Welcome to the novel Enigmatic Esoterica! I am developing a DMs Guild product similar to Xanathar's Guide to Everything and Tasha's Cauldron of Everything that will be named Levistus's Codex of Curiosities. I will be (and have been) making other subclasses and content for this product in different threads, but from this point on I will be taking some inspiration from how Wizards of the Coast introduces content through Unearthed Arcana. This will be called "Enigmatic Esoterica," as shown in the title, and will function similarly to Unearthed Arcana. This post will have all the content of this first form, with a survey for it at the end. Later posts from me will include other forms and surveys.
Enigmatic Esoterica Form 1: Path of the Juggernaut, Moon Domain, Archer, and The Arcane One Subclasses
For barbarians who follow the Path of the Juggernaut, unlike other barbarians, they are just as capable in combat with heavy armor as they are while unarmored or wearing medium armor. They turn their bodies into battering rams, shoving creatures and smashing through walls when running at full speed during their battle rages.
Armored with Steel
When you choose this path at level 3, you gain proficiency with heavy armor and ignore the armor restrictions for the Rage and Fast Movements features.
Charge
Also at level 3, you gain the ability to shove through and harm creatures you charge into. While raging, an amount of times on your turn equal to your proficiency bonus, if you have moved at least 10 feet in a straight line before reaching the space of a creature no more than one size larger than you, if you have enough movement to make it to the opposite side of the creature's space, you may force the creature to make a Strength or Dexterity saving throw (their choice). The DC for this saving throw is equal to 8 + your proficiency bonus + your rage damage bonus + your Strength modifier. A creature that is prone makes this saving throw at disadvantage, and a creature that cannot move automatically fails on a Dexterity saving throw against this feature.
On a failed saving throw, you pass directly through the creature's space, they take bludgeoning damage equal to your Strength modifier + your Rage Damage bonus, and they are shoved 5 feet in any direction of your choice. On a successful Strength saving throw, they take half damage, are not moved, and you stop moving. On a successful Dexterity saving throw, they move 5 feet in any direction of their choice, take no damage, and you move through their space.
If you use this feature on your turn, it counts as if you had attacked a creature for the purpose of sustaining your rage. Once your rage ends, you take damage equal to your barbarian level plus your Strength modifier.
Fast
Starting at 6th level, you gain the ability to make the Dash action as a bonus action on your turns while raging. Additionally, your walking speed increases by 10 feet.
Sieging Charge
At level 10, you may charge through walls and better harm objects. While raging, if you move at least 20 feet in a straight line directly perpendicular to a wall wearing heavy armor, you may make a Strength (Athletics) check, the DC being the Armor Class of the material the wall is made out of in order to break through. The wall is broken unless it is made out of wood or stone and thicker than 1 foot, is made of mithral and thicker than 2 inches, is made of iron or steel and thicker than 1 inch, or is adamantine and thicker than 1/2 inch.
Additionally, while raging, you deal double damage to objects and structures.
Unyielding Juggernaut
Beginning when you gain this feature at 14th level, your brute strength allows you to better harm others that you have charged through. When you hit a creature that has failed a saving throw against your Charge feature this turn with a melee weapon attack, the damage for the melee weapon attack deals an extra damage dice.
Clerics of the deities of the moon(s) - such as Selune, Artemis, Sehanine Moonbow, Eilistraee, Knonsu, Selene, and others - are typically fairly rare in most realms and worlds. Due to the obscurity of their deities, they are commonly wanderers, wardens, and sages of the realms. Their deities are often lesser deities, usually associated with healthy change, watchfulness, or the night. These moon deiteis are generally worshipped by hunters, barbarians, astrologers, druids, sages, lycanthropes, shifters, and others who gaze upon the night's sky. Whether benevolent or tyrannical, these deities and their clerics are the bleak light that faintly illuminate the slumbering world.
At 1st level, you gain proficiency with heavy armor and martial weapons.
Watchfulness of the Moon
Also at 1st level, dim light does not impose disadvantage on Wisdom (Perception) checks dependent on sight for you. Additionally, you have advantage on Wisdom (Perception) checks you make for sight in dim light are made at advantage.
Channel Divinity: Crescent Ward
At level 2, as an action, you can expend a Channel Divinity to create an aura of warding energy around you that lasts for 1 minute. While this aura is active, every creature of your choice within 30 feet of you (including you) are protected with a ward of shimmering light. Attack rolls made against a target with this ward are made at disadvantage. Once an attack hits a warded creature, they lose the ward.
Moon's Resilience
Starting at 6th level, you gain resistance to radiant damage and cannot be charmed.
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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Moon's Eternity
When you gain this feature at 17th level, you gain the following benefits:
You gain immunity to radiant damage.
