Hello all! I just wanted to share my very bloated Homebrew Rules. Most of them are subclasses that I made up, and I'm sure quite a few of them are unbalanced, but I'm putting them here so that others can be inspired to home-brew themselves.
Subclasses
Unyielding Counter
Starting at 3rd level, your determination and will allows you to block an enemy’s strike and turn it into one of your own.When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to block the attack, reducing the damage by 1d10 + your Dexterity modifier + your monk level.If you reduce the damage of the attack to 0, you can spend a Ki point to make an unarmed strike against that creature.This attack deals additional damage equal to your monk level if it hits.
Immovable Stone
Beginning at 6th level, you are able to plant yourself directly into the earth to stand your ground against innumerable attacks.As an action or bonus action on your turn, or when you use Patient Defense, you can plant your feet into the ground until the end of your next turn.You cannot use this bonus action if you have moved during this turn.While your feet are in the ground, your speed is 0, you cannot be moved or knocked prone except by magic, and have advantage on the attack from your Unyielding Counter feature.If you do so as part of Patient Defense, you still gain the benefits of the Dodge action, even though your speed is 0.
Granite Hide
Starting at 11th level, you gain relentless durability.As a bonus action on your turn, you can spend 2 Ki points and gain resistance to nonmagical Bludgeoning, Piercing, and Slashing damage until the start of your next turn.
Crushing Counter
Beginning at 17th level, nothing can move you, and those who try will be quickly vanquished.When you hit a creature with the attack from your Unyielding Counter feature, you can spend 4 Ki points to break it from the inside out.Until the end of your next turn, the creature has vulnerability to Bludgeoning damage, and disadvantage on ability checks and saving throws using Constitution.
Magehunter(Fighter Subclass)
Arcane Experience:
At 3rd level, you are able to track down and identify magic easily, due to your training, and are able to combat spells that fool the mind.You gain proficiency in Arcana, and in intelligence saving throws, as well as intelligence checks to determine if a creature or object is an illusion.
Arcanist’s Judge
Also at 3rd level, you are able to easily break a mage’s concentration on spells, and break through the hides of magical creatures.When you hit a creature concentrating on a spell with a weapon attack, the DC for the Concentration check is 12, or the damage of the attack, whichever is higher.In addition, your weapon attacks count as magical for the purposes of bypassing resistance or immunity to nonmagical damage.
Locate Magic
You have learned to easily sense signs of magic and determine their schools of magic. Starting at 7th level, you are always under the effects of a Detect Magic spell, though it does not count as magic for the purposes of spells like Dispel Magic, and Detect Magic.
Counterstrike
At 10th level, you gain the ability to prevent spellcasters from casting spells by striking them in the process.Whenever a creature within 30 feet of you begins casting a spell, you can use your reaction to make a weapon attack against the creature.On a hit, you are counted to have cast the spell Counterspell, with the creature you struck as the target, at a level equal to your proficiency bonus.Your spell casting ability modifier for this feature is intelligence.
You may use this feature a number of times equal to 1 + your Intelligence modifier(Minimum 2), regaining all spent uses whenever you finish a short or long rest.
Magic Resistance
At 15th level, you gain resistance to the damage from spells and other magical effects, and advantage on saving throws against such spells and effects.
Spell Avoidance
Starting at 18th level, you have trained yourself to avoid the effects of damaging magic.When you are subjected to a spell or other magical effect that requires you to make a saving throw to take only half damage, you instead take no damage on a successful saving throw, and only half damage on a fail.
Circle of the Sun (Druid Subclass)
Cleansing Light
When you choose this circle at 2nd level, you master the ability to both heal and harm with the light of the sun.You learn the Sacred Flame and Light cantrips, and they count as druid cantrips for you.In addition, when you deal radiant damage to a creature, you can spend a spell slot to heal any number of willing creatures within 5 feet of the damaged creature.The amount healed is 1d6 hit points per level of the spell slot spent.This effect cannot heal undead or constructs.
Photosynthesize
Also at 2nd level, you can use an action to cause a plant you touch to grow, up to a month of growth.In addition, you can reduce plant creature’s exhaustion level by one when you use this action.Once you use this feature, you cannot use it on the same creature or plant until you finish a long rest.The plant must be in sunlight for this feature to function.
Scorching Warmth
Starting at 6th level, you gain resistance to radiant damage.In addition, when you heal a creature with a spell, you can deal radiant or fire damage equal to your wisdom modifier to one creature within five feet of the creature healed.
Blinding Sunlight
Starting at 10th level, when you deal radiant or fire damage to a creature, you may use your reaction to attempt to blind them with a flash of sunlight.They must make a constitution saving throw against your spell save DC.On a failed save, the creature is blinded for one minute.
Once a creature fails its saving throw against this feature, you may not use it again until you finish a short or long rest.
Healing Sunlight
Starting at 14th level, you can generate a large area of healing sunlight.As an action, you can choose a point within 100 feet of you.A 60-foot-radius sphere of light spreads out from the point you choose.The sphere is bright light and sheds dim light for an additional 60 feet, and lasts for one minute.At the start of your turn, any friendly creature in the bright light created by this feature regains hit points equal to your wisdom modifier.
Once you use this feature, you cannot use it again until you finish a long rest.
Circle of the Storm (Druid Subclass)
Bringer of the Storm
Starting at 2nd level when you choose this circle, you master the ability to generate storms around you, unleashing the chaotic power of nature.As a bonus action, you can expend a use of your wildshape ability to unleash a storm from the following list for one minute, or until you lose concentration, as if concentrating on a spell.The storms use your spell save DC in place of their DC.You can use an action to end the storm early.
Firestorm:The air around you burns with flames, igniting flammable objects within 10 feet of you during the storm.During the storm, you gain resistance to fire damage, and deal extra fire damage equal to your wisdom modifier whenever you hit a creature with a melee weapon attack.At the end of your turn during the storm, each creature within 10 feet of you must make a Dexterity saving throw or take fire damage equal to your druid level.
Blizzard:Cold wind blows around you, dousing nonmagical flames within 10 feet of you during the storm.During the storm, you gain resistance to cold damage and gain temporary hit points equal to your druid level+your wisdom modifier.These temporary hit points disappear when the storm ends.At the end of your turn during the storm, all creatures within 10 feet of you must make a constitution saving throw or take cold damage equal to your wisdom modifier and have their speed reduced by ten feet until the end of their next turn.
