#dnd subclass
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jhamkul · 6 months ago
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Colossus’ Band, Ring, Rare (optional attunement)
The Colossus’ Band is a sturdy steel ring with its surface weathered and twisted at one point. When worn, it exudes an aura of resilience and strength, capable of empowering its wearer to face even the mightiest of adversaries. In the hands of a Titanqueller, the magical properties within the steel resonate stronger. Let me know what you think down below in the comments! ————— Thank you very much for checking out this new creation! If you want to see more of my content, feel free to visit my Instagram, where I ask for advice, post teasers, and you can vote for my future posts.
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Subclasseptember Day 18: Niche
The Politician - Homebrew Rogue Subclass
Why isn't September the 7th month of the year? Whoever designed this calendar ought to be stabbed.
"Niche" as a prompt was designed to encompass weirder subclass options, ones that probably wouldn't work in every campaign. This one, for instance, could do some absurd things in a subterfuge-heavy campaign, but might not fare so well in a dungeon crawl or a wilderness expedition. But I wouldn't be surprised to see people figure out ways to get creative with the prompt.
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pressplay-if · 16 days ago
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hihi! your dnd ask has me sooo curious as to what subclasses would they be! stevie gives me light vibes but at the same time i can totally see something like war for her hdfjdj
Hiii I really don't wanna put any more thought in this bc it's gonna break my brain, but just for Stevie, I can see her pulling a reverse Shadowheart and switching from one of the light/life domains to War
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jaypea00101010 · 7 months ago
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Druidic Circle: Circle of Ruin
I just put out an update to my Circle of Ruin!
Ever wanted to play a stone based druid, or a druidic knight, well here's the subclass for you!
A front-line warrior druid that lets you make stone armour, grants martial weapon proficiencies, and just lets you grapple and pummel your enemies if you really want!
If you grab the PDF from the link above, you also get 'Lady Ethel of Scarwood' a CR6 NPC statblock with lore and tips on how to run in combat!
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madanythinglaboratory · 11 months ago
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Pact of the Wolf (a DND 5e Homebrew inspired by Puss in Boots: The Last Wish and Dimension 20: Neverafter)
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Death is the Great Equalizer. Though they may slip through the fingers of time, fairies, fiends, and celestials alike know to fear and respect Her, and even the undead can only substract themselves from Her grasp for so long.
Thus, many mortals come to see Death as the paramount example of persistence hunting in the wild: a wolf. This aspect is apparently not distasteful to Her, as the mortals who embrace inevitabilty and forge a pact with Her manifest Her powers through the form of a mighty wolf.
These mortals, nicknamed the Sheep-Clothed, are often only asked by Death not to interfere with the natural circle of life. However, while some of the powers She grants are geared towards dealing death and destroying undead, others have the sole purpose of defying Death Herself.
We can only speculate as to why Death would arm the Sheep-Clothed with the tools to fight Her. Perhaps, like the wolves She is compared to, She enjoys the chase. Perhaps She understands that a natural part of the circle of life is mortals fiercely defending their lives. Or perhaps She wants to teach us that even with the powers of Death at their sides, everyone eventually becomes Her subject.
Oath Spells
The Wolf lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st level: hunter's mark, inflict wounds
3rd: gentle repose, phantasmal force
5th: life transference, phantom steed
7th: greater invisibility, mordenkainen's faithful hound
9th: enervation, reincarnate
I Just Love The Smell Of Fear
At 1st level, your patron emboldens you at the familiar sight of someone being terrified to die. When you deal damage to an enemy who is frightened of you within 15 ft using a 1st level or higher spell, you can add your proficiency bonus to the damage.
Hasta La Muerte
At 6th level, you welcome the inevitability of Death, allowing you to partially let go of your life to act one last time. While you are at 0 hitpoints, Before making a death saving throw, you can cast a spell on a creature other than you on your turn. When you do so, you suffer one failed death save.
I Welcome Your Defiance
At 10th level, the power of the Great Equalizer lets you spread Her icy embrace to all your allies, weakening its coldness. When an ally within 30 ft of you fails a death save, you can use your reaction to transfer the failed save to another willing creature within 30 ft of you.
The willing creature remains conscious if they still have remaining hitpoints, but die instantly once they receive their third failed save, no matter their remaining hitpoints. You can only transfer one failed save per reaction.
Waiting At The End Of Every Story
At 14th level, you learn to salvage the raw potential of a life meeting a brutal, early end. When you kill a spellcasting creature, you gain a temporary spell slot of half the level of the spellcaster's highest unexpended spell slot (rounded up).
If you haven't used the temporary spell slot by the end of your next turn, its unstable magical power unravels, dealing you 1d8 necrotic damage per spell level. This damage cannot be reduced in any way.
Once you use this feature, you cannot use it again until you complete a long rest.
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cloaksandcapes · 2 months ago
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We've released our 6th Subclass, the Circle of the Green Knight!
The Green Knight Druid was Kali's idea and asked the question of what if a Druid was in the front lines, and leaned more martial than just spells. Using Wild Shape isn't always that effective unless you are a Circle of the Moon, but we also had to be careful not to give them too much martial prowess since they're already a formidable magic class.
