Hello everyone. Recently, in an attempt to familiarize myself with the 2024 rules, I played with re-imagining many of the subclass options from SCAG within the context of 2024 rule changes for each of the classes.
Now, I am hoping to do the same thing with many of the subclasses from Xanathar's Guide to Everything. Unlike SCAG, I imagine we may see some of these get official reprints in the near future, so this whole effort may be moot. All the same, I enjoy doing this kind of re-imagining homebrew. Please let me know what you think or what you would change differently.
To start the thread off, I have toyed with the Way of Kensei Monk (which I have renamed to Warrior of Armaments for 2024) and the War Magic Wizard
Warrior of Armaments (Revised Kensei for 2024)
Monks of this tradition train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Their proficiency and mastery of weapons will sometimes garner titles such as “Kensei” (or “Sword Saint”).
Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. To them, a weapon is perceived much in the same way as a pen or brush. Whatever the weapon, the monk views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a monk of this tradition a peerless warrior is but a side effect of intense devotion, practice, and study.
Level 3: Armament Arts
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
Additional Monk Weapons. Choose two types of weapons: one melee weapon and one ranged weapon. Each of these weapons can be any Simple or Martial weapon that lacks the Heavy and Special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have them. Weapons of the chosen types are Monk weapons for you. When you reach 6th, 11th, and 17th level in Monk, you can choose another type of weapon for this feature following the criteria above.
Agile Parry. While wielding a Monk weapon, you gain a +2 bonus to the damage reduced by your Deflect Attack feature. If you make an unarmed strike as part of the Attack action on your turn, you also gain a +2 bonus to your AC until the start of your next turn, provided you are wielding a Monk weapon and do not have the Incapacitated condition.
Deft Strike. Once on each of your turns, when you hit a target with a Monk weapon, you can spend 1 focus point to cause the weapon to deal extra damage of the weapon’s type to the target equal to your Martial Arts die.
Level 3: Monk Weapon Mastery
Your training with weapons allows you to use the mastery property of three kinds of Monk weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach Monk level 6, 11, and 17 you gain the ability to use the mastery of one additional Monk weapon using this feature.
Level 6: One with the Blade
You are able to channel your focus into your Monk weapons, granting the following benefits:
Empowered Armaments. Whenever you deal damage with a Monk weapon, it can deal your choice of Force damage or its normal damage type.
Heavy Strikes. While wielding a Monk weapon that is a Simple or Martial melee weapon, you can expend two Focus points (no action required) to infuse the weapon with supernatural weight. Choose one of the following mastery properties: Cleave, Graze, or Push. The weapon gains this property, which replaces any other mastery property available to the chosen weapon. It retains this property for up to 1 minute, or until you gain the Incapacitated condition or use this feature again.
Level 11: Sharpen the Blade
You gain the ability to augment your weapons further with your focus. You can expend up to 3 focus points by taking a Bonus Action to grant one Monk weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of focus points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Level 17: Unerring Accuracy
Your mastery of weapons grants you extraordinary accuracy. Once on each of your turns, if you miss with an attack roll using a Monk weapon, you can reroll it. If the attack would still miss following the reroll, you can deal Force damage to the creature equal to the ability modifier you used to make the attack roll. This damage can be increased only by increasing the ability modifier.
War Mage
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”
Level 3: Power Surge
You are capable of using defensive magic to absorb power and unleash it onto your enemies. You always have the Magic Missile and Shield spells prepared.
Absorptive Shroud. After you cast Shield, you gain a Power Surge whenever one of the following occurs within the spell’s duration: an attack targeting you misses or you are targeted by a dart from a casting of Magic Missile. Each Power Surge gained lasts until the end of your next turn.
Missile Surge. When you cast Magic Missile, the effective level it is cast at increases by 1 for each Power Surge that you have. The maximum effective level it can be increased to this way is equal to the highest level of spell you can prepare.
