to any saving throw made to resist the effects of a spell or magical effect. You can use your reaction and spend 1 point of runic power to grant an ally within 30 feet of you the ability to add the same bonus until the end of your next turn.
Empowered Rune Weapon
At 20th level, your control over your rune weapon has reached its pinnacle. At the start of your turn, if you have no remaining charged runes, you can recharge all inactive runes. You must finish a long rest before you can use this feature again.
Ancient Secrets
As a runeblade explores and discovers more about the ancient runes that have granted them knowledge into the arcane, they tend to find a pattern where the symbols focus on a singular way to use the runes. Many tell of arcane magic that is used to defend the runeblade, or ancient warriors who used the runes to become a pure force of battle beyond that of any soldier. Others however lead down a darker path, to that of necromancy and corruption to obtain immortality.
Secrets of Death
The most tempting and dark of ancient secrets, these runes tell the story of powerful liches and necromancers who were able to bend life and death to their will. As you find more of these secrets, power over undeath, poisons, and disease will become your domain as you leave destruction in your wake.
Diseases
Many of the secrets found along this path deal with disease, poison, and death. You are able to harness this through your runic strikes and other features. All diseases persists for 1 minute and then fade. If a creature rolled a saving throw to resist the disease but failed, it can reroll the saving throw at the end of each of its turns. The following diseases originate from your runes and magical powers:
Virulent Plague. A creature affected by this disease has disadvantage on Constitution saving throws.
Blood Fever. While affected by this disease, a creature takes 1 necrotic and 1 poison damage at the start of each of its turns.
Soul Rot. A creature affected by this disease has disadvantage on all ability checks and saving throws. If a creature is afflicted with Soul Rot and already is infected with another disease, both diseases fade and the creature takes 5d8 necrotic damage.
Illusory Blight. A creature affected by this disease takes an additional 1d4 psychic damage when it receives damage from any source.
Blighted Runes
Learning the secrets of death at 3rd level has enhanced your runes with necromantic magic. When you spend a charged rune on a runic strike, your rune weapon becomes coated in dark energy for 1 minute. Add 1d4 necrotic damage to all weapon damage rolls. If the target of an attack is afflicted with a poison or disease, the die becomes a d6.
Unholy Presence
At 6th level, your knowledge of death has affected your physical form. Your skin becomes a paler shade of your natural tone and your face is more gaunt, leaving shadows around your eyes.
You have advantage on Charisma (Intimidation) checks when interacting with creatures that are within 15 feet of you.
Necrotic Wound
Also at 6th level, you add the touch of death to your attacks. As a bonus action on your turn after you hit a creature with a melee weapon attack, you can spend one or more points of runic power to infect the wound. The creature must make a Constitution saving throw. On a failed save, they take an additional 1d8 necrotic damage per runic power spent. A creature takes half damage on a successful save.
If a creature is affected by a disease or has the poisoned condition, they have disadvantage on the saving throw.
Death Incarnate
When you reach 10th level, the necromantic magic affecting your appearance has reached the core of your being. You gain resistance to necrotic damage, and are immune to diseases and poison.
Plague Bringer
At 14th level, your dealings with death and undeath have suffused all of your attacks with a potent disease. When you hit a creature with Arcane Blast, a runic strike, or your Necrotic Wound, they must make a Constitution saving throw against your rune save DC. On a failure, they are affected by the Virulent Plague disease.
Necrotic Advance
At 18th level, you are able to sense the coming of death when creatures are afflicted by your diseases. You have advantage on all attacks against creatures who are diseased or poisoned.
Secrets of Life
Protection and preservation of both the self and others are the most prominent runic symbols a runeblade will come across. Etched and recorded by priests and wizards of old, these markings grant you with many defensive capabilities to fight far beyond the capabilities of many other warriors.
Protective Runes
Learning the secrets of life at 3rd level give you a sense of purpose in protecting the life force of creatures around you. When you spend a charged rune with a runic strike you can create a protective ward for yourself, or an ally within 15 feet of you, causing attacks made against that target to be made with disadvantage until the end of your next turn.
Vital Presence
At 6th level, the surging energies of life through your runes has invigorated your appearance. Regardless of your age, you appear youthful and energetic, usually drawing attention to yourself without attempting to do so.
Creatures you are interacting with have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.
Sustained Assault
Also at 6th level, your attacks gain an invigorating quality to them. As a bonus action on your turn, you can spend one point of runic power. When you hit a creature with your next melee weapon attack, you gain temporary hit points equal to your runeblade level or half of the damage dealt, whichever is higher.
Robust Form
When you reach 10th level, your robust nature resists affects that drain your life and improves those that restore it. You are immune to effects that reduce your hit point maximum. Also, when you have hit points restored, you add your Constitution modifier as a bonus to the total amount restored.
Runic Parry
At 14th level, your defenses have become nearly impenetrable. As a reaction to an attack made against you or an ally within 30 feet, you can spend a point of runic power to force the roll to be made with disadvantage.
Fountain of Life
At 18th level, you have become a beacon of life force. When you or an ally within 30 feet gains temporary hit points or regains hit points, you can increase that amount by half of your runeblade level.
Secrets of War
Stories tell of many heroes in history that wielded great power that led to the founding, or downfall, of prosperous kingdoms. Hidden amongst these tales are the runes that granted these warriors their strength. By following the secrets of war, a runeblade becomes a relentless force in battle and unquestionable beacon of power.
Combat Runes
When you learn the secrets of war at 3rd level, you are able to hear the call to battle from the ancient past. When you spend a charged rune on a runic strike, roll an additional weapon damage die on your next melee weapon attack that hits a creature.
Warlord's Presence
At 6th level, you mere presence is both inspiring and terrifying. Although your height does not change, you appear to be several inches taller to others.
As an action, you can force a creature you have been interacting with for at least 1 minute to make a saving throw against your rune save DC. On a failed save they are charmed or frightened (your choice) by you for 1 minute.
Battle Tactics
Also at 6th level, you are able to move on the battlefield so quickly that your opponents are unable to defend against you or your allies. As a bonus action on your turn, you can spend a point of runic power to move up to 10 feet. If you end this movement within 5 feet of a hostile creature, the next attack against a target creature in range has advantage.
Pillar of War
When you reach 10th level, you have become versed in ancient secrets that allow you supreme control of your movement. You can't be forcibly moved by another creature or be knocked prone while you are conscious.
Sundering Criticals
At 14th level, your prowess in tearing down your enemies is unmatched. When you score a critical strike with a melee weapon attack, your next melee weapon attack becomes a critical strike on a roll of 18 - 20.
War Machine
At 18th level, you move with precision and the relentless nature of a killing machine. When you reduce a creature to 0 hit points, or land a critical hit, you recharge one inactive rune. If you do not use this rune by the end of your next turn, it becomes inactive.
Runic Strikes
If a runic strike has a prerequisites, you must meet them to learn it. You can learn a strike at the same time that you meet its prerequisites. Runic strikes are listed alphabetically.
Arcane Storm
Prerequisite: 3rd level
You exert power from on of your runes to cause a localised storm of arcane energy. As an action on your turn, choose a target location within 30 feet that you can see. All hostile creatures in a 10-foot radius must make a Constitution saving throw. A creature takes 3d6 force damage on a failed save, or half as much on a successful one.
If you spend runic power after making the runic strike, the area remains filled with arcane energy for a number of rounds equal to the amount of runic power spent. If a hostile creature ends its turn in the area or enters the storm for the first time, it must also make the saving throw.
Binding Chains
Prerequisite: 6th level
The remnants of a rune's power wraps around a nearby creature. As an action on your turn, choose a target creature within 30 feet of you to make a Strength saving throw. On a failed saving throw, the target's speed is reduced to 0 for 1 minute. The target can reroll the saving throw at the end of each of its turns.
On a success, the target has its speed reduced by half until the end of its next turn.
Chromatic Strike
One of your runes sparks with magical energy as you strike a creature. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll and choose one of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, or thunder. All damage dealt to the target is changed to your chosen type.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll.
Diseased Strike
Prerequisite: 3rd level, Secrets of Death feature
Death and decay coat your blade as you attack a creature. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll and the target must make a Constitution saving throw. On a failed save, the target is afflicted with **Blood Fever**.
