Hello! Ever since I started playing D&D 5e, I've had so many cool ideas that I just keep in my head and never actually share them. So for the past couple weeks, I've been inspired to publish the D&D Homebrew that I create and I want to share it with you all! I have a lot more homebrew subclasses in the works, but for now I wanted to keep with the festive season and publish my three holiday themed subclasses! This year we have the Nutcracker Fighter, Jolly Spirit Sorcerer, and Krampus Patron Warlock.
The Nutcracker Fighter draws it's inspiration from the ballet of the same name and actual ballet terms that help shape the subclass into what it is. The Jolly Spirit Sorcerer gives the same energy as a person with childlike wonder, excited to spend the holidays with the people closest to them. Finally, the Krampus Patron focuses around inflicting Fear through Cold damage, giving coal to your enemies, and summoning the minions of Krampus, Monstrous Toys (Like from the 2015 Krampus movie).
So anyway, I hope you'll check these subclasses out and see what I have in-store next! I'm going to be putting the full subclass in the replies, but I will put the links to them here. Also, if you have any suggestions on what to fix, I'd love to hear you opinion!
Practice makes perfect. You gain proficiency in two skills between Athletics, Acrobatics, and Performance. If you already have proficiency in any of the selected skills, you instead gain expertise in said skills.
Level 3: Pas De Deux
As a Bonus Action, select a creature size Large or smaller within 5ft of you. The target must succeed on a Wisdom saving throw (DC = 8 + Prof. + STR or DEX) or is locked in a duet with you. While Pas De Deux is in effect:
You and the target can only attack each other
Neither you or the target can leave each other’s melee distance
Either member can move up to their full movement speed on their turn, but the other will move with them, remaining within melee distance
To end Pas De Deux early, either member must take an action to make a Wisdom saving throw. On a success, they are free from the effect and take 1d6 Psychic damage. On a failure, they remain in the effect and take 2d6 psychic damage. Pas De Deux will end immediately when either member is incapacitated or dead.
You can use this ability equal to your proficiency bonus. You do not expend a use if the target succeeds their initial saving throw. Additionally, a target can willingly fail the saving throw. When this happens, you expend a use of this ability. When you use this ability on an ally, you still expend a use, but you or your ally can leave Pas De Deux at will without needing to meet any prerequisites above. You regain all expended uses when finishing a Long Rest.
Level 7: Relevé
Inspire your team to rise above the rest. When rolling for initiative, you can expend a use of Second Wind to give allies within 30ft temporary hit points equal to 1d10 plus half your fighter level rounded down. If you and your allies surprise your opponents, roll 2d10 instead.
Level 10: Valse de Fleurs
Slaying enemies in Pas De Deux invigorates you to keep fighting for your friends and with your foes. While in combat, if you expend your last use of Pas De Deux and are able to incapacitate or kill your target, you regain expended uses of Pas De Deux equal to half your proficiency bonus rounded down. You can use this ability once per short rest. Additionally, Psychic damage dealt when trying to leave Pas De Deux is increased from a d6 to a d10
Level 15: Avant, en
While Pas de deux is active, you always have advantage when attacking your opponent and your attack rolls can score a Critical Hit on a roll of 19 or 20.
Level 18: Jeté en Avant, Grand
While Pas de deux is active, you are able to use action surge to take the attack action for free twice per short rest.
When you reach a Sorcerer level specified in the Jolly Spells table, you thereafter always have the listed spells prepared
Sorcerer Level
Spells
3rd
Dancing Lights, Friends, Color Spray, Calm Emotions, Misty Step
5th
Sleet Storm, Beacon of Hope
7th
Conjure Woodland Beings, Ice Storm
9th
Commune with Nature, Dream
Level 3: In Good Spirits
Your cheerful attitude inspires your friends. When an Ally rolls a Charisma ability check or saving throw within 30ft of you, you can use a Reaction to allow them to reroll their dice once. This ability’s uses are tied to your proficiency bonus and you regain all expended uses on a Long Rest. At level 10, range is increased to 60ft.