Level 3: Tactical Wit
Your keen ability to assess tactical situations allows you to act and react quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Level 6: Adaptive Shroud
You can cast Shield using a Reaction in response to failing a saving throw and can transfer some or all of the spell’s bonus to your AC to a bonus to one or more of your saving throws. For example, you could reduce the bonus to your AC to +3 and gain a +2 bonus to your Dexterity saves until the start of your next turn. In the same scenario you could instead gain a +1 bonus to your Dexterity saves and a +1 bonus to your Constitution saves until the start of your next turn.
Level 10: Warcaster’s Stratagem
When you cast a spell belonging to the Abjuration school of magic with a casting time of an Action, you can use a Bonus Action to cast a spell you know or have prepared belonging to the Evocation school of magic. Similarly, if you cast a spell from the Evocation school of magic with a casting time of an Action, you can use a Bonus Action to cast a spell you know or have prepared from the Abjuration school of magic. Any such spell you cast using your Bonus Action using this feature must normally have a casting time of an Action.
Level 14: Deflecting Shroud
Whenever you cast Shield, you can cast Magic Missile without expending a spell slot as part of the same reaction. When cast this way, all of the darts target the creature whose attack or spellcasting triggered your casting of Shield.
Additionally, given that they originated in SCAG, my revisions of the Sun Soul Monk, Mastermind Rogue, and Storm Sorcerer for 2024 rules can be found in the other thread, linked at the top of this post.
One thing I suspect they'll add to the Kensei is Weapon Mastery for the weapons you choose, which would be a great addition. Be warned though, as far as I can tell, you have to manually add each weapon as an option to select from right now. I think there's 36, but I put them in for the Fighter option of my College of Drama Bard. It's mostly copying and pasting, but takes quite a while.
One thing I suspect they'll add to the Kensei is Weapon Mastery for the weapons you choose, which would be a great addition. Be warned though, as far as I can tell, you have to manually add each weapon as an option to select from right now. I think there's 36, but I put them in for the Fighter option of my College of Drama Bard. It's mostly copying and pasting, but takes quite a while.
Thanks for the tip. I debated between giving my version masteries at 3rd or 6th level, and ultimately settled on 6th to avoid too much bloat at 3rd. As for adding stuff in the homebrew tools, I likely wont be trying to adapt any of these into the D&D Beyond homebrew builder. Like your example points out, it can be a bit of a headache, and I also feel that if I was planning to make these work within D&D Beyond it may restrict me from trying new or unique mechanics, since the builder would have no way to support them
Update: Decided to switch the mastery property to 3rd level
For my next installation for this series, I am presenting revisions of both the Path of the Storm Herald Barbarian and Arcane Archer Fighter. Please let me know what you think
Path of the Storm Herald
Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Level 3: Storm Aura
While your Rage is active, you exude a stormy, magical aura in a 10 foot emanation. This aura does not extend behind sources of total cover.
Each time you activate your Rage, choose one of the following storm options: Desert, Sea, or Tundra. The chosen option’s effect occurs when you activate your Rage and can be activated again as a Bonus Action on each of your turns while your Rage is active. If the chosen option's effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. Enemies of your choice within the aura must make a Dexterity saving throw. A creature that fails this saving throw takes Fire damage equal to 1d4 + your Rage Damage bonus on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 or more also gains the Burning condition.
Sea. Until the start of your next turn, your weapon attacks against creatures within the aura deal additional Lightning damage equal to your Rage Damage bonus. For the duration, whenever you reduce a creature to 0 Hit Points, choose an enemy you can see within the aura (no action required). This target takes Lightning damage equal to the remaining damage beyond what reduced the creature to 0 Hit Points.
Tundra. Allies of your choice within your aura gains a number of Temporary Hit points equal to twice your Rage Damage bonus, as icy spirits inure it to suffering. Whenever an enemy within the aura damages an ally that has these Temporary Hit points, its Speed is reduced by 10 feet until the start of your next turn.
Level 6: Tempest Soul
The storm grants you benefits even when your aura isn't active, granting the following benefits:
Eyes of the Storm. You do not gain the Blinded condition from areas which are Heavily Obscured due to rain, fog, or snow, including those created by magic.
Well Weathered. Each time you finish a Short or Long Rest, choose one of the following damage types: Cold, Fire, Lightning, or Thunder. You gain resistance to the chosen damage type until you use this feature again.