The Green Knight Druid has three pillars to it's design; survival, control, and support. They're about to achieve these through the use of their subclass features healing themselves as they fight, restraining foes, and supporting both themselves and their allies with their Force of Nature.
If you enjoy our content, please support our team of four on Patreon. Get access to over 700+ Magic Items, monsters, tokens, subclasses and more.
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vivi-designs · 5 months ago
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MY DND CHARACTER!!A High Sun Elf Sorcerer Nobility
She is an assassin! I did this based of the description of high elf’s + fit of what I thought slayed, the character is not a visual of what I look like at all 😭!! My gfs is very accurate tho! Just not mine, hers is more human!
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Her face veil since she’s famous / semi royal
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akkator · 6 months ago
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If you've used any of my DnD 5e subclasses how would you rate them?
Reference Link: Akkator's Compendium
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tinkerbitch69 · 2 days ago
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So, full honesty, ever since early access I have grown less and less interested in baldur’s gate 3 the more I heard about it, but something I’ve just realised that really bothers me is that there are no psionic subclasses available despite being implanted with a mindflayer tadpole at the start of the game.
I understand that there are way too subclasses, races and other assorted player options to integrate in one game and expect it to actually be released any time soon and also that if larian needs to trim the available subclasses it makes sense to stick to the phb ones because they are the most familiar to existing players and already designed to be newbie friendly but seriously?! In the game where the main driving force of the plot is being slowly transformed into a psychic squidward clone, I can’t build my character around psionics?!
What bullshit is this?! >:(
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dm-tuz · 2 years ago
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Paradox Pack: Subclasses
The Paradox Pack is a pack of three subclasses that subvert expectations! If you've ever wanted to play a paladin with an evil past, a wizard who skipped all that school nonsense, or a warlock who draws their power not from an otherworldly being but a powerful ruler, then you can find all three on my Patreon.
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cass-brews · 1 year ago
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The Accursed, Volume Two: Even More Horror Themed Subclasses for 5e D&D
In honor of it being Halloween, I figured I'd another round of spooky subclassses! The Accursed, Volume Two is another collection of 13 subclasses, 1 per class, all themed around various horror archetypes and tropes, or other vile and sinister ideas. I had a lot of fun putting this together, and it may become a Halloween tradition, if I can keep coming up with ideas.
Here are some preview snippets of the subclasses:
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https://www.gmbinder.com/share/-Nh3cQXcwdHSk1_LLE_K
If you like what I do, consider supporting me on Ko-fi: https://ko-fi.com/cassbrews
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jhamkul · 2 months ago
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Ranger Subclass: Zephyr Blade UPDATED VERSION ON MY INSTAGRAM OR HOMEBREWERY PROFILES! (NEW) Fleet-footed. You may use your bonus action to move a number of feet equal to the bonus to your speed from this feature without provoking opportunity attacks.
Have you ever wanted to play that "air bender" kind of martial character that specializes in swordplay? Maybe you want to play a character like Yasuo or Yonne from League of Legends? Well, in any case, the Zephyr Blade is a subclass that you should consider for your next campaign. Also, yesterday was my birthday, so much like last year, I had to prepare a cool subclass as my present for you all. ————— Thank you very much for checking out this new creation! If you want to see more of my content, feel free to visit my Instagram, where I ask for advice, post teasers, and you can vote for my future posts.
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homebrew-a-la-traumaverse · 22 days ago
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Unorthodox Arcana - A Collection of Alternative Arcane Traditions
Happy Halloween. Because there's nothing scarier than giving Wizards new toys to play with.
Not all mages practice the arcane arts in the same way. Just like philosophy and science, each school of magic has its own branches, geared towards their own purpose.
Also, a variant feature/feat because the School Adept feature for all of the '14 versions of the wizard schools always seemed silly to me. (Crawford wishes '24 could have had a fraction of my power.)
Links will be in reblogs as usual.
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wanderingswampbeast · 2 years ago
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Artificer Specialization: Botanist
Call forth a maneating plant to aid you in battle! Learn druidic magic to destroy your enemies! All this and more plant based power in the Botanist specialization.
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softsummerlee · 1 year ago
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Day 3 - The Spirit Knight!
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madanythinglaboratory · 1 year ago
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Elemental Magus (a DND 5e Homebrewed Wizard subclass inspired by @comicaurora)
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DISCLAIMER: This is straight-up unbalanced. Balancing was always a secondary concern, because that's not what I like about making these, but this time, it's bad enough that even I can't see past it. However, I don't know exactly how to balance it properly while keeping the things I like about it, so I'm freeing this from my drafts and letting the ideas out so someone else (possibly future me) can retool it into something that won't make your GM rip out their hair in frustration. Anyway, I hope you enjoy the subclass all the same ! EDIT: Did my best to rebalance it. Let me know what you think !
2nd level: Such A Lofty Title
Starting at 2nd level, you are revealed as an Elemental Magus, an extremely rare kind of mage that can command all six Primordial elements: Fire, Life, Lightning, Stone, Water, and Wind. 