Draining Strike
You channel the energy from a rune to reinforce your vitality. When you hit a creature with a melee weapon attack, add 1d6 to the damage roll and regain 1d6 hit points.
Additional Runes. For each additional rune spent on this strike, add 1d6 to the damage roll and 1d6 to the hit points restored.
Fade Strike
Prerequisite: 6th level
Your weapon becomes a ghostly image that tricks your target's mind. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll and the target must make a Wisdom saving throw. On a failed save, the target is afflicted with Illusory Blight.
Hampering Strike
The swing of your blade hampers your foe's movement. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll and the target must make a Constitution saving throw or have its speed reduced by 10 feet until the end of their next turn.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll and reduce the targets speed by 5 feet.
Harvesting Sweep
Prerequisite: 10th level
You arc your rune weapon in a wide arc to hit multiple targets. When you hit a creature with a melee weapon attack, you may then make an additional melee weapon attack against one other creature in range. You use the same attack roll for the second attack. If either weapon attack is a critical strike, roll an additional weapon damage die when determining damage.
Holding Rune
Prerequisite: 10th level
By sending out a blast of magic from your blade you are able to incapacitate a creature. As an action on your turn, choose a target creature within 15 feet of you to make a Constitution saving throw. On a failed saving throw the target is paralyzed for 1 minute. A paralyzed creature can reroll the saving throw at the end of each of its turns.
If you spend a point of runic power when using this runic strike, you also cause the target to start suffocating. When a target is no longer paralyzed, they are unable to speak or provide the vocal component for any spells until the start of its next turn.
Life Drain
Prerequisite: 6th level
You tap into the life force of creatures around you. You can use your action to force each creature within 10 feet of you to make a Constitution saving throw or lose 1d8 hit points.
You may spend points of runic power in addition to the runic strike cost. For each point of runic power spent on this strike, add 1d8 to the amount of hit points lost.
Marking Rune
Prerequisite: 10th level
You leave a mark on a target that causes their attacks to restore life to others. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll. The target is marked with one of your runes for 1 minute. Whenever the target deals damage to another creature, it also restores 2d6 hit points to that target. The rune can be removed with Dispel Magic or similar magic.
Mass Arcane Pull
Prerequisite: 10th level
As you slam your rune weapon into the ground, one of the runes implodes to bring creatures closer to you. As a replacement for one of your attacks from the Attack action, you use your Arcane Pull feature on up to 5 creatures within range. If all adjacent spaces are occupied, a creature is pulled towards the nearest unoccupied space.
Obliterating Strike
Prerequisite: 3rd level, Secrets of War feature
You recklessly strike at a creature with your rune weapon. As part of your Attack action, make a melee weapon attack. The attack becomes a critical strike on a roll of 18 - 20. On your next melee weapon attack that hits a creature, add 1d8 to the damage roll.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll.
Relentless Strike
Prerequisite: 15th level, Secrets of War feature
The runes on your weapon send you into a whirlwind of attacks. Make a melee weapon attack as part of your Attack action. Until the end of your next turn, whenever you make a melee weapon attack, you can make one additional attack against the same target.
Additional melee weapon attacks are unable to become runic strikes.
Rune Blast
Prerequisite: 6th level
You turn your blade and release a blast of runic energy at creatures in front of you. As one of your melee weapon attacks part of the Attack action, you create a wave of energy in a 15-foot cone in front of you. Each creature must make a Dexterity saving throw. A creature takes 1d8 plus your spellcasting modifier as force damage on a failed save, or half as much on a successful one.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll.
Rune Sphere
You turn an offensive attack into a defensive position. You can forgo one of your attacks to surround yourself in a sphere of arcane energy. While in this sphere, you have advantage on saving throws against magical effects from spells until the start of your next turn.
Runic Eruption
Prerequisite: 15th level
A cascading eruption of arcane power strikes anything in front of you. As an action on your turn, a wave of energy in a line 30 feet long and 5 feet wide sends out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much on a successful one.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll.
Soul Strike
Prerequisite: 15th level, Secrets of Death feature
Your rune weapon cuts not only a targets body, but their soul. When you hit a creature with a melee weapon attack, add 1d8 psychic damage to the damage roll and the target must make a Constitution saving throw. On a failed save, the target is afflicted with Soul Rot.
Vanguard's Rune
Prerequisite: 15th level, Secrets of Life feature
Swirling arcane energies surround you with the swing of your rune weapon. As an action, you gain a rune shield for 1 minute. While the rune shield is active, all of your melee weapon attacks add 1d6 to the damage rolls, and you regain hit points equal to half of the damage dealt.
Warding Strike
Prerequisite: 3rd level, Secrets of Life feature
The runes on your blade steals a portion of a creature's life force to enhance your defenses. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll and you gain an arcane shield. When you take damage, you can use your reaction to absorb the shield and gain resistance to all damage until the end of the turn.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll and gain one additional arcane shield.
Runeblade & Multiclassing
The runeblade follows all rules listed in chapter 6 of the Player's Handbook for multiclassing. Should you wish to multiclass into the runeblade, the prerequisites to multiclass and proficiencies gained from doing so are listed below:
Multiclassing Prerequisites Class Ability Score Minimum Runeblade Strength or Dexterity 13, and Intelligence 13
Multiclassing Proficiencies Class Proficiencies Gained Runeblade Light and Medium Armor, Simple and Martial Weapons
Update with new subclasses, the Way of the Holy Warrior for Monks, and the Spellweaver for Wizards! Also some updates as listed in the main post as far as future stuff in the works.
It'll be a long time off in the road, but when Beyond has base class homebrew available I'll edit down the previous posts for links instead the massive walls-o'-text.
Also, if anyone has requests on creating something for them, shoot me a message! I'd love to stretch out my designs out of the comfort zone into something someone else wants rather than what I want.
Hello everyone! I've recently made updates to all of the spells found here.After some playtesting with the campaigns I've been running/playing as well as feedback from comments, I found most of the spells to be lackluster, unnecessarily wordy in its description, or was available to too many classes. Hopefully, you might find something you like if you haven't seen the list before, or can provide feedback on what updates I've made. I thought about going into each spell to comment on my reasoning, but that seemed like unnecessary work for what likely will be little interest, and if you'd like to know any reasonings feel free to ask!
I am also fairly proud of my newest subclass, the Oath of Destruction for paladin's, that I created a few months back, which seems to be popular with the number of additions it has! Most of my other subclasses has also seen an update, which I did go through and leave comments on the newest versions.
Hello everyone, and welcome to my collection of homebrew content!
I'm AdmiralChry, newbie to tabletop RPG's and hardcore gamer for as long as I can remember. For quite a while I've been interested in getting into game design, but with life getting in the way I haven't been able to fully pursue it as a full time gig. Enter D&D into my life for the first time in late 2016 and discovering the homebrew community, the call to stretch my design skill and ideas was answered. Since then, I have created my own world for my gaming groups, as well as a large collection of homebrew classes, subclasses, spells, magic items, and monsters for 5th edition!
Recently, I've made it more of a priority to become active on the forums and making comments on published homebrew items instead of lurking in the background. As part of that commitment to myself, I figured I'd make a thread on my favorite forums to have a collection of all the stuff I've made this past year and a half. The great thing is that most of my creations are already up here on D&D Beyond in the homebrew sections!
UPDATES: Whenever I make additional posts to this thread, I will also add in updates to this main post. The most recent update was on 12/21/18, and you can search through this post to find the portions that have an UPDATE listed.
Criticism and Critiques
While I started doing this design process for myself and to satisfy the itch of design, I want as much feedback and criticism of my creations as possible. Please be as harsh as you like (within civil reason), as any comments go right back into my work to make myself a better designer. All of my homebrew has comments enabled, so if you have specific critique on a subclass, spell, or etc., feel free to head directly to the page.
Compendium
Edit (12/21/18): What used to be the fastest way to take a look at most of what I've created is the pdf I've saved to google as the Aynerth Compendium, named for my homebrew world. The compendium is broken down into chapters, with each one focusing on one aspect of homebrew. With a lot of other work that I've been doing and creating other homebrew items, it is currently outdated and not fully up to date with my current creations. If you like anything I've created or would like to find something that you might find interesting, use the search tool with AdmiralChry as the author in any of the homebrew sections to find what I've put up for the community. The following chapters from the compendium have a link to that search already, which would be the fastest way.
