I don't suppose anyone knows of and could point me in the direction of - or help create a kind of Beast Master Ranger or Battle Smith Artificer style homebrew Cleric subclass?
I have a character that rolled really poorly in all stats but one (highest 17 - second highest 12 - lowest 7) - so I was thinking of making her some kind of summoner to overcome her own weaknesses. The problem is - she's heavily Celestial themed in that she's an Aasimar and was born on a Good outer-plane. As far as I can tell though - there aren't really any Cleric summoner subclasses - or even any that come close - and Cleric's can't summon any creature until 9th level with Summon Celestial - and I would ideally like this character's theme to start from preferably level 1 - and no later than 3.
So I was thinking maybe tweaking the Battle Smith Artificer or Beast Master Ranger for a Cleric would be the next best thing. She could have a celestial creature that could follow her around and get stronger as she levels. Maybe she could even decide on a couple of different kinds depending on the situation. But really - any Celestial themed summoner / beast master ideas would help.
I have very little experience in homebrewing anything even remotely balanced though - so I was hoping to find some already existing subclasses like this - or maybe find someone who wouldn't mind making one. So - here I am. Any ideas?
Kind of like a sub-class or background that gives a weakened celestial Side-kick could call it a Cherubim, kind of like the weakened Wyvern which gets -2 to certain rolls.
Rollback Post to RevisionRollBack
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
I think i would start by taking a look and reflavoring the conjuration wizard and adding some spells like Find Familiar to the subclass. I'll edit this once I look at some other spells and stuff. Beast Master works better actually.
So maybe something like this? Please feel free to change things. I'm no good at making subclasses and this is basically a reflavored Beastmaster. I might be using the word reflavored wrong...
At 2nd level, your deity grants a celestial beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your Cleric level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The damage it deals is now radiant or necrotic ( Your choice ).
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain a new companion by spending 8 hours magically summoning a beast that meets the requirements.
Channel Divinity: Attack Command
Starting at 2nd level, you can use your Channel Divinity to mark another creature for your beast to attack.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or your beast amkes an attack roll against that creature that attack has advantage. The curse ends at the start of your next turn.
Exceptional Training
Beginning at 6th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Celestial Fury
Starting at 8th level, when you command your beast companion to take the Attack action, the beast can make two attacks
Share Spells
Beginning at 8th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 5 feet of you.
I think i would start by taking a look and reflavoring the conjuration wizard and adding some spells like Find Familiar to the subclass. I'll edit this once I look at some other spells and stuff. Beast Master works better actually.
So maybe something like this? Please feel free to change things. I'm no good at making subclasses and this is basically a reflavored Beastmaster. I might be using the word reflavored wrong...
Gods would be, like Nature and stuff I guess.
Celestial Beast Companion
At 3rd level, your deity grants a celestial beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your Cleric level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The damage it deals is now radiant or necrotic ( Your choice ).
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain a new companion by spending 8 hours magically summoning a beast that meets the requirements.
Conjuration Cleric Spells
3rd-level Conjuration Cleric feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Conjuration Cleric's Spells table. These spells count as Cleric spells for you, but they don’t count against the number of Cleric spells you prepare.
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Celestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
I think i would start by taking a look and reflavoring the conjuration wizard and adding some spells like Find Familiar to the subclass. I'll edit this once I look at some other spells and stuff. Beast Master works better actually.
So maybe something like this? Please feel free to change things. I'm no good at making subclasses and this is basically a reflavored Beastmaster. I might be using the word reflavored wrong...
Gods would be, like Nature and stuff I guess.
Celestial Beast Companion
At 3rd level, your deity grants a celestial beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your Cleric level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The damage it deals is now radiant or necrotic ( Your choice ).
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain a new companion by spending 8 hours magically summoning a beast that meets the requirements.
Conjuration Cleric Spells
3rd-level Conjuration Cleric feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Conjuration Cleric's Spells table. These spells count as Cleric spells for you, but they don’t count against the number of Cleric spells you prepare.
Beginning at 7th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Celestial Fury
Starting at 11th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Share Spells
Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 30 feet of you.
The levels for cleric subclasses are different.