Level 6: Holiday Morning
Wake everyone up with the enthusiasm of a little kid excited for presents. After completing a Long Rest, you and up to 6 allies in your vicinity who have completed their long rest as well gain Temporary Hit Points equal to your Sorcerer level plus your Charisma Modifier. This ability also works for a Short Rest, but you only gain Temporary Hit Points equal to half your Sorcerer level plus your Charisma Modifier.
Level 14: Family Gathering
Everyone’s just a little more festive when the whole gang’s here! While your Innate Sorcery is active and all of your teammates are not at or below 0 hit points, Allies within a 120ft Emanation that originates from you gain +2 to their AC, Attack Rolls, Saving Throws, and Skill Checks. This ability lasts until your Innate Sorcery ends or a teammate is reduced below 0 hit points.
Level 18: Stay for Desert
C'mon! I know you're full, but at least stay for desert! When an Ally within the 120ft Emanation of Family Gathering is reduced to or below 0 Hit Points and is not outright killed, you can spend 5 sorcery points and use your Reaction to allow them to stand back up with 0 Hit Points and gaining Temporary Hit Points totaling a number equal to your Sorcerer level. When your Innate Sorcery ends, any Ally brought back using this feature loses their Temporary Hit Points and if their current Hit Points are still 0, they fall Unconscious and remain that way until finishing a Long Rest. Additionally, The bonus granted from Family Gathering increases to +3.
Krampus lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Warlock Level
Spells
3rd
Ray of Frost, Chill Touch, Dissonant Whispers, Inflict Wounds, Ice Knife, Darkness
5th
Sleet Storm, Bestow Curse
7th
Ice Storm, Phantasmal Killer
9th
Contagion, Dream
Level 3: Chionophobie
Make your foes fear the approaching snowstorm. Whenever you deal Cold damage to a creature on your turn, they must succeed on a Wisdom saving throw or else they have the Frightened condition for 1 Minute. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the effect ends on that creature.
Level 6: Gruß vom Krampus
A boon is gifted to you by Krampus. You gain the following benefits:
You have resistance to Cold damage. At level 10, you also gain resistance to Necrotic damage
When you cast a spell that deals damage, you are able to change the damage type to Cold.
Once per turn, when a spell you cast deals Cold damage, you can add your Charisma modifier to that spell’s damage against one of the spell's targets.
Level 10: Kohle beschaffen
Give out coal to all the naughty children. When you gain this feature, three pieces of coal appear in your hands. As a bonus action, you can throw a piece of coal at a creature within 60ft of you. When the coal reaches its’ target, it magically fuses to the body of the creature until it is incapacitated or dead.
Each piece gains the following magical properties when attached to a creature:
-1 to their attack rolls, ability checks, and saving throws
Loses all of their Damage Resistances
Disadvantage on the first d20 Test of their turn
You can attach multiple pieces of coal to a creature to stack the -1 effect, but other debuffs cannot be stacked. Any creature can destroy a piece of coal by attacking it with the Attack or Magic action. Its Armor Class is 15 and has 5 Hit Points. Once an attached piece of coal is destroyed, the targeted creature is no longer debuffed. When the coal is destroyed, all destroyed pieces appear next to you when you next finish a long rest. When you kill or incapacitate a creature that has a piece of coal attached to it, the coal falls to the ground and can be picked up again
You can only have a maximum of three pieces of coal at a time.
Level 14: Krampusnacht
Summon the minions of Krampus as your own. After each Long Rest, you can summon up to 3 Monstrous Toys at a time in an unoccupied space within 30ft of you. When you use this feature, choose each creature’s form: Jack–In-The-Box, 3 Gingerbread Cookies (act as one creature), Teddy Bear, Angel, or Elf Doll. Each form has the same stat block, but some have additional traits mentioned within the stat block. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. While a Monstrous Toy is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the Toy's eyes and hear what it hears until the start of your next turn.