Chapter 1: Classes
Here you will find the Elementalist and Runeblade classes. Since homebrew classes will not be part of Beyond in the foreseeable future, I will also post these two as separate comments below with commentary on the philosophy behind each class.
The Elementalist
The Runeblade
Chapter 2: Subclasses
The largest chapter goes into detail of all the subclasses I've made so far. Each one was designed for an archetypal character that I did not see as represented in the official content, unearthed arcana, or other homebrew. When subclasses went live I was able to post nearly all of them here, and the feedback has already been amazing and changes have been made off of that feedback. The following link will bring you to a list under the homebrew class page with all of my public creations, while links in the spoiler will take you to the page directly:
AdmiralChry's Subclasses
Barbarian: Path of the Arcane Warrior - A small touch of arcane energy grants these barbarians a variety of utility options.
Barbarian: Path of the Tactician - Uses their rage to go into supreme focus instead of blind fury.
Bard: College of Coin - Bards who are businessmen and control the flow of gold within their party. Latest version heavily updated thanks to the input and aid from Vaegrim.
Druid: Circle of the Harvest - Spellcaster druid who focuses on amplifying the damage of their spells and attacks to make way for healthier life.
Druid: Circle of the Night - Unnatural shapeshifters who transform into hybrid creatures akin to lycanthropes.
Fighter: Dragoon - Mobile warriors who try to emulate the flight of a dragon to gain better positioning.
Fighter: Gladiator - Durable fighters who use their defense for offensive capability.
Monk: Way of Law - Guards and protectors of order, these monks enforce the laws of the land they serve.
Monk: Way of the Spell Slayer - Mage hunters and suppressors of errant magic.
Monk: Way of Ferocity - Harnessed fury and power of nature and its beasts is the way of ferocity.
Monk: Way of Enlightenment - Inspired by the character Kharazim and his abilities in Blizzard's Heroes of the Storm, these monks seek the balance in all things.
Monk: Way of the Holy Warrior - A religious monk who has learned to weave their inner energy of ki with the ability to cast spells.
Paladin: Oath of Truth - A bastion of truth that dispels lies and deceit through action.
Paladin: Oath of Valor - Honor and glory bound warriors that strive to achieve great feats of strength.
Ranger: Urban Explorer - Those who brave the stone jungle of civilization learn its unique differences in tracking their foes.
Rogue: Shadow - The touch of the Shadowfell makes this rogue a terrifying menace from the shadows.
Sorcerer: Fey-Touched - Innately tied to the Feywild and the charming magic of the fey.
Sorcerer: Astral - Influenced by the stars, this origin gives the sorcerer control of events around them.
Sorcerer: Winter Soul - Infused by the power of ice and frost, these sorcerers summon devastating blasts of ice magic.
Warlock: The Void - Instead of a single patron, the inescapable black void grants warlocks a piece of emptiness.
Wizard: Spellweaver - Uses remnant arcane energy to enhance spells.
Chapter 3: Spells
When designing the first iteration of the Elementalist, it was going to be a full spellcaster with other features that had specific benefits based on the element. The design ended up being extremely OP, with full spellcasting, martial advantage, and unmatched utility in nearly all pillars of play. I didn't want to simply scrap a lot of the work I had done, so I converted all of the abilities into spells at the appropriate levels. At the same time, the conversion inspired me to recreate some of the abilities from the game Darkest Dungeon as spells themselves. All of these have been published under the homebrew spell section. Here is a link to the homebrew spell list only with a filter for my homebrew:
Spells
Chapter 4: Optional Rules
During a game with one of my D&D groups, the discussion of crafting came up and how the players would be able to go about doing that in their downtime. I found the rules from the DMG to be lacking and barebones, and found a similar opinion looking at different subreddits and other forums. So, I decided to make my own rules that followed the progression and skill checks that the game already developed for classes and applied it to professions. I'll post a comment below with the text and tables.
UPDATE 9/28/18 - With the game I DM turning towards using a lot of crafting by NPC's to buy things they want, I've found a lot of things that I would like to change in the rule system, specifically XP and crafting checks. Once I make some revisions I will post that in a comment.
Magic Items
There are a few magic items that I've made that have been original works, but many of the items from the DMG or other books has usually satisfied the needs for my players leaving this area to have the least number of homebrew creations. These items are only here on Beyond as I have yet to put them in the compendium (mostly so that my players don't go snooping!).
Magic Items
Monsters
There is also a small collection of monsters I have created here on Beyond to fill in the gaps I needed. With both myself and my players being new to D&D, there are few times where I've felt the need to do much homebrewing of monsters to keep them on their toes. I imagine this will change the longer we play, which will make things interesting when we get there!
Monsters
In Progress...
UPDATE 12/21/18
Updated the lists to have Oath of Valor, and a new subclass the Winter Soul. Looking to have a ton more magic items added soon, depending on what work I get to!
As of now, I would like to create:
Paladin: Oath of Truth - I had a hard time finding a theme for a paladin oath that was different from the others, and be different enough from other homebrewers who have come up with some great ideas. This popped in my head while I was working on the Way of the Holy Warrior and Spellweaver subclasses, and will likely be the next thing to be done.UPDATE 10/25/18
I've added a few new magic items, as well as the Paladin Oath of Truth! I have another paladin subclass, the Oath of Valor, input into the site but there's a few more tweaks I need to do before it's up on the homebrew subclass page.
UPDATE 9/28/18
After posting all of this months ago, I began work on my own RPG from scratch and has consumed most of my work in the homebrew sphere. I've recently had some inspiration for D&D homebrew and have added two new subclasses that need further revision and review (I am happy with the first draft of each!), and have a few other things on my list that I want to create.
From 5/17/18: With all of that, there is still more I want to do! I am currently working on several things that aren't yet ready to share, but will be adding to this when they are. Right now this list consists of:
That is it! My hope is that at least one other person likes something from my list and wishes to use it in their games, and this community is the place I want to share it! Thank you for any comments, questions, critiques, or general chat, and hope to see you around!
-Admiral
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
The Elementalist
This was one of the first homebrew items I worked on, and has gone through massive revisions from the original version. While the sorcerer and wizard do fulfill the fantasy of elemental casters, it is not specifically core to the class and I wanted to make something that would be tap into the power of the elemental planes. The current design is that of a different flavored martial class that uses elemental energy to power up their basic attacks or cantrips, with some utility at a large power cost to cast select spells. What I also discovered in the process of making this class was that I tend to give lots of options for the character to do, whether it be with their choices of what to do or being able to liberally make use of bonus actions and reactions.
While this class can certainly go nova, even harder than a paladin, I tied all of the element power to long rests to give the elementalist the ability to choose between spreading out their capabilities over the course of the day or being able to drop everything at once. Comments are more than welcome! I tried to shorten the post with some spoiler tags, so hopefully not too long of a read.
Touched by the Elements
Unlike the wizard who takes years of study to weave their first spell, the paladin who channels their divine powers through martial prowess and prayer, or the sorcerer born with magic flowing through their veins, the elementalist is one who has been intertwined with the raw power of the elemental planes. Whether giving in to the rage and anger of the fire plane, or channeling the calmness of the water plane's cold depths, the elementalist harnesses them all to forge the world as they see fit. Most use the gift they have to tame the wilderness of the world caused by elemental influence, while others become drunk with its power and attempt to dominate the world.
Elementalists thrive in the heat of conflict, whether that be in battle against a horrible abomination, or embedding themselves in a turf war amongst rival guilds. Because of the raw nature of the magic they wield, an elementalist only casts a few spells and channels the rest of their magic into powerful attacks.
Fountain of Power
Elementalists are drawn to places of raw magic and power that seep into the material plane from extraplanar sources. This feeds their inner need to delve into the well of magical energy they are connected to. Because of the harsh nature of their magical capabilities, elementalists are hard to find, and should one be an enemy, even more difficult to defeat as they summon volcanoes and hurricanes to their aid.
Creating an Elementalist
Elementalists combine the use of a few select spells and raw power drawn from the elemental planes to fuel their capabilities. Since they thrive in conflict, their features are focused on being able to fight from range or right up next to their enemies with enhanced elemental magic. Elementalists are not dedicated spellcasters, so be sure that a martial focused character is what you are interested in.