You no longer need to sleep and magic cannot put you to sleep. When you would normally sleep as part of a long rest, you instead do light activity.
You, and all allies within 100 feet of you, regain all hit dice at the end of a long rest.
Once on each of your turns when you deal radiant damage to a creature, you may force them to make a Wisdom saving throw against your cleric spell save DC. On a failed saving throw, they become unconscious until the end of your next turn or until they take damage.
The archetype of the archer hones their skill in martial combat even further with ranged weapons. Those who practice this archetype of fighting are masters with all ranged weapons and have deadly accuracy and piercing strikes. Unlike Arcane Archers, who blend arcane power with attacks with bowed weapons, an Archer is not as restricted with the weapons and focus on accuracy and aim more than magical effects from their arrows.
Keen Sight
When you choose this archetype at 3rd level, you gain proficiency in either Perception and Insight, if you weren't already. If you were already proficient in either skill, when you make an ability check for that skill, you add twice your proficiency bonus for the roll.
Archer's Eye
Also at 3rd level, you gain the ability to more effectively shoot ranged weapons. As a bonus action on your turn, you may enter a state of extreme focus and precision with your ranged weapons. While this feature is active, an amount of times on your turn equal to half your proficiency bonus before making an attack with a ranged weapon, you may choose to add 1d10 to the next attack or damage roll you make with that weapon on this turn. You may not use this feature more than one time on any attack.
This feature lasts for 10 minutes or until you lose concentration. You may use this feature an amount of times equal to your Wisdom modifier (minimum of once), regaining all uses when you finish a long rest.
Unfettered
Starting at level 7, you cannot gain disadvantage on any attack roll made with a ranged weapon against a creature within 5 feet of you.
Additionally, you may make opportunity attacks with an attack from a ranged weapon.
Constant Readiness
At 10th level, when you roll initiative with no uses of your Archer's Eye feature left, you regain one use.
Honed Focus
When you gain this feature at level 15, you no longer have to concentrate on your Archer's Eye feature.
Swift Shots
Beginning at 18th level, on your turn as a bonus action, you make make one attack with a ranged weapon you are holding.
Your otherworldly patron is a powerful archmage, sorcerer, or other arcane caster, such as Mystra, Mystril, Karsus, a Lich, and the like. Due to this, your patron does not need to be literally "otherworldly," in the sense that they live on another world, but they are "otherworldly" by being higher in intelligence, social standing, arcane power, and forethought. No matter your patrons identity or origin, they have enough power to transform you and grant you power as well.
When you reach 1st level, you gain the ability to cast even more spells than before. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level and another at 14th level.
Spell Slots
The Arcane One Spellcasting table shows how many additional spell slots you gain to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher from this feature or the Pact Magic feature. You regain all expended spell slots from this feature when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know two1st-level warlock spells of your choice.
The Spells Known column of the Arcane One Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be warlock spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you take a long rest, you can replace one of the warlock spells from this feature you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your additional spells, as these extra spells are granted by your patron.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Arcane One Spellcasting
(Apologies on the formatting for the spellcasting table, I can't seem to find a way to make it more normal looking.)
Warlock Level
Cantrips Known
Spells Known
—Spell Slots per Spell Level—
1st
2nd
3rd
4th
5th
1st
2
2
2
—
—
—
—
2nd
2
3
2
—
—
—
—
3rd
2
3
3
—
—
—
—
4th
2
4
3
—
—
—
—
5th
2
5
4
2
—
—
—
6th
2
5
4
2
—
—
—
7th
2
6
4
3
—
—
—
8th
2
7
4
3
—
—
—
9th
2
7
4
3
2
—
—
10th
3
8
4
3
2
—
—
11th
3
9
4
3
3
—
—
12th
3
9
4
3
3
—
—
13th
3
10
4
3
3
1
—
14th
4
11
4
3
3
1
—
15th
4
11
4
3
3
2
—
16th
4
12
4
3
3
2
—
17th
4
13
4
3
3
3
1
18th
4
13
4
3
3
3
1
19th
4
14
4
3
3
3
2
20th
4
15
4
3
3
3
2
Arcane Boon
At level 3, your pact boon is changed by your patron's potent arcane magic, becoming unique and different from other warlocks. You gain a benefit based on what pact boon you have chosen.
Pact of the Chain. As an action while your familiar is summoned and within 120 feet of you, you may change its form into any other form of your choice. Pact of the Blade. While you are holding your pact weapon, you gain a +1 bonus to attack and damage rolls with it, unless it is already a magic weapon with a bonus to attack and damage rolls. If you gain the Improved Pact Weapon invocation, your pact weapon gains a total +2 bonus to attack and damage rolls. Pact of the Tome. When you get this pact boon, you write 2 wizard spells into your Book of Shadows of a level you have warlock spell slots for. You learn two more spells this way at the following levels: 5th, 9th, 13th, and 17th level. While holding your Book of Shadows, you may cast these spells without knowing them. Pact of the Talisman. The wearer of this talisman gains the effects as if they were attuned to a brooch of shielding while wearing it, without requiring attunement.
