Hello there, welcome to my little corner of the Internet, where I post my Homebrewed material. I work and tinker on these based upon your feedback, and they're for you to mull over and use at your discretion. Enjoy!
NOTE: This is now where I shall post all my Homebrewed material, just because it's neater. Also, there are links below to each Homebrew.
What is Up:
Solar Knight [Fighter] - Destiny Inspired Subclass
Inspired by the Sunbreaker Titan, Subclass for the Fighter
Solar Knight The Solar Knight focuses on the development of raw physical power combined with the unrelenting Solar Light, in order to master the battlefield from any distance. Those who model themselves on this archetype combine intense training with learning to force the Solar Light into their weapons and attacks.
Solar Infused Beginning when you choose this archetype at 3rd level, as a bonus action, you can make your weapon attacks deal fire or radiant damage for 1 minute. You can use this feature once per short rest.
Solar Strike Starting at 7th level, when you critical, you deal an extra 2d8 radiant or fire damage. This amount increases by a die every time you take a feat or increase your ability scores.
Weaken the Strong At 10th level, if you can forgo advantage and still hit the opponent, then you can give the target vulnerability to a damage type of your choice until the beginning of your next turn.
Light-Bound Soul Also at 10th level, you gain a natural resistance to radiant or fire damage, if you already have natural resistance to radiant damage, you gain immunity instead.
Solar Blaze Starting at 15th level, you can make a 30 ft. Line, make a melee attack upon each creature in the line, and add a +2 bonus to the damage you deal on each creature. You can use this feature up to your strength modifier per long rest.
Solar Shift At 18th level, whenever you successfully hit an opponent and deal more than fifteen damage in a single attack, you can teleport to be within 5ft. of an opponent of your choice within sixty feet.
Inspired by the Nightstalker Hunter, Subclass for the Rogue
The Nightstalker Some rogues learn to take other people’s possessions, but some learn how to harness the power of the Void, drawing upon the dark light and forming it into powerful area control and devastating mental assaults, with the ability to hide and appear from where you least expect.
Nightstalker’s Bow When you choose this archetype at 3rd level, you gain the ability summon a long or short bow drawn from the power of the void with ten pieces of ammunition. The weapon is magical, and when you make an attack, you can convert the damage of the attack and sneak attack to psychic or necrotic. You can summon this bow a number of times equal to your Intelligence modifier per long rest. At sixth level, you gain access to Shadowshot.
Shadowshot Starting at 6th level, you can forgo a sneak attack and set up an area of effect attack. You make a shadowshot:
When you make a shadowshot, you select a point, this point has a radius of 30 ft.
Based upon how many dice your sneak attack is, you can make a incorporeal tether per die. The tether doesn't allow movement out of the radius, and when you make the initial attack with the tether, the target takes the base damage plus the number of tethers attached.
Each tether has an AC equal to yours +2, and has ½ of your hit point total as its health. The tether has resistance to one type of damage of your choice: slashing, piercing, bludgeoning.
Shadowstep
Starting at 9th Level, As a bonus action on your turn, using your cunning action you can cast Misty Step and automatically make a hide check.
Improved Shadowshot Starting at 13th level, you can forgo a sneak attack and set up an area of effect attack. You make a shadowshot:
When you make a shadowshot, you select a point, this point has a radius of 40 ft.
Based upon how many dice your sneak attack is, you can make a incorporeal tether per die. The tether doesn't allow movement out of the radius, and when you make the initial attack with the tether, the target takes the base damage plus the number of tethers attached.
Each tether has an AC now equal to yours +3, and has 3/4 of your hit point total as its health. The tether has resistance to two types of damage of your choice: slashing, piercing, bludgeoning, force, fire, cold, thunder, or lightning
Reality Manipulator When you reach 17th level, you have learned how to harness the power of the void to hinder the enemy and aid your allies. You can cast Wall of Force, a number of times equal to your intelligence modifier per long or short rest.
Inspired by the Stormcaller Warlock, Subclass for the Wizard
School of the Arcmagi You focus your study on magic that harnesses the power of Arc magic, which typically manifests itself as lightning. You have learned techniques that allow you enter a meditative state similar to the elves’ trance, but instead you harness the power of Arc magic, unleashing the storm of light and magic hidden all around us and within the storm. These wizards are typically called Arcmagi or Stormcallers, and they use their spectacular power to protect the weak, while others seek their own gain as bandits, adventurers, or aspiring tyrants.
Stormtrance Beginning when you select this school at 2nd level, you can unleash the hidden energies of arc magic. As an action, you magically suffuse yourself with power of a swirling thunderstorm, as your eyes glow with white light, and your form glows blue with Arc magic. For 1 minute, you gain the following benefits:
You make an obscured area in a 20-foot radius and lightly obscured area for an additional 20 feet, you can see all within the storm.
Any creature takes 1d4 + Intelligence modifier lightning damage if it hits you with a melee attack from within 5 feet of you or if it touches you. This amount increases to 1d6 at 6th level, 1d8 at 8th level, 1d10 at 12th level, and 1d12 at 17th level. Whenever you roll lightning damage on your turn, the roll gains a bonus to equal to your Intelligence modifier.
You gain a hover speed equal to your speed. You can only hover a number of feet over the ground equal to your constitution modifier.
While in Stormtrance, you ignore resistance to lightning damage. At 10th level, when you fight a foe with immunity to lightning damage, instead treat the foe as if it has resistance instead. Once you use this feature, you can only use it a number of times equal to your constitution modifier per long rest.
Stormcallers’ Bond Also at 2nd Level, You may use a bond as your arcane focus. In addition to the typical benifits given by a arcane focus, you can expend a 1st level spell slot as a reaction to a single attack to give yourself a +1 bonus to AC until the end of your next turn. At 12th level you can expend a 2nd level slot for a +2 bonus. At 17th level, you can expend a 3rd level spell slot for a +3 bonus.
Hurricane Power Starting at 6th level, when you enter your stormtrance, you may cast Thunderwave as a bonus action, at what ever level you wish, provided you have the spell slots. Also you can optionally switch the type of damage dealt in this instance to lightning or thunder.
Blink Beginning at 10th level, while in Stormtrance, you can cast Misty Step as a free action, without expending a spell slot, once per round. Also, if you successfully save versus a spell, you can also teleport 15 feet.
Arc Overcharge Starting at 14th level, your understanding of the storm and arc magic allows you to to take advantage of the simplicity of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals lightning or thunder damage, you can cast the spell twice using the same action, provided you have the slots. If you successfully hit with both spells, you deal an extra 1d12 of force damage, and push the target 5 feet. If you roll a critical on one of the spells, roll 2d12 force damage and push the target 10 feet instead, if you role critical on both, role 3d12 force damage and push the target 15 feet instead.
Solar Blaze allows you to automatically crit every enemy in a 30ft line, essentially. That seems a bit strong. I think doubling the damage is unnecessary for an ability like this one. Since you're making a melee attack already, if you roll a nat 20 now you're quadrupling the damage dice and I don't think a fighter should be nuking multiple people in one turn, lol.
I'm confused as to the difference between the two Shadowshot abilities. They seem to read exactly the same right now.
I'm also confused as to the nature of the 'bond' that can be used as an arcane focus.