Also think on how you became an elementalist. Was your bloodline touched in the past by a Djinn or other elemental power that has manifested in you? Are you a genasi who is more connected to the elements than others of your kind? Were you previously a wizard who was banished to an elemental plane for a short time and you became infused with its power, now no longer needing your spells to summon magic?
Elementalist Class Table:
Level
Proficiency
Bonus
Element Power
Features
1st
+2
4
Elemental Surge, Planar Adept
2nd
+2
6
Empowerment
3rd
+2
8
Aspect of the Elements
4th
+2
10
Ability Score Improvement
5th
+3
12
Extra Attack
6th
+3
14
Aspect Feature
7th
+3
16
Primordial Envoy
8th
+3
18
Ability Score Improvement
9th
+4
20
Planar Adept Improvement
10th
+4
22
Aspect Feature
11th
+4
24
Overpower
12th
+4
26
Ability Score Improvement
13th
+5
28
Power Spike
14th
+5
30
Aspect Feature
15th
+5
32
Planar Adept Improvement
16th
+5
34
Ability Score Improvement
17th
+6
36
Elemental Attunement
18th
+6
38
Power Spike Improvement, Overpower Improvement
19th
+6
40
Ability Score Improvement
20th
+6
40
Elemental Avatar
Quick Build
You can make an Elementalist quickly by following these suggestions. First, put your highest ability score in Charisma, followed by Constitution. Second, choose the Hermit background.
Class Features
As an elementalist, you gain the following class features.
Hit Points
Hit Dice: 1d8 per elementalist level.
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per elementalist level after 1st.
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Charisma. Constitution
Skills: Choose two from the following: Acrobatics, Arcana, Athletics, Intimidation, Investigation, Nature, Perception, Persuasion, or Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Elemental Surge
Being touched by the forces of the Elemental Planes, you have the ability to summon its magical essence into an elemental surge. These surges enhance your capability to deal damage or protect allies depending on what element you choose to focus on. When you use a surge, you roll a d6 as your elemental surge die if it requires a roll. This die increases to a d8 at 8th level, and a d10 at 15th level.
You start at 1st level knowing the following elemental surges:
Your power to control the elemental forces comes from your ability to bend the elements to your will, with your Charisma being your elemental ability modifier. Whenever an elemental surge requires a saving throw, or spell attack, use the following to determine the save DC and attack modifier:
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Your choice of an Aspect at 3rd level will add additional options for your elemental surge. To use an elemental surge, you must spend at least one point of element power.
Element Power
To power your elemental surges and other elementalist features, you have access to a pool of energy called element power. The Elementalist table shows how many points of Element Power you have available at each of your elementalist levels. You regain all expended points of element power at the end of a long rest.
Planar Adept
With the touch of the elemental planes, you are a natural conduit for its magic. At 1st level, you find a deeper connection to one plane in particular, becoming adept in using small amounts of the elemental plane's magic to mimic spells used by wizards and sorcerers. Choose from one of the following planar adept options. You are able to choose an additional adept option at 9th and 15th levels.
Flame Adept
You know the Control Flames, Produce Flame, and Fire bolt cantrips.
While casting Control Flames, you may have up to 4 of its non-instantaneous effects active at once, and increase the amount of fire it can affect to a 10 foot cube.
Stone Adept
You know the Magic Stone, Mold Earth, and Thorn Whip cantrips.
While casting Mold Earth, you may have up to 3 of its non-instantaneous effects active at once, and increase the amount of loose earth you can move to a 10 foot cube.
Water Adept
You know the Frostbite, Ray of Frost, and Shape Water cantrips.
While casting Shape Water, you may have up to 3 of its non-instantaneous effects active at once, and increase the amount of water you can change to a 10 foot cube.
Wind Adept
You know the Gust, Lightning Lure and Thunderclap cantrips.
While casting Gust, you may push an object up to 20 feet instead of 10 feet, and a Small or Tiny creature up to 10 feet instead of 5 feet.
Empowerment
At 2nd level, you have learned to summon more of your elemental magics at once. When using an elemental surge that requires a roll with your elemental surge die, you may spend a number of element power equal to your elementalist level, instead of one. Each point of element power used on a surge adds one elemental surge die to the surge's effect.
For example; at 3rd level when using an elemental surge to add damage to an attack, if you spend 3 points of element power you add 3d6 to the damage roll instead of 1d6 if you had only spent 1 point of element power.
Aspect of the Elements
When you reach 3rd level, you have learned to harness the power of a particular elemental plane. After reaching into the depth of a plane's power you are given the ability to become an aspect of that element. You may choose from one of the following aspects: Aspect of Air, Aspect of Earth, Aspect of Fire, Aspect of Water, or Aspect of Unity, all detailed at the end of this class description. Your choice in aspect grants you features at 3rd, 6th, 10th, and 14th levels.
Aspect Spells
Each aspect gains access to a specific list of spells tied to their elemental plane that are learned at the elementalist levels noted in each aspects description. Every aspect spell you learn counts as an elemental surge for you and uses the same formulas listed under the elemental surge feature to calculate spell save DC and spell attack modifiers.
To cast an aspect spell, you expend an amount of element power equal to the spell's level plus one. You may cast the aspect spell at a higher level by expending an additional 2 points of power per spell level. For example, Fireball requires 4 element power to cast at 3rd level. To cast it at 5th-level, it requires 8 element power (4 for being a 3rd-level spell, plus 4 for casting 2 levels higher).
Ability Score Improvement
At 4th level, as well as at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th leveI, you can attack twice, instead of once, whenever you take the Attack action on your turn.
In addition, you may replace one of your attacks from this action to cast a cantrip known from your planar adept feature.
Primordial Envoy
At 7th level, your connection to the elemental planes has granted you the knowledge to interact with elementals without drawing their ire. You learn Primordial and its dialects; Aquan, Auran, Ignan, and Terran.
Elementals that would normally be hostile to you or your party are neutral when first interacting with them. You have advantage on Persuasion (Charisma) checks when interacting with an elemental.
Overpower
After reaching 11th level, you have learned how to maximize the power the elements have granted you. When using an elemental surge that rolls elemental surge die, you may use a charge of Overpower to increase its effect. Add a number of elemental surge die equal to your proficiency modifier.
You have two charges of Overpower available. You regain all charges of Overpower after finishing a long rest.
At 18th level, you also regain one charge of Overpower at the end of a short rest.
Power Spike
At 13th level, you are able to more quickly regain element power. At the end of a short rest, you regain a number of expended points of element power equal to half of your elementalist level, rounded down.
Starting at 18th level, when you roll for initiative and have no remaining points of element power, you regain 4 points.
Elemental Attunement
At 17th level, you are able call to the essence of the elemental planes you are connected with. You are able to cast the *Plane Shift* spell once per day. You can only travel in this way to the elemental planes associated with your planar adept choices. While on one of these planes, you are able to travel back to the plane you were on previously by casting *Plane Shift* again. You do not need material components when casting the spell in this way.
Elemental Avatar
When you have reached 20th level, your mastery of the elements allows you to take the form of a primordial avatar. As an action, you can spend 4 points of element power to transform into your avatar form and gain the benefits listed below for 1 minute:
Your choice of aspect grants other benefits specific to the element of that aspect:
Aspects of the Elements
Elementalists have a connection to all of the elemental planes of existence, and weave their different sources of magic together for magnificent displays. However, as their power grows, they tend to favor one element over the others and focus on that particular plane, drawing upon its magical essence. In doing this, an elementalist becomes a living aspect of their chosen plane, gaining additional powers that separate them from other elementalists.
Aspect of Air
Taking the power of the winds and currents of the plane of air grants an elementalist with natural agility and speed that the other elements lack. With the constant breeze that surrounds them, air elementalists look for the unexplored options and ways of the world that are new and exciting. At the same time, they manipulate the air to decieve and disguise their intent, as when conflict arises it is hard to stand toe to toe against their foes.
Like the Wind
At 3rd level, you have learned to mimic the movement of the wind around you and can manipulate how you move on the battlefield. With your elemental surge, you may use the Dash or Disengage action as a bonus action. If you do so, you gain a flying speed of 10 feet until the end of your turn.
Dexterous Skill
Also at 3rd level, you gain proficiency with Hand Crossbows, Scimitars, Shortswords, and may add your proficiency modifier to your initiative rolls.
