Hey guys, its been awhile since I've asked for opinions on what I've been working on for the past couple of months. So I picked a few homebrews that I would like some opinions on for one reason or another. I'm not asking for you to check out all of them (though it would be greatly appreciated,) but I am curious what you guys think of what I have here because some of these are updated versions to some of my older homebrews while others are me trying new things that I'm unsure if I pulled it off. Hope you enjoy what you see, and anything helps.
When you adopt this specialization at 3rd level, you gain proficiency with Jeweler's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Elementalist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elementalist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
At 3rd level, you've learned to create a device known as an Elemental Conduit to aid you in controlling the elements. During a long rest, you can use your Jeweler's Tools to inscribe a magical enchantment on a item, turning it into an Elemental Conduit and you gain the following benefits;
When you cast a spell or hit with a weapon that deals acids, cold, fire, lightning, or thunder damage, you can spend your bonus action to substitute that damage for any other damage type from that list.
After you finish a short or long rest, choose one of the following damage types to gain resistance against: acids, cold, fire, lightning, or thunder.
When you cast the conjure elemental spell, you are no longer required to conjure the elemental in its corresponding element. (You no longer have to conjure a water elemental in water, but you choose an unoccupied space within range instead.)
The Elemental Conduit counts as a spellcasting focus for you.
Your Elemental Conduit's benefits remain until the item is destroyed or until you use this feature again to inscribe a new item. Other creatures cannot benefit from your Elemental Conduit's effects, and to them, it functions as the item did without the enchantment.
Elemental Manipulation
At 3rd level, you can manipulate the different primal elements. As an action, you can replicate one of the effects from the following cantrips; Control Flames, Gust, Mold Earth, or Shape Water. If you cast this feature multiple times, you can have up to a number of non-instantaneous effects active at once equal to your proficiency bonus, and you can dismiss such an effect as an action.
Amplify Elements
At 5th level, your elemental conduit now empowers your elemental effects. When you deal acid, cold, fire, lightning, or thunder damage, you can add one additional damage die of a single damage type from that list.
Energy Ward
Starting at 9th level, after some additional modifications you've enabled the Elemental Conduit to provide protection to other creatures. When creature within 30 feet of you that you can see takes damage of the same damage type you have resistance to from the Elemental Conduit, you can use your reaction to give the creature resistance to that damage type until the start of their next turn.
Elemental Mastery
Starting at 15th level, the Elemental Conduit is able to grant you the ability to harness the elements in a way that you can't. You can cast the Investiture of flame, Investiture of Ice, Investiture of Stone, and Investiture of Wind spells each once without expending spell slot. Using these spells in this manner does not use your concentration, but the each spell only last for 1 minute. You regain the use of each spell after you finish a long rest.
College of Quips - Bard Subclass (WIP)
Experienced Heckler
When you join the College of Quips at 3rd level, you've learned the keen ability shape your insults to alter how people respond to them. You learn the Vicious Mockery cantrip if you don’t already know it. Whenever you cast Vicious Mockery, you can choose to deal no damage with the spell and you can choose to not impose disadvantage on the creature's next attack roll a failed save to instead apply one of the following effects:
Crippling Comment. You reduce the target’s speed by 10 feet until the start of your next turn.
Distracting Obscenity. The next attack roll made against the creature before the start of your next turn has advantage.
Pestering Joke. The creature has disadvantage on its next ability check until the start of your next turn.
Vicious Jab. If the target is missing any hit points, the damage die becomes a d8 instead of a d4.
Grab Attention
Starting at 3rd level, as a bonus action you can expend a Bardic Inspiration die in an attempt to distract a foe. Choose a creature that you can see within 60 feet of you to make a Charisma saving throw against your spellcasting DC. On a failure, the creature loses concentration and takes psychic damage equal to the number you roll on the Bardic Inspiration die plus your charisma modifier (minimum of 1). The creature automatically succeeds the saving throw if it cannot hear or see you.
Building Anticipation
Starting at 6th level, you have learned how to save the best insults for the right moment. Whenever you spend a Bardic Inspiration die, you immediately add a die of the same size to a pool of Anticipation dice, up to a maximum equal to your Charisma Modifier (minimum of 1). Once you finish a long rest, the number of Anticipation dice resets to 0. When you cast Vicious Mockery as an action, you can choose to spend all of your current Anticipation dice to deal additional psychic damage to the spell.
Once you use this feature, you can’t use it again until you finish a long rest.
Opportunistic Insult
At 14th level, you never seem to miss an opportunity to heckle someone when they fail. Whenever a creature within 60 feet that you can see misses an attack, fails an ability check or a saving throw. You can cast Vicious Mockery at the creature as a reaction by spending one of your Bardic Inspiration dice and adding the result to the damage of the spell.