Thank you for letting me know, I had updated my offline notes on the School of the Arcmagi and the Nightstalker. And thank you for the notes on the Solar Blaze ability, I think that I'll just add a +2 bonus to damage instead. A little bit more balanced I think...
A Bond is a metal band around the upper arm that allows Warlocks from Destiny to channel and focus their magic.
You hone your skills in the ways of machinery. Becoming a hacker is more than just intellect, if you have fast hands, you can open a digital lock as easily as an mundane one, and if you have electronics at hand, you are force to be reckoned with.
Hacker Starting at 3rd level, you are proficient with the Hacker's Toolset, you now speak Electyr in addition to Thieves' Cant.
Combat Phone When you choose this archetype at 3rd level, you gain access to a special phone you designed for thieving use. Your phone allows for remote hacking within forty feet of the hacked terminal. Also, you may use your dexterity or intelligence to make thieves' tools checks and on computer checks.
Hacked Drone Starting at 9th level you have hacked into a drone which now hovers within 30 feet of you, it has an AC of 20, 40 hit points, resistance to slashing, bludgeoning, and piercing damage. It also has immunity to psychic damage, and has vulnerability to lightning damage. As long as it is alive, and you can hear, you ignore half and three quarters cover.
You can spend time repairing your drone with a successful engineering tools check (Intelligence), and you can use your hit dice to heal the drone, returning it to working order.
Mind Hack Overload At 13th Level, you can use your combat phone as a bonus action to cause an electric surge of information through your body, and when you make your next attack, you can channel the damage dealt by sneak attack to be lightning or psychic damage instead. You can use this ability equal to your intelligence modifier per long rest.
Blackout At 17th level, you can use your combat phone to disrupt electronics, in a thirty foot radius centered on your location, no electronics will work for fifteen minutes. If you concentrate (as if on a spell) you can extend the effect for up to 8 hours.
The Pilot is a individual who has learned how to effectively use the infamous Mech3 Suits. As a Pilot, you and your mech share a powerful bond, using powerful abilities and dominating the battlefield, at the cost of decreased ability without your mech.
Mechanized Soldier Beginning when you choose this archetype at 3rd level, you can pilot your Mech Suit with relative ease. You gain the bonuses conferred by a Mech Suit. You also can add one upgrade from the upgrade list that you meet the prerequisites for. Also, a fourth of your hit points stay with the Mech, as Mech HP.
Mech Engineer Also at 3rd Level, you gain proficiency in Engineer’s tools, and any upgrade you research and modify your current mech with can be applied to later mechs you employ or find. Whenever you level up, you can opt to swap out your upgrades for 100 Gp. Also, whenever you need to heal, you can make an DC 14 Engineering Check and then heal it using your hit dce.
Remarkable Pilot Starting at 7th level, you can add your Proficiency bonus to a strength or dexterity check while within your mech suit. You also may add two upgrades from the Upgrade List which you meet the prerequisite for.
Additional Modifications At 10th level, you can outfit your mech with a specialized modification from the following list. • Armored Hull: Your AC increases by 1 • Thoroughfare Machine: Your Mech’s Strength and Dexterity increases by 2 • Arcane Engine: Your Mech gains resistance to Magic Effects, However, it gains vulnerability to a Damage Type of your choice.
Superior Machine Starting at 15th level, The inherent bonuses granted by Mech Suits increases by +1, and your speed is +10, while the mech's health increases by 20 hp. You also can add two upgrades from the upgrade list that you meet the prerequisites for.
Survivor At 18th level, your skills in your mech increase, allowing you to take on the most dangerous foes, choose three types of damage, your mech now has resistance to those three types of damage. You also can add one upgrade from the upgrade list that you meet the prerequisites for.
Mech Rules
While inside your mech, your Mech takes damage, not you. Once it’s HP is Depleted, you take damage, however, your mech only falls unconscious when you do, however, it doesn't regain HP above your hit points. During a Long Rest, your Mech has to recharge, this happens over the course of eight hours. While in the Mech, your scores increase by the bonuses noted above, and you use the “Total” which is your scores plus the bonuses.
Mech3 Suit Stats
Mech3 Suit Medium Construct, unaligned Armor Class: +1 Hit Points: Your HP + Mech HP Speed: +10
Str: +1 Dex: +1 Con: +1
Senses: Darkvision +20 ft.,
Actions Slam: 2d4 Bludgeoning Damage
Upgrades
Aerial Modifications: Requires Lvl. 6 Your mech gains a fly speed equal to twice your total mech speed.
Armored Warfarer: Requires Lvl. 6 Your mech gains a +1 to AC while within five ft. of an opponent.
Artillery Cannons: Requires Lvl. 6 You can as a part of the Attack action make a ranged attack, using your Dex + Proficiency Modifier. If you hit, it is as if you cast a 3rd Level Fireball. You can use this ability on a recharge of 6 on a six sided die.
Boosted Claws: Requires Lvl. 9 While Unarmed, your mech can make a Clawed Action, Str. + Proficiency vs. AC, 2d6 Force or Fire Damage.
Boosted Constitution: Requires Lvl. 6 Add +2 to your Mech’s total Constitution.
Boosted Dexterity: Requires Lvl. 6 Add +2 to your Mech’s Total Dexterity.
Boosted Skills: Choose three Skills, while in your mech, you are proficient with those skills.
Boosted Strength: Requires Lvl. 6 Add +2 to your Mech’s Total Strength
Dual Wielding Machine: You gain the benefits of the Dual Wielder Feat while piloting your Mech.
Electric Engine: Your mech gains proficiency in the stealth skill.
Elemental Weapon: Requires Lvl. 6 Your Mech’s melee weapon attacks deal Damage of a type you choose: Fire, Lightning, Force, once ignited with a bonus action. Your attacks are also considered magical.
Hover Fans: Requires Lvl. 6 Your Mech gains a Hover Speed of 30 ft.
Improved Artillery Cannons: Requires Lvl. 14 You can as a part of the Attack action make a ranged attack, using your Dex + Proficiency Modifier. If you hit, it is as if you cast a 5th Level Fireball. You can use this ability on a recharge of 6 on a six sided die.
Improved Chassis: Requires Lvl. 6 Your Mech’s size is now Large, the weapons employed by your mech increases number of die by one, so if your mech uses a Greatsword, It goes from a 1d10 to a 2d10. However, your Mech's total AC decreases by 2.
Laser Edged: Requires Lvl. 6 Your Mech’s melee weapon attacks deal Radiant Damage, once ignited with a bonus action. Your attacks also count as magical.
Light-Plating: Increase the Speed Bonus of your Mech by 5ft.
Machine Laser: You can use a Laser Cannon specially fitted for your Mech, you can make an Attack as if you used a Heavy Crossbow, without the Reloading Property, Except it deals radiant damage. It also only takes one attack of the attack action to fire, so if you have three attacks as part of your Attack Action, you can use your Machine Laser three times. When you have used the Attack Action three times in a row, you need to reload, it takes a full action to reload.
Nightvision: Increase the Bonus of your Darkvision to +60 ft.
Nuclear Fuel: Requires Lvl. 9 Your Mech Doesn't need to recharge. It also gains immunity to the Exhausted Condition.
Pilot-Protection Measures: Requires Lvl. 6 While in your Mech, you, not your mech gains resistance to all damage, however, you are considered Incapacitated while inside.