Swift Current
At 6th level, the wind that flows around you enhances the speed of your movements. Whenever you use an elemental surge, you may spend a point of element power to make a weapon attack or cast a known cantrip from your planar adept choices.
Alternatively, after using an elemental surge you may instantly move 10 feet in any direction instead of making an attack or casting a cantrip. This movement does not require you to spend a point of element power.
This feature can be used once on each of your turns.
Among the Clouds
When you reach 10th level, there is a constant breeze that surrounds your physical form. You gain a flying speed of 50 feet and can hover off of the ground. If you are at least 5 feet off the ground, you are proficient in Dexterity saving throws.
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you may use your reaction as an elemental surge to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Storm Zenith
At 14th level, storms and hurricanes bend to your commands. As an action, you can spend 3 points of element power to manifest a powerful storm around your body for 1 minute. While the storm is active, you gain the following benefits:
You may end this effect at any time without using an action.
Aspect of Earth
Stability and immovable resolve are traits of an elementalist that draw them to become an aspect of the plane of earth. Drawing the power from the solid rock of the plane imbues an elementalist with a hardy exterior that repels most attacks against them, which they then retaliate with a landslide of rock and stone. Those who walk this path are near impossible to change their outlook on a situation, and stick to the tried and true solutions with an unstoppable march.
Earthen-hide
At 3rd level, the stone and rock around you have learned to follow your commands. As a bonus action, you may use your elemental surge to apply a +1 bonus to your AC, or to the AC of a friendly creature within 30 feet of you. This bonus lasts for 1 minute.
Armor Proficiency
Also at 3rd level, you gain proficiency in all armor and shields.
Stone Vanguard
At 6th level, earth and stone have naturally learned to coalesce on your form. You gain a bonus of +2 to your AC.
When using an elemental surge that deals damage to a target, you may spend an additional point of element power to lower your AC by an amount up to your elementalist level until the end of your next turn. If you do so, you add force damage equal to the total amount of AC lowered this way. You are not able to use this feature while your AC is reduced below your base AC, including any bonuses from armor, spells, or class features.
Iron-Heart
When you reach 10th level, your body and skin have taken on the hardened texture of stone and metal. You have resistance to bludgeoning, piercing, and slashing damage. You may use an elemental surge as a reaction when taking damage from any source to also gain resistance to acid, cold, fire, force, lightning, poison, and thunder damage until the start of your next turn.
Any area of earth, rock, or soil that creates difficult terrain does not cost you additional movement.
Form of the Mountain
At 14th level, you have learned to embed your body in the earth and stone. As an action, you spend 3 points of element power to root yourself in soil or stone that you are standing on, gaining the following traits:
You may end this effect on your turn as a bonus action.
Aspect of Fire
The impulsive and passionate are drawn to the flames and heat from the plane of fire. Elementalists that take this aspect wrestle with its destructive nature against the strong emotions evoked from the flame's inspiration. A fire elementalist channels the plane's magic into powerful elemental magic or charges their enemies with weapons emblazoned with fire and molten rock. Battle and conflict draw these elementalists more than any of the other aspects.
Soul Fire
Taking the aspect of fire at 3rd level ignites your need to be in the heart of battle and conflict. You can use your bonus action as an elemental surge to add your Charisma modifier as bonus fire damage to any weapon or spell attack until the end of your turn.
Weapon Proficiency
Also at 3rd level, you gain proficiency in Martial Weapons.
Forged in Fire
At 6th level, the flames of the fire plane have become part of your attacks. When you make a weapon attack with a weapon that you are proficient with, you may use your elemental surge to add a +1 bonus to the attack roll for each point of element power spent. If you spend element power to gain this bonus, you may use your Charisma modifier for the attack and damage rolls.
Living Flame
When you reach 10th level, you have mastered controlling multiple sources of fire and flame. You gain resistance to fire damage and are immune to effects from non-magical fire. When you are damaged by fire, you can use your reaction to use an elemental surge and absorb the fire into your body instead of taking damage. You regain hit points equal to your elemental surge die and do not take damage from the source. You must complete a short or long rest before you can use this feature again.
As an action, you may wrap your body in dancing flames that do not damage you and do not burn your armor or clothing. While you are on fire, you have advantage on Intimidation (Charisma) checks. This lasts until you use another action to extinguish the flames.
Molten Core
At 14th level, fire has suffused the core of your body. You are immune to all fire damage, and can't be lit on fire unless you desire to do so from your Living Flame feature. When you ignite yourself in flames from Living Flame, you can spend 3 points of element power to instead transform into an archon of flame. You gain additional benefits that last for 1 minute:
Your living flame feature remains active until you extinguish the flames as an action, even after the archon benefits fade.
Aspect of Water
Elementalists who dive into the magic of the plane of water learn to bend their powers in the rhythm of the tide. The smooth and steady flow of water seeps into their being, drawing the more thoughtful and sympathetic minded to follow this path. But like the tide, the strength of water changes from calm and restorative, to violent and corrosive, and these elementalists try to balance both sides.
Nature of the Tide
At 3rd level, your control over water can refresh your allies or drown your foes. During your turn, you can use an elemental surge to use one of the two following options:
One with the Sea
Also at 3rd level, you gain a swimming speed of 40 feet and are able to breathe underwater.
High Tide
At 6th level, you have infused all of your elemental surges with water from the elemental plane. Any time you deal damage with an elemental surge to a creature, you may try to force it on its back. If you spend a point of element power, the creature must succeed a Strength saving throw or be knocked prone.
You also learn an additional elemental surge:
Oasis
When reaching 10th level, your ability to control water that restores life has increased dramatically. You improve an existing elemental surge and gain an additional option:
In addition, your presence is calming and refreshing to those around you. Once every hour, you may choose up to 8 creatures within 30 feet who regain hit points equal to your elemental surge die. You have advantage on Persuasion (Charisma) checks with creatures affected by this feature, regardless if they regain hit points or not.
Leviathan
At 14th level, your connection to the elemental plane of water has altered your physical form. You are able to use an action to transform your body into pure water by spending 3 points of element power. You gain the following benefits for 1 minute:
Aspect of Unity
While many elementalists find a connection to one of the elemental planes and focus solely on it, there are a select few who are able to equally tap the powers of all four planes and bring balance to their magical capabilities. By training in balancing the four elements, they are able to expand their spellcasting ability beyond that of other elementalists. This also provides a wider view of the world, improving their insight into their surroundings.
Unity Aspect Spells
Unlike the other aspects, unity attempts to unite all the elements together in a harmonious display. At 3rd, 4th, 5th, 6th, 7th, 8th, 9th, and 10th levels, choose two from any of the air, earth, fire and water aspect spell lists. Your choices must be of a level which you are able to cast.
Well of Power
At 3rd level, by tapping into the power of all the elemental planes, you are able to cast your aspect spells more often. After casting an aspect spell, you may use an elemental surge as a bonus action to recover an amount of element power equal to half of the amount spent on casting the spell, rounded down. If you do so, make a Charisma saving throw against a DC of 8 plus the amount of power spent on that spell. If you fail, you are unable to use this feature until you finish a short or long rest.
This elemental surge does not require you to spend a point of element power.
Primal Knowledge
Also at 3rd level, you are imbued with knowledge from the elemental planes. You gain proficiency with two skills of your choice. You may instead learn a language, or gain proficiency in a set of tools, or proficiency with two simple or martial weapons, in place of a skill.
Forceful Elements
At 6th level, when you regain element power with your bonus action as part of your well of power feature, you may immediately expend the element power recovered to cast a known cantrip. If you do so, you must expend all the element power gained as part of an elemental surge with the cantrip. You then must make a Charisma saving throw against your spell save DC. On a failed save, you are unable to spend more than two points of element power on your next turn.
Also, during a short rest you may spend a hit die to use an elemental surge to recover element power instead of hit points. You recover an amount of element power equal to half of your elemental surge die, rounded up.
Elemental Prodigy
When you reach 10th level, you have learned to feel the ebb and flow of primal magic around you. When forced to make a saving throw against a magical effect that would deal damage to you, you may use your reaction as an elemental surge to gain proficiency in that saving throw. If you are already proficient, you double your proficiency bonus for the saving throw. On a successful save against a spell, you absorb a portion of the magic's effect and gain element power equal to half of the spell's level, rounded up.