Thunderstorm:Dark, thundering storm clouds cover you, causing the area within 10 feet of you to be heavily obscured, and deafening creatures while they are within the area.You gain resistance to lightning and thunder damage during the storm.At the end of your turn during the storm, all creatures within 10 feet of you must make a dexterity saving throw or take lightning damage equal to your Druid level.
Storm’s Protector
You learn to protect your allies from the harmful aspects of the storm.Starting at 6th level, your allies automatically succeed on their saving throws against taking damage from your storms, and gain the same damage resistance that the storm grants you while inside the storm’s area.
Storm’s Ferocity
You gain the ability to strike your enemies with your storm’s power.Starting at 10th level, you gain the ability to target a creature in your storm’s radius as an action during one of your storms.
Firestorm:The creature must make a dexterity saving throw, taking fire damage equal to your druid level+your wisdom modifier+your proficiency bonus on a failed save, or half as much damage on a successful one.
Blizzard:The creature must make a constitution saving throw as it is bombarded with icy sleet and wind.On a failed save, it takes damage equal to your druid level, and has its speed halved until the end of its next turn.On a successful save, it takes half as much damage and its speed isn’t halved.
Thunderstorm:The creature must make a constitution saving throw as it is hit by a blast of thunder. On a failed save, it takes thunder damage equal to your druid level and being knocked back 20 feet from you, or taking half as much damage and not being moved on a successful one.
In addition, the range of your storm’s effects increases to 20 feet.
Master of the Storm:
You master the ability to control the storm before any other druids manage to do so.Starting at 14th level, you can cast control weather without expending a spell slot, and can do so again after finishing a long rest.
College of Cuisine(Bard Subclass)
Bardic Cookery
Starting at 3rd level when you choose this subclass, you gain the ability to use your magic abilities through your practice with cooking.You gain proficiency with cook’s utensils.If your are already proficient with cook’s utensils, you add double your proficiency bonus to checks you make with them.Additionally, you can use your cook’s utensils as a spellcasting focus for your bard spells.
Hearty Inspiration
Also at 3rd level, you gain the ability to infuse the meals you cook with resilient, hearty magic.During a long rest, you can cook a meal for up to 8 creatures.Consuming the meal takes 20 minutes, and if consumed, each creature that ate the meal gains temporary hit points equal to your bard level.
During a short rest, you can expend a use of Bardic inspiration to quickly cook a meal for up to 5 creatures.The cooking and consumption of the meal can all take place during the rest.Any creature that eats this meal and spends hit dice during the rest regain additional hit points equal to the roll of the inspiration die + your charisma modifier.If you do so, you gain no benefits from the short rest, though you may still benefit others with your abilities.
To make either meal, you must have your cook’s utensils with you, and must be in an environment where you can gather food, or be carrying at least five pounds of any kind of food.
Magic Foodstuffs
Starting at 6th level, you gain the ability to plant your spells in the meals you cook.When you spend an hour or more cooking a meal or dish, you can cast a bard spell you know as part of the cooking.If you do, you expend the spell slot as normal, and the spell is stored inside the food until eaten.When eaten, the spell’s effects take place, using your spell casting ability for any spell attacks, saving throw DCs, or other effects that use a spell casting ability.If the spell targets a creature, the creature that ate the food is the spell’s target.If the spell targets an area of effect, the area is centered on the creature that ate the food.More than half of the food must be consumed by a single creature before the spell’s effects take place.If more than one creature eats the meal, the spell uses the creature that ate the most of the food for the targeting.
If the spell’s effects do not occur in under 4 hours of the food being cooked, the spell expires and the food rots in seconds, poisoning anyone that eats it for an hour.
Otherworldly Feast
Starting at 14th level, you learn the Heroes’ Feast spell, which doesn’t count against the number of spells known.If you already know this spell, you learn another spell of your choice from the bard spell list.
Additionally, when you cast Heroes’ Feast, you can choose to put your heart and soul into the making of the feast.If you do, you expend ten hit dice and gain two levels of exhaustion after the spell is cast.Any creature that partakes in a feast made in this way gains temporary hit points equal to four times your bard level.
Theurgy Revised(Wizard Subclass)
Divine Knowledge
At 2nd level when you choose this Tradition, you gain the ability to learn and cast holy and unholy spells.When you gain a level in this class, including when you gain this feature, you can forego adding two wizard spells to your spell book, and instead add a single spell of a level you can cast from the cleric spell list to your spell book.The spell counts as a wizard spell for you, and you can prepare and cast it like your other spells.
In addition, you can add spells you find to your spell book if they are on the cleric spell list.Doing so costs double the time and gold as a wizard spell.
Religious Savant
Also at 2nd level, you gain proficiency in the Religion skill if you don’t have it already, and double your proficiency bonus to checks you make with it.If you are already proficient in the Religion skill, you gain proficiency in another skill instead.
In addition, you have advantage on Intelligence(Arcana) and Intelligence(History) checks to recall information about Aberrations, Celestials, Fiends, and Undead.
Invoke Divinity
Starting at 6th level, your knowledge of the divine magic of your holy and unholy magic allows you to invoke divine energy to fuel magical effects. Each Invoke Divinity option provided below explains how to use it.
When you use your Invoke Divinity, you choose which effect to create. You must then finish a short or long rest to use your Invoke Divinity again.Beginning at 14th level, you can use your Channel Divinity twice between rests.When you finish a short or long rest, you regain your expended uses.
Some Invoke Divinity effects require saving throws. When you use such an effect from this class, the DC equals your wizard spell save DC.
For the purposes of multi classing, treat Invoke Divinity as Channel Divinity, including determining how many times either one can be used.
Invoke Divinity: Bind Outsider
As an action, you speak the name of your deity or belief, and then speak a divine word to bind a creature not of the Prime Material.One Aberration, Celestial, Fiend, or Undead of your choice within 30 feet of you must make a Charisma saving throw or be restrained as divine chains bind it.At the end of the restrained creature’s turn, and whenever the restrained creature takes damage, it can make a Strength saving throw against your spell save DC, freeing itself on a success.
Starting at 14th level in this class, a creature that fails the initial save by 5 or more is banished to its home plane if it is not there already.