Prehensile Chain: Requires Lvl. 6 Your Mech has advantage on Climbing Checks
Rocket Thrusters: Your Jump now equals your Mech’s Total Strength Score. You also gain a climbing speed equal to half your Total Mech Speed.
Targeting Computer: Requires Lvl. 6 Your Mech provides a +1 bonus to Ranged Attacks
Those who learn to fight in the Streets are often not always the most clean cut of monks, however, what the may lack in tradition, they make up for in their ability to pull through a fight. Those that learn of this pathway often learn to unleash the Ki within themselves, sometimes not even realizing they're tapping into the spirit realms as they duke it out on the streets.
Alternate Fighting When you pick this pathway at 3rd level, you can pick a fighting style from the following list: • Defense: While you aren’t wearing armor, you gain a +1 bonus to AC. • Dueling: When you are wielding a monk 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 monk 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. • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to spend a Ki Point to impose disadvantage on the attack roll. • Two-Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Spirit Knocker Starting at 6th Level, you can manipulate the Ki of your enemies to take advantage a creature's spirit. When you make a successful attack with your flurry of blows, you can for a Ki point change the damage type to radiant or psychic. You can spend an additional Ki point to learn it's inherent weaknesses and resistances/immunities. You can also spend 1 Ki points to cause the target to be stunned until the end of your next turn. A target stunned in this fashion cannot be stunned again by you for 1 hour.
Street Fighter At 11th level, your abilities on the streets have only been honed, and at the end of a long rest you may activate a Street tactic to use below. Your street tactic remains activated until the end of your next long rest. You can switch your Street Tactic for 1 Ki point between long rests. • Nimble Retreat: Opportunity attacks against you are made with disadvantage. • Attack Breaker: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. • Serene Will: You have advantage on saving throws against being frightened.
Mystic Street Fighter At 17th level, when you hit a creature with an attack, you can use this feature to instantly push the target ten feet and unleash a torrent of Ki energy, and they are stunned. The target then takes 5d10 psychic or radiant damage as it reels from the flow of energy. You can increase this amount by expending up to 10 Ki points, dealing an extra 1d10 points of damage per Ki point. This special attack also ignores the restriction normally imposed by your Spirit Knocker ability. Once you use this feature, you can’t use it again until you finish a long rest.
The Arcane Tradition of the Gunnhildyr makes use of Ancient Runes as a means to channel arcane energies, and to take those magical energies and infuse them into the weapon itself, creating Runework. A Gunnhildyr is a master of Runework and of Arcane Weaponry, they rain death with easily, whether they wield firearms, swords, or bows.
Gunnhildyr's Training
When adopting this tradition at the 2nd level, you gain proficiency in all firearms, or proficiency with martial weapons, and you additionally gain proficiency in light armor.
Gunnhildyr's Craftsmanship
Also at 2nd level, you gain proficiency with Tinkerer's Tools and Runeworking Tools, with tinkerer's tools allowing you to craft ammunition, repair damaged arcane firearms/weapons, or draft, modify, and create new weapons or improve old ones. Runeworking Tools allow you to apply runes to weapons you use in battle and enhance or modify magical items.
Runeworked Weapon
You have modified a pre-existing weapon with magic sigils, and now since you have modified this weapon, you can use this weapon as an arcane focus. It still functions as a regular weapon would, and if it can, it can fire mundane ammunition. However, such a weapon is bound to you, through a ritual performed during a short rest. You may only use one Runeworked Weapon as an Arcane Focus at a time. If your weapon is destroyed you can apply these runes to another weapon of your choice, provided you have materials and Runeworking Tools.
You can use your Arcane Weapon to cast spells that use attack rolls, however, the spell channeled through must has to fall under one of the following restrictions:
The spell only affects one target
The spell is Magic Missile
Spell attacks use your intelligence spellcasting bonus, and your mundane attacks with the weapon can use its typical base ability or your Intelligence, at your discretion.
Arcane Sigils
Arcane Weapons have Runework adorning the weapon, magical sigils which flare and allow arcane energies to be channeled through the weapon, which makes the weapon inherently magical. Thus, these Weapons are considered magical for the purposes of overcoming resistance and immunity.
Additionally, You can learn two Arcane Class Runes to adorn your Weapon.
Improved Arcane Sigils
At the 6th level, you can improve your specialized arcane weapons using your knowledge of Runework and current technology. Your Runeworked Firearm gains an Empowered Class Rune, in addition to those on your current weapon.
Advanced Arcane Sigils
At 10th level, your Arcane Weapon utilizes your spell attack modifier bonus in regards to attacking with in a normal attack, in concern to attack and damage rolls. When using your Arcane Weapon to make a mundane attack, and while attacking this way, you score a critical hit on a 19-20. You now know an additional Arcane Class Rune and one Intricate Class Rune.
Cataclysmic Sigils
At the 14th level, spells cast through your arcane weapon ignore a creature's resistances (but not immunity). Mundane attacks made with the weapon deal an additional 1d8 damage of your choice. You gain an additional Empowered Class Rune and Cataclysmic Class Rune.
Runework
When you reach certain levels in this class, you gain runes, which are magic sigils where you can apply certain effects to your arcane weapon. When you first learn a rune, you may apply it to a single weapon of your choice, however, the cost to apply a single rune to another weapon is 50 gp for the magical inks and the materials to apply the magic, and the time required is one day per rune. Runes such as the Elemental and Exploitative runes cost three times as much, to apply a rune per effect.
Runes
Arcane Class Runework
Articulated Rune: As a bonus action, you can take a penalty to your attack role up to -5, and if it hits, you double the number of the penalty and add it to your damage roll. You can use this ability equal to your intelligence modifier per a short rest.
Concussive Rune: You may cast area of effects spells and spells that can attack multiple creatures with this arcane firearm.
Elemental Rune: Pick three elements from the following list: acid, cold, fire, force, lightning, necrotic, radiant, or thunder. When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, or thunder damage, you can substitute that damage type with one of the damage types that is on one of the elemental runes you have. You have one use of this feature per rune, you gain all uses of your elemental runework after a short rest.
Exploitative Rune: Pick three of the ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from its given ability save to one of the ones you chose. You have one use of this feature per ability score, you gain all uses of your exploitative rune after a short rest.
Power Rune: As a bonus action when you make an attack, you may expend a spell slot when you attack with your weapon, if the attack hits, the target take normal damage plus 1d6 force damage per spell level up to the fifth level.
Watcher Rune: Attacks made with this weapon ignore 1/2 and 3/4 cover.
Empowered Class Runework
Empowered Elemental Rune: Requires Elemental Runes. Your Elemental Runes now can each be used twice per short rest.
Advantageous Rune: As a bonus action, you can reroll a number of damage dice for the spell equal to your intelligence modifier, taking the highest of the rolls, per a short rest.
Twin Rune: This weapon, once per short rest, can allow you to spend your bonus action to twin a spell, provided you have enough spell slots for the two spells.
Intricate Class Runework
Intricate Elemental Rune: Requires Elemental Runes. You may now add a forth elemental rune to your Runeworked Weapon, with the following elemental options now available, necrotic and radiant, and you can also add another ability score as well, the same rules still apply.
Intricate Exploitation Rune: Requires Exploitative Runes. You may now add a forth Exploitation rune to your Runeworked Weapon.
Intricate Power Rune: Your Power Runework damage is changed to d8s, additionally, you can expend up to a seventh level slot now.