Arcane Recovery
At 6th level, once per day when you finish a short rest, you can choose expended spell slots from your Spellcasting feature to recover. The spell slots can have a combined level that is equal to or less than half your warlock level (rounded up)..
For example, if you’re a 4th-level warlock, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Empowered Casting
At level 10, once on your turn, you may add your Charisma modifier to one damage roll you make with a warlock spell.
Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells.
Additionally, you have resistance against the damage of spells.
Hey, can some more people fill out the first survey? This thread has 40 views, and I only have 3 responses on the survey. I would really appreciate getting feedback, and it would help a lot. You don't need to give fully detailed reviews, just a simple read through and answering 24 multiple choice questions would be enough to help a lot. Thanks in advance.
Just a side note before I get to work on the next form. When giving your review in the survey(s), you don't have to tell who you are, but if you want to, put it in the "Conclusive Comments" section with your other thoughts.
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Please check out my homebrew, I would appreciate feedback:
Druids of the Circle of the Sun are planar wanderers who venture through the Upper Planes and Seelie parts of the Feywild in the Great Wheel Cosmology, and other bright and celestial planes of existence in other worlds. They are often interplanar messengers, ambassadors between the celestials and fey, and planar guides. Due to their blessed homes and travelling nature, these druids typically deal with planar outsiders more than humanoids and others native to the Material Plane, frequently making them upbeat and trusting of others.
Their connection with the Upper Planes allow for them to transfer into three forms, the Dawn Phoenix, the Noon Angel, and the Twilight Stag.
Celestial Wanderer
When you choose this circle at level 2, you gain access to three new forms that you can transform into instead of a beast: the Dawn Phoenix, the Noon Angel, and the Twilight Stag. When you would use a Wild Shape to transform into one of these three forms, you may use a bonus action to transform, instead of the usual action.
DAWN PHOENIX
Large celestial
Armor Class 15
Hit Points equal to the dawn phoenix's Constitution modifier + your Wisdom modifier + six times your level in this class
Speed 10 ft., fly 90 ft.
STR
16(+3)
DEX
21 (+5)
CON
19(+4)
INT
0
WIS
0
CHA
0
Skills Perception twice your proficiency bonus + your Wisdom modifier, Stealth +9
Bright Death. When the phoenix is reduced to 0 hit points, it explodes with a burst of blinding light. Each creature within 60-feet of it must make a Constitution saving throw against your spell save DC, becoming blinded until the end of their next turn and take Xd10 radiant damage, where X is your proficiency bonus on a failed saving throw. On a successful save, they are not blinded and take half this amount of damage.
Form of Light.The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) radiant damage. In addition, the phoenix can enter a hostile creature’s space and stop there. The first time the phoenix enters a creature’s space on a turn, that creature takes 5 (1d10) radiant damage.
Flyby. The phoenix doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Illumination. The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
Might of the Sun. The following numbers increase by 1 when your proficiency bonus increases by 1: the phoenix's saving throw bonuses (above), the bonuses to hit and damage of its beak and talon attacks.
Actions
Multiattack. The phoenix makes one beak and one talon attack.
Beak. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 1d6 + 5 radiant damage.
Talons. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 2d4 + 5 radiant damage.
The Noon Angel appears with the same equipment that is on your person, wearing the same armor that you were using before. Because you keep the proficiencies in weapons you had in your normal form, you may use them in the form of the Noon Angel, gaining the benefit of Angelic Weapons.
NOON ANGEL
Large celestial
Armor Class 13 or calculated from the armor you're wearing
Hit Points equal to the noon angel's Constitution modifier + your Wisdom modifier + six times your level in this class
Speed 30 ft., fly 60 ft.
STR
20(+5)
DEX
16(+3)
CON
19(+4)
INT
0
WIS
0
CHA
0
Skills Insight + your proficiency bonus + your Wisdom modifier, Perception + your proficiency bonus + your Wisdom modifier
Magic Resistance. The angel has advantage on saving throws against spells and other magical effects.
Might of the Sun. The following numbers increase by 1 when your proficiency bonus increases by 1: the angel's saving throw bonuses (above), the bonuses to hit and damage of its attacks.
Actions
Multiattack. The angel makes two melee weapon attacks.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 bludgeoning damage plus 1d8 radiant damage.
Curing Touch (1/day). Touch one creature within 5 feet of you and cure it of one disease, poison, or effect that blinds or deafens them.