Your prodigious control over elemental magic is inspiring to those around you. If you use a cantrip while interacting with a humanoid as a way to impress them, you gain advantage on any Charisma ability checks for 1 minute.
Balance of Power
By 14th level you have mastered the ability to wield magic from all four elemental planes and are able to reduce the strain in using your elemental surges. When you use an elemental surge to deal damage with your elemental surge die, reduce the total cost of element power by 1 (minimum of 1 element power).
You also learn how to balance your vitality and elemental magic. At the start of your turn, you may lower your current hit points by an amount of your choosing. For every 2 hit points lost in this way, you regain one expended point of element power.
Elementalist & Multiclassing
The elementalist follows all rules listed in chapter 6 of the Player's Handbook for multiclassing. Should you wish to multiclass into the Elementalist, the prerequisites to multiclass and proficiencies gained from doing so are listed below:
Spellcasting
When you gain the spellcasting feature from another class, you may cast your Aspect Spells using a spell slot from that class feature. If you would only know a spell due to your aspect spell list, Charisma is your spellcasting modifier for that spell.
You are not able to use element power to cast spells that would otherwise not be on your aspect spell list.
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
I think I've done a much better job in the design of this second full class that was inspired by the World of Warcraft Death Knight. Initially this was going to be a Fighter subclass, but it felt too much like an amalgamation of both the battlemaster and eldritch knight without enough to make it stand out. Going into the idea of it as a full class, I wanted to make it more fantasy generic since the perception of a Death Knight is one of death (obviously) and an unholy warrior, which in D&D falls in with anti-paladins and the death knight monster. This is a martial class that has access to some magical powers from their arcane runes that also empower their fighting capabilities, and they gain insight into hidden knowledge.
The Runeblade
Surrounded by an army of skeletons and zombies, a heavily armored human breathes heavily as the walls seem to close in on him. As he wipes the blood from his brow, a faint smile dances across his face as his sword is lit in bright blue flames and incinerates the undead horde. The ashes litter the stone hallway as the runes along his blade flicker and fade.
A pair of wizards argue about the meaning of some arcane symbols in a crowded library. As the argument becomes louder, a large sigh breaks the conversation as a scarred dwarf walks up to the table and drops his axe on top of the table near the wizards. He quickly points to the emblazoned symbols on his axe and shows the squabbling wizards the true meaning of runic symbols they could not read.
The ballroom has been lively and joyful for the king's celebration, but an elven woman stands vigilant in the corner with a watchful eye. She senses a faint arcane spark as the runes on her twin scimitars glow a faint green, and sees the assassin moving through the crowd. In a flash of movement, the runes flash brightly as she draws her blades and is right next to the assailant with both embedded in his throat.
Whether adventuring through darkened ruins, searching for ancient arcane symbols, or pledging themselves to a cause or powerful figure, the runeblade is a powerful warrior who has discovered the lost secrets of arcane runes and symbols. These blade wielding warriors are rarely seen, as it is few who are able to touch the hidden secrets they have learned from these mystical markings.
Mysterious Secrets
The runeblade's power comes from their knowledge of ancient or forgotten runes. This is a closely guarded secret amongst those who have learned to use their power, hoping to keep it out of the hands of those who would abuse it. There are some that are less idealistic, and seek to gather more of this ancient knowledge for themselves while perhaps allying with powerful wizards who seek to do the same.
While this insight into the arcane allows the runeblade to sense and detect magic around them, they do not wield the power of spells and instead channel their focus into the runes they have discovered and etched into their blades.
Solemn Warriors
The life of a runeblade after discovering this mysterious power tends to lead to one of travel and exploration. The draw of their runes compels them to continuously gather more knowledge. With the weight of the arcane runes they control weighing on their conscience, many runeblades travel alone and maintain a distance from those they would encounter. When they do find people they can trust or a cause that focuses their purpose, a runeblade is a steadfast ally and force to be reckoned with.
Creating a Runeblade
When creating a runeblade, think of your character's background and previous life before attaining the power from their runes. Generally, a runeblade would have started their adventuring career where they discovered this source of power and then learned to inscribe the runes on the blades they wield.
Think about how your character discovered the runes that grant them power. Were you a city guard who wandered into forgotten tunnels where they find writings on a wall? Did you study under a wizard to learn magic but could never cast a spell but a dusty tome granted you insight into mysterious symbols? Perhaps you might have been a prodigal squire training with a knight when an adventure you joined them on turned dire, and found shelter in a hag's hut where she taught you the arcane runes for a price.
Runeblade Class Table:
Level
Proficiency
Bonus
Runic Strikes Known
Features
1st
+2
2
Rune Weapon, Runic Strikes
2nd
+2
2
Fighting Style, Arcane Pull
3rd
+2
3
Ancient Secret, Runic Power
4th
+2
3
Ability Score Improvement
5th
+3
3
Extra Attack
6th
+3
4
Ancient Secret Feature
7th
+3
4
Mystical Knowledge
8th
+3
4
Ability Score Improvement
9th
+4
4
Suppression
10th
+4
5
Ancient Secret Feature
11th
+4
5
Runeforging
12th
+4
5
Ability Score Improvement
13th
+5
5
Ethereal Walk
14th
+5
5
Ancient Secret Feature
15th
+5
6
Regenerative Power
16th
+5
6
Ability Score Improvement
17th
+6
6
Arcane Sentinel
18th
+6
6
Ancient Secret Feature
19th
+6
6
Ability Score Improvement
20th
+6
6
Empowered Rune Weapon
Quick Build
You can quickly make a runeblade by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Soldier background.
Class Features
As a runeblade, you gain the following class features.
Hit Points
Hit Dice: 1d10 per runeblade level.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per runeblade level after 1st.
Proficiencies
Armor: All armor and shields
Weapons: Simple Weapons, martial weapons
Tools: Smith's Tools
Saving Throws: Constitution, Intelligence
Skills: Choose two from the following: Acrobatics, Arcana, Athletics, History, Insight, Investigation, or Perception
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Rune Weapon
You have discovered, or have learned about, ancient runes that can be carved onto a bladed weapon. These runes can be inscribed on any melee weapon that deals slashing or piercing damage. You have two runes that can be active at a time, which can all be inscribed on a single weapon or split between several. You gain the ability to inscribe an additional rune at 3rd, 5th, 7th, and 9th levels, to a maximum of six runes that can be inscribed at a time. To inscribe your runes, you must spend 1 hour completing a ritual which etches your runes on the weapons of your choice. Any weapons used with the ritual must be within reach for the entire duration.
Each rune is considered charged after being inscribed on a weapon. Whenever you use one of your class features that spends a charged rune, that rune becomes inactive. All inactive runes become charged after you finish a short or long rest.
Runic Strike
While wielding a weapon that is etched with a rune, you may expend one or more active runes to use a Runic Strike. You know two runic strikes starting at 1st level and can learn additional strikes when you reach certain levels as listed in the runic strikes known column in the runeblade class table. Your runic strike options are detailed at the end of this class description. You can only use one runic strike at a time.
Additionally, when you gain a level in this class, you can choose one of the runic strikes that you know and replace it with another strike that you could learn at that level.
Some of your runic strikes will force a creature to make a saving throw to resist the strike's effect. The saving throw DC is calculated as follows:
Rune save DC = 8 + your proficiency modifier + your Intelligence modifier
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Arcane Pull
Also at 2nd level, you are able to draw a creature towards you by the magical power of your rune weapon. As a bonus action, spend a charged rune and choose a target creature within 30 feet of you that is Medium size or smaller. The target must make a Strength saving throw or be pulled to an unoccupied space adjacent to you.
Once you use this feature, you must finish a short or long rest before you can use it again.
Ancient Secret
At 3rd level, your continued discovery of runic symbols has led you to discover an ancient secret that you follow to increase the power of your runes. Choose Secrets of Death, Secrets of Life, or Secrets of War, all detailed at the end of this class description. Your ancient secret grants you features at 3rd level, and again at 6th, 10th, 14th, and 18th levels.
Runic Power
Also at 3rd level, you are able to harness the spent energy from the runes on your weapon. Whenever an active rune becomes inactive, you gain 1 point of runic power. You may spend runic power on Arcane Blast, runic strikes that require runic power, or other features granted by your choice of ancient secrets.