Cataclysmic Class Runework
Cataclysmic Elemental Rune: Requires Intricate Elemental Runes. You may now add a fifth elemental rune, with the following option now available, psychic damage, the same rules still apply. You can also now use your each of your Elemental Runes Three Times.
Cataclysmic Power Rune: Requires Intricate Power Runes. Your Power Runework damage is changed to d10s, additionally, you can expend up to a ninth level slot now.
Your deity epitomizes the concepts of superior intelligence, and the power of the mind over that of the material world. The gods of the Psionics Domain might share the gods of the knowledge, and might include Athena or Hecate of the Greek Gods, the god of intelligence Coeus, or the god Serapis of the Egyptian mythologies. Gods of Psionics include the mind flayer god concepts such as Mezzocoran. Regardless of who the god is, these gods dictate that your mental fortitude is your greatest strength, and to use the power of the mind in all things. Followers of these gods would rather understand an enemy and its motivations than rather just slaughter some monster. Clerics of the Psionics Domain focus upon sharpening their mental fortitude and their training and meditation has gifted their
Cleric Level/Spell
1st Charm Person, Thunderwave
3rd Suggestion, Levitate
5th Lightning Bolt, Tongues
7th Confusion, Phantasmal Killer
9th Geas, Wall of Force
Intelligent Divinity
Starting at 1st level, your spells are powered by your intelligence, rather wisdom, due to the psionic nature of your deity and spells.
Divine Telepathy
Also at 1st level, you can use your divine connection to communicate with the minds of other creatures. You can telepathically communicate with any creature within thirty feet of you. The targeted creature has to only understand one language to understand your telepathic utterings.
Channel Divinity: Divine Psionics
Starting at 2nd level, you can use your channel divinity to psionically power your spells.
As an action, you can present your holy symbol and draw on the divine to empower your mind. Roll a d4, and for a number of minutes equal to that roll, you can, as a free action, convert the type of damage dealt by your damaging spells to psychic damage. Your cantrips also deal an additional 1d6 of psychic damage. At 14th level, this extra damage increases to 2d6.
Intelligently Skilled
Beginning at 6th Level, you gain proficiency in all skills based on intelligence.
Channel Divinity: Psychic Dissonance
Also at 6th level, you can use your channel divinity to rend your enemies' minds.
Whenever you see an ally successfully hit by a hostile target, as a reaction you make a spell attack versus their intelligence score, and if you succeed, you can force that target to take half of the total damage that they dealt to your ally. If you fail the spell attack, you don't expend a use of channel divinity.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Psionic Storm
Starting at 17th level, you can use an action to create a psychic aura of 60 ft., which lasts for one minute. Those within the aura that are hostile to you treat the aura as difficult terrain, and enemies within thirty feet of you have disadvantage against spells dealing psychic damage.
Hello, its been awhile seen I last posted here, however, that is due to the project I've been working on: JONK VII: Phraxes. This is has all of my homebrewed Phraxes material, save the monsters, on it. I have put some decent work I think into it. So if you'd like, check it out below. My homebrew project has its own thread, for feedback and ideas, so you don't have to go through this thread.
Question: When are we going to get to jump back into this wonderful world?! I've been waiting for the PbP to fire back up and I'm sure the others would likr to jump back in too :)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Hello, today I have several new races, which will appear in my new campaign, Kings of Warchester. They are as follows:
Elf Subrace: Skylaryn
These high elves split from their lunar kin a millennium ago, and are often found in service to the Stormwarden, who is the patron of the Skylaryn. These high elves took to the skies long ago, and sail on large airships powered by arcane engines. There they discovered the Skylar Isles, suspended high in the air by unknown means. On this archipelago of floating islands, the Skylar Elves built a successful empire of their own, with their capital city of Everlight, a true place to call home.
Ability Score Increase: +1 to Intelligence
Elf Weapon Training: If your campaign allows firearms, then you have proficiency in Firearms. If not, you have proficiency with Heavy Crossbows, Light Crossbows, Hand Crossbows, and Shortswords.
Solar Spellcasting: You know the Shocking Grasp When you reach 3 level, you can cast Thunderwave once with this trait, then you regain the ability to do so after a long rest. When you reach 5 level, you can cast Misty Step once with this trait, then you regain the ability to do so after a long rest. Intelligence is your spellcasting ability for these spells.
Arcane Engineer: You have proficiency with Tinker's Tools.
Heaven's Sailors: You're acclimated to high altitude, including elevations above 20,000 feet. However, in areas that are extremely cold, you still need to wear heavy clothing or risk exhaustion due to temperature, as described in chapter 5 of the DMG.
Orundil
These humans are said to have discovered the secret of long life, and now that secret runs in their veins. That secret now forgotten, Orundil have quiet lives, not discussing their heritage as much as they can. As with humans, Orundil are varied and unique. Yet in this day in age, they are reclusive and solitary, as other humans wish to have their long life.
Ability Score Increase: Two scores you choose increase by 2.
Age: Orundil mature at the same time as their human counterparts, and live to be about 450.
Alignment: Like humans, Orundil tend toward no particular alignment. The best and the worst can be found among them.
Size: Orundil vary slightly in height and build, typically from 5 ½ feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed: Your base walking speed is 35 ft.
Darkvision: Thanks to your heritage, you have some Darkvision in dark and dim conditions. You have Darkvision 30ft.
Martial Training: You have training with two weapons of your choice, whether they be Simple, Martial, or Exotic.
Skilled: You also have proficiency in two skills of your choice.
Languages: You can speak, read, and write Common and two languages of your choice.
Rerasan
A race of reptilian humanoids, this creatures hail from floating isles, where they live in a structured society. Rerasan are tall, and have heads that resemble carnivorous dinosaurs, and while savage looking, have long been adapted to society, and thus are more cunning then most creatures. They experience emotions as others do, but are more prone to being pragmatic than other races.
Ability Score Increase: Your Strength score increases by 1.
Age: Rerasan reach adulthood in about forty years and live about 300 years.
Alignment: Rerasan society is very structured and straightforward, resulting most to be lawful in nature.
Size: Rerasan can vary widely in height and build, from barely 6 feet to well over 8 feet tall. Regardless of your position in that range, your size is Medium.
Speed: Your base speed is 30 feet.
Darkvision: Thanks to your Saurok blood, you have superior vision in dark and dim conditions. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Floating Isle Dwellers: You're acclimated to high altitude, including elevations above 20,000 feet. However, in areas that are extremely cold, you still need to wear heavy clothing or risk exhaustion due to temperature, as described in chapter 5 of the DMG.
Subraces: There are three Rerasan subraces.
Tundra-Rune Rerasan: Hailing from the higher and northernmost islands of the Skylar isles, these individuals typically have blue scales along with some fur. They use their crystals embedded in their wrists to cause ice to form around their weapons, making them more effective for but a moment.
Ability Score Increase: Your Wisdom score increases by 2.
Nomadic Weapon Proficiency: You have proficiency with javelins, spears, glaives, and nets.
Northern Nomads: You have proficiency in Animal Handling and Survival Skills.
Furred Scales: Your form has gray fur in addition your blue scales, as such you gain resistance to Cold damage.
Icy Strike: Once per encounter, you can as a bonus action cover your weapon with magical ice, and the next time you take the attack action, you add 1d4 cold damage to any attack made with that attack action.