Invoke Divinity: Celestial Inspiration
You can use your divine knowledge to see into the vast libraries of the planes, and to focus your concentration.When you make an Intelligence check, or a constitution saving throw to maintain concentration, you can use your Invoke Divinity to gain a +10 bonus to the check or saving throw.You can do so after you see the roll, but before the DM says the outcome of the roll.
Holy Intensity
Beginning at 10th level, you have learned to harness the intense power of the heavens.You can add your Intelligence modifier to the damage of spells you cast that deal Necrotic or Radiant damage, and to spells you cast that heal other creatures.
Invoke Divinity: Safeguard Against Evil and Good
Starting at 14th level, as an action, you can use your Invoke Divinity to speak a Divine word protecting a creature from a certain kind of outsider.Choose from Aberrations, Celestials, Fey, and Fiends.The protected creature has advantage on saving throws against spells and effects created by creatures of the chosen type.In addition, creatures of the chosen type must make a Wisdom saving throw against your spell save DC whenever they target the protected creature with an attack or harmful spell.If the creature fails this saving throw, they must target a different creature or waste the attack or spell, and the action.
Radiance Domain (Cleric Subclass)
Domain Spells
1st: Divine Favor, Faerie Fire
3rd: Branding Smite, Scorching Ray
5th: Fireball, Daylight
7th, Wall of Fire, Sickening Radiance
9th: Flame Strike, Dawn
Bonus Proficiencies
At 1st level, you gain proficiency with Martial weapons.
Weapons of Radiance
Also at 1st level, you gain the ability to strike with the ferocity of the heavens.When you hit with a weapon attack, you can turn that attack’s damage to radiant damage.If you do, you can add your wisdom modifier to the damage of the attack.You can use this feature a number of times equal to your Wisdom modifier, and regain all spent uses on a long rest.
Channel Divinity:Burning Dawn
Starting at 2nd level, you can use your channel divinity to cause bursts of light to occur.
When you deal radiant damage to a creature, you can use your reaction to cause a burst of light in a 20 foot radius centered on the creature you dealt the radiant damage to.The creature and all hostile creatures within the radius must make a dexterity save or take fire or radiant damage(You choose when you use this feature) equal to your cleric level.
Protective Light
Beginning at 6th level, your allies are protected while they are in light you create.When a friendly creature makes a saving throw while it is in an area of bright light created by a spell you cast, they can add half your proficiency bonus(rounded down) to the saving throw.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine light. 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 or fire damage to the target(You choose when you hit). When you reach 14th level, the extra damage increases to 2d8.
Smite of the Heavens
Starting at 17th level, the spell meteor swarm is considered a domain spell for you, and counts as a cleric spell for you.When you cast this spell, the bludgeoning damage is instead radiant damage, and any creature has disadvantage on saving throws against your spells for one minute if they fail the saving throw against this casting of meteor swarm.In addition, you have advantage on attack rolls against for one minute against any creature that fails the saving throw against this casting of meteor swarm.
Eldritch Saboteur (Rogue Subclass)
Otherworldly Patron
At 3rd level, you have struck a bargain with an otherworldly being of your choice: The Archfey, the Celestial, the Fiend, the Hexblade, or the Great Old One.The being grants you the ability to imbue your sneak attack with different damaging magics, and cast spells of your own.
Sinister Strike
At 3rd level, your patron gives you the ability to use planar magic to warp your weapon’s blows, to bypass certain resistances or immunities.When you use your sneak attack, you can choose to convert the sneak attack’s damage into a damage type as determined by your patron.At 11th level, you gain another type of damage to choose from.
At your DM’s discretion, you can pick a damage type from another patron if it fits your patron.They still have the same level perquisite.
Archfey: Poison, (11th level)Force
Celestial: Bludgeoning, (11th level)Radiant.
Fiend: Fire, (11th level)Necrotic
Hexblade: Slashing, (11th level)Necrotic
Great Old One: Acid, (11th level)Psychic
Pact Magic
Your arcane research taught to you by your patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list and the True Strike cantrip. You learn an additional warlock cantrips of your choice at tenth level, as shown in the Cantrips Known column of the Eldritch Saboteur table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Eldritch Saboteur table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your warlock spells, as you are directly taught your magic by your patron, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
True Striker
Also at 3rd level, your ability to use magic to sharpen your aim is nearly unbeatable, though you must be patient when you do so.When you cast the True Strike cantrip, you can do so as a bonus action, and the spell does not require concentration.
Otherworldly Trickery
Starting at 9th level, you gain fragments of eldritch lore from your arcane study, and are now able to perform even more tricks.You gain two eldritch invocations of your choice from the warlock class, as long as they have no level prerequisite.If an invocation uses a warlock spell slot, it uses an eldritch saboteur spell slot instead, and if an invocation uses your charisma modifier, use your intelligence modifier instead.
You gain another invocation at 13th level, and another at 19th level.You can select invocations with a 5th level prerequisite at 13th level, and invocations with a 7th level prerequisite at 19th level.Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Gift of the Master
Starting at 13th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice:
Gift of the Knife
You can use your bonus action to create a gifted weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and must have the finesse property.
Your gifted weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your gifted weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your gifted weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your gifted weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
This Gift counts as Pact of the Blade for the purpose of eldritch invocations.
Gift of the Minion
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Imp, Quasit, Pseudodragon, Gazer, Cranium Rat or Sprite.The familiar is proficient with the same skills as you, and benefits from your expertise and reliable talent features.In addition, when you take the attack action, you can forego one of your attacks to command your familiar to immediately make an attack with its reaction.
This Gift counts as Pact of the Chain for the purpose of eldritch invocations.
Gift of the Cloak
Your patron bestows a magical, shadowy cloak to you.While wearing this cloak in darkness, you are considered to be invisible to creatures that rely on darkvision to see you in the darkness.In addition, when you are targeted by a ranged attack, you can use your reaction to cause darkness to cover you, imposing disadvantage on the attack roll.This reaction doesn’t affect creatures that can see through magical darkness, or creatures that do not have disadvantage on attacks against targets they cannot see, such as creatures with blindsight.You must be lightly obscured to use this reaction.
If you lose the cloak or it is destroyed, you can regain it by spending an hour or more in darkness.The previous cloak disappears when you regain it.
Gift of the Manual
Your patron gives you a grimoire called a Book of Trickery. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless eldritch saboteur spells for you.