You transform into a celestial-blue, shimmering-winged stag.
TWILIGHT STAG
Large celestial
Armor Class 15 (natural armor)
Hit Points equal to the twilight stag's Constitution modifier + your Wisdom modifier + six times your level in this class
Speed 60 ft., fly 30 ft.
STR
21(+5)
DEX
14(+2)
CON
20 (+5)
INT
0
WIS
0
CHA
0
Skills Athletics + 9, Survival your proficiency bonus + your Wisdom modifier
Charge. If the stag moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 3d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your druid spell save DC or be knocked prone.
Might of the Sun. The following numbers increase by 1 when your proficiency bonus increases by 1: the stag's saving throw bonuses (above), the bonuses to hit and damage of its attacks.
Siege Monster. The stag deals double damage to objects and structures.
Actions
Multiattack. The stag makes one ram and one hooves attack.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d4 + 5 bludgeoning damage.
Ram. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 1d6 + 5 bludgeoning damage.
Circle Spells
You have formed a bond with the divine parts of the multiverse. Your link with these celestials grants you access to certain spells. At 3rd level, you learn the sacred flame cantrip, and it becomes a druid spell for you.
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Sun Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Starting at 6th level, your melee weapon attacks count as magical for the purpose of overcoming damage resistance and immunities. Additionally, when you hit a fiend or undead with a weapon attack, they take an extra 1d8 radiant damage.
Celestial Wild Shape
At level 10, you may expend two uses of Wild Shape at the same time to transform into a celestial creature of your choice with a Challenge Rating of 5 or lower.
Divine Traveler
By 14th level, while you are in a form granted by your Celestial Wanderer or Celestial Wild Shape features, you have resistance to bludgeoning, piercing, and slashing damage dealt by nonmagical weapons. Also while in these forms, you gain truesight out to a range of 60 feet.
Elemental Warriors are a rare archetype in most lands and are scattered across the realms. These knights use their martial power to fuel their newfound elemental magic. They blend their mystical magic and primordial power with their martial prowess in order to become a master of elemental fighting.
Unlike Eldritch Knights who study and practice magic and use it and their martial attacks, Elemental Warriors use their physique and life-power to sustain and empower their magical capabilities, as well as merging the two in order to become the quintessence of martial-elemental combat.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
You learn three cantrips of your choice from the sorcerer spell list, one of which is determined by your Elemental Attunement. You learn an additional sorcerer cantrip of your choice at 10th level from your second Elemental Attunement, and another at level 15 of your choice.
Spell Slots
The Elemental Warrior Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell chromatic orb and have a 1st-level and a 2nd-level spell slot available, you can cast chromatic orb using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation and transmutation spells on the sorcerer spell list.
The Spells Known column of the Elemental Warrior Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Constitution is your spellcasting ability for your sorcerer spells, since you gained your spells through your health and life. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Elemental Warrior Spellcasting
Fighter Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
1st
2nd
3rd
4th
3rd
3
3
2
—
—
—
4th
3
4
3
—
—
—
5th
3
4
3
—
—
—
6th
3
4
3
—
—
—
7th
3
5
4
2
—
—
8th
3
6
4
2
—
—
9th
3
6
4
2
—
—
10th
4
7
4
3
—
—
11th
4
8
4
3
—
—
12th
4
8
4
3
—
—
13th
4
9
4
3
2
—
14th
4
10
4
3
2
—
15th
5
10
4
3
2
—
16th
5
11
4
3
3
—
17th
5
11
4
3
3
—
18th
5
11
4
3
3
—
19th
5
12
4
3
3
1
20th
5
13
4
3
3
1
Elementally Attuned
Also at level 3, you choose one element to designate as your Elemental Attunement. This element can be one of the following damage types: acid, cold, fire, lighting, or thunder, and it becomes your primary elemental damage type. You gain resistance to that damage type and gain an additional cantrip dependent on your Elemental Attunement as shown on the Elemental Attunement Table.
You may change your elemental attunement and the cantrip associated with it at the following levels: 5th, 9th, 13th, and 17th level. This is the only way you can change your cantrip.
You gain an additional Elemental Attunement when you reach level 10 in this class.
Elemental Potency
Beginning at 7th level, when you use your action to make the Attack action, you may forgo one of the attacks granted by this action to cast a sorcerer cantrip that has a casting time of 1 action. You may do so only once a turn.
When you reach 18th level, you may use this feature twice a turn, instead of only once.
Bond of the Elements
At level 10, on your turn when you deal damage of the type associated with either of your Elemental Attunements, you may reroll an amount of damage dice equal to your proficiency bonus. You must use the new roll.