Clan-Rune Rerasan: These Rerasan are born inherently magical, and make the most of Rerasan society. They have crystals embedded in their wrists from birth, allowing them some magical capability. Typically their scales are red to brownish in hue.
Ability Score Increase: Your Charisma score increases by 2.
Clan-Rune Education: You have proficiency in the Arcana skill.
Crystalline Link: Thanks to the energy crystals which are embedded in your wrists, you are imbued with magical power. You know one sorcerer cantrip of your choice. When you reach 3 level, you can cast a first level sorcerer spell of your choice once with this trait, then you regain the ability to do so after a long rest. When you reach 5 level, you can cast a second level sorcerer spell of your choice once with this trait, then you regain the ability to do so after a long rest. Charisma is your spellcasting ability for these spells.
Languages: You can speak, read, and write Common and Saurok.
Burn-Rune Rerasan: Some Rerasan aren't born inherently magical, and thus don't have the same rank nor status as some of their more arcane brethren, such Rerasan fill out the lower castes amongst their societies, and typically end up becoming either serfs or outcasts. They have runes burned onto them to mark their status, and when upset these runes glow with low pulsing light. However, it seems they are far more deft and broadly skilled than their more magical kin. They are typically red, black, and in rare cases, even white.
Ability Score Increase: Your Dexterity increases by 2.
Deft: Your base walking speed is 35 feet.
Skilled: You have proficiency with two skills of your choice.
Languages: You can speak, read, and write Common, Saurok, and one extra language of your choice. Rerasan with little inherent magical prowess typically learn the languages of other peoples as they have nothing else which they can learn.
This rule uses the idea that characters would still like to gain cover, yet without a map, this can be difficult to track and keep reasonable. Thus, I propose that instead, you may "grab" cover, but it comes with a bonus to armor class and dexterity save with a penalty to ranged and ranged spell attacks. Depending on the type of cover available, you can gain a bonus/penalty to AC/Attacks. Typically, cover is a given, however, the DM has final say, and will typically let you know if there is no cover, or if certain types of cover is not present. Ranged attacks include all attacks, mundane or magical, with a range.
Got a few new subclasses I have cooked up from inspiration from The Gods will be Watching campaign, and I present the options below.
Paladin Oath: Oath of the Pyre
The Oath of the Pyre is another oath that binds a paladin to a solemn oath: to smite evil. These paladins are not on a quest for revenge, but rather a crusade against evil. Often called Pyreknights or Torchlights, these paladins are often found in service gods of fire, war, death, and volcanoes. The ideals of this path emphasize the importance of striking out evil and rooting it out, often with fire and destructiion
Tenets of the Pyre
Though the exact words and strictures of the Oath of the Pyre vary, paladins of this oath share these tenets.
Evil Must Die: Evil must be found, extinguished, and burned away, it is not good enough for one to survive, for then it will corrupt.
Burn Away the Wicked: No trace of evil must be left, otherwise it may come back and haunt you. Evil, especially when dead, can still corrupt.
Fire of the Spirit: Fire is also the gate to afterlife, so make sure to do rites properly.
Oath of the Pyre Spells
You gain oath spells at the paladin levels listed.
Paladin Level
Spells
3rd
Hunter’s Mark, Burning Hands
5th
Continual Flame, Aganazzer’s Scorcher
9th
Protection from Energy, Fireball
13th
Wall of Fire, Locate Creature
17th
Immolation, Dispel Evil & Good
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Flaming Weapon. As an action, you can imbue one weapon that you are holding with the power of flame, using your Channel Divinity. For 1 minute, you add an extra dice of the weapon’s type, but this extra die deals fire damage. The weapon is lit ablaze, so it also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Pyre Torch: For one minute, you can burn a torch with an action, which then creates a cloud with a radius of 15ft. from the torch, granting one of the bonuses below for one minute:
Cloud of Ash: Allies and you inside the cloud have advantage on stealth checks and are heavily obscured.
Cloud of Cinders: Enemies entering or moving through this cloud must make a dexterity saving throw, taking 2d6 fire damage on failed saving throw.
Cloud of Sage: Fiends and Undead have disadvantage on saving throws against fire spells inside the cloud.
Aura of Ash
Starting at 7th level, you emanate an aura of ash for 10 ft., this ash grants +2 to AC and saving throws to you and your allies. You can suppress this effect if you wish to do so.
At 18th level, the range of this aura increases to 30 feet
Ashen One
Beginning at 15th level, your AC increases by 1, and you are always considered under the effects of Heroism
Warden of the Pyre
At 20th level, you can invoke the power of your deity to make your form like an angel, with wings and eyes of flame and skin of ash, this lasts for 1 hour.
Wings of Flame – You have a fly speed of 40ft, and additionally, you shed bright light in a 15ft. radius, and dim light for an additional 15.
Heart of the Volcano: Your fire based spells deal 2 extra dice of damage.
Eyes of the Divine – You have Truesight 30 ft.
Halo of Flame –All allies within your aura gain a bonus to all damage rolls, whether mundane or magical, equal to your weapon’s damage die as fire damage, and gain resistance to fire damage.
[This is a Gods Will be Watching Inspired-Subclass]
Hello there, welcome to my little corner of the Internet, where I post my Homebrewed material. I work and tinker on these based upon your feedback, and they're for you to mull over and use at your discretion. Enjoy!
NOTE: This is now where I shall post all my Homebrewed material, just because it's neater. Also, there are links below to each Homebrew.
What is Up:
Also, if you have a Homebrew Idea and want a subclass, race, monster, or magic item, I'd be willing to create it, just PM me in regards to it.
My homebrew project has its own thread, for feedback and ideas, so you don't have to go through this thread.
Inspired by the Sunbreaker Titan, Subclass for the Fighter
Solar Knight
The Solar Knight focuses on the development of raw physical power combined with the unrelenting Solar Light, in order to master the battlefield from any distance. Those who model themselves on this archetype combine intense training with learning to force the Solar Light into their weapons and attacks.
Solar Infused
Beginning when you choose this archetype at 3rd level, as a bonus action, you can make your weapon attacks deal fire or radiant damage for 1 minute. You can use this feature once per short rest.
Solar Strike
Starting at 7th level, when you critical, you deal an extra 2d8 radiant or fire damage. This amount increases by a die every time you take a feat or increase your ability scores.
Weaken the Strong
At 10th level, if you can forgo advantage and still hit the opponent, then you can give the target vulnerability to a damage type of your choice until the beginning of your next turn.
Light-Bound Soul
Also at 10th level, you gain a natural resistance to radiant or fire damage, if you already have natural resistance to radiant damage, you gain immunity instead.
Solar Blaze
Starting at 15th level, you can make a 30 ft. Line, make a melee attack upon each creature in the line, and add a +2 bonus to the damage you deal on each creature. You can use this feature up to your strength modifier per long rest.
Solar Shift
At 18th level, whenever you successfully hit an opponent and deal more than fifteen damage in a single attack, you can teleport to be within 5ft. of an opponent of your choice within sixty feet.
Inspired by the Nightstalker Hunter, Subclass for the Rogue
The Nightstalker
Some rogues learn to take other people’s possessions, but some learn how to harness the power of the Void, drawing upon the dark light and forming it into powerful area control and devastating mental assaults, with the ability to hide and appear from where you least expect.