Alternatively, choose any combination of three skills or tools.You are proficient with the chosen skills or tools while the book is on your person.
If you lose your Book of Trickery, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
This Gift counts as Pact of the Tome for the purpose of eldritch invocations.
Eldritch Wrath
Starting at 17th level, you learn to enforce your True Strike with deadly magical force.When you use the advantage granted by your True Strike cantrip, the attack deals an extra 3d6 force damage if it hits.
Modified Races
Kobolds
+1 to intelligence in addition to other ASI.
Optional feature below.If you don’t take it, you lose sunlight sensitivity.If you don’t take the feature during character creation, you can take it as a feat that also gives a +1 to intelligence.
Trapper.During a short rest, you can make a trap with any materials you have nearby.The trap’s DC for being spotted and for avoiding it is 8 + your proficiency bonus + your intelligence modifier.The trap deals damage equal to your level, of a type determined by the DM.Starting at 5th level, your traps restrain a creature in addition to the damage.If your trap restrains a creature, it can use its action to make a strength(Athletics) or dexterity(Acrobatics) check against your trap save DC, escaping on a success.When a creature activates a trap, it must make a dexterity saving throw or take the damage and be restrained(If 5th level).The trap works once, and lasts only 2 hours before falling apart.The trap’s location is one 10 foot cube within 30 feet of the area where you took a short rest.
Dragonborn
The +1 to Charisma can be replaced by a +1 to constitution.
Gain 60 foot darkvision.
Your breath weapon can be used 1 + constitution modifier times per long rest(minimum 1).When you make your character, you can decide either that your breath weapon can be used as a bonus action, or can replace one of the attacks of the attack action.Can only be used once per turn.
Humans
+2 to 2 different ability scores of your choice instead of +1 to all.
Gains two skills.
Relentless endurance.
New human feat:
Human Determination
You can use your relentless determination to succeed when others would fail.Once per turn before you make an ability check, attack roll, or saving throw, you can use this feature to gain advantage on the roll.You can use this feature a number of times equal to half your proficiency bonus, regaining all expended uses whenever you finish a short or long rest.
Orcs
Their minus to intelligence is -1 instead of -2.
They gain savage attacks.
Hobgoblins
They can keep their normal ASI or have +1 to STR, CON, and INT.
They gain the following trait:
Martial Advantage. When you damage a creature with an attack or spell and the creature is within 5 feet of an ally of yours, you can cause the attack or spell to deal 1d6 extra damage to the creature.Once you use this trait, you cannot use it again until you finish a short or long rest.
Goblins
Fury of the small damage is doubled if the creature is more than two sizes bigger than you.
Yuan-Ti Pureblood
They lose magic resistance.The unlimited animal friendship at snakes is unlocked at 5th level.
Aasimar
Healing hands is moved to 5th level and can be changed to a 1st level cure wounds(Uses Charisma).
Modified Classes and Subclasses
Barbarian
Path of the Berserker
The first time you frenzy per long rest, it doesn’t give you exhaustion.
Bard
Countercharm
Can be replaced with the following feature:
Panache
At 6th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Cleric
War Domain
Avatar of Battle gives resistance to all Bludgeoning, Piercing, and Slashing damage.
Druid
Archdruid
Instead of infinite wild shapes, if you have no uses of wild shape at the start of your turn, you regain one use.
Fighter
Can use UA Class feature Variants.
Arcane Archer
Number of uses of Arcane Shot equal your proficiency bonus.
Monk
Way of the Four Elements
When you use your action to cast a spell, you can use a bonus action to make a melee weapon attack or do flurry of blows(Still using the Ki point as normal).
Paladin
Divine Smite
When the paladin gets this feature, they can decide whether it triggers on melee weapon attacks, or ranged weapon attacks.
Ranger
Favored Enemy
You now add your proficiency bonus to weapon damage rolls against your favored enemies.At 6th level, you score a critical hit on a roll of 19-20 against your favored enemies.At 14th level you score a critical hit on a roll of 18-20 against your favored enemies.
Base Class
The Ranger can use Intelligence instead of Wisdom for all of its class features.This must be chosen at character creation.
Rogue
Assassin
Assassinate gives the advantage on every turn as long as your turn is before the creature’s.
Death Strike activates on critical hits, instead of only surprise hits.
Sorcerer
Spellcasting
You gain an additional spell based on your subclass, and work with the DM to create a 1st level spell that is your Signature Spell.This spell can be slightly more powerful than normal(For instance, a single d6 more damage, though not d8 or higher)
Optionally, Sorcerers can use the spell point variant.They combine their Sorcery points and spell points into one pool when they do so.Can cast spells and empower spells from the same pool.
Font of Magic
Once per long rest when you finish a short rest, you can regain sorcery points equal to half your Sorcery point maximum.Other options for Font of Magic from UA class feature variants are available.
New Feature: Damaging Adept
Beginning at 5th level, you have gained the ability to cast spells in ways that they shouldn’t be, and change elemental magic on a whim.When you learn a spell or replace a spell upon leveling up, you can change the spell’s damage type.The new damage type must be on the same tier as the previous damage type, as shown below.The spell must deal only one type of damage to be chosen for this feature.
Tier 1: Bludgeoning, Piercing, Slashing
Tier 2: Poison, Fire, Cold, Lightning, Acid
Tier 3:Thunder, Necrotic, Radiant, Psychic, Force
Warlock
Hex warrior
Turned into an invocation that all Pact of the Blade warlocks can take.Hexblades no longer have it.
Wizard
School of Necromancy
Grim Harvest is changed to that you can summon a shadow with hit points equal to 2 x wizard level + Intelligence modifier when you kill a hostile creature with a necromancy spell of 1st level or higher.If you do, you do not regain hit points from the former part of the feature.The shadow lasts for one hour under concentration.
School of Illusion
Improved Minor Illusion is replaced with the following feature:
Subtle Illusions
When you cast an illusion spell of 1st level or higher, you can make a dexterity(Sleight of Hand) contested by the passive perception of any creature that can see or hear you.Any creature whose passive perception you beat with this check cannot detect you casting the spell.
I have more, but they're more of ideas instead of fully fledged home-brew. But anyways, I hope you all enjoy!
Hosted a battle between the Cult of Sedge and the Forum Countershere(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.
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Hello all! I just wanted to share my very bloated Homebrew Rules. Most of them are subclasses that I made up, and I'm sure quite a few of them are unbalanced, but I'm putting them here so that others can be inspired to home-brew themselves.