In addition, the following options are added to your Experienced Heckler feature:
Polysyllabic Pun. The creature immediately uses its reaction to attack a random creature within reach with a melee attack. If there is no target in range, nothing happens.
Enraging Truth. The creature immediately uses its reaction to move a distance equal to half of its speed toward you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.
Condescending Remark. The creature has disadvantage on its next saving throw until the start of its next turn.
Taunting Declaration. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack.
Beast Master (Variant) - Ranger Subclass (WIP)
Those who take the mantle of Beast Master have an unbreakable bond with their animal companion. Together, they protect both civilization and the wilds alike from threats wherever it may arrive.
Creator's Note: The intention of this homebrew is to improve the shortcomings of the official "Beast Master" subclass for the Ranger class. If you have any questions about how I came to my conclusions for certain features just ask, and I'll gladly give my reasoning.
Beast Master Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
At 3rd level, you've learned how to communicate with beasts in a limited manner. They can understand the meaning of your words, though you have no special ability to understand them in return. Whenever you make a Charisma check to influence them, you can use your Wisdom modifier instead.
In addition, you gain proficiency in the Animal Handling skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make with this skill.
Ranger’s Companion
At 3rd level, you gain an animal companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and has a challenge rating of 1/4 or lower. Add your proficiency bonus to the animal companion’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 maximum hit points number in its stat block or five times your ranger level + your Wisdom modifier + its Constitution modifier, whichever is higher. The animal companion has a number of hit dice equal to your ranger level which it can spend during a short rest to regain hit points.If the animal companion is reduced to 0 hit points and not killed outright, they are knocked unconscious and must make death saving throws at the start of each of your turns, all other rules apply to the animal companion as when a player character is at 0 hit points.
The animal companion obeys your commands as best as it can and takes its turn on your initiative. On your turn, you can verbally command the animal companion where to move (no action required by you) and as a bonus action you can to command it to take one of the actions in its stat block, or the Dash, Disengage, Help, Hide, or Search action. If you do not issue a command, the animal companion takes the Dodge action. When you take the Attack action, you can substitute one of your attacks so the animal companion can make one attack instead. Once you have the Extra Attack feature, you can substitute both of your attacks so the animal companion can make two attacks, or take the Multiattack action, if it has that action. If the animal companion makes an attack as part of your Attack action, it cannot follow a bonus action command (and visa versa).
If the companion has an ability or attack that imposes a saving throw, the DC equals either the DC in its stat block or your spellcasting DC, whichever is higher. The animal companion also benefits from the following Ranger class features, when you reach their respective levels: Favored Enemies, Natural Explorer, Land's Strike, Hide in Plain Sight, Vanish, Feral Senses and Foe Slayer.
If you are unable to issue a command, the animal companion acts on its own, focusing on protecting you and itself. The animal companion never requires your command to use its reaction, such as when making an opportunity attack.
By spending 10 minutes and expending a spell slot of 1st level or higher, you can perform a ritual to manipulate the form and spirit of the animal companion. Upon completion, choose one of the follow effects: you change the form the animal companion takes, but still follows the same restrictions for what creatures you can use as an animal companion; if the animal companion has died and you're within 10 feet of it, the companion returns to life with all its hit points restored. If you do not have an animal companion, choose a creature that follows your companion restrictions and summon a spirit of that chosen creature that lasts until you finish a long rest. The spirit is treated as your animal companion. Once you perform the ritual, you cannot do so again until you finish a long rest.
When you reach higher levels in this class, you can use creatures of higher CR and size for the animal companion. The CR maximum increases at 7th level (CR of 1/2), 11th (CR of 1) and 17 level (CR of 2). In addition, when you reach 11th level the animal companion can be a size of large or smaller.
Never Alone
Beginning at 7th level, with your companion at your side, neither of you have to fear about facing hardships alone. While you are within 60 feet of the animal companion, you both gain advantage against the frightened condition and the animal companion gains advantage on all saving throws.
In addition, the animal companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Pack Mentality
Starting at 11th level, you and your animal companion fight best when you're fighting together. When you take the Attack action, you can now substitute one of your attacks so the animal companion can make two attacks or take the Multiattack action, if it has that action.
Joined Spirits
Beginning at 15th level, the animal companion is always under the effects of the beast bond spell even if their Intelligence score is 4 or higher. Also, when a spell is cast on you or the animal companion while you're within 30 feet of each other, you can choose to have the spell affect both of you.