Nightstalker’s Bow
When you choose this archetype at 3rd level, you gain the ability summon a long or short bow drawn from the power of the void with ten pieces of ammunition. The weapon is magical, and when you make an attack, you can convert the damage of the attack and sneak attack to psychic or necrotic. You can summon this bow a number of times equal to your Intelligence modifier per long rest. At sixth level, you gain access to Shadowshot.
Shadowshot
Starting at 6th level, you can forgo a sneak attack and set up an area of effect attack.
You make a shadowshot:
Shadowstep
Starting at 9th Level, As a bonus action on your turn, using your cunning action you can cast Misty Step and automatically make a hide check.
Improved Shadowshot
Starting at 13th level, you can forgo a sneak attack and set up an area of effect attack.
You make a shadowshot:
Reality Manipulator
When you reach 17th level, you have learned how to harness the power of the void to hinder the enemy and aid your allies. You can cast Wall of Force, a number of times equal to your intelligence modifier per long or short rest.
Inspired by the Stormcaller Warlock, Subclass for the Wizard
School of the Arcmagi
You focus your study on magic that harnesses the power of Arc magic, which typically manifests itself as lightning. You have learned techniques that allow you enter a meditative state similar to the elves’ trance, but instead you harness the power of Arc magic, unleashing the storm of light and magic hidden all around us and within the storm. These wizards are typically called Arcmagi or Stormcallers, and they use their spectacular power to protect the weak, while others seek their own gain as bandits, adventurers, or aspiring tyrants.
Stormtrance
Beginning when you select this school at 2nd level, you can unleash the hidden energies of arc magic. As an action, you magically suffuse yourself with power of a swirling thunderstorm, as your eyes glow with white light, and your form glows blue with Arc magic. For 1 minute, you gain the following benefits:
Once you use this feature, you can only use it a number of times equal to your constitution modifier per long rest.
Stormcallers’ Bond
Also at 2nd Level, You may use a bond as your arcane focus. In addition to the typical benifits given by a arcane focus, you can expend a 1st level spell slot as a reaction to a single attack to give yourself a +1 bonus to AC until the end of your next turn. At 12th level you can expend a 2nd level slot for a +2 bonus. At 17th level, you can expend a 3rd level spell slot for a +3 bonus.
Hurricane Power
Starting at 6th level, when you enter your stormtrance, you may cast Thunderwave as a bonus action, at what ever level you wish, provided you have the spell slots. Also you can optionally switch the type of damage dealt in this instance to lightning or thunder.
Blink
Beginning at 10th level, while in Stormtrance, you can cast Misty Step as a free action, without expending a spell slot, once per round. Also, if you successfully save versus a spell, you can also teleport 15 feet.
Arc Overcharge
Starting at 14th level, your understanding of the storm and arc magic allows you to to take advantage of the simplicity of your simpler spells. When you cast a wizard spell of 1st through 5th level that deals lightning or thunder damage, you can cast the spell twice using the same action, provided you have the slots. If you successfully hit with both spells, you deal an extra 1d12 of force damage, and push the target 5 feet. If you roll a critical on one of the spells, roll 2d12 force damage and push the target 10 feet instead, if you role critical on both, role 3d12 force damage and push the target 15 feet instead.
Stormcaller and Sunbreaker look solid, but I'd make the Shadowshot open up at a lower level, maybe 6 or 7th?
Considered and modified, I modified the Nightstalker, with Shadowshot at Sixth Level, and Improved Shadowshot at 13th.
Solar Blaze allows you to automatically crit every enemy in a 30ft line, essentially. That seems a bit strong. I think doubling the damage is unnecessary for an ability like this one. Since you're making a melee attack already, if you roll a nat 20 now you're quadrupling the damage dice and I don't think a fighter should be nuking multiple people in one turn, lol.
I'm confused as to the difference between the two Shadowshot abilities. They seem to read exactly the same right now.
I'm also confused as to the nature of the 'bond' that can be used as an arcane focus.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Thank you for letting me know, I had updated my offline notes on the School of the Arcmagi and the Nightstalker. And thank you for the notes on the Solar Blaze ability, I think that I'll just add a +2 bonus to damage instead. A little bit more balanced I think...
A Bond is a metal band around the upper arm that allows Warlocks from Destiny to channel and focus their magic.
Hacker
Rogue Subclass
You hone your skills in the ways of machinery. Becoming a hacker is more than just intellect, if you have fast hands, you can open a digital lock as easily as an mundane one, and if you have electronics at hand, you are force to be reckoned with.
Hacker
Starting at 3rd level, you are proficient with the Hacker's Toolset, you now speak Electyr in addition to Thieves' Cant.
Combat Phone
When you choose this archetype at 3rd level, you gain access to a special phone you designed for thieving use. Your phone allows for remote hacking within forty feet of the hacked terminal. Also, you may use your dexterity or intelligence to make thieves' tools checks and on computer checks.
Hacked Drone
Starting at 9th level you have hacked into a drone which now hovers within 30 feet of you, it has an AC of 20, 40 hit points, resistance to slashing, bludgeoning, and piercing damage. It also has immunity to psychic damage, and has vulnerability to lightning damage. As long as it is alive, and you can hear, you ignore half and three quarters cover.
You can spend time repairing your drone with a successful engineering tools check (Intelligence), and you can use your hit dice to heal the drone, returning it to working order.
Mind Hack Overload
At 13th Level, you can use your combat phone as a bonus action to cause an electric surge of information through your body, and when you make your next attack, you can channel the damage dealt by sneak attack to be lightning or psychic damage instead. You can use this ability equal to your intelligence modifier per long rest.
Blackout
At 17th level, you can use your combat phone to disrupt electronics, in a thirty foot radius centered on your location, no electronics will work for fifteen minutes. If you concentrate (as if on a spell) you can extend the effect for up to 8 hours.
Pilot
Fighter Subclass
The Pilot is a individual who has learned how to effectively use the infamous Mech3 Suits. As a Pilot, you and your mech share a powerful bond, using powerful abilities and dominating the battlefield, at the cost of decreased ability without your mech.
Mechanized Soldier
Beginning when you choose this archetype at 3rd level, you can pilot your Mech Suit with relative ease. You gain the bonuses conferred by a Mech Suit. You also can add one upgrade from the upgrade list that you meet the prerequisites for. Also, a fourth of your hit points stay with the Mech, as Mech HP.
Mech Engineer
Also at 3rd Level, you gain proficiency in Engineer’s tools, and any upgrade you research and modify your current mech with can be applied to later mechs you employ or find. Whenever you level up, you can opt to swap out your upgrades for 100 Gp. Also, whenever you need to heal, you can make an DC 14 Engineering Check and then heal it using your hit dce.
Remarkable Pilot
Starting at 7th level, you can add your Proficiency bonus to a strength or dexterity check while within your mech suit. You also may add two upgrades from the Upgrade List which you meet the prerequisite for.
Additional Modifications
At 10th level, you can outfit your mech with a specialized modification from the following list.
• Armored Hull: Your AC increases by 1
• Thoroughfare Machine: Your Mech’s Strength and Dexterity increases by 2
• Arcane Engine: Your Mech gains resistance to Magic Effects, However, it gains vulnerability to a Damage Type of your choice.