Subclasses
Unyielding Counter
Starting at 3rd level, your determination and will allows you to block an enemy’s strike and turn it into one of your own. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to block the attack, reducing the damage by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage of the attack to 0, you can spend a Ki point to make an unarmed strike against that creature. This attack deals additional damage equal to your monk level if it hits.
Immovable Stone
Beginning at 6th level, you are able to plant yourself directly into the earth to stand your ground against innumerable attacks. As an action or bonus action on your turn, or when you use Patient Defense, you can plant your feet into the ground until the end of your next turn. You cannot use this bonus action if you have moved during this turn. While your feet are in the ground, your speed is 0, you cannot be moved or knocked prone except by magic, and have advantage on the attack from your Unyielding Counter feature. If you do so as part of Patient Defense, you still gain the benefits of the Dodge action, even though your speed is 0.
Granite Hide
Starting at 11th level, you gain relentless durability. As a bonus action on your turn, you can spend 2 Ki points and gain resistance to nonmagical Bludgeoning, Piercing, and Slashing damage until the start of your next turn.
Crushing Counter
Beginning at 17th level, nothing can move you, and those who try will be quickly vanquished. When you hit a creature with the attack from your Unyielding Counter feature, you can spend 4 Ki points to break it from the inside out. Until the end of your next turn, the creature has vulnerability to Bludgeoning damage, and disadvantage on ability checks and saving throws using Constitution.
Magehunter (Fighter Subclass)
Arcane Experience:
At 3rd level, you are able to track down and identify magic easily, due to your training, and are able to combat spells that fool the mind. You gain proficiency in Arcana, and in intelligence saving throws, as well as intelligence checks to determine if a creature or object is an illusion.
Arcanist’s Judge
Also at 3rd level, you are able to easily break a mage’s concentration on spells, and break through the hides of magical creatures. When you hit a creature concentrating on a spell with a weapon attack, the DC for the Concentration check is 12, or the damage of the attack, whichever is higher. In addition, your weapon attacks count as magical for the purposes of bypassing resistance or immunity to nonmagical damage.
Locate Magic
You have learned to easily sense signs of magic and determine their schools of magic. Starting at 7th level, you are always under the effects of a Detect Magic spell, though it does not count as magic for the purposes of spells like Dispel Magic, and Detect Magic.
Counterstrike
At 10th level, you gain the ability to prevent spellcasters from casting spells by striking them in the process. Whenever a creature within 30 feet of you begins casting a spell, you can use your reaction to make a weapon attack against the creature. On a hit, you are counted to have cast the spell Counterspell, with the creature you struck as the target, at a level equal to your proficiency bonus. Your spell casting ability modifier for this feature is intelligence.
You may use this feature a number of times equal to 1 + your Intelligence modifier(Minimum 2), regaining all spent uses whenever you finish a short or long rest.
Magic Resistance
At 15th level, you gain resistance to the damage from spells and other magical effects, and advantage on saving throws against such spells and effects.
Spell Avoidance
Starting at 18th level, you have trained yourself to avoid the effects of damaging magic. When you are subjected to a spell or other magical effect that requires you to make a saving throw to take only half damage, you instead take no damage on a successful saving throw, and only half damage on a fail.
Circle of the Sun (Druid Subclass)
Cleansing Light
When you choose this circle at 2nd level, you master the ability to both heal and harm with the light of the sun. You learn the Sacred Flame and Light cantrips, and they count as druid cantrips for you. In addition, when you deal radiant damage to a creature, you can spend a spell slot to heal any number of willing creatures within 5 feet of the damaged creature. The amount healed is 1d6 hit points per level of the spell slot spent. This effect cannot heal undead or constructs.
Photosynthesize
Also at 2nd level, you can use an action to cause a plant you touch to grow, up to a month of growth. In addition, you can reduce plant creature’s exhaustion level by one when you use this action. Once you use this feature, you cannot use it on the same creature or plant until you finish a long rest. The plant must be in sunlight for this feature to function.
Scorching Warmth
Starting at 6th level, you gain resistance to radiant damage. In addition, when you heal a creature with a spell, you can deal radiant or fire damage equal to your wisdom modifier to one creature within five feet of the creature healed.
Blinding Sunlight
Starting at 10th level, when you deal radiant or fire damage to a creature, you may use your reaction to attempt to blind them with a flash of sunlight. They must make a constitution saving throw against your spell save DC. On a failed save, the creature is blinded for one minute.
Once a creature fails its saving throw against this feature, you may not use it again until you finish a short or long rest.
Healing Sunlight
Starting at 14th level, you can generate a large area of healing sunlight. As an action, you can choose a point within 100 feet of you. A 60-foot-radius sphere of light spreads out from the point you choose. The sphere is bright light and sheds dim light for an additional 60 feet, and lasts for one minute. At the start of your turn, any friendly creature in the bright light created by this feature regains hit points equal to your wisdom modifier.
Once you use this feature, you cannot use it again until you finish a long rest.
Circle of the Storm (Druid Subclass)
Bringer of the Storm
Starting at 2nd level when you choose this circle, you master the ability to generate storms around you, unleashing the chaotic power of nature. As a bonus action, you can expend a use of your wildshape ability to unleash a storm from the following list for one minute, or until you lose concentration, as if concentrating on a spell. The storms use your spell save DC in place of their DC. You can use an action to end the storm early.
Firestorm: The air around you burns with flames, igniting flammable objects within 10 feet of you during the storm. During the storm, you gain resistance to fire damage, and deal extra fire damage equal to your wisdom modifier whenever you hit a creature with a melee weapon attack. At the end of your turn during the storm, each creature within 10 feet of you must make a Dexterity saving throw or take fire damage equal to your druid level.
Blizzard: Cold wind blows around you, dousing nonmagical flames within 10 feet of you during the storm. During the storm, you gain resistance to cold damage and gain temporary hit points equal to your druid level+your wisdom modifier. These temporary hit points disappear when the storm ends. At the end of your turn during the storm, all creatures within 10 feet of you must make a constitution saving throw or take cold damage equal to your wisdom modifier and have their speed reduced by ten feet until the end of their next turn.
