#dnd 5e homebrew class
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anomenofdarkness · 9 months ago
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It took me way too long to update this post but I used this combo about a month after I originally posted it.
Miraculously, I rolled three crits and, with the addition of the Supreme Force upgrade, the total came out to 211 points of damage.
This was against a Cloaker attached to a Displacer Beast iirc. So it was definitely overkill but that fight was the best opportunity to strut my stuff bc this character exited that campaign immediately after the fight ended
My new dnd character has the potential to do Two Hundred and Fifty damage in one round, with three preceding rounds of setup, all of which only require his bonus action.
Irnik Revicar is a 9th level Method of Infusion Evolutionist with the Arm Augmentation, Twin Striker Upgrade, Dual Wielder Feat, and Blinding Smite, who dual wields two magic longswords.
This combo-wombo of the century starts with using his bonus action to activate the enchantment on one of his swords, doing the same for the other sword on the following turn. Then he initiates Metabolic Ignition and ignites his Arm Augmentation. The ignition of the Arm Augmentation means that, essentially, the first hit on every turn you remain Ignited is a crit. Then on the following turn, he casts Blinding Smite at 3rd level (bc that's as high as I can cast atm) as a bonus action.
Then, he starts attacking. Because he has the Twin Striker Upgrade, when he engages in two weapon fighting, he can make the offhand attack as part of his action, rather than as a bonus action, so that's three attacks as an action. Then he uses his 6th level subclass feature, System Overdrive, to attack another three times. He also recently got a pair of magic swords. One of them does 2d6 additional fire damage on a hit, the other does 2d6 cold.
To get the highest possible number, we have to assume that two very much impossible things happen. The first is that all of these six attacks are critical hits. The second is that I roll maximum damage on all Thirty One damage dice.
Assuming these things, the math comes out to 13d8+26 slashing damage+6d8 radiant damage+8d6 fire damage+4d6 cold damage, AKA One Hundred and Thirty Four slashing damage, Fourty Eight radiant damage, Fourty Eight fire damage, and Twenty Four cold damage, AKA a grand total of Two Hundred and Fifty damage, assuming no resistances are encountered.
In my opinion, the most insane thing about this is that I did not create this character with the intent of doing such Monumental amounts of damage. Yes, he is built for damage, but this man was not made as a powerbuild, I stumbled into this shit.
My god.
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brewerssupplies · 3 months ago
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Hello all! Here's the Cartographer! A class about wandering the world in pursuit of its wonders! You are able to see and speak with the spirits of places and ask them to guide you. I really enjoyed making this class, so I hope you enjoy it as well!
[DRIVE]
[HOMEBREWERY]
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homebrew-a-la-traumaverse · 2 months ago
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Subclasseptember Day 30
Let's say you could make a wish to change one thing about Dungeons and Dragons.
Not the culture surrounding it, not the business practices of the company that owns it, not the various tweets that have become immortalized over the years. The game itself. The rules and mechanics that define the game you're playing.
For myself, a few years ago, it would have been that there was no way to really unify the things I wanted out of a character. You can cast a spell, or you can hit the enemy with a sword; those are two separate actions, Smites and Scagtrips notwithstanding.
If you're a Paladin, you can choose to smite your enemies, or you can choose to heal your friends. Your support abilities and your martial abilities are contained away in neat little boxes that never mix.
What if you supported your allies in the process of attacking?
Well. You might get something a lot like the Magical Girl.
(featuring: Like 10 more pages of material that didn't fit here, 4 subclasses, a level of customization similar to the Warlock, and ethically-sourced Creative Commons art with absolutely zero AI input.)
Link below in the reblogs.
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sky-whale-creations · 1 year ago
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Introducing the Vessel class version 2.2!
It's been a long time for all of us, hasn't it? About 2 years ago this project started and now, slowly and surely, it closes in on its fully realized state
I already posted up the original subclasses: elder dragon, deep one, and primordial beast for all of your draconic, sea monster, and fuck off huge animal needs
Aaaand here we are with the 2nd batch!
The Destroyer, for ascended demons and rampaging angels
The High Fey, for the various tricksters of the Fey Wilds
The Dire Bloom, for supernaturally powerful flowers, trees, and what have you
As always I simply must thank my friend PJ, my collaborator, tester, and DM
My gf, who helped spark the Vessel class and plays the first ever vessel, Nia Rivers
And a special thank you to my dear friend Rowan who I lost very recently. The act of creating will save you. <3
As always you can find the full homebrewery document here: https://homebrewery.naturalcrit.com/share/n_swReh_PBe6
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ncat · 8 months ago
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The Conduit
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So heres the conduit! I'm very happy with how this turned out.