Primordial Fuel
When you gain this feature at 15th level, you gain the ability to use your life-force and body's inherent connection with the elements to fuel your elemental powers. Once on your turn when you hit a creature with an attack that deals damage of the type that is an Elemental Attunement for you, you may expend an amount of hit dice of your choice, up to your Constitution modifier (minimum of once dice). You roll these dice and add what you roll to the damage of the attack, dealing the same type of damage as the damage type that triggered this effect (you choose either damage type if the attack deals multiple damage types that are Elemental Attunements for you).
When you use this feature, you take an amount of necrotic damage equal to the amount of hit dice you expend. This damage cannot be reduced in any way.
One with the Elements
When you reach level 18 in this class, you become even closer in your bond to the elements. You gain immunity to the damage types associated with your Elemental Attunements. Additionally, when you finish a long rest, you may chance one of your Elemental Attunements to a damage type you are not attuned to.
A bladeborn sorcerer is one whose power comes from a magical weapon in some way, shape, or form. Unlike a Hexblade, who makes a pact with a cursing/cursed sentient weapon, Bladeborn Sorcerers need no pact or agreement with a sentient weapon, as their powers come from any powerful magic weapon. For example, in the world of Theros, a triton wielder of Thassa's bident, Dekella, could eventually endow part of its magical powers upon its wielder, granting them their own weapon-focused source of magic. Or, you could be a warforged or other constructed race, created by a powerful artificer who melted down a powerful magic weapon and forged your metallic body, armor, or skeleton out of this molten magic weapon. Alternatively, you could actually be a sentient magic weapon that was polymorphed with epic magic into your current humanoid form, with some of your previous powers lingering and granting you unique powers. Possibly, your soul could have been created through the destruction of a sentient weapon, or you could have been present during the violent annihilation of an artifact weapon. Despite the specific origin of your powers, they manifest by allowing you to imbue weapons with arcane magic, making you a powerful melee combatant.
Bladeborn Spells
You learn additional spells when you reach certain levels in this class, as shown on the Bladeborn Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
At level 1, you gain proficiency with simple and martial weapons, as well as shields.
Additionally, while you are not wearing armor, your base Armor Class is 10 + your Dexterity modifier + your Charisma modifier. You may wield a shield and gain the benefit of this Armor Class.
Magic Endowment
Starting at level 1, as a bonus action you can imbue a weapon you are holding with your Magic Endowment, granting it pure arcane energy and causing it to become a powerful magical weapon that grants you the following benefits while you are holding it:
The weapon becomes a magic weapon if it wasn't already, and you may use it as a spellcasting focus for you.
You may use your Charisma modifier for the attack and damage rolls for this weapon, instead of Strength or Dexterity.
You make concentration checks at advantage.
You do don't provoke opportunity attacks.
Your Armor Class increases by an amount equal to your proficiency bonus.
This benefit lasts for 1 minute, or until you dismiss it (no action required). You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
When you reach 2nd level in this class, when activating this feature you may expend 1 sorcery point to gain its benefits without having to expend a use of this feature.
Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action. When you use this feature, you may replace one of the attacks with a sorcerer cantrip that has a casting time of 1 action.
Arcane Weapon
Starting at 14th level, you add your Charisma modifier to the damage of your weapon attacks while you are holding your weapon that has your Magic Endowment active on it. Additionally, when you hit with your Endowed Weapon, you may expend an amount of sorcery points of your choice up to your Charisma modifier (minimum of one) to deal an extra damage dice of the weapon's type per sorcery point expended.
Body of Weapons
At level 18, when you kill a creature with your Endowed Weapon, you may use your reaction to regain an amount of sorcery points equal to your Charisma modifier (minimum of one). You may use this feature 3 times, regaining all expended uses at the end of a long rest.
Elemental Cantrips
All of the following cantrips are available for Wizards, Warlocks, and Sorcerers. All of the 2nd-level spells are available for Wizards and Sorcerers.
Blue-Frost Blade
evocation cantrip
Casting Time: 1 action Components: V, M (a weapon) Range: Self (5 feet) Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and is temporarily charged with hypothermic frost. Until the end of your next turn, if the hit creature takes a reaction, you deal 1d8 cold damage to them and end the spell.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 cold damage to the target, and the damage the secondary target takes increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
Corrosive Blade
evocation cantrip
Casting Time: 1 action Components: V, M (a weapon) Range: Self (5 feet) Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and is temporarily charged with magical acid. At the end of the hit creature's next turn, they take an amount of acid damage equal to your spellcasting ability modifier, unless they attempt to get rid of the acid. As part of their next turn, if they take the Attack or Multiattack action, they may use an attack to make a Dexterity (Acrobatics) check against your spell save DC. On a success, they do not take the acid damage at the end of their next turn.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 acid damage to the target, and the damage the target takes at the end of their next turn increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.