The spells are the wrong levels too. It can be easily corrected, though.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
This isn't a subclass, but it could be if you want me to develop it further. Currently, it's just an option that can be given to any cleric subclass, replacing their 2nd-level Channel Divinity option (chosen from either Turn Undead or your subclasses Channel Divinity option).
I would make it work like the Wildfire Druid, using your Channel Divinity to summon your pet. This would let your theme start at level 2, not much of a wait to get going.
Appearance would be up to you. It could be a small couatl or angel, something like that. (Winged almiraj? Miniature horse version of a unicorn or pegasus?) Like the Steel Defender or Wildfire Spirit, I would make it reskinnable to whatever the player wants.
Here's my current idea:
Channel Divinity: Holy Calling
2nd-level Cleric feature, replaces a Channel Divinity option granted at 2nd level (chosen when gaining this level)
You can use your Channel Divinity call upon your divine power to summon a holy creature sent by your deity, called a Divine Herald.
It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Divine Herald stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it is a Protector, Zealot, or Ruiner, with specific features dependent on the chosen type. Once you summon a Divine Herald, whenever you summon it again, it must always be the same type.
In combat, the herald shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the herald can take any action of its choice, not just Dodge.
The herald remains for 1 minute or until reduced to 0 hit points. You may only have one Divine Herald at any given moment. If you summon a new one while you already had a Divine Herald, the original disappears. The herald also disappears if you die.
Divine Herald
Medium celestial (Protector and Zealot Only) or fiend (Ruiner only)
Armor Class 15 (natural armor)
Hit Points 1+ your Wisdom modifier + five times your cleric level (the protector has a number of Hit Dice [d8s] equal to your cleric level)
Senses darkvision 60 ft. (Protector and Zealot) or 120ft. (Ruiner Only), passive Perception 11
Languages Celestial (Protector and Zealot Only) or Abyssal and Infernal (Ruiner Only), understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Magic Resistance (Zealot Only). The herald gains advantage on saving throws against spells and other magical effects.
Vigilant (Protector Only). The herald can’t be surprised.
Fiendish Sight (Ruiner Only).The herald's darkvision can see through magical darkness.
Actions
Divine Touch.Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB radiant (Zealot Only), force (Protector Only), or necrotic (Ruiner Only).
Heal (1/Day, Zealot Only). The herald calls upon its restorative divine power to heal a creature it touches, healing the creature an amount of hit points equal to 1d8 + PB. If the target is currently diseased or poisoned, the herald may end one such condition.
Ward (1/Day, Protector Only).The herald calls upon its warding energy to protect a creature it touches, granting the creature an amount of temporary hit points equal to 2d6 + PB.
Defile (1/Day, Ruiner Only).The herald draws ruinous and razing power from itself, touching a creature within 5 feet of it. The creature must succeed on a Constitution saving throw against your spell save DC or take 2d8 + PB necrotic damage and become poisoned for one minute.
That's awesome. I really like the idea of the Divine Herald replacing a Channel Divinity. It hadn't even occurred to me to use an optional feature to accomplish this - and I love that it has 3 kinds. Having it replace a Channel Divinity allows it to be really flexible to fit almost any Cleric - but I think a subclass based on that Divine Herald would be even better. I'd like to really double down on the theme.
(And thank you for all the replies - any and all input is appreciated)
That's awesome. I really like the idea of the Divine Herald replacing a Channel Divinity. It hadn't even occurred to me to use an optional feature to accomplish this - and I love that it has 3 kinds. Having it replace a Channel Divinity allows it to be really flexible to fit almost any Cleric - but I think a subclass based on that Divine Herald would be even better. I'd like to really double down on the theme.
(And thank you for all the replies - any and all input is appreciated)
Okay, great! I'm glad you liked it. I may even allow this in my games now, as a replacement feature.
I'll make a subclass for it later, after I make the homebrew race for HomebrewDragonSlayer. It will probably be called the "Herald" domain, or something like that.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
That's awesome. I really like the idea of the Divine Herald replacing a Channel Divinity. It hadn't even occurred to me to use an optional feature to accomplish this - and I love that it has 3 kinds. Having it replace a Channel Divinity allows it to be really flexible to fit almost any Cleric - but I think a subclass based on that Divine Herald would be even better. I'd like to really double down on the theme.