The conduit as a class is best described as a "Con Based Martial with spellcaster aesthetics", since, mechanically, it fills a martial role, being a class that doesnt use resources, with a primary party focus on dealing damage, while flavor wise, it goes around slinging blasts of energy at people.
This class mechanically is very much based on the warlock of 3rd edition, with flavour and some mechanical inspiration from the Kineticist of Pathfinder 2e.
The two core design elements that I tried to stick to with making this were 1. Being resourceless and 2. Customizability.
For the first point, none of the class features are limited in uses per day. No feature adds an additional resource for the player to track, nor uses spell slots nor etc. The closest it comes to a resource is its Exertion mechanic, where certain things tire out your conduit character. Though, this serves less as a resource, and more as a temporary debuff, reducing your damage output whilst its in effect, before being easily removed.
The second point is customizability. The first element of this is subclasses. Of course, theres the variety of subclasses to pick from, but notably, is that unlike other classes, you aren't bound to picking just one subclass. From 7th level onwards, whenever you reach your subclass feature level, you can choose to continue advancing in your subclass, or you can take the initial features of a different subclass. This means while you can do a more traditional route of going "I'm the lightning guy, I'm taking lightning every level", you can also do an avatar style "Master of 4 elements" and have 4 different subclasses by level 20. Mix and match them as you like, be the "Fire and Lightning" person, be the "I control water mostly, but also a little bit of ice", combine your elements and so forth.
The next part of customizability is in talents. Talents are very much your classic invocation style feature, of which there are... like. 60 of them at this point. But! Theres a lot of variety in what they do. While you have your choices of ones that give additional powers, like flight or teleportation or whatnot, a large bulk of them are dedicated to one thing: Reshaping your elemental blast. Go out there as a fire guy and blast people with fire, then turn around and literally explode everything around you in flames, then focus your blast into a roaring line of fire that pushes everything within it towards you, and then rush the last man standing with a spear made of literal fire.
The talents are designed around not just being able to reshape and modify your blast in a bunch of different ways, but you can combine them together and do cool stuff.
Because at its core, I wanted to design this class to fill a very specific style of fantasy, and thats of the type of magic you see in some settings where its just "I control this one element", and then from that the mage turns that into a billion different things.
A fire wizard will say "I can cast fire bolt, fire ball, and scorching ray". A fire conduit instead just has an elemental blast, but they can turn that elemental blast into a bolt that is hurled at one person, or have it explode into a ball of flame, or split it into multiple beams.
Its very much a creativity first subclass, and thats whats behind its capstone! The capstone is all of this at its epitomy, the ability to freely reshape your elemental power (By freely, temporarily learning talents) into whatever form you imagine.
Hell, customizability is built even into the very core of its flavour
Yeah <3
I hope you guys enjoyed reading this class as much as I enjoyed writing it and as much as I enjoy talking about it <3
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dungeonmalcontent · 3 months ago
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I talked ages ago about making a 5e necromancer class. So I did. It took... waaaay too long. And I do not have a good excuse as to why.
But I have things to share. Namely. I have a preview for the whole class. The whole class. All of it. Plus the theorems (spells). Free. Right below the cut (or you can follow this link).
But first, a notice. This may be all the "content" of the class, but I do plan on adding extra ritz to it. I want to add two appendices, both of which help organize and clarify elements of the class. I also want to add full art and do a theme redesign to match the necromancy vibe (instead of my general arcana theme I put on docs). I'm also going to do bigger edits and make sure everything is better polished and more readable. That version of the doc will be on GMsGuild and cost money (but I wouldn't charge money if the QoL changes weren't worth it). I want that available by Halloween. If you want to help speed things up, I have a review sheet here.
As far as other things to note: This is heavily influenced by the Locked Tomb books. That's where I drew a lot of ability themes and the name for "theorems". A lot of the subclass features are based off of characters in those books as well, see if you can figure out which (it's a little obvious).
Enjoy.
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roserysttrpggarden · 7 days ago
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The Accursed Playtest 1
Hi there~! I hope these...Interesting times have treated you well, if you want some reprive from the horrors of life, I come bearing you all a gift. My second custom class for Dungeons and Dragons 5th-edition. The Accursed! An individual who became cursed, and has since learned to control it, turning it into a source of power. If you've ever wanted to play frankenstein's monster, a werewolf, or something like the lich king then this is the class for you.
Playing an Accursed
As previously mentioned, the accursed is a half caster similar to your rangers and paladins, focusing on debuffing and other control effects, unlike all other casters, the accursed uses constitution as its spellcasting ability, for your power now derives itself from your now cursed vitality.