Some of these features will refer to your spellcasting ability and require you to make a spell attack. Intelligence is your spellcasting ability as you use your mind to decipher the magic that emanates from your runes. Your spell attack modifier is calculated as follows:
Spell attack modifier = Your proficiency modifier + your Intelligence modifier
You lose all points of runic power when you finish a short or long rest.
Ability Score Improvement
At 4th level, as well as at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th leveI, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Mystical Knowledge
At 7th level, your study of runes and symbols has granted you the insight to understand them. You gain proficiency in your choice of Arcana or History and are able to read arcane runes, symbols, and markings regardless of their language or purpose.
In addition, you have learned to cast a few minor spells without providing material components. You can use an action to cast Detect Magic, Identify, Locate Object, and See Invisibility. After casting a spell, you must finish a long rest before you are able to cast that spell again using this feature.
Suppression
At 9th level, your runes allow you to see the casting of spells and attempt to stifle the flow of magic. As a reaction you can cast Counterspell at 3rd level by expending a charged rune.
You must finish a short or long rest before you can do so again.
Runeforging
When you reach 11th level, the runes on your weapons have grown in strength. Your rune weapons gain a +1 bonus to attack and damage rolls and become magical if they are non-magical.
As a bonus action, you can choose to lose the +1 bonus for 1 minute in exchange for your choice of one of the following effects:
Ethereal Walk
At 13th level, the latent energies in your runes have granted you the ability to briefly move between planes of existence. As an action, you phase into the Ethereal Plane and double your walking speed.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
At the end of your turn, you return to the plane of existence you originated from in the nearest unoccupied space. If you return inside of an object, you are forced out to the nearest unoccupied space and take 1d10 force damage for every 5 feet you are moved this way.
You may use this feature a number of times equal to your Intelligence modifier (minimum of 1). You regain all uses at the end of a long rest.
If you are stunned at the start of your turn, you may use this feature by spending a charged rune to also remove that condition.
Regenerative Power
At 15th level, you can force your runic power to become self-sustaining. When you spend points of runic power on one of your class features, you have a chance to recharge inactive runes. After spending runic power, you can use your reaction to make an Intelligence check against a DC equal to 10 plus the number of points spent. On a success, you recharge inactive runes equal to the amount of runic power spent at the end of your turn.
Arcane Sentinel
Starting at 17th level, you are able to manipulate the flow of arcane essence around you. While you have at least 1 point of runic power, you can add your Intelligence modifier as a bonus to any saving throw made to resist the effects of a spell or magical effect. You can use your reaction and spend 1 point of runic power to grant an ally within 30 feet of you the ability to add the same bonus until the end of your next turn.
Empowered Rune Weapon
At 20th level, your control over your rune weapon has reached its pinnacle. At the start of your turn, if you have no remaining charged runes, you can recharge all inactive runes. You must finish a long rest before you can use this feature again.
Ancient Secrets
As a runeblade explores and discovers more about the ancient runes that have granted them knowledge into the arcane, they tend to find a pattern where the symbols focus on a singular way to use the runes. Many tell of arcane magic that is used to defend the runeblade, or ancient warriors who used the runes to become a pure force of battle beyond that of any soldier. Others however lead down a darker path, to that of necromancy and corruption to obtain immortality.
Secrets of Death
The most tempting and dark of ancient secrets, these runes tell the story of powerful liches and necromancers who were able to bend life and death to their will. As you find more of these secrets, power over undeath, poisons, and disease will become your domain as you leave destruction in your wake.
Blighted Runes
Learning the secrets of death at 3rd level has enhanced your runes with necromantic magic. When you spend a charged rune on a runic strike, your rune weapon becomes coated in dark energy for 1 minute. Add 1d4 necrotic damage to all weapon damage rolls. If the target of an attack is afflicted with a poison or disease, the die becomes a d6.
Unholy Presence
At 6th level, your knowledge of death has affected your physical form. Your skin becomes a paler shade of your natural tone and your face is more gaunt, leaving shadows around your eyes.
You have advantage on Charisma (Intimidation) checks when interacting with creatures that are within 15 feet of you.
Necrotic Wound
Also at 6th level, you add the touch of death to your attacks. As a bonus action on your turn after you hit a creature with a melee weapon attack, you can spend one or more points of runic power to infect the wound. The creature must make a Constitution saving throw. On a failed save, they take an additional 1d8 necrotic damage per runic power spent. A creature takes half damage on a successful save.
If a creature is affected by a disease or has the poisoned condition, they have disadvantage on the saving throw.
Death Incarnate
When you reach 10th level, the necromantic magic affecting your appearance has reached the core of your being. You gain resistance to necrotic damage, and are immune to diseases and poison.
Plague Bringer
At 14th level, your dealings with death and undeath have suffused all of your attacks with a potent disease. When you hit a creature with Arcane Blast, a runic strike, or your Necrotic Wound, they must make a Constitution saving throw against your rune save DC. On a failure, they are affected by the Virulent Plague disease.
Necrotic Advance
At 18th level, you are able to sense the coming of death when creatures are afflicted by your diseases. You have advantage on all attacks against creatures who are diseased or poisoned.
Secrets of Life
Protection and preservation of both the self and others are the most prominent runic symbols a runeblade will come across. Etched and recorded by priests and wizards of old, these markings grant you with many defensive capabilities to fight far beyond the capabilities of many other warriors.
Protective Runes
Learning the secrets of life at 3rd level give you a sense of purpose in protecting the life force of creatures around you. When you spend a charged rune with a runic strike you can create a protective ward for yourself, or an ally within 15 feet of you, causing attacks made against that target to be made with disadvantage until the end of your next turn.
Vital Presence
At 6th level, the surging energies of life through your runes has invigorated your appearance. Regardless of your age, you appear youthful and energetic, usually drawing attention to yourself without attempting to do so.
Creatures you are interacting with have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks.
Sustained Assault
Also at 6th level, your attacks gain an invigorating quality to them. As a bonus action on your turn, you can spend one point of runic power. When you hit a creature with your next melee weapon attack, you gain temporary hit points equal to your runeblade level or half of the damage dealt, whichever is higher.
Robust Form
When you reach 10th level, your robust nature resists affects that drain your life and improves those that restore it. You are immune to effects that reduce your hit point maximum. Also, when you have hit points restored, you add your Constitution modifier as a bonus to the total amount restored.
Runic Parry
At 14th level, your defenses have become nearly impenetrable. As a reaction to an attack made against you or an ally within 30 feet, you can spend a point of runic power to force the roll to be made with disadvantage.
Fountain of Life
At 18th level, you have become a beacon of life force. When you or an ally within 30 feet gains temporary hit points or regains hit points, you can increase that amount by half of your runeblade level.
Secrets of War
Stories tell of many heroes in history that wielded great power that led to the founding, or downfall, of prosperous kingdoms. Hidden amongst these tales are the runes that granted these warriors their strength. By following the secrets of war, a runeblade becomes a relentless force in battle and unquestionable beacon of power.
Combat Runes
When you learn the secrets of war at 3rd level, you are able to hear the call to battle from the ancient past. When you spend a charged rune on a runic strike, roll an additional weapon damage die on your next melee weapon attack that hits a creature.
Warlord's Presence
At 6th level, you mere presence is both inspiring and terrifying. Although your height does not change, you appear to be several inches taller to others.
As an action, you can force a creature you have been interacting with for at least 1 minute to make a saving throw against your rune save DC. On a failed save they are charmed or frightened (your choice) by you for 1 minute.
Battle Tactics
Also at 6th level, you are able to move on the battlefield so quickly that your opponents are unable to defend against you or your allies. As a bonus action on your turn, you can spend a point of runic power to move up to 10 feet. If you end this movement within 5 feet of a hostile creature, the next attack against a target creature in range has advantage.
Pillar of War
When you reach 10th level, you have become versed in ancient secrets that allow you supreme control of your movement. You can't be forcibly moved by another creature or be knocked prone while you are conscious.
Sundering Criticals
At 14th level, your prowess in tearing down your enemies is unmatched. When you score a critical strike with a melee weapon attack, your next melee weapon attack becomes a critical strike on a roll of 18 - 20.