Static Blade
evocation cantrip
Casting Time: 1 action Components: V, M (a weapon) Range: Self (5 feet) Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and is temporarily charged with shocking lightning. Until the start of your next turn, when a creature moves to a space within 5 feet of the charged creature or the charged creature moves to a space within 5 feet of a creature, you can cause the lightning to jump to the triggering creature, dealing 1d4 lightning damage to both the triggering and charged creatures, ending the spell.
This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d4 lightning damage to the target, and the damage the secondary target takes increases to 2d4. Both damage rolls increase by 1d4 at 11th level and 17th level.
Flaming Shot
evocation cantrip
Casting Time: 1 action Range: Self Components: V, M (a weapon) Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and suddenly bursts into flames. Unless right after this attack hits they use their reaction to fall prone and cause their speed for reduced to 0 on their next turn as they roll back and forth to put out the flames, they take 1d6 fire damage at the start of their next turn. They do not take this damage if they are completely submerged in water, or heavy rain, or if they take cold damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 fire damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
Frozen Shot
evocation cantrip
Casting Time: 1 action Range: Self Components: V, M (a weapon) Duration: 1 round
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and they become punishingly cold. Unless they use one attack on their turn to make a Constitution (Endurance)* check against your spell save DC and succeed, they take 1d6 cold damage at the end of their next turn. Additionally, if they take fire damage before the spell ends, they do not take this cold damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 cold damage to the target, and the secondary damage type increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
Green-Acid Shot
evocation cantrip
Casting Time: 1 action Range: Self Components: V, M (a weapon) Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and a green glob of acid leaps off of the creature to a different creature of your choice within 5 feet of it. This second creature takes acid damage equal to your spellcasting ability modifier.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 acid damage to the target, and the damage the secondary target takes increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level and 17th level.
Sonic Shot
evocation cantrip
Casting Time: 1 action Range: Self Components: V, M (a weapon) Duration: 1 round
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and they choose to either become deafened until the end of your next turn or take 1d6 thunder damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 thunder damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
White-Lightning Shot
evocation cantrip
Casting Time: 1 action Range: Self Components: V, M (a weapon) Duration: Instantaneous
As part of the action used to cast this spell, you must make a ranged attack with a weapon against one creature within the weapon's range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and a piercing-white bolt of lighting shoots to one creature of your choice within 10 feet of the original target. This creature must be wearing or holding metal, or be made out of metal, and they take 1d6 lightning damage.
This spell’s damage increases when you reach higher levels. At 5th level, the ranged attack deals an extra 1d6 lightning damage to the target, and the secondary damage increases to 2d6. Both damage rolls increase by 1d6 at 11th level and 17th level.
Acid Blade
2nd-level transmutation
Casting Time: 1 bonus action Range: Self Components: V, S, M (a piece of flint) Duration: Concentration, up to 1 minute
You instantaneously create a blade completely made out dripping acid in your hand. This magic blade lasts for the duration of the spell. This blade counts as a simple melee weapon that you are proficient with. It has the light, thrown (range 20/60), and finesse properties, dealing 2d8 acid damage on a hit. In addition, when you score a critical hit against a target with this weapon, your next attack against them that deals acid damage deals an extra damage dice.
If the blade leaves your hand, it disappears immediately. While this spell remains and the blade is gone, you may summon it back as a bonus action on your turn.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the acid damage increases to 3d8. When you cast this spell using a 5th- or 6th-level spell slot, the acid damage increases to 4d8. If you cast the spell using a spell slot of 7th-level or higher, the acid damage becomes 5d8.
Fire Blade
2nd-level evocation
Casting Time: 1 bonus action Range: Self Components: V, S, M (a piece of flint) Duration: Concentration, up to 1 minute
You instantaneously create a blade completely made out of flames in your hand. This magic blade lasts for the duration of the spell. This blade counts as a simple melee weapon that you are proficient with. It has the light and finesse properties, dealing 2d10 fire damage on a hit. In addition, when you score a critical hit against a flammable target with this weapon, the target catches on fire. While on fire, until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. If the blade leaves your hand, it disappears immediately. While this spell remains and the blade is gone, you may summon it back as a bonus action on your turn.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the fire damage increases to 3d10. When you cast this spell using a 5th- or 6th-level spell slot, the fire damage increases to 4d10. If you cast the spell using a spell slot of 7th-level or higher, the fire damage becomes 5d10.
Ice Blade
2nd-level transmuation
Casting Time: 1 bonus action Range: Self Components: V, S, M (a white piece of wood) Duration: Concentration, up to 10 minute
Using the powers of transmutation magic, you shape the water vapor in the air around you to form a blade of pure ice in your hand. This magic blade lasts until the spell end. It counts as a magic simple melee weapon with which you are proficient. It has the light and finesse properties, dealing 1d8 piercing or slashing damage (your choice when you cast this spell) plus 1d10 cold damage. In addition, when you score a critical hit against a target with this blade, the weapon shatters and explodes, dealing 3d6 cold damage to every creature within 5 feet of you (not including yourself).