Thunderstorm: Dark, thundering storm clouds cover you, causing the area within 10 feet of you to be heavily obscured, and deafening creatures while they are within the area. You gain resistance to lightning and thunder damage during the storm. At the end of your turn during the storm, all creatures within 10 feet of you must make a dexterity saving throw or take lightning damage equal to your Druid level.
Storm’s Protector
You learn to protect your allies from the harmful aspects of the storm. Starting at 6th level, your allies automatically succeed on their saving throws against taking damage from your storms, and gain the same damage resistance that the storm grants you while inside the storm’s area.
Storm’s Ferocity
You gain the ability to strike your enemies with your storm’s power. Starting at 10th level, you gain the ability to target a creature in your storm’s radius as an action during one of your storms.
Firestorm: The creature must make a dexterity saving throw, taking fire damage equal to your druid level+your wisdom modifier+your proficiency bonus on a failed save, or half as much damage on a successful one.
Blizzard: The creature must make a constitution saving throw as it is bombarded with icy sleet and wind. On a failed save, it takes damage equal to your druid level, and has its speed halved until the end of its next turn. On a successful save, it takes half as much damage and its speed isn’t halved.
Thunderstorm: The creature must make a constitution saving throw as it is hit by a blast of thunder. On a failed save, it takes thunder damage equal to your druid level and being knocked back 20 feet from you, or taking half as much damage and not being moved on a successful one.
In addition, the range of your storm’s effects increases to 20 feet.
Master of the Storm:
You master the ability to control the storm before any other druids manage to do so. Starting at 14th level, you can cast control weather without expending a spell slot, and can do so again after finishing a long rest.
College of Cuisine(Bard Subclass)
Bardic Cookery
Starting at 3rd level when you choose this subclass, you gain the ability to use your magic abilities through your practice with cooking. You gain proficiency with cook’s utensils. If your are already proficient with cook’s utensils, you add double your proficiency bonus to checks you make with them. Additionally, you can use your cook’s utensils as a spellcasting focus for your bard spells.
Hearty Inspiration
Also at 3rd level, you gain the ability to infuse the meals you cook with resilient, hearty magic. During a long rest, you can cook a meal for up to 8 creatures. Consuming the meal takes 20 minutes, and if consumed, each creature that ate the meal gains temporary hit points equal to your bard level.
During a short rest, you can expend a use of Bardic inspiration to quickly cook a meal for up to 5 creatures. The cooking and consumption of the meal can all take place during the rest. Any creature that eats this meal and spends hit dice during the rest regain additional hit points equal to the roll of the inspiration die + your charisma modifier. If you do so, you gain no benefits from the short rest, though you may still benefit others with your abilities.
To make either meal, you must have your cook’s utensils with you, and must be in an environment where you can gather food, or be carrying at least five pounds of any kind of food.
Magic Foodstuffs
Starting at 6th level, you gain the ability to plant your spells in the meals you cook. When you spend an hour or more cooking a meal or dish, you can cast a bard spell you know as part of the cooking. If you do, you expend the spell slot as normal, and the spell is stored inside the food until eaten. When eaten, the spell’s effects take place, using your spell casting ability for any spell attacks, saving throw DCs, or other effects that use a spell casting ability. If the spell targets a creature, the creature that ate the food is the spell’s target. If the spell targets an area of effect, the area is centered on the creature that ate the food. More than half of the food must be consumed by a single creature before the spell’s effects take place. If more than one creature eats the meal, the spell uses the creature that ate the most of the food for the targeting.
If the spell’s effects do not occur in under 4 hours of the food being cooked, the spell expires and the food rots in seconds, poisoning anyone that eats it for an hour.
Otherworldly Feast
Starting at 14th level, you learn the Heroes’ Feast spell, which doesn’t count against the number of spells known. If you already know this spell, you learn another spell of your choice from the bard spell list.
Additionally, when you cast Heroes’ Feast, you can choose to put your heart and soul into the making of the feast. If you do, you expend ten hit dice and gain two levels of exhaustion after the spell is cast. Any creature that partakes in a feast made in this way gains temporary hit points equal to four times your bard level.
Theurgy Revised(Wizard Subclass)
Divine Knowledge
At 2nd level when you choose this Tradition, you gain the ability to learn and cast holy and unholy spells. When you gain a level in this class, including when you gain this feature, you can forego adding two wizard spells to your spell book, and instead add a single spell of a level you can cast from the cleric spell list to your spell book. The spell counts as a wizard spell for you, and you can prepare and cast it like your other spells.
In addition, you can add spells you find to your spell book if they are on the cleric spell list. Doing so costs double the time and gold as a wizard spell.
Religious Savant
Also at 2nd level, you gain proficiency in the Religion skill if you don’t have it already, and double your proficiency bonus to checks you make with it. If you are already proficient in the Religion skill, you gain proficiency in another skill instead.
In addition, you have advantage on Intelligence(Arcana) and Intelligence(History) checks to recall information about Aberrations, Celestials, Fiends, and Undead.
Invoke Divinity
Starting at 6th level, your knowledge of the divine magic of your holy and unholy magic allows you to invoke divine energy to fuel magical effects. Each Invoke Divinity option provided below explains how to use it.
When you use your Invoke Divinity, you choose which effect to create. You must then finish a short or long rest to use your Invoke Divinity again. Beginning at 14th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.
Some Invoke Divinity effects require saving throws. When you use such an effect from this class, the DC equals your wizard spell save DC.
For the purposes of multi classing, treat Invoke Divinity as Channel Divinity, including determining how many times either one can be used.
Invoke Divinity: Bind Outsider
As an action, you speak the name of your deity or belief, and then speak a divine word to bind a creature not of the Prime Material. One Aberration, Celestial, Fiend, or Undead of your choice within 30 feet of you must make a Charisma saving throw or be restrained as divine chains bind it. At the end of the restrained creature’s turn, and whenever the restrained creature takes damage, it can make a Strength saving throw against your spell save DC, freeing itself on a success.
Starting at 14th level in this class, a creature that fails the initial save by 5 or more is banished to its home plane if it is not there already.
Invoke Divinity: Celestial Inspiration
You can use your divine knowledge to see into the vast libraries of the planes, and to focus your concentration. When you make an Intelligence check, or a constitution saving throw to maintain concentration, you can use your Invoke Divinity to gain a +10 bonus to the check or saving throw. You can do so after you see the roll, but before the DM says the outcome of the roll.