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Hello! Ever since I started playing D&D 5e, I've had so many cool ideas that I just keep in my head and never actually share them. So for the past couple weeks, I've been inspired to publish the D&D Homebrew that I create and I want to share it with you all! I have a lot more homebrew subclasses in the works, but for now I wanted to keep with the festive season and publish my three holiday themed subclasses! This year we have the Nutcracker Fighter, Jolly Spirit Sorcerer, and Krampus Patron Warlock.
The Nutcracker Fighter draws it's inspiration from the ballet of the same name and actual ballet terms that help shape the subclass into what it is. The Jolly Spirit Sorcerer gives the same energy as a person with childlike wonder, excited to spend the holidays with the people closest to them. Finally, the Krampus Patron focuses around inflicting Fear through Cold damage, giving coal to your enemies, and summoning the minions of Krampus, Monstrous Toys (Like from the 2015 Krampus movie).
So anyway, I hope you'll check these subclasses out and see what I have in-store next! I'm going to be putting the full subclass in the replies, but I will put the links to them here. Also, if you have any suggestions on what to fix, I'd love to hear you opinion!
The Nutcracker Fighter
Jolly Spirit Sorcerer
Krampus Patron
The Nutcracker Fighter
Level 3: Rehearsal
Practice makes perfect. You gain proficiency in two skills between Athletics, Acrobatics, and Performance. If you already have proficiency in any of the selected skills, you instead gain expertise in said skills.
Level 3: Pas De Deux
As a Bonus Action, select a creature size Large or smaller within 5ft of you. The target must succeed on a Wisdom saving throw (DC = 8 + Prof. + STR or DEX) or is locked in a duet with you. While Pas De Deux is in effect:
To end Pas De Deux early, either member must take an action to make a Wisdom saving throw. On a success, they are free from the effect and take 1d6 Psychic damage. On a failure, they remain in the effect and take 2d6 psychic damage. Pas De Deux will end immediately when either member is incapacitated or dead.
You can use this ability equal to your proficiency bonus. You do not expend a use if the target succeeds their initial saving throw. Additionally, a target can willingly fail the saving throw. When this happens, you expend a use of this ability. When you use this ability on an ally, you still expend a use, but you or your ally can leave Pas De Deux at will without needing to meet any prerequisites above. You regain all expended uses when finishing a Long Rest.
Level 7: Relevé
Inspire your team to rise above the rest. When rolling for initiative, you can expend a use of Second Wind to give allies within 30ft temporary hit points equal to 1d10 plus half your fighter level rounded down. If you and your allies surprise your opponents, roll 2d10 instead.
Level 10: Valse de Fleurs
Slaying enemies in Pas De Deux invigorates you to keep fighting for your friends and with your foes. While in combat, if you expend your last use of Pas De Deux and are able to incapacitate or kill your target, you regain expended uses of Pas De Deux equal to half your proficiency bonus rounded down. You can use this ability once per short rest. Additionally, Psychic damage dealt when trying to leave Pas De Deux is increased from a d6 to a d10
Level 15: Avant, en
While Pas de deux is active, you always have advantage when attacking your opponent and your attack rolls can score a Critical Hit on a roll of 19 or 20.
Level 18: Jeté en Avant, Grand
While Pas de deux is active, you are able to use action surge to take the attack action for free twice per short rest.
Jolly Spirit Sorcerer
Level 3: Jolly Spells
When you reach a Sorcerer level specified in the Jolly Spells table, you thereafter always have the listed spells prepared
Sorcerer Level
Spells
3rd
Dancing Lights, Friends, Color Spray, Calm Emotions, Misty Step
5th
Sleet Storm, Beacon of Hope
7th
Conjure Woodland Beings, Ice Storm
9th
Commune with Nature, Dream
Level 3: In Good Spirits
Your cheerful attitude inspires your friends. When an Ally rolls a Charisma ability check or saving throw within 30ft of you, you can use a Reaction to allow them to reroll their dice once. This ability’s uses are tied to your proficiency bonus and you regain all expended uses on a Long Rest. At level 10, range is increased to 60ft.