Level 10: Shielding Storm
You learn to use your mastery of the storm to protect others. Your allies have the damage resistance chosen for your Well Weathered trait while within your Storm Aura. You and your allies also are treated as having Half-Cover against spells and other effects originating outside of your Storm Aura
Level 14: Ever-Changing Storm
You can choose any of the options from your Storm Aura each time you activate for the duration of your Rage. Additionally, your Storm Aura extends to a 30-foot emanation.
Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Level 3: Arcane Archer Lore
You learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill and gain either the Prestidigitation or Elementalism cantrip (chosen when you gain this feature).
Additionally, choose either Intelligence or Wisdom to act as your Arcane Archery score. If any option or feature outlined in this subclass requires a saving throw, your Arcane Archery save DC equals 8 + your proficiency bonus + the chosen score’s modifier. The spellcasting ability for the spells granted by these subclass' features is the same as that chosen for your Arcane Archery score.
Level 3: Woven Archery
Your study of arcane secrets allows you to learn to unleash special magical effects drawing from the many schools of magic. Although traditional practitioners of this art used bows, these arts can be applied to any Simple or Martial Ranged weapons. Choose two Woven Archery options outlined at the end of this subclass (see “Woven Archery Options”). Each option grants a magical trait as well as an Arcane Shot option that can be applied following the rules outlined below.
Arcane Shot. Once per turn when you make a ranged weapon, you can apply one of your known Arcane Shot options to the piece of ammunition used. You decide to use the option after the attack hits, unless the option doesn’t involve an attack roll. You can use your Arcane Shot twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain one additional use of your Arcane Shots per rest at Fighter level 7 and 15. You learn an additional Woven Archery option of your choice when you reach Fighter level 7, 10 and 15. Each time you gain a level in Fighter, you can replace one Woven Archery option you know with another.
Level 7: Arcane Tailwind
Each time you use your Second Wind feature to regain Hit Points, you regain an additional number of Hit Points equal to the modifier of your Arcane Archery score. Additionally, you can regain one use of your Arcane Shot feature by expending a use of Second Wind (no action required).
Level 7: Curving Shot
You learn how to direct an errant shot toward a new target. When you make an attack roll with a ranged weapon and miss, you can take a Bonus Action to reroll the attack roll against a different target within 60 feet of the original target.
Level 15: Arcane Volley
By taking the Magic action, you can make a ranged attack against any number of creatures within 10 feet of a point you can see within the normal range of a ranged weapon you are wielding. You make a separate attack roll for each target, with your weapon magically producing a piece of ammunition for each attack. This ammunition vanishes immediately after it hits or misses its target.
You can apply one of your known Arcane Shot options for one of the attack rolls made as part of this action, expending a use as normal; however, you still cannot use your Arcane Shot options more than once per turn.
Level 18: Improved Arcane Shots
At 18th level, you can now apply your Arcane Shot up to twice per turn, rather than once. Additionally, each Arcane Shot's damage increases as outlined in its description.
--Woven Archery Options--
Your study of the arcane arts has granted you some passive insight into the application of magic to your archery, each granting a passive effect and an Arcane Shot option. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
Abjuring Archery
Woven Durability. You learn the Blade Ward cantrip. Additionally, after you reach Fighter level 9, whenever you use your Indomitable feature, you and each creature of your choice within 10 feet can roll a d4 and add it to their saving throw.
Arcane Shot: Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Conjuring Archery
Arcane Grasp. You learn the Mage Hand cantrip. While the spectral hand is within 5 feet of you, you can ignore the loading property of ranged weapons you are wielding, as the hand draws and loads ammunition for you.
Arcane Shot: Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Divining Archery
Arcane Insights. You learn the Guidance cantrip. Additionally, when another creature targeted by this spell makes an ability check in a skill you are proficient in, it may add the modifier of your Arcane Archery score to the roll’s total.