Thanks man, I'm actually quite proud with what I've done with that one so far. I do have a public version, but after some play testing I decided that the ritual component needed some more fine tuning.
Hey guys, its been awhile since I've asked for opinions on what I've been working on for the past couple of months. So I picked a few homebrews that I would like some opinions on for one reason or another. I'm not asking for you to check out all of them (though it would be greatly appreciated,) but I am curious what you guys think of what I have here because some of these are updated versions to some of my older homebrews while others are me trying new things that I'm unsure if I pulled it off. Hope you enjoy what you see, and anything helps.
Elementalist - Artificer Subclass (WIP)
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with Jeweler's Tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Elementalist Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Elementalist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Elementalist Spells
3rd
Absorb Elements, Burning Hands
5th
Acid Arrow, Scorching Ray
9th
Fireball, Lightning Bolt
13th
Elemental Bane, Fire Shield
17th
Cone of Cold, Conjure Elemental
Elemental Conduit
At 3rd level, you've learned to create a device known as an Elemental Conduit to aid you in controlling the elements. During a long rest, you can use your Jeweler's Tools to inscribe a magical enchantment on a item, turning it into an Elemental Conduit and you gain the following benefits;
Your Elemental Conduit's benefits remain until the item is destroyed or until you use this feature again to inscribe a new item. Other creatures cannot benefit from your Elemental Conduit's effects, and to them, it functions as the item did without the enchantment.
Elemental Manipulation
At 3rd level, you can manipulate the different primal elements. As an action, you can replicate one of the effects from the following cantrips; Control Flames, Gust, Mold Earth, or Shape Water. If you cast this feature multiple times, you can have up to a number of non-instantaneous effects active at once equal to your proficiency bonus, and you can dismiss such an effect as an action.
Amplify Elements
At 5th level, your elemental conduit now empowers your elemental effects. When you deal acid, cold, fire, lightning, or thunder damage, you can add one additional damage die of a single damage type from that list.
Energy Ward
Starting at 9th level, after some additional modifications you've enabled the Elemental Conduit to provide protection to other creatures. When creature within 30 feet of you that you can see takes damage of the same damage type you have resistance to from the Elemental Conduit, you can use your reaction to give the creature resistance to that damage type until the start of their next turn.
Elemental Mastery
Starting at 15th level, the Elemental Conduit is able to grant you the ability to harness the elements in a way that you can't. You can cast the Investiture of flame, Investiture of Ice, Investiture of Stone, and Investiture of Wind spells each once without expending spell slot. Using these spells in this manner does not use your concentration, but the each spell only last for 1 minute. You regain the use of each spell after you finish a long rest.
College of Quips - Bard Subclass (WIP)
Experienced Heckler
When you join the College of Quips at 3rd level, you've learned the keen ability shape your insults to alter how people respond to them. You learn the Vicious Mockery cantrip if you don’t already know it. Whenever you cast Vicious Mockery, you can choose to deal no damage with the spell and you can choose to not impose disadvantage on the creature's next attack roll a failed save to instead apply one of the following effects:
Crippling Comment. You reduce the target’s speed by 10 feet until the start of your next turn.
Distracting Obscenity. The next attack roll made against the creature before the start of your next turn has advantage.
Pestering Joke. The creature has disadvantage on its next ability check until the start of your next turn.
Vicious Jab. If the target is missing any hit points, the damage die becomes a d8 instead of a d4.
Grab Attention
Starting at 3rd level, as a bonus action you can expend a Bardic Inspiration die in an attempt to distract a foe. Choose a creature that you can see within 60 feet of you to make a Charisma saving throw against your spellcasting DC. On a failure, the creature loses concentration and takes psychic damage equal to the number you roll on the Bardic Inspiration die plus your charisma modifier (minimum of 1). The creature automatically succeeds the saving throw if it cannot hear or see you.
Building Anticipation
Starting at 6th level, you have learned how to save the best insults for the right moment. Whenever you spend a Bardic Inspiration die, you immediately add a die of the same size to a pool of Anticipation dice, up to a maximum equal to your Charisma Modifier (minimum of 1). Once you finish a long rest, the number of Anticipation dice resets to 0. When you cast Vicious Mockery as an action, you can choose to spend all of your current Anticipation dice to deal additional psychic damage to the spell.
Once you use this feature, you can’t use it again until you finish a long rest.
Opportunistic Insult
At 14th level, you never seem to miss an opportunity to heckle someone when they fail. Whenever a creature within 60 feet that you can see misses an attack, fails an ability check or a saving throw. You can cast Vicious Mockery at the creature as a reaction by spending one of your Bardic Inspiration dice and adding the result to the damage of the spell.