Holy Intensity
Beginning at 10th level, you have learned to harness the intense power of the heavens. You can add your Intelligence modifier to the damage of spells you cast that deal Necrotic or Radiant damage, and to spells you cast that heal other creatures.
Invoke Divinity: Safeguard Against Evil and Good
Starting at 14th level, as an action, you can use your Invoke Divinity to speak a Divine word protecting a creature from a certain kind of outsider. Choose from Aberrations, Celestials, Fey, and Fiends. The protected creature has advantage on saving throws against spells and effects created by creatures of the chosen type. In addition, creatures of the chosen type must make a Wisdom saving throw against your spell save DC whenever they target the protected creature with an attack or harmful spell. If the creature fails this saving throw, they must target a different creature or waste the attack or spell, and the action.
Radiance Domain (Cleric Subclass)
Domain Spells
1st: Divine Favor, Faerie Fire
3rd: Branding Smite, Scorching Ray
5th: Fireball, Daylight
7th, Wall of Fire, Sickening Radiance
9th: Flame Strike, Dawn
Bonus Proficiencies
At 1st level, you gain proficiency with Martial weapons.
Weapons of Radiance
Also at 1st level, you gain the ability to strike with the ferocity of the heavens. When you hit with a weapon attack, you can turn that attack’s damage to radiant damage. If you do, you can add your wisdom modifier to the damage of the attack. You can use this feature a number of times equal to your Wisdom modifier, and regain all spent uses on a long rest.
Channel Divinity: Burning Dawn
Starting at 2nd level, you can use your channel divinity to cause bursts of light to occur.
When you deal radiant damage to a creature, you can use your reaction to cause a burst of light in a 20 foot radius centered on the creature you dealt the radiant damage to. The creature and all hostile creatures within the radius must make a dexterity save or take fire or radiant damage(You choose when you use this feature) equal to your cleric level.
Protective Light
Beginning at 6th level, your allies are protected while they are in light you create. When a friendly creature makes a saving throw while it is in an area of bright light created by a spell you cast, they can add half your proficiency bonus(rounded down) to the saving throw.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine light. 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 or fire damage to the target(You choose when you hit). When you reach 14th level, the extra damage increases to 2d8.
Smite of the Heavens
Starting at 17th level, the spell meteor swarm is considered a domain spell for you, and counts as a cleric spell for you. When you cast this spell, the bludgeoning damage is instead radiant damage, and any creature has disadvantage on saving throws against your spells for one minute if they fail the saving throw against this casting of meteor swarm. In addition, you have advantage on attack rolls against for one minute against any creature that fails the saving throw against this casting of meteor swarm.
Eldritch Saboteur (Rogue Subclass)
Otherworldly Patron
At 3rd level, you have struck a bargain with an otherworldly being of your choice: The Archfey, the Celestial, the Fiend, the Hexblade, or the Great Old One. The being grants you the ability to imbue your sneak attack with different damaging magics, and cast spells of your own.
Sinister Strike
At 3rd level, your patron gives you the ability to use planar magic to warp your weapon’s blows, to bypass certain resistances or immunities. When you use your sneak attack, you can choose to convert the sneak attack’s damage into a damage type as determined by your patron. At 11th level, you gain another type of damage to choose from.
At your DM’s discretion, you can pick a damage type from another patron if it fits your patron. They still have the same level perquisite.
Archfey: Poison, (11th level)Force
Celestial: Bludgeoning, (11th level)Radiant.
Fiend: Fire, (11th level)Necrotic
Hexblade: Slashing, (11th level)Necrotic
Great Old One: Acid, (11th level)Psychic
Pact Magic
Your arcane research taught to you by your patron have given you facility with spells.
Cantrips
You know two cantrips of your choice from the warlock spell list and the True Strike cantrip. You learn an additional warlock cantrips of your choice at tenth level, as shown in the Cantrips Known column of the Eldritch Saboteur table.
Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 4th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.
Spells Known of 1st Level and Higher
At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.
The Spells Known column of the Eldritch Saboteur table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 13th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your warlock spells, as you are directly taught your magic by your patron, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
True Striker
Also at 3rd level, your ability to use magic to sharpen your aim is nearly unbeatable, though you must be patient when you do so. When you cast the True Strike cantrip, you can do so as a bonus action, and the spell does not require concentration.
Otherworldly Trickery
Starting at 9th level, you gain fragments of eldritch lore from your arcane study, and are now able to perform even more tricks. You gain two eldritch invocations of your choice from the warlock class, as long as they have no level prerequisite. If an invocation uses a warlock spell slot, it uses an eldritch saboteur spell slot instead, and if an invocation uses your charisma modifier, use your intelligence modifier instead.
You gain another invocation at 13th level, and another at 19th level. You can select invocations with a 5th level prerequisite at 13th level, and invocations with a 7th level prerequisite at 19th level. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Gift of the Master
Starting at 13th level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice:
Gift of the Knife
You can use your bonus action to create a gifted weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and must have the finesse property.
Your gifted weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your gifted weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your gifted weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your gifted weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
This Gift counts as Pact of the Blade for the purpose of eldritch invocations.
Gift of the Minion
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Imp, Quasit, Pseudodragon, Gazer, Cranium Rat or Sprite. The familiar is proficient with the same skills as you, and benefits from your expertise and reliable talent features. In addition, when you take the attack action, you can forego one of your attacks to command your familiar to immediately make an attack with its reaction.
This Gift counts as Pact of the Chain for the purpose of eldritch invocations.
Gift of the Cloak
Your patron bestows a magical, shadowy cloak to you. While wearing this cloak in darkness, you are considered to be invisible to creatures that rely on darkvision to see you in the darkness. In addition, when you are targeted by a ranged attack, you can use your reaction to cause darkness to cover you, imposing disadvantage on the attack roll. This reaction doesn’t affect creatures that can see through magical darkness, or creatures that do not have disadvantage on attacks against targets they cannot see, such as creatures with blindsight. You must be lightly obscured to use this reaction.
If you lose the cloak or it is destroyed, you can regain it by spending an hour or more in darkness. The previous cloak disappears when you regain it.
Gift of the Manual
Your patron gives you a grimoire called a Book of Trickery. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the warlock spell list, they are nonetheless eldritch saboteur spells for you.
Alternatively, choose any combination of three skills or tools. You are proficient with the chosen skills or tools while the book is on your person.