Superior Machine
Starting at 15th level, The inherent bonuses granted by Mech Suits increases by +1, and your speed is +10, while the mech's health increases by 20 hp. You also can add two upgrades from the upgrade list that you meet the prerequisites for.
Survivor
At 18th level, your skills in your mech increase, allowing you to take on the most dangerous foes, choose three types of damage, your mech now has resistance to those three types of damage. You also can add one upgrade from the upgrade list that you meet the prerequisites for.
Mech Rules
While inside your mech, your Mech takes damage, not you. Once it’s HP is Depleted, you take damage, however, your mech only falls unconscious when you do, however, it doesn't regain HP above your hit points.
During a Long Rest, your Mech has to recharge, this happens over the course of eight hours.
While in the Mech, your scores increase by the bonuses noted above, and you use the “Total” which is your scores plus the bonuses.
Mech3 Suit Stats
Mech3 Suit
Medium Construct, unaligned
Armor Class: +1
Hit Points: Your HP + Mech HP
Speed: +10
Str: +1
Dex: +1
Con: +1
Senses: Darkvision +20 ft.,
Actions
Slam: 2d4 Bludgeoning Damage
Upgrades
Way of the Streets
Monk Subclass
Those who learn to fight in the Streets are often not always the most clean cut of monks, however, what the may lack in tradition, they make up for in their ability to pull through a fight. Those that learn of this pathway often learn to unleash the Ki within themselves, sometimes not even realizing they're tapping into the spirit realms as they duke it out on the streets.
Alternate Fighting
When you pick this pathway at 3rd level, you can pick a fighting style from the following list:
• Defense: While you aren’t wearing armor, you gain a +1 bonus to AC.
• Dueling: When you are wielding a monk 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 monk 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.
• Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to spend a Ki Point to impose disadvantage on the attack roll.
• Two-Weapon Fighting: When you engage in two weapon fighting, you can add your ability modifier to the damage of the second attack.
Spirit Knocker
Starting at 6th Level, you can manipulate the Ki of your enemies to take advantage a creature's spirit. When you make a successful attack with your flurry of blows, you can for a Ki point change the damage type to radiant or psychic. You can spend an additional Ki point to learn it's inherent weaknesses and resistances/immunities. You can also spend 1 Ki points to cause the target to be stunned until the end of your next turn. A target stunned in this fashion cannot be stunned again by you for 1 hour.
Street Fighter
At 11th level, your abilities on the streets have only been honed, and at the end of a long rest you may activate a Street tactic to use below. Your street tactic remains activated until the end of your next long rest. You can switch your Street Tactic for 1 Ki point between long rests.
• Nimble Retreat: Opportunity attacks against you are made with disadvantage.
• Attack Breaker: When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
• Serene Will: You have advantage on saving throws against being frightened.
Mystic Street Fighter
At 17th level, when you hit a creature with an attack, you can use this feature to instantly push the target ten feet and unleash a torrent of Ki energy, and they are stunned. The target then takes 5d10 psychic or radiant damage as it reels from the flow of energy. You can increase this amount by expending up to 10 Ki points, dealing an extra 1d10 points of damage per Ki point. This special attack also ignores the restriction normally imposed by your Spirit Knocker ability.
Once you use this feature, you can’t use it again until you finish a long rest.
A minor note about the Mech upgrades.
Radiant damage isn't caused by 'light', it's caused by 'holy'. The laser weapons should do fire damage instead.
School of the Gunnhildyr
Wizard Subclass
The Arcane Tradition of the Gunnhildyr makes use of Ancient Runes as a means to channel arcane energies, and to take those magical energies and infuse them into the weapon itself, creating Runework. A Gunnhildyr is a master of Runework and of Arcane Weaponry, they rain death with easily, whether they wield firearms, swords, or bows.
Gunnhildyr's Training
When adopting this tradition at the 2nd level, you gain proficiency in all firearms, or proficiency with martial weapons, and you additionally gain proficiency in light armor.
Gunnhildyr's Craftsmanship
Also at 2nd level, you gain proficiency with Tinkerer's Tools and Runeworking Tools, with tinkerer's tools allowing you to craft ammunition, repair damaged arcane firearms/weapons, or draft, modify, and create new weapons or improve old ones. Runeworking Tools allow you to apply runes to weapons you use in battle and enhance or modify magical items.
Runeworked Weapon
You have modified a pre-existing weapon with magic sigils, and now since you have modified this weapon, you can use this weapon as an arcane focus. It still functions as a regular weapon would, and if it can, it can fire mundane ammunition. However, such a weapon is bound to you, through a ritual performed during a short rest. You may only use one Runeworked Weapon as an Arcane Focus at a time. If your weapon is destroyed you can apply these runes to another weapon of your choice, provided you have materials and Runeworking Tools.
You can use your Arcane Weapon to cast spells that use attack rolls, however, the spell channeled through must has to fall under one of the following restrictions:
Spell attacks use your intelligence spellcasting bonus, and your mundane attacks with the weapon can use its typical base ability or your Intelligence, at your discretion.
Arcane Sigils
Arcane Weapons have Runework adorning the weapon, magical sigils which flare and allow arcane energies to be channeled through the weapon, which makes the weapon inherently magical. Thus, these Weapons are considered magical for the purposes of overcoming resistance and immunity.
Additionally, You can learn two Arcane Class Runes to adorn your Weapon.
Improved Arcane Sigils
At the 6th level, you can improve your specialized arcane weapons using your knowledge of Runework and current technology. Your Runeworked Firearm gains an Empowered Class Rune, in addition to those on your current weapon.
Advanced Arcane Sigils
At 10th level, your Arcane Weapon utilizes your spell attack modifier bonus in regards to attacking with in a normal attack, in concern to attack and damage rolls. When using your Arcane Weapon to make a mundane attack, and while attacking this way, you score a critical hit on a 19-20. You now know an additional Arcane Class Rune and one Intricate Class Rune.
Cataclysmic Sigils
At the 14th level, spells cast through your arcane weapon ignore a creature's resistances (but not immunity). Mundane attacks made with the weapon deal an additional 1d8 damage of your choice. You gain an additional Empowered Class Rune and Cataclysmic Class Rune.
Runework
When you reach certain levels in this class, you gain runes, which are magic sigils where you can apply certain effects to your arcane weapon. When you first learn a rune, you may apply it to a single weapon of your choice, however, the cost to apply a single rune to another weapon is 50 gp for the magical inks and the materials to apply the magic, and the time required is one day per rune. Runes such as the Elemental and Exploitative runes cost three times as much, to apply a rune per effect.
Runes
Arcane Class Runework
Empowered Class Runework
Intricate Class Runework
Cataclysmic Class Runework
Psionic Domain
Cleric Subclass
Your deity epitomizes the concepts of superior intelligence, and the power of the mind over that of the material world. The gods of the Psionics Domain might share the gods of the knowledge, and might include Athena or Hecate of the Greek Gods, the god of intelligence Coeus, or the god Serapis of the Egyptian mythologies. Gods of Psionics include the mind flayer god concepts such as Mezzocoran. Regardless of who the god is, these gods dictate that your mental fortitude is your greatest strength, and to use the power of the mind in all things. Followers of these gods would rather understand an enemy and its motivations than rather just slaughter some monster. Clerics of the Psionics Domain focus upon sharpening their mental fortitude and their training and meditation has gifted their
Cleric Level/Spell
Intelligent Divinity
Starting at 1st level, your spells are powered by your intelligence, rather wisdom, due to the psionic nature of your deity and spells.