Level 6: Holiday Morning
Wake everyone up with the enthusiasm of a little kid excited for presents. After completing a Long Rest, you and up to 6 allies in your vicinity who have completed their long rest as well gain Temporary Hit Points equal to your Sorcerer level plus your Charisma Modifier. This ability also works for a Short Rest, but you only gain Temporary Hit Points equal to half your Sorcerer level plus your Charisma Modifier.
Level 14: Family Gathering
Everyone’s just a little more festive when the whole gang’s here! While your Innate Sorcery is active and all of your teammates are not at or below 0 hit points, Allies within a 120ft Emanation that originates from you gain +2 to their AC, Attack Rolls, Saving Throws, and Skill Checks. This ability lasts until your Innate Sorcery ends or a teammate is reduced below 0 hit points.
Level 18: Stay for Desert
C'mon! I know you're full, but at least stay for desert! When an Ally within the 120ft Emanation of Family Gathering is reduced to or below 0 Hit Points and is not outright killed, you can spend 5 sorcery points and use your Reaction to allow them to stand back up with 0 Hit Points and gaining Temporary Hit Points totaling a number equal to your Sorcerer level. When your Innate Sorcery ends, any Ally brought back using this feature loses their Temporary Hit Points and if their current Hit Points are still 0, they fall Unconscious and remain that way until finishing a Long Rest. Additionally, The bonus granted from Family Gathering increases to +3.
Krampus Patron Warlock
Level 3: Krampus Spells
Krampus lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Warlock Level
Spells
3rd
Ray of Frost, Chill Touch, Dissonant Whispers, Inflict Wounds, Ice Knife, Darkness
5th
Sleet Storm, Bestow Curse
7th
Ice Storm, Phantasmal Killer
9th
Contagion, Dream
Level 3: Chionophobie
Make your foes fear the approaching snowstorm. Whenever you deal Cold damage to a creature on your turn, they must succeed on a Wisdom saving throw or else they have the Frightened condition for 1 Minute. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the effect ends on that creature.
Level 6: Gruß vom Krampus
A boon is gifted to you by Krampus. You gain the following benefits:
Level 10: Kohle beschaffen
Give out coal to all the naughty children. When you gain this feature, three pieces of coal appear in your hands. As a bonus action, you can throw a piece of coal at a creature within 60ft of you. When the coal reaches its’ target, it magically fuses to the body of the creature until it is incapacitated or dead.
Each piece gains the following magical properties when attached to a creature:
You can attach multiple pieces of coal to a creature to stack the -1 effect, but other debuffs cannot be stacked. Any creature can destroy a piece of coal by attacking it with the Attack or Magic action. Its Armor Class is 15 and has 5 Hit Points. Once an attached piece of coal is destroyed, the targeted creature is no longer debuffed. When the coal is destroyed, all destroyed pieces appear next to you when you next finish a long rest. When you kill or incapacitate a creature that has a piece of coal attached to it, the coal falls to the ground and can be picked up again
You can only have a maximum of three pieces of coal at a time.
Level 14: Krampusnacht
Summon the minions of Krampus as your own. After each Long Rest, you can summon up to 3 Monstrous Toys at a time in an unoccupied space within 30ft of you. When you use this feature, choose each creature’s form: Jack–In-The-Box, 3 Gingerbread Cookies (act as one creature), Teddy Bear, Angel, or Elf Doll. Each form has the same stat block, but some have additional traits mentioned within the stat block. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. While a Monstrous Toy is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the Toy's eyes and hear what it hears until the start of your next turn.