You can now copy spells that deal fire, necrotic, lightning, bludgeoning, cold, or thunder damage as well as healing spells into your spellbook, even if they are outside of the wizard spell list. Your spellbook can only contain a number of these spells equal to your proficiency bonus. You cannot learn these spells as part of leveling up, and cannot choose them for your Spell Mastery and Signature Spells features.
2nd Level: Just Another Problem to Solve
At 2nd level, your intense study of the mechanics of elemental magic has allowed you to supplement your spells with the properties of the elements. Depending on the damage a spell deals, you can choose to add an additional effect to the targets of your wizard spell in function of the element used:
Fire: One target of your choice must succeed on a Dexterity saving throw or take 1d6 fire damage at the start of their next turn. Anything that would douse a regular fire stops the condition.
Necrotic: One target of your choice must succeed on a Constitution saving throw or have their hit points maximum reduced by your proficiency bonus + the spell's level. This effect is not cumulable with other reduction of maximum hit points, including another use of this feature.
Lightning: One target of your choice must succeed on an Intelligence saving throw or be unable to take a reaction until the end of your next turn.
Bludgeoning: One target of your choice must succeed on a Strength saving throw or have their speed reduced by 15 until the end of your next turn.
Cold: One target of your choice must succeed on a Dexterity saving throw or have disadvantage on their next attack roll.
Thunder: One target of your choice that is either concentrating on a spell or has activated a feature that ends on certain conditions or the target's will (such as a Barbarian's Rage or a Druid's Wild Shape), they must succeed on a Concentration saving throw against your spell save DC. On a failure, they drop concentration on their spell or their feature deactivates.
You can use this feature a number of times equal to your Intelligence modifier (minimum of 1).
6th level: Safety Is By Definition Not Overcomplicated
At 6th level, you’ve mastered the technique of rune casting, at the cost of the speed of intuition-based magical forms. When you cast a spell that deals fire, necrotic, lightning, bludgeoning, cold, or thunder damage, you can choose to use a runic circle for the spell. When you do so, your spell takes effect at your initiative minus 10, and any roll the spell asks for (damage rolls, saving throws, attack rolls, concentration checks …) can be granted advantage. Additionally, if the spell requires you to use your action to keep an effect of the spell going, you can instead use your bonus action.
If the spell affects an area of effect, you can move it a number of feet equal to five times your Wisdom modifier (minimum of 5) as it takes effect. If the spell affects a single target and said target moves away from your range of casting, the spell fails and you waste a spell slot. 
If used outside of combat, the spell takes effect after 10 minutes instead. 
10th level: Phenomenal Natural Talent
Starting at 10th level, you can use your command over the elements to shield you and your surroundings from their effects. On your turn, you can use an action to expend a spell slot and summon a 10 ft. sphere of protective elemental energy centered on yourself for a minute.
When you use this feature, you must choose one type of damage from the following list: bludgeoning, cold, fire, lightning, necrotic, or thunder. You can nullify the effect of one spell dealing that type of damage per round. The spell must be cast at no more than two levels above your expended slot.
While this feature is active, you are considered as concentrating on a spell for all intents and purposes. Once you use this feature, you can't use it again until you finish a long rest.
14th level: A Primordial True Name in Its Purest Form
At 14th level, you learn the true name of the Elemental Primordials. As a result, you can now invoke the higher property of one of the elements during combat in order to control the battlefield.
Fire/Transmutation: As an action, you can choose a creature within range, which must make a Constitution saving throw. On a failure, you can choose to transform one resistance, vulnerability, or immunity from one type of damage to another for the duration. The target can choose to fail the saving throw.
Life/Survivability: If a creature fails their last death saving throw or takes enough damage to die on hit within range, you can use your reaction to temporarily stop them from dying. If the creature is healed or stabilized while their death is being halted, their hitpoints remain at 0, but the creature will instead be unconscious and stable instead of dead or dying, and your Life effect ends.
Lightning/Connection: As an action, you can choose two willing creatures, including yourself, within range. of you in order to link them. When one of the linked creatures takes damage before the end of the effect, the other can choose to take half of the damage instead of their ally.
Stone/Loyalty: As an action, you can choose a spell caster within range to let them to temporarily use your spell slots for their own spellcasting. When your ally uses one of your spell slots, both of you take 1d10 necrotic damage. This damage cannot be reduced in any way.
Water/Flexibility: As an action, you can allow up to three willing creatures within range other than yourself to make an action become a bonus action instead for the duration.
Wind/Communication: As a bonus action, you can choose a creature within range and force them to make a Charisma saving throw. On a failure, their allies are now temporarily hostile towards them. The target can use their action in order to try and convince their allies that they aren’t an enemy, repeating this saving throw. Creatures immune to the charmed condition will not turn hostile.
Each of these effects lasts for a number of turns equal to your Wisdom modifier and you are considered as concentrating on a spell for all intents and purposes while they are active. Once you use one of these features, you can't use any of them again until you finish a long rest.
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