Hex Points: Rather than using spell slots, the accursed gains a tiny pool of points, known as hex points to cast their spells, as well as use other accursed abilities. Similar to ki points or the warlocks spell slots, your hex points are recovered upon completing a short or long rest, allowing you to quickly regain your powers on the fly.
Overchannel: Overchannel is a type of stance the accursed can enter as a bonus action, unleashing their afflictions full power, this could take form as a bestial transformation, or a storm of raw arcane energy. While you overchannel your curse you can spent hit dice, rather than hex points when using your accursed abilities, as well as gaining additional benefits determined by your subclass. However, this power comes at a price, for the entire time your cursed is overchanneled, you suffer from a penality.
Accursed Adaptations: As the accursed gains levels, it gains adaptations, ways its curses evolves to be even more debilitating, these are essentially the accurseds eldritch invocation. However, I tried to design these much more as additional abilities the accursed can use, rather than just passive effects they get, though there are absolutely adaptations that are more passive. Some of my favorite adaptations include Evil eye, which lets you see hostile creatures under the effects of your spells as if you had blindsight. Scourge strike, which lets you spend hex points to deal additional necrotic damage on a weapon attack or unarmed strike (Essentially the accursed version of divine smite). And Manifested affliction allows you to summon a ghostly representation of your curse to aid you in battle.
Subclasses
The accursed document features 8 subclasses for your accursed subclass to choose from, while I won't go into great detail for each, I will list what each one does.
The Curse of The Beast is a lycanthrope subclass that turns an accursed into a ravenous beast, unleashing flurries of strikes against their foes.
The Curse of The Immolated is a blaster subclass focused on dealing as much fire damage as possible, burning enemies to a crisp
The Curse of The Immortal turns the accursed into a healer, bestowing them plenty of temporary hit points.
The Curse of Rebirth is a necrotic tank that empowers itself with temp HP, gaining benefits while it has said temp HP.
The Curse of The Sickened is a potent debuff that slowly chips away at its opponents health with powerful poisons and diseases
The Curse of The Parasite is a flexible striker that uses its variety of mutations to adapt to any combat scenario.
The Curse of Misfortune is your archetypal accursed that debuffs foes and bends fate to its will.
And lastly, The Curse of The Warrior is your archetypal gish that turns the accursed into a potent weapon wielder (Especially if you pick up the more martial oriented adaptions)
Design Goals
The overall goal of the accursed was to create a unique caster that played with the idea of "power at a price" while you wield explosive debuff and control potential (As well as other roles depending on your subclass) you also suffer from severe debuffs and lack much in the way of resistances through the accursed itself. This created an interesting "power budget" when designing the class as I felt like I could get away with bolder abilities due to those debuffs being there. It was also interesting to design for since, to quote someone who's intelligence score is higher than my own (That I don't remember the name of as of writing) 5th-edition is not a system of downsides, the only feature I can think of that debuffs you off is frenzy on the berserker barbarian, and even then that got patched out with the new PHB, so it feels rather interesting to design a class that's build around downsides (Even if you do have a way to get around it temporarily) I also wanted to create an experimental caster for the simple fact that casters arn't my favorite to design for. They're fun to play absolutely! But designing for them feels a little tedious since spellcasting inevitably takes up so much of the classes power budget, not to mention that there's a good chance you'll have to write new spells to fit a specific class theme, and that I don't want to just make a slightly altered paladin or wizard. Here's hoping I succeeded at the later.
That's all you need to know about the accursed before testing the class out for yourself, the document also comes with several new spells, most of which were written for the accursed itself, as well as a 2024 rules conversion guide for those wanting to play the class with the updated PHB. I hope you enjoy the accursed, leave feedback and possibly play the class in your own games.
Have fun and make sure to play some D&D
Link to the PDF here
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rain-junkiednd · 1 year ago
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VOYAGER Created by rain-junkiednd GM Binder and PDF versions more of my work artwork by Saltmalkin, Wenjun Lin, & Amir Zand
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cocoshomebrew · 1 year ago
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Cultist Expanded Subclasses
Link to the original class
Here's the link to my patreon if you want to see more of my content or want to support me in making it. Also consider joining my discord!