In addition, the following options are added to your Experienced Heckler feature:
Polysyllabic Pun. The creature immediately uses its reaction to attack a random creature within reach with a melee attack. If there is no target in range, nothing happens.
Enraging Truth. The creature immediately uses its reaction to move a distance equal to half of its speed toward you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit.
Condescending Remark. The creature has disadvantage on its next saving throw until the start of its next turn.
Taunting Declaration. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack.
Beast Master (Variant) - Ranger Subclass (WIP)
Those who take the mantle of Beast Master have an unbreakable bond with their animal companion. Together, they protect both civilization and the wilds alike from threats wherever it may arrive.
Creator's Note: The intention of this homebrew is to improve the shortcomings of the official "Beast Master" subclass for the Ranger class. If you have any questions about how I came to my conclusions for certain features just ask, and I'll gladly give my reasoning.
Beast Master Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Beast Master Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Beast Master Spells
Beast Speech
At 3rd level, you've learned how to communicate with beasts in a limited manner. They can understand the meaning of your words, though you have no special ability to understand them in return. Whenever you make a Charisma check to influence them, you can use your Wisdom modifier instead.
In addition, you gain proficiency in the Animal Handling skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make with this skill.
Ranger’s Companion
At 3rd level, you gain an animal companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and has a challenge rating of 1/4 or lower. Add your proficiency bonus to the animal companion’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 maximum hit points number in its stat block or five times your ranger level + your Wisdom modifier + its Constitution modifier, whichever is higher. The animal companion has a number of hit dice equal to your ranger level which it can spend during a short rest to regain hit points. If the animal companion is reduced to 0 hit points and not killed outright, they are knocked unconscious and must make death saving throws at the start of each of your turns, all other rules apply to the animal companion as when a player character is at 0 hit points.
The animal companion obeys your commands as best as it can and takes its turn on your initiative. On your turn, you can verbally command the animal companion where to move (no action required by you) and as a bonus action you can to command it to take one of the actions in its stat block, or the Dash, Disengage, Help, Hide, or Search action. If you do not issue a command, the animal companion takes the Dodge action. When you take the Attack action, you can substitute one of your attacks so the animal companion can make one attack instead. Once you have the Extra Attack feature, you can substitute both of your attacks so the animal companion can make two attacks, or take the Multiattack action, if it has that action. If the animal companion makes an attack as part of your Attack action, it cannot follow a bonus action command (and visa versa).
If the companion has an ability or attack that imposes a saving throw, the DC equals either the DC in its stat block or your spellcasting DC, whichever is higher. The animal companion also benefits from the following Ranger class features, when you reach their respective levels: Favored Enemies, Natural Explorer, Land's Strike, Hide in Plain Sight, Vanish, Feral Senses and Foe Slayer.
If you are unable to issue a command, the animal companion acts on its own, focusing on protecting you and itself. The animal companion never requires your command to use its reaction, such as when making an opportunity attack.
By spending 10 minutes and expending a spell slot of 1st level or higher, you can perform a ritual to manipulate the form and spirit of the animal companion. Upon completion, choose one of the follow effects: you change the form the animal companion takes, but still follows the same restrictions for what creatures you can use as an animal companion; if the animal companion has died and you're within 10 feet of it, the companion returns to life with all its hit points restored. If you do not have an animal companion, choose a creature that follows your companion restrictions and summon a spirit of that chosen creature that lasts until you finish a long rest. The spirit is treated as your animal companion. Once you perform the ritual, you cannot do so again until you finish a long rest.
When you reach higher levels in this class, you can use creatures of higher CR and size for the animal companion. The CR maximum increases at 7th level (CR of 1/2), 11th (CR of 1) and 17 level (CR of 2). In addition, when you reach 11th level the animal companion can be a size of large or smaller.
Never Alone
Beginning at 7th level, with your companion at your side, neither of you have to fear about facing hardships alone. While you are within 60 feet of the animal companion, you both gain advantage against the frightened condition and the animal companion gains advantage on all saving throws.
In addition, the animal companion's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Pack Mentality
Starting at 11th level, you and your animal companion fight best when you're fighting together. When you take the Attack action, you can now substitute one of your attacks so the animal companion can make two attacks or take the Multiattack action, if it has that action.
Joined Spirits
Beginning at 15th level, the animal companion is always under the effects of the beast bond spell even if their Intelligence score is 4 or higher. Also, when a spell is cast on you or the animal companion while you're within 30 feet of each other, you can choose to have the spell affect both of you.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
I look forward to the beast master.
Thanks man, I'm actually quite proud with what I've done with that one so far. I do have a public version, but after some play testing I decided that the ritual component needed some more fine tuning.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.