Arcane Shot: Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Enchanting Archery
Sharp Tongue. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. When you make an ability check which uses Charisma, you can add your Arcane Archery modifier to the roll’s total. You can do so after the roll is made, but before the outcome is determined. Once you do so, you cannot add the modifier this way again until you finish a Short or Long rest.
Arcane Shot: Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and chooses one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Evoking Archery
Debilitating Critical. When you score a critical hit on an attack made with a ranged weapon, you can roll one additional weapon damage die and add it to the total damage dealt by the attack. Additionally, if one of your Arcane Shot options is applied to this attack, each creature affected has disadvantage on its saving throw against the shot’s effect.
Arcane Shot: Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Illusory Archery
Concealing Tricks. You learn the Minor Illusion cantrip. Making a ranged weapon attack which passes through an image created with Minor Illusion does not reveal it to be an illusion if the attack misses. If you are using this image to Hide, you also do not lose the Invisible condition as a result of making the attack if it misses.
Arcane Shot: Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Necromantic Archery
Sapping Tether. When you use your Second Wind feature, you can regain additional Hit Points equal to the CR (or level when applicable) of one creature you hit with a weapon attack on the same turn (minimum of 1 Hit Point).
Arcane Shot: Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Transmuting Archery
Elemental Ammunition. Whenever you deal damage with a ranged weapon, it can deal one of the following damage types instead of its normal type: Acid, Cold, Fire, Lightning, or Thunder.
Arcane Shot: Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
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Hello everyone. Recently, in an attempt to familiarize myself with the 2024 rules, I played with re-imagining many of the subclass options from SCAG within the context of 2024 rule changes for each of the classes.
Now, I am hoping to do the same thing with many of the subclasses from Xanathar's Guide to Everything. Unlike SCAG, I imagine we may see some of these get official reprints in the near future, so this whole effort may be moot. All the same, I enjoy doing this kind of re-imagining homebrew. Please let me know what you think or what you would change differently.
To start the thread off, I have toyed with the Way of Kensei Monk (which I have renamed to Warrior of Armaments for 2024) and the War Magic Wizard
Warrior of Armaments (Revised Kensei for 2024)
Monks of this tradition train relentlessly with their weapons, to the point that the weapon becomes like an extension of the body. Their proficiency and mastery of weapons will sometimes garner titles such as “Kensei” (or “Sword Saint”).
Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons. To them, a weapon is perceived much in the same way as a pen or brush. Whatever the weapon, the monk views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a monk of this tradition a peerless warrior is but a side effect of intense devotion, practice, and study.
Level 3: Armament Arts
Your special martial arts training leads you to master the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy or painting. You gain the following benefits:
Additional Monk Weapons. Choose two types of weapons: one melee weapon and one ranged weapon. Each of these weapons can be any Simple or Martial weapon that lacks the Heavy and Special properties. The longbow is also a valid choice. You gain proficiency with these weapons if you don't already have them. Weapons of the chosen types are Monk weapons for you. When you reach 6th, 11th, and 17th level in Monk, you can choose another type of weapon for this feature following the criteria above.
Agile Parry. While wielding a Monk weapon, you gain a +2 bonus to the damage reduced by your Deflect Attack feature. If you make an unarmed strike as part of the Attack action on your turn, you also gain a +2 bonus to your AC until the start of your next turn, provided you are wielding a Monk weapon and do not have the Incapacitated condition.
Deft Strike. Once on each of your turns, when you hit a target with a Monk weapon, you can spend 1 focus point to cause the weapon to deal extra damage of the weapon’s type to the target equal to your Martial Arts die.
Level 3: Monk Weapon Mastery
Your training with weapons allows you to use the mastery property of three kinds of Monk weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach Monk level 6, 11, and 17 you gain the ability to use the mastery of one additional Monk weapon using this feature.
Level 6: One with the Blade
You are able to channel your focus into your Monk weapons, granting the following benefits:
Empowered Armaments. Whenever you deal damage with a Monk weapon, it can deal your choice of Force damage or its normal damage type.