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psychhound · 2 years ago
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reposting homebrew!
hello all! now that things with wotc have Settled i've decided to repost my 5e homebrew as itch exclusives! enough people said they hoped they would go up again that it seemed like it was time to make them available once more. i'll be posting a few homebrew each sunday so keep a look out!
so without further ado ...
autism & adhd mechanics
11 total traits for pcs and npcs to mechanically emphasize their autism and/or adhd. includes disability specific and shared traits, including executive dysfunction, sensory processing disorder, motor issues, rejection sensitive dysphoria, and more! pay what you want! updated since the last time published!
wild magic artificer subclass
includes subclass spells, two brand new artificer infusions, a custom wild magic roll table, and access to magic tattoos!
witch class
a constitution-based half caster class with a brand new way of casting spells to add more strategy and risk to spellcasting. includes nearly 30 curses at levels 3, 10, and 15, including curses specific to your coven. adopt a familiar who grows in power as you do. includes the Enchanter - a coven focused on illusion and utility, the Hedgewitch - a coven focused on heals and buffs, and the Jinx - a coven focused on combat and necromancy. comes with a custom character sheet by bees baldwin. co-created with @beatricexbenedick
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anomenofdarkness · 2 years ago
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Remember the dnd character build I posted a couple months ago that could do an Absolute Maximum of 250 damage in one turn?
Well I got to put a slightly improved version of that combo to use an hour ago and.
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This damage was done to a Cloaker and a Displacer Beast (the Displacer Beast was grappled by the Cloaker and probably at about half health, the Cloaker was at full). They would have had roughly 120 shared hp because of how the Cloaker's grapple works.
So of course, they died halfway through the rolling of damage.
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brewerssupplies · 2 months ago
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Here's my take on a mech pilot class! If you have any feedback, feel free to send it my way! I had a lot of fun working on this and I hope you enjoy it as well!
[DRIVE]
[HOMEBREWERY]
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So, you know how I said I was making 30 subclasses for Subclasseptember? I lied. This one's a class, actually.
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Subclasseptember Day 30: Choice
The Wildheart - Homebrew Class
The Wildheart is intended to fulfill a similar niche to Barbarian, but with its own flavor and a much more complex structure to provide the satisfying crunch that martials tend to otherwise lack.
Details under the cut.
This was a project that I'd been working on for a while over the last year. A complex martial, with similar build variety to the Warlock while not sacrificing the strengths of martial-oriented design. This was intended to contrast a simplistic mage whose build and combat choices would rival the elegance of a Champion Fighter. There's no reason that martials have to be the beginner's class and mages have to be the only choice for any actual variety in and out of combat.
The latter ended up being absorbed into the Swordmage, but the former ended up shelved - until now.
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Subclasseptember has been a fun time, but I'm going to once again take a step back from brewing. Can't blame anyone else for not going all the way; it's definitely not an easy task. Wouldn't be called a challenge if it was.
Subclasseptember 2023 Compendium and DNDBeyond Links to come soon. Sadly, DNDBeyond still doesn't support homebrew classes.
Normally I'd make a funny quip here or something? But right now, all I can say is thank you everyone for your support. I intend to continue with these passion projects as long as I can. Albeit at a bit of a slower pace.
If you like what you see, I've got a ko-fi if you want to commission more of my stuff? It's in the pinned post on my page.
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dm-tuz · 2 years ago
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Pact of the Monarch
Have you ever wanted a different sort of patron for your warlock character? Have you wanted a sturdier warlock? Look no further! The Pact of the Monarch has you drawing your magical abilities from a powerful liege. This is the part of the Paradox Pack, a set of subclasses that subverts expectations. If you want to see the other two and much more content, consider paying my Patreon a visit!
EDIT: Aloofness was reworded to what it was supposed to be.
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smoothiewrites · 2 months ago
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NEW 5E CLASS: THE WITCHKNIGHT
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This world has rules. Magical taboos and curses and planar bindings that hold power over even the most powerful beings of the realms. They are those rules, having claimed the the magical might of a witch along with the brawn bravery of a soldier. These are Witchknights, primal combatants wielding spell and sword in concert to aid their allies and rain punishment upon their foes. I think this one's pretty cool, personally, so I hope you enjoy it! (Don't forget to consider following/donating to my Ko-Fi if you appreciate this kind of work, I would be honored)
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dungeonmalcontent · 5 months ago
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Im curious what my overlap is here, because I've just realized I may be making something no one wants (except maybe me).
So I want a demographics check.
If you answer the poll please reblog. Seriously if you have the time to answer the poll you have the time to quick reblog. I honestly have no clue what the demographic overlap is here and I want to know.
I guess this is my way of publicly announcing that I'm making a dedicated 5e necromancer class heavily inspired by the book series The Locked Tomb. More details on the class later (or sooner if you are in the 5e homebrew community).
I am not making a cavalier class or subclass because that already literally exists in 5e.
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