If you lose your Book of Trickery, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
This Gift counts as Pact of the Tome for the purpose of eldritch invocations.
Eldritch Wrath
Starting at 17th level, you learn to enforce your True Strike with deadly magical force. When you use the advantage granted by your True Strike cantrip, the attack deals an extra 3d6 force damage if it hits.
Modified Races
Kobolds
+1 to intelligence in addition to other ASI.
Optional feature below. If you don’t take it, you lose sunlight sensitivity. If you don’t take the feature during character creation, you can take it as a feat that also gives a +1 to intelligence.
Trapper. During a short rest, you can make a trap with any materials you have nearby. The trap’s DC for being spotted and for avoiding it is 8 + your proficiency bonus + your intelligence modifier. The trap deals damage equal to your level, of a type determined by the DM. Starting at 5th level, your traps restrain a creature in addition to the damage. If your trap restrains a creature, it can use its action to make a strength(Athletics) or dexterity(Acrobatics) check against your trap save DC, escaping on a success. When a creature activates a trap, it must make a dexterity saving throw or take the damage and be restrained(If 5th level). The trap works once, and lasts only 2 hours before falling apart. The trap’s location is one 10 foot cube within 30 feet of the area where you took a short rest.
Dragonborn
The +1 to Charisma can be replaced by a +1 to constitution.
Gain 60 foot darkvision.
Your breath weapon can be used 1 + constitution modifier times per long rest(minimum 1). When you make your character, you can decide either that your breath weapon can be used as a bonus action, or can replace one of the attacks of the attack action. Can only be used once per turn.
Humans
+2 to 2 different ability scores of your choice instead of +1 to all.
Gains two skills.
Relentless endurance.
New human feat:
Human Determination
You can use your relentless determination to succeed when others would fail. Once per turn before you make an ability check, attack roll, or saving throw, you can use this feature to gain advantage on the roll. You can use this feature a number of times equal to half your proficiency bonus, regaining all expended uses whenever you finish a short or long rest.
Orcs
Their minus to intelligence is -1 instead of -2.
They gain savage attacks.
Hobgoblins
They can keep their normal ASI or have +1 to STR, CON, and INT.
They gain the following trait:
Martial Advantage. When you damage a creature with an attack or spell and the creature is within 5 feet of an ally of yours, you can cause the attack or spell to deal 1d6 extra damage to the creature. Once you use this trait, you cannot use it again until you finish a short or long rest.
Goblins
Fury of the small damage is doubled if the creature is more than two sizes bigger than you.
Yuan-Ti Pureblood
They lose magic resistance. The unlimited animal friendship at snakes is unlocked at 5th level.
Aasimar
Healing hands is moved to 5th level and can be changed to a 1st level cure wounds(Uses Charisma).
Modified Classes and Subclasses
Barbarian
Path of the Berserker
The first time you frenzy per long rest, it doesn’t give you exhaustion.
Bard
Countercharm
Can be replaced with the following feature:
Panache
At 6th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Cleric
War Domain
Avatar of Battle gives resistance to all Bludgeoning, Piercing, and Slashing damage.
Druid
Archdruid
Instead of infinite wild shapes, if you have no uses of wild shape at the start of your turn, you regain one use.
Fighter
Can use UA Class feature Variants.
Arcane Archer
Number of uses of Arcane Shot equal your proficiency bonus.
Monk
Way of the Four Elements
When you use your action to cast a spell, you can use a bonus action to make a melee weapon attack or do flurry of blows(Still using the Ki point as normal).
Paladin
Divine Smite
When the paladin gets this feature, they can decide whether it triggers on melee weapon attacks, or ranged weapon attacks.
Ranger
Favored Enemy
You now add your proficiency bonus to weapon damage rolls against your favored enemies. At 6th level, you score a critical hit on a roll of 19-20 against your favored enemies. At 14th level you score a critical hit on a roll of 18-20 against your favored enemies.
Base Class
The Ranger can use Intelligence instead of Wisdom for all of its class features. This must be chosen at character creation.
Rogue
Assassin
Assassinate gives the advantage on every turn as long as your turn is before the creature’s.
Death Strike activates on critical hits, instead of only surprise hits.
Sorcerer
Spellcasting
You gain an additional spell based on your subclass, and work with the DM to create a 1st level spell that is your Signature Spell. This spell can be slightly more powerful than normal(For instance, a single d6 more damage, though not d8 or higher)
Optionally, Sorcerers can use the spell point variant. They combine their Sorcery points and spell points into one pool when they do so. Can cast spells and empower spells from the same pool.
Font of Magic
Once per long rest when you finish a short rest, you can regain sorcery points equal to half your Sorcery point maximum. Other options for Font of Magic from UA class feature variants are available.
New Feature: Damaging Adept
Beginning at 5th level, you have gained the ability to cast spells in ways that they shouldn’t be, and change elemental magic on a whim. When you learn a spell or replace a spell upon leveling up, you can change the spell’s damage type. The new damage type must be on the same tier as the previous damage type, as shown below. The spell must deal only one type of damage to be chosen for this feature.
Tier 1: Bludgeoning, Piercing, Slashing
Tier 2: Poison, Fire, Cold, Lightning, Acid
Tier 3:Thunder, Necrotic, Radiant, Psychic, Force
Warlock
Hex warrior
Turned into an invocation that all Pact of the Blade warlocks can take. Hexblades no longer have it.
Wizard
School of Necromancy
Grim Harvest is changed to that you can summon a shadow with hit points equal to 2 x wizard level + Intelligence modifier when you kill a hostile creature with a necromancy spell of 1st level or higher. If you do, you do not regain hit points from the former part of the feature. The shadow lasts for one hour under concentration.
School of Illusion
Improved Minor Illusion is replaced with the following feature:
Subtle Illusions
When you cast an illusion spell of 1st level or higher, you can make a dexterity(Sleight of Hand) contested by the passive perception of any creature that can see or hear you. Any creature whose passive perception you beat with this check cannot detect you casting the spell.
I have more, but they're more of ideas instead of fully fledged home-brew. But anyways, I hope you all enjoy!
Subclass Evaluations So Far:
Sorcerer
Warlock
My statblock. Fear me!
Hosted a battle between the Cult of Sedge and the Forum Counters here(Done now). I_Love_Tarrasques has won the fight, scoring a victory for the fiendish Moderators.