Heavy Strikes. While wielding a Monk weapon that is a Simple or Martial melee weapon, you can expend two Focus points (no action required) to infuse the weapon with supernatural weight. Choose one of the following mastery properties: Cleave, Graze, or Push. The weapon gains this property, which replaces any other mastery property available to the chosen weapon. It retains this property for up to 1 minute, or until you gain the Incapacitated condition or use this feature again.Level 11: Sharpen the Blade
You gain the ability to augment your weapons further with your focus. You can expend up to 3 focus points by taking a Bonus Action to grant one Monk weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of focus points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
Level 17: Unerring Accuracy
Your mastery of weapons grants you extraordinary accuracy. Once on each of your turns, if you miss with an attack roll using a Monk weapon, you can reroll it. If the attack would still miss following the reroll, you can deal Force damage to the creature equal to the ability modifier you used to make the attack roll. This damage can be increased only by increasing the ability modifier.
War Mage
A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for wizards to bolster their own defenses.
Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.
In great battles, a war mage often works with evokers, abjurers, and other types of wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”
Level 3: Power Surge
You are capable of using defensive magic to absorb power and unleash it onto your enemies. You always have the Magic Missile and Shield spells prepared.
Absorptive Shroud. After you cast Shield, you gain a Power Surge whenever one of the following occurs within the spell’s duration: an attack targeting you misses or you are targeted by a dart from a casting of Magic Missile. Each Power Surge gained lasts until the end of your next turn.
Missile Surge. When you cast Magic Missile, the effective level it is cast at increases by 1 for each Power Surge that you have. The maximum effective level it can be increased to this way is equal to the highest level of spell you can prepare.
Level 3: Tactical Wit
Your keen ability to assess tactical situations allows you to act and react quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.
Level 6: Adaptive Shroud
You can cast Shield using a Reaction in response to failing a saving throw and can transfer some or all of the spell’s bonus to your AC to a bonus to one or more of your saving throws. For example, you could reduce the bonus to your AC to +3 and gain a +2 bonus to your Dexterity saves until the start of your next turn. In the same scenario you could instead gain a +1 bonus to your Dexterity saves and a +1 bonus to your Constitution saves until the start of your next turn.
Level 10: Warcaster’s Stratagem
When you cast a spell belonging to the Abjuration school of magic with a casting time of an Action, you can use a Bonus Action to cast a spell you know or have prepared belonging to the Evocation school of magic. Similarly, if you cast a spell from the Evocation school of magic with a casting time of an Action, you can use a Bonus Action to cast a spell you know or have prepared from the Abjuration school of magic. Any such spell you cast using your Bonus Action using this feature must normally have a casting time of an Action.
Level 14: Deflecting Shroud
Whenever you cast Shield, you can cast Magic Missile without expending a spell slot as part of the same reaction. When cast this way, all of the darts target the creature whose attack or spellcasting triggered your casting of Shield.
Additionally, given that they originated in SCAG, my revisions of the Sun Soul Monk, Mastermind Rogue, and Storm Sorcerer for 2024 rules can be found in the other thread, linked at the top of this post.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
One thing I suspect they'll add to the Kensei is Weapon Mastery for the weapons you choose, which would be a great addition. Be warned though, as far as I can tell, you have to manually add each weapon as an option to select from right now. I think there's 36, but I put them in for the Fighter option of my College of Drama Bard. It's mostly copying and pasting, but takes quite a while.
My Homebrew: Subclasses, Monsters, Feats, Backgrounds, Magic Items
Migrating to 2024 and releasing new Homebrew regularly.
Feedback and play-testing appreciated!
Thanks for the tip. I debated between giving my version masteries at 3rd or 6th level, and
ultimately settled on 6th to avoid too much bloat at 3rd.As for adding stuff in the homebrew tools, I likely wont be trying to adapt any of these into the D&D Beyond homebrew builder. Like your example points out, it can be a bit of a headache, and I also feel that if I was planning to make these work within D&D Beyond it may restrict me from trying new or unique mechanics, since the builder would have no way to support themUpdate: Decided to switch the mastery property to 3rd level
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I somehow completely missed that on your sixth level feature *facepalm*. Great job on porting all of these over!
My Homebrew: Subclasses, Monsters, Feats, Backgrounds, Magic Items
Migrating to 2024 and releasing new Homebrew regularly.