Divine Telepathy
Also at 1st level, you can use your divine connection to communicate with the minds of other creatures. You can telepathically communicate with any creature within thirty feet of you. The targeted creature has to only understand one language to understand your telepathic utterings.
Channel Divinity: Divine Psionics
Starting at 2nd level, you can use your channel divinity to psionically power your spells.
As an action, you can present your holy symbol and draw on the divine to empower your mind. Roll a d4, and for a number of minutes equal to that roll, you can, as a free action, convert the type of damage dealt by your damaging spells to psychic damage. Your cantrips also deal an additional 1d6 of psychic damage. At 14th level, this extra damage increases to 2d6.
Intelligently Skilled
Beginning at 6th Level, you gain proficiency in all skills based on intelligence.
Channel Divinity: Psychic Dissonance
Also at 6th level, you can use your channel divinity to rend your enemies' minds.
Whenever you see an ally successfully hit by a hostile target, as a reaction you make a spell attack versus their intelligence score, and if you succeed, you can force that target to take half of the total damage that they dealt to your ally. If you fail the spell attack, you don't expend a use of channel divinity.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 of psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Psionic Storm
Starting at 17th level, you can use an action to create a psychic aura of 60 ft., which lasts for one minute. Those within the aura that are hostile to you treat the aura as difficult terrain, and enemies within thirty feet of you have disadvantage against spells dealing psychic damage.
Hello, its been awhile seen I last posted here, however, that is due to the project I've been working on: JONK VII: Phraxes. This is has all of my homebrewed Phraxes material, save the monsters, on it. I have put some decent work I think into it. So if you'd like, check it out below. My homebrew project has its own thread, for feedback and ideas, so you don't have to go through this thread.
JONK VII: Phraxes
Question: When are we going to get to jump back into this wonderful world?! I've been waiting for the PbP to fire back up and I'm sure the others would likr to jump back in too :)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Actually my friend, after this project was complete, I was going to re-launch. Which I am now going to open back up the OOC.
Hello, today I have several new races, which will appear in my new campaign, Kings of Warchester. They are as follows:
Elf Subrace: Skylaryn
These high elves split from their lunar kin a millennium ago, and are often found in service to the Stormwarden, who is the patron of the Skylaryn. These high elves took to the skies long ago, and sail on large airships powered by arcane engines. There they discovered the Skylar Isles, suspended high in the air by unknown means. On this archipelago of floating islands, the Skylar Elves built a successful empire of their own, with their capital city of Everlight, a true place to call home.
Orundil
These humans are said to have discovered the secret of long life, and now that secret runs in their veins. That secret now forgotten, Orundil have quiet lives, not discussing their heritage as much as they can. As with humans, Orundil are varied and unique. Yet in this day in age, they are reclusive and solitary, as other humans wish to have their long life.
Rerasan
A race of reptilian humanoids, this creatures hail from floating isles, where they live in a structured society. Rerasan are tall, and have heads that resemble carnivorous dinosaurs, and while savage looking, have long been adapted to society, and thus are more cunning then most creatures. They experience emotions as others do, but are more prone to being pragmatic than other races.
Tundra-Rune Rerasan: Hailing from the higher and northernmost islands of the Skylar isles, these individuals typically have blue scales along with some fur. They use their crystals embedded in their wrists to cause ice to form around their weapons, making them more effective for but a moment.
Clan-Rune Rerasan: These Rerasan are born inherently magical, and make the most of Rerasan society. They have crystals embedded in their wrists from birth, allowing them some magical capability. Typically their scales are red to brownish in hue.
Burn-Rune Rerasan: Some Rerasan aren't born inherently magical, and thus don't have the same rank nor status as some of their more arcane brethren, such Rerasan fill out the lower castes amongst their societies, and typically end up becoming either serfs or outcasts. They have runes burned onto them to mark their status, and when upset these runes glow with low pulsing light. However, it seems they are far more deft and broadly skilled than their more magical kin. They are typically red, black, and in rare cases, even white.
PbP Cover System
This rule uses the idea that characters would still like to gain cover, yet without a map, this can be difficult to track and keep reasonable. Thus, I propose that instead, you may "grab" cover, but it comes with a bonus to armor class and dexterity save with a penalty to ranged and ranged spell attacks. Depending on the type of cover available, you can gain a bonus/penalty to AC/Attacks. Typically, cover is a given, however, the DM has final say, and will typically let you know if there is no cover, or if certain types of cover is not present. Ranged attacks include all attacks, mundane or magical, with a range.
Cover Type
Bonus
Penalty
One-Quarter Cover
+1 to AC & Dexterity Saves
-1 to Ranged Attacks
Half Cover
+2 to AC & Dexterity Saves
-1 to Ranged Attacks
Three-Quarters Cover
+5 to AC & Dexterity Saves
-3 to Ranged Attacks
Full Cover
Cannot be Directly Targeted by Ranged Attacks
Cannot make ranged attacks.
Got a few new subclasses I have cooked up from inspiration from The Gods will be Watching campaign, and I present the options below.
Paladin Oath: Oath of the Pyre
The Oath of the Pyre is another oath that binds a paladin to a solemn oath: to smite evil. These paladins are not on a quest for revenge, but rather a crusade against evil. Often called Pyreknights or Torchlights, these paladins are often found in service gods of fire, war, death, and volcanoes. The ideals of this path emphasize the importance of striking out evil and rooting it out, often with fire and destructiion
Tenets of the Pyre
Though the exact words and strictures of the Oath of the Pyre vary, paladins of this oath share these tenets.
Evil Must Die: Evil must be found, extinguished, and burned away, it is not good enough for one to survive, for then it will corrupt.
Burn Away the Wicked: No trace of evil must be left, otherwise it may come back and haunt you. Evil, especially when dead, can still corrupt.
Fire of the Spirit: Fire is also the gate to afterlife, so make sure to do rites properly.
Oath of the Pyre Spells
You gain oath spells at the paladin levels listed.
Paladin Level
Spells
3rd
Hunter’s Mark, Burning Hands
5th
Continual Flame, Aganazzer’s Scorcher
9th
Protection from Energy, Fireball
13th
Wall of Fire, Locate Creature
17th
Immolation, Dispel Evil & Good
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Flaming Weapon. As an action, you can imbue one weapon that you are holding with the power of flame, using your Channel Divinity. For 1 minute, you add an extra dice of the weapon’s type, but this extra die deals fire damage. The weapon is lit ablaze, so it also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
Pyre Torch: For one minute, you can burn a torch with an action, which then creates a cloud with a radius of 15ft. from the torch, granting one of the bonuses below for one minute:
Aura of Ash
Starting at 7th level, you emanate an aura of ash for 10 ft., this ash grants +2 to AC and saving throws to you and your allies. You can suppress this effect if you wish to do so.
At 18th level, the range of this aura increases to 30 feet
Ashen One
Beginning at 15th level, your AC increases by 1, and you are always considered under the effects of Heroism
Warden of the Pyre
At 20th level, you can invoke the power of your deity to make your form like an angel, with wings and eyes of flame and skin of ash, this lasts for 1 hour.
[This is a Gods Will be Watching Inspired-Subclass]