If the weapon explodes, or it is no longer in your hand at the end of your turn, it melts. Thereafter, while the spell persists, you can use a bonus action to cause it to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the cold damage increases to 2d10. When you cast this spell using a 5th- or 6th-level spell slot, the cold damage increases to 3d10. If you cast the spell using a spell slot of 7th-level or higher, the cold damage becomes 4d10.
Lightning Blade
2nd-level evocation
Casting Time: 1 bonus action Range: Self Components: V, S, M (a piece of copper wire) Duration: Concentration, up to 1 minute
You evoke a blade of wieldable lighting, which crackles and zaps electric-sparks around it. This magic weapon lasts for the duration of the spell. This blade counts as a simple melee weapon that you are proficient with. It has the light, versatile, and finesse properties, dealing 2d8 lightning damage on a hit with one hand, or 2d10 with two hands. Additionally, if you score a critical hit with this weapon, a bolt of lightning bounces off of the target to a creature of your choice within 10 feet of it, dealing 2d10 lightning damage to them.
The electric blade sheds bright light in a 5-foot radius and dim light for an additional 5 feet. If the weapon ever leaves your hand, you may summon it back as a bonus action while this spell lasts.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the lightning damage increases to 3d8, or 3d10 when held with 2 hands. When you cast this spell using a 5th- or 6th-level spell slot, the lightning damage increases to 4d8, or 4d10 with two hands. If you cast the spell using a spell slot of 7th-level or higher, the lightning damage becomes 5d8 or 5d10 when held with both hands.
Thunder Blade
2nd-level evocation
Casting Time: 1 bonus action Range: Self Components: V, S, M (a piece of flint) Duration: Concentration, up to 1 minute
You evoke a blade of invisible, yet solid thunder. While wielding this weapon, it appears as if your hand is empty. This magic weapon lasts for the duration of the spell. This blade counts as a simple melee weapon that you are proficient with. It has the light and finesse properties, as well as being invisible, dealing 2d8 thunder damage on a hit. Additionally, if you score a critical hit with this weapon, the target is deafened until the spell ends or they repeat the saving throw (which they may repeat at the end of each of their turns).
While the spell lasts, you cannot be disarmed and the thunder blade may not leave your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the thunder damage increases to 3d8. When you cast this spell using a 5th- or 6th-level spell slot, the thunder damage increases to 4d8. If you cast the spell using a spell slot of 7th-level or higher, the thunder damage becomes 5d8.
*Endurance is a homebrew skill of mine, if you don't use it, it could just be a Constitution check.
Okay, done. I finally finished these, taking longer than I thought it would. Here is the survey, I would love feedback.
I am part of the Cult of Grammar. Respect us. Or we will find the slightest mistake in your grammar, and never let you forget it. Clones would have saved Star Wars, and Kylo Ren sucks. MAKE THE EMPIRE GREAT AGAIN!!! I am a stormtrooper, and the Skywalker family is made of nothing but idiots who are insane. Cough Anakin and Luke Skywalker Cough
Yeah. Bladeborn Sorcerer is a little bit to powerful. Good concept, but maybe remove the ability to cast a cantrip with the attack?
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I am part of the Cult of Grammar. Respect us. Or we will find the slightest mistake in your grammar, and never let you forget it. Clones would have saved Star Wars, and Kylo Ren sucks. MAKE THE EMPIRE GREAT AGAIN!!! I am a stormtrooper, and the Skywalker family is made of nothing but idiots who are insane. Cough Anakin and Luke Skywalker Cough
If you think something is unbalanced (which is definitely true, and also purposeful), please leave your review and suggestions for balancing it in either this thread or the survey (preferably the survey).
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Please check out my homebrew, I would appreciate feedback:
Okay, I am taking a break from making these forms and surveys for now. I will wait until I get sufficient feedback on the first two forms in the surveys, and then start with the third one (probably will have a Luck Shifter Rogue, Steel Fist Barbarian, Construct Patron Warlock, and Lifedrinker Wizard). Until then, I will take in your feedback and try to find ways to incorperate it into future changes.
I currently have gotten 6 reviews on the first survey and 1 review on the second. It would really help me if you took 5 minutes to fill it out after reviewing the forms. Thanks ahead of time.