(And thank you for all the replies - any and all input is appreciated)
Okay, great! I'm glad you liked it. I may even allow this in my games now, as a replacement feature.
I'll make a subclass for it later, after I make the homebrew race for HomebrewDragonSlayer. It will probably be called the "Herald" domain, or something like that.
I don't suppose anyone knows of and could point me in the direction of - or help create a kind of Beast Master Ranger or Battle Smith Artificer style homebrew Cleric subclass?
I have a character that rolled really poorly in all stats but one (highest 17 - second highest 12 - lowest 7) - so I was thinking of making her some kind of summoner to overcome her own weaknesses. The problem is - she's heavily Celestial themed in that she's an Aasimar and was born on a Good outer-plane. As far as I can tell though - there aren't really any Cleric summoner subclasses - or even any that come close - and Cleric's can't summon any creature until 9th level with Summon Celestial - and I would ideally like this character's theme to start from preferably level 1 - and no later than 3.
So I was thinking maybe tweaking the Battle Smith Artificer or Beast Master Ranger for a Cleric would be the next best thing. She could have a celestial creature that could follow her around and get stronger as she levels. Maybe she could even decide on a couple of different kinds depending on the situation. But really - any Celestial themed summoner / beast master ideas would help.
I have very little experience in homebrewing anything even remotely balanced though - so I was hoping to find some already existing subclasses like this - or maybe find someone who wouldn't mind making one. So - here I am. Any ideas?
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Kind of like a sub-class or background that gives a weakened celestial Side-kick could call it a Cherubim, kind of like the weakened Wyvern which gets -2 to certain rolls.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
I think i would start by taking a look and reflavoring the conjuration wizard and adding some spells like Find Familiar to the subclass. I'll edit this once I look at some other spells and stuff. Beast Master works better actually.
So maybe something like this? Please feel free to change things. I'm no good at making subclasses and this is basically a reflavored Beastmaster. I might be using the word reflavored wrong...
Gods would be, like Nature and stuff I guess.
Conjuration Cleric Spells
1st
Find Steed, Find Familiar
3rd
warding bond, Flock of Familiars
5th
Find Greater Steed, Faithful Hound
7th
aura of purity, fire shield
9th
banishing smite, Mass Cure Wounds
Celestial Beast Companion
At 2nd level, your deity grants a celestial beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your Cleric level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The damage it deals is now radiant or necrotic ( Your choice ).
The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.
If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.
While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.
If the beast dies, you can obtain a new companion by spending 8 hours magically summoning a beast that meets the requirements.
Channel Divinity: Attack Command
Starting at 2nd level, you can use your Channel Divinity to mark another creature for your beast to attack.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or your beast amkes an attack roll against that creature that attack has advantage. The curse ends at the start of your next turn.
Exceptional Training
Beginning at 6th level, on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn.
In addition, the beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Celestial Fury
Starting at 8th level, when you command your beast companion to take the Attack action, the beast can make two attacks
Share Spells
Beginning at 8th level, when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 5 feet of you.
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Do you have Tasha's? The wildfire druid would be a good model.
I have a weird sense of humor.
I also make maps.(That's a link)
The levels for cleric subclasses are different.
I have a weird sense of humor.
I also make maps.(That's a link)
The spells are the wrong levels too. It can be easily corrected, though.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Ah, okay. What would be the correct levels so I can go back and fix it?
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
Look at the other cleric domains.
I have a weird sense of humor.
I also make maps.(That's a link)
Fixed, misspelled makes. Maybe it's not the best now that it's unbalanced. Sorry I wasn't of any help.
: Systems Online : Nikoli_Goodfellow Homebrew : My WIP Homebrew Class :
(\_/)
( u u)
o/ \🥛🍪 Hey, take care of yourself alright?
I have an idea. . .
This isn't a subclass, but it could be if you want me to develop it further. Currently, it's just an option that can be given to any cleric subclass, replacing their 2nd-level Channel Divinity option (chosen from either Turn Undead or your subclasses Channel Divinity option).