Feedback and play-testing appreciated!
For my next installation for this series, I am presenting revisions of both the Path of the Storm Herald Barbarian and Arcane Archer Fighter. Please let me know what you think
Path of the Storm Herald
Typical barbarians harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a barbarian of this path taps into nature to create powerful, magical effects.
Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm. Other storm heralds hone their craft in elite lodges founded in regions wracked by storms, in the frozen reaches at the world’s end, or deep in the hottest deserts.
Level 3: Storm Aura
While your Rage is active, you exude a stormy, magical aura in a 10 foot emanation. This aura does not extend behind sources of total cover.
Each time you activate your Rage, choose one of the following storm options: Desert, Sea, or Tundra. The chosen option’s effect occurs when you activate your Rage and can be activated again as a Bonus Action on each of your turns while your Rage is active. If the chosen option's effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
Desert. Enemies of your choice within the aura must make a Dexterity saving throw. A creature that fails this saving throw takes Fire damage equal to 1d4 + your Rage Damage bonus on a failed save, or half as much damage on a successful one. A creature that fails this saving throw by 5 or more also gains the Burning condition.
Sea. Until the start of your next turn, your weapon attacks against creatures within the aura deal additional Lightning damage equal to your Rage Damage bonus. For the duration, whenever you reduce a creature to 0 Hit Points, choose an enemy you can see within the aura (no action required). This target takes Lightning damage equal to the remaining damage beyond what reduced the creature to 0 Hit Points.
Tundra. Allies of your choice within your aura gains a number of Temporary Hit points equal to twice your Rage Damage bonus, as icy spirits inure it to suffering. Whenever an enemy within the aura damages an ally that has these Temporary Hit points, its Speed is reduced by 10 feet until the start of your next turn.
Level 6: Tempest Soul
The storm grants you benefits even when your aura isn't active, granting the following benefits:
Eyes of the Storm. You do not gain the Blinded condition from areas which are Heavily Obscured due to rain, fog, or snow, including those created by magic.
Well Weathered. Each time you finish a Short or Long Rest, choose one of the following damage types: Cold, Fire, Lightning, or Thunder. You gain resistance to the chosen damage type until you use this feature again.
Level 10: Shielding Storm
You learn to use your mastery of the storm to protect others. Your allies have the damage resistance chosen for your Well Weathered trait while within your Storm Aura. You and your allies also are treated as having Half-Cover against spells and other effects originating outside of your Storm Aura
Level 14: Ever-Changing Storm
You can choose any of the options from your Storm Aura each time you activate for the duration of your Rage. Additionally, your Storm Aura extends to a 30-foot emanation.
Arcane Archer
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Level 3: Arcane Archer Lore
You learn magical theory or some of the secrets of nature — typical for practitioners of this elven martial tradition. You gain proficiency in either the Arcana or the Nature skill and gain either the Prestidigitation or Elementalism cantrip (chosen when you gain this feature).
Additionally, choose either Intelligence or Wisdom to act as your Arcane Archery score. If any option or feature outlined in this subclass requires a saving throw, your Arcane Archery save DC equals 8 + your proficiency bonus + the chosen score’s modifier. The spellcasting ability for the spells granted by these subclass' features is the same as that chosen for your Arcane Archery score.
Level 3: Woven Archery
Your study of arcane secrets allows you to learn to unleash special magical effects drawing from the many schools of magic. Although traditional practitioners of this art used bows, these arts can be applied to any Simple or Martial Ranged weapons. Choose two Woven Archery options outlined at the end of this subclass (see “Woven Archery Options”). Each option grants a magical trait as well as an Arcane Shot option that can be applied following the rules outlined below.
Arcane Shot. Once per turn when you make a ranged weapon, you can apply one of your known Arcane Shot options to the piece of ammunition used. You decide to use the option after the attack hits, unless the option doesn’t involve an attack roll. You can use your Arcane Shot twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
You gain one additional use of your Arcane Shots per rest at Fighter level 7 and 15. You learn an additional Woven Archery option of your choice when you reach Fighter level 7, 10 and 15. Each time you gain a level in Fighter, you can replace one Woven Archery option you know with another.