Welcome to the novel Enigmatic Esoterica! I am developing a DMs Guild product similar to Xanathar's Guide to Everything and Tasha's Cauldron of Everything that will be named Levistus's Codex of Curiosities. I will be (and have been) making other subclasses and content for this product in different threads, but from this point on I will be taking some inspiration from how Wizards of the Coast introduces content through Unearthed Arcana. This will be called "Enigmatic Esoterica," as shown in the title, and will function similarly to Unearthed Arcana. This post will have all the content of this first form, with a survey for it at the end. Later posts from me will include other forms and surveys.
Enigmatic Esoterica Form 1: Path of the Juggernaut, Moon Domain, Archer, and The Arcane One Subclasses
Path of the Juggernaut
Moon Domain
Archer
The Arcane One
Survey
(I would very much appreciate it if you were to fill out the survey and give your thoughts.)
Other Forms:
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Just gonna say, there is already an Archer subclass (Xanathar's).
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If you like grammar, go to the Cult of Grammar, for grammatical sticklers. And my grammar may not be perfect, okay, but SHHHHHHH!!!
The HLE; my homebrew monster/character.
I am aware that the Arcane Archer exists. However, there is not just a generic, nonmagical archer in 5e yet (not an official one, that is).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Hey, can some more people fill out the first survey? This thread has 40 views, and I only have 3 responses on the survey. I would really appreciate getting feedback, and it would help a lot. You don't need to give fully detailed reviews, just a simple read through and answering 24 multiple choice questions would be enough to help a lot. Thanks in advance.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Wow. This looks really cool. I don't have time now, but I can fill out the survey and give reviews tomorrow.
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Thanks. I'm looking forward to your response.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Just a side note before I get to work on the next form. When giving your review in the survey(s), you don't have to tell who you are, but if you want to, put it in the "Conclusive Comments" section with your other thoughts.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I just finished the second form of Enigmatic Esoterica, I will post the survey below.
Enigmatic Esoterica Form 2: Circle of the Sun Druid, Elemental Warrior Fighter, Bladeborn Sorcerer Subclasses and Elemental Spells
Circle of the Sun Druid
Elemental Warrior Fighter
Bladeborn Sorcerer
Elemental Cantrips
Okay, done. I finally finished these, taking longer than I thought it would. Here is the survey, I would love feedback.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Wow! These all seem very well designed!
I am part of the Cult of Grammar. Respect us. Or we will find the slightest mistake in your grammar, and never let you forget it.
Clones would have saved Star Wars, and Kylo Ren sucks.
MAKE THE EMPIRE GREAT AGAIN!!! I am a stormtrooper, and the Skywalker family is made of nothing but idiots who are insane. Cough Anakin and Luke Skywalker Cough
Don't even TRY to argue with me about Star Wars.
Thanks! If you would like to help with their development, I would appreciate it if you were to give your feedback and fill out the surveys.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
these are extremely good! some of my favorites of your homebrew so far!
i will now take the survey!oh wait, its not out... lol.blade born sorcerer is op though
I am an average mathematics enjoyer.
>Extended Signature<
Yeah. Bladeborn Sorcerer is a little bit to powerful. Good concept, but maybe remove the ability to cast a cantrip with the attack?
I am part of the Cult of Grammar. Respect us. Or we will find the slightest mistake in your grammar, and never let you forget it.
Clones would have saved Star Wars, and Kylo Ren sucks.
MAKE THE EMPIRE GREAT AGAIN!!! I am a stormtrooper, and the Skywalker family is made of nothing but idiots who are insane. Cough Anakin and Luke Skywalker Cough
Don't even TRY to argue with me about Star Wars.
The new Bladesinger gets that feature, so this is why I'm allowing the sorcerer to do so.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
thats not what i find op, its the Magic Endowment that is op.
I am an average mathematics enjoyer.
>Extended Signature<
It's not much more powerful (if it is more powerful) than Hexblade's Curse or Bladesong
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
it is a bit, and both of the 2 you mentioned are also too op.
I am an average mathematics enjoyer.
>Extended Signature<
Okay, finally done with the content. I would love feedback and responses to the surveys (do both please, if you haven't yet).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
If you think something is unbalanced (which is definitely true, and also purposeful), please leave your review and suggestions for balancing it in either this thread or the survey (preferably the survey).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I am taking a break from making these forms and surveys for now. I will wait until I get sufficient feedback on the first two forms in the surveys, and then start with the third one (probably will have a Luck Shifter Rogue, Steel Fist Barbarian, Construct Patron Warlock, and Lifedrinker Wizard). Until then, I will take in your feedback and try to find ways to incorperate it into future changes.
I currently have gotten 6 reviews on the first survey and 1 review on the second. It would really help me if you took 5 minutes to fill it out after reviewing the forms. Thanks ahead of time.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
So just to make sure I'm understanding, I apologize if this is a stupid question....
For the Arcane One Warlock subclass, the warlock spells are regained at long rest instead of short rest for all their spells?
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