I would make it work like the Wildfire Druid, using your Channel Divinity to summon your pet. This would let your theme start at level 2, not much of a wait to get going.
Appearance would be up to you. It could be a small couatl or angel, something like that. (Winged almiraj? Miniature horse version of a unicorn or pegasus?) Like the Steel Defender or Wildfire Spirit, I would make it reskinnable to whatever the player wants.
Here's my current idea:
Channel Divinity: Holy Calling
2nd-level Cleric feature, replaces a Channel Divinity option granted at 2nd level (chosen when gaining this level)
You can use your Channel Divinity call upon your divine power to summon a holy creature sent by your deity, called a Divine Herald.
It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Divine Herald stat block, which uses your proficiency bonus (PB) in several places. You determine the creature’s appearance and whether it is a Protector, Zealot, or Ruiner, with specific features dependent on the chosen type. Once you summon a Divine Herald, whenever you summon it again, it must always be the same type.
In combat, the herald shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the herald can take any action of its choice, not just Dodge.
The herald remains for 1 minute or until reduced to 0 hit points. You may only have one Divine Herald at any given moment. If you summon a new one while you already had a Divine Herald, the original disappears. The herald also disappears if you die.
Divine Herald
Medium celestial (Protector and Zealot Only) or fiend (Ruiner only)
Armor Class 15 (natural armor)
Hit Points 1 + your Wisdom modifier + five times your cleric level (the protector has a number of Hit Dice [d8s] equal to your cleric level)
Speed 30 ft., flying 40 ft.
Saving Throws Con +3 plus PB, Wis +1 plus PB
Skills Acrobatics +1 plus PB, Insight +1 plus PB × 2
Damage Resistances radiant (Protector and Zealot only) or necrotic (Ruiner only)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft. (Protector and Zealot) or 120ft. (Ruiner Only), passive Perception 11
Languages Celestial (Protector and Zealot Only) or Abyssal and Infernal (Ruiner Only), understands the languages you speak
Challenge — Proficiency Bonus (PB) equals your bonus
Magic Resistance (Zealot Only). The herald gains advantage on saving throws against spells and other magical effects.
Vigilant (Protector Only). The herald can’t be surprised.
Fiendish Sight (Ruiner Only). The herald's darkvision can see through magical darkness.
Actions
Divine Touch.Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB radiant (Zealot Only), force (Protector Only), or necrotic (Ruiner Only).
Heal (1/Day, Zealot Only). The herald calls upon its restorative divine power to heal a creature it touches, healing the creature an amount of hit points equal to 1d8 + PB. If the target is currently diseased or poisoned, the herald may end one such condition.
Ward (1/Day, Protector Only). The herald calls upon its warding energy to protect a creature it touches, granting the creature an amount of temporary hit points equal to 2d6 + PB.
Defile (1/Day, Ruiner Only). The herald draws ruinous and razing power from itself, touching a creature within 5 feet of it. The creature must succeed on a Constitution saving throw against your spell save DC or take 2d8 + PB necrotic damage and become poisoned for one minute.
Sorry it took so long. I hope this helps!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
That's awesome. I really like the idea of the Divine Herald replacing a Channel Divinity. It hadn't even occurred to me to use an optional feature to accomplish this - and I love that it has 3 kinds. Having it replace a Channel Divinity allows it to be really flexible to fit almost any Cleric - but I think a subclass based on that Divine Herald would be even better. I'd like to really double down on the theme.
(And thank you for all the replies - any and all input is appreciated)
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
I would love a divine herald subclass too.
I have a weird sense of humor.
I also make maps.(That's a link)
Okay, great! I'm glad you liked it. I may even allow this in my games now, as a replacement feature.
I'll make a subclass for it later, after I make the homebrew race for HomebrewDragonSlayer. It will probably be called the "Herald" domain, or something like that.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
sounds cool looking foward to seeing that
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I like the Herald Third.
👍👍
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
yeah herald domain does sound cool
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Thanks! I'm glad people seem to like it.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
yeah when can we see it third sundering
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
I'll get to work on it today
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
cool
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here