War Machine
At 18th level, you move with precision and the relentless nature of a killing machine. When you reduce a creature to 0 hit points, or land a critical hit, you recharge one inactive rune. If you do not use this rune by the end of your next turn, it becomes inactive.
Runic Strikes
If a runic strike has a prerequisites, you must meet them to learn it. You can learn a strike at the same time that you meet its prerequisites. Runic strikes are listed alphabetically.
Arcane Storm
Prerequisite: 3rd level
You exert power from on of your runes to cause a localised storm of arcane energy. As an action on your turn, choose a target location within 30 feet that you can see. All hostile creatures in a 10-foot radius must make a Constitution saving throw. A creature takes 3d6 force damage on a failed save, or half as much on a successful one.
If you spend runic power after making the runic strike, the area remains filled with arcane energy for a number of rounds equal to the amount of runic power spent. If a hostile creature ends its turn in the area or enters the storm for the first time, it must also make the saving throw.
Binding Chains
Prerequisite: 6th level
The remnants of a rune's power wraps around a nearby creature. As an action on your turn, choose a target creature within 30 feet of you to make a Strength saving throw. On a failed saving throw, the target's speed is reduced to 0 for 1 minute. The target can reroll the saving throw at the end of each of its turns.
On a success, the target has its speed reduced by half until the end of its next turn.
Chromatic Strike
One of your runes sparks with magical energy as you strike a creature. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll and choose one of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, or thunder. All damage dealt to the target is changed to your chosen type.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll.
Diseased Strike
Prerequisite: 3rd level, Secrets of Death feature
Death and decay coat your blade as you attack a creature. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll and the target must make a Constitution saving throw. On a failed save, the target is afflicted with **Blood Fever**.
Draining Strike
You channel the energy from a rune to reinforce your vitality. When you hit a creature with a melee weapon attack, add 1d6 to the damage roll and regain 1d6 hit points.
Additional Runes. For each additional rune spent on this strike, add 1d6 to the damage roll and 1d6 to the hit points restored.
Fade Strike
Prerequisite: 6th level
Your weapon becomes a ghostly image that tricks your target's mind. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll and the target must make a Wisdom saving throw. On a failed save, the target is afflicted with Illusory Blight.
Hampering Strike
The swing of your blade hampers your foe's movement. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll and the target must make a Constitution saving throw or have its speed reduced by 10 feet until the end of their next turn.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll and reduce the targets speed by 5 feet.
Harvesting Sweep
Prerequisite: 10th level
You arc your rune weapon in a wide arc to hit multiple targets. When you hit a creature with a melee weapon attack, you may then make an additional melee weapon attack against one other creature in range. You use the same attack roll for the second attack. If either weapon attack is a critical strike, roll an additional weapon damage die when determining damage.
Holding Rune
Prerequisite: 10th level
By sending out a blast of magic from your blade you are able to incapacitate a creature. As an action on your turn, choose a target creature within 15 feet of you to make a Constitution saving throw. On a failed saving throw the target is paralyzed for 1 minute. A paralyzed creature can reroll the saving throw at the end of each of its turns.
If you spend a point of runic power when using this runic strike, you also cause the target to start suffocating. When a target is no longer paralyzed, they are unable to speak or provide the vocal component for any spells until the start of its next turn.
Life Drain
Prerequisite: 6th level
You tap into the life force of creatures around you. You can use your action to force each creature within 10 feet of you to make a Constitution saving throw or lose 1d8 hit points.
You may spend points of runic power in addition to the runic strike cost. For each point of runic power spent on this strike, add 1d8 to the amount of hit points lost.
Marking Rune
Prerequisite: 10th level
You leave a mark on a target that causes their attacks to restore life to others. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll. The target is marked with one of your runes for 1 minute. Whenever the target deals damage to another creature, it also restores 2d6 hit points to that target. The rune can be removed with Dispel Magic or similar magic.
Mass Arcane Pull
Prerequisite: 10th level
As you slam your rune weapon into the ground, one of the runes implodes to bring creatures closer to you. As a replacement for one of your attacks from the Attack action, you use your Arcane Pull feature on up to 5 creatures within range. If all adjacent spaces are occupied, a creature is pulled towards the nearest unoccupied space.
Obliterating Strike
Prerequisite: 3rd level, Secrets of War feature
You recklessly strike at a creature with your rune weapon. As part of your Attack action, make a melee weapon attack. The attack becomes a critical strike on a roll of 18 - 20. On your next melee weapon attack that hits a creature, add 1d8 to the damage roll.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll.
Relentless Strike
Prerequisite: 15th level, Secrets of War feature
The runes on your weapon send you into a whirlwind of attacks. Make a melee weapon attack as part of your Attack action. Until the end of your next turn, whenever you make a melee weapon attack, you can make one additional attack against the same target.
Additional melee weapon attacks are unable to become runic strikes.
Rune Blast
Prerequisite: 6th level
You turn your blade and release a blast of runic energy at creatures in front of you. As one of your melee weapon attacks part of the Attack action, you create a wave of energy in a 15-foot cone in front of you. Each creature must make a Dexterity saving throw. A creature takes 1d8 plus your spellcasting modifier as force damage on a failed save, or half as much on a successful one.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll.
Rune Sphere
You turn an offensive attack into a defensive position. You can forgo one of your attacks to surround yourself in a sphere of arcane energy. While in this sphere, you have advantage on saving throws against magical effects from spells until the start of your next turn.
Runic Eruption
Prerequisite: 15th level
A cascading eruption of arcane power strikes anything in front of you. As an action on your turn, a wave of energy in a line 30 feet long and 5 feet wide sends out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 force damage on a failed save, or half as much on a successful one.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll.
Soul Strike
Prerequisite: 15th level, Secrets of Death feature
Your rune weapon cuts not only a targets body, but their soul. When you hit a creature with a melee weapon attack, add 1d8 psychic damage to the damage roll and the target must make a Constitution saving throw. On a failed save, the target is afflicted with Soul Rot.
Vanguard's Rune
Prerequisite: 15th level, Secrets of Life feature
Swirling arcane energies surround you with the swing of your rune weapon. As an action, you gain a rune shield for 1 minute. While the rune shield is active, all of your melee weapon attacks add 1d6 to the damage rolls, and you regain hit points equal to half of the damage dealt.
Warding Strike
Prerequisite: 3rd level, Secrets of Life feature
The runes on your blade steals a portion of a creature's life force to enhance your defenses. When you hit a creature with a melee weapon attack, add 1d8 to the damage roll and you gain an arcane shield. When you take damage, you can use your reaction to absorb the shield and gain resistance to all damage until the end of the turn.
Additional Runes. For each additional rune spent on this strike, add 1d8 to the damage roll and gain one additional arcane shield.
Runeblade & Multiclassing
The runeblade follows all rules listed in chapter 6 of the Player's Handbook for multiclassing. Should you wish to multiclass into the runeblade, the prerequisites to multiclass and proficiencies gained from doing so are listed below:
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
Update with new subclasses, the Way of the Holy Warrior for Monks, and the Spellweaver for Wizards! Also some updates as listed in the main post as far as future stuff in the works.
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
Updated with new subclasses, the Winter Soul sorcerer and Oath of Valor paladin!
It'll be a long time off in the road, but when Beyond has base class homebrew available I'll edit down the previous posts for links instead the massive walls-o'-text.
Also, if anyone has requests on creating something for them, shoot me a message! I'd love to stretch out my designs out of the comfort zone into something someone else wants rather than what I want.
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.
Hello everyone! I've recently made updates to all of the spells found here. After some playtesting with the campaigns I've been running/playing as well as feedback from comments, I found most of the spells to be lackluster, unnecessarily wordy in its description, or was available to too many classes. Hopefully, you might find something you like if you haven't seen the list before, or can provide feedback on what updates I've made. I thought about going into each spell to comment on my reasoning, but that seemed like unnecessary work for what likely will be little interest, and if you'd like to know any reasonings feel free to ask!
I am also fairly proud of my newest subclass, the Oath of Destruction for paladin's, that I created a few months back, which seems to be popular with the number of additions it has! Most of my other subclasses has also seen an update, which I did go through and leave comments on the newest versions.
Happy Homebrewing!
AdmiralChry's Homebrew Compendium - A collection of all my classes, subclasses, magic items, and etc.