Level 7: Arcane Tailwind
Each time you use your Second Wind feature to regain Hit Points, you regain an additional number of Hit Points equal to the modifier of your Arcane Archery score. Additionally, you can regain one use of your Arcane Shot feature by expending a use of Second Wind (no action required).
Level 7: Curving Shot
You learn how to direct an errant shot toward a new target. When you make an attack roll with a ranged weapon and miss, you can take a Bonus Action to reroll the attack roll against a different target within 60 feet of the original target.
Level 15: Arcane Volley
By taking the Magic action, you can make a ranged attack against any number of creatures within 10 feet of a point you can see within the normal range of a ranged weapon you are wielding. You make a separate attack roll for each target, with your weapon magically producing a piece of ammunition for each attack. This ammunition vanishes immediately after it hits or misses its target.
You can apply one of your known Arcane Shot options for one of the attack rolls made as part of this action, expending a use as normal; however, you still cannot use your Arcane Shot options more than once per turn.
Level 18: Improved Arcane Shots
At 18th level, you can now apply your Arcane Shot up to twice per turn, rather than once. Additionally, each Arcane Shot's damage increases as outlined in its description.
--Woven Archery Options--
Your study of the arcane arts has granted you some passive insight into the application of magic to your archery, each granting a passive effect and an Arcane Shot option. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.
Abjuring Archery
Woven Durability. You learn the Blade Ward cantrip. Additionally, after you reach Fighter level 9, whenever you use your Indomitable feature, you and each creature of your choice within 10 feet can roll a d4 and add it to their saving throw.
Arcane Shot: Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.
Conjuring Archery
Arcane Grasp. You learn the Mage Hand cantrip. While the spectral hand is within 5 feet of you, you can ignore the loading property of ranged weapons you are wielding, as the hand draws and loads ammunition for you.
Arcane Shot: Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.
The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.
Divining Archery
Arcane Insights. You learn the Guidance cantrip. Additionally, when another creature targeted by this spell makes an ability check in a skill you are proficient in, it may add the modifier of your Arcane Archery score to the roll’s total.
Arcane Shot: Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.
The force damage increases to 2d6 when you reach 18th level in this class.
Enchanting Archery
Sharp Tongue. You gain proficiency in one of the following skills of your choice: Deception, Intimidation, Performance, or Persuasion. When you make an ability check which uses Charisma, you can add your Arcane Archery modifier to the roll’s total. You can do so after the roll is made, but before the outcome is determined. Once you do so, you cannot add the modifier this way again until you finish a Short or Long rest.
Arcane Shot: Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and chooses one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Evoking Archery
Debilitating Critical. When you score a critical hit on an attack made with a ranged weapon, you can roll one additional weapon damage die and add it to the total damage dealt by the attack. Additionally, if one of your Arcane Shot options is applied to this attack, each creature affected has disadvantage on its saving throw against the shot’s effect.
Arcane Shot: Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.
The force damage increases to 4d6 when you reach 18th level in this class.
Illusory Archery
Concealing Tricks. You learn the Minor Illusion cantrip. Making a ranged weapon attack which passes through an image created with Minor Illusion does not reveal it to be an illusion if the attack misses. If you are using this image to Hide, you also do not lose the Invisible condition as a result of making the attack if it misses.
Arcane Shot: Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.
The psychic damage increases to 4d6 when you reach 18th level in this class.
Necromantic Archery
Sapping Tether. When you use your Second Wind feature, you can regain additional Hit Points equal to the CR (or level when applicable) of one creature you hit with a weapon attack on the same turn (minimum of 1 Hit Point).
Arcane Shot: Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.
The necrotic damage increases to 4d6 when you reach 18th level in this class.
Transmuting Archery
Elemental Ammunition. Whenever you deal damage with a ranged weapon, it can deal one of the following damage types instead of its normal type: Acid, Cold, Fire, Lightning, or Thunder.
Arcane Shot: Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.
The piercing damage increases to 2d6 when you reach 18th level in this class.
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