RakiReborn
2016-02-25, 12:01 PM
Hi GiantITP,
I have seen a couple of common homebrews all around this and other forums, and i made my own adaption of them. Here they come:
Spellcasting (lvl3):
As Eldritch Knight slots and known spells and cantrips
CON mod
Evocation and Transmutation spell schools from sorcerer list. (suggestions for schools other than abjuration are welcome, still doubting on this one)
Rage Casting (lvl6):
At level 6 you have learned to cast spells while raging, and empower your spells with your rage. You may cast spells with a duration of instantaneous while raging. If the spell deals damage to one or more targets, you add your rage bonus damage to the damage of these spells and they count as attacking for keeping your rage up. Additionally, when you enter a rage on your turn, you can use your action to cast a spell with concentration. If you do, the duration changes to ‘until your rage ends’, and you have advantage on constitution saves to keep concentrating on that spell. When you use your action this way, your rage doesn’t end when you don’t attack or take damage until the end of your turn (so one turn delay for the end effects).
Remnants of Magic (lvl10)
Starting at 10th level, your rage is so furious that casting a spell leaves some of the magic in your body. While raging, when you cast a spell that deals damage, you gain resistance to that damage type until the end of your next turn.
Rage Strike (lvl14):
At 14th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn or you have advantage on the first spell attack you make until the end of your next turn.
Also called 'Madness Domain' i believe.
Chaos’ Insight (lvl1):
At 1st level, you learn how people think, so you can inflict chaos upon their mind. You gain proficiency in the Insight skill, and your proficiency bonus is doubled for any ability check you make that uses the Insight skill.
Chaos’ Words (lvl1):
Also at 1st level, because of your chaos’s insight, you always seem to know what tics the mind of those around you. You learn the Vicious Mockery cantrip. This cantrip counts as a Cleric cantrip for you and doesn’t count against the amount of cantrips you can know.
Channel Divinity: Chaotic Mind (lvl2):
Starting at 2nd level, you can use your Channel Divinity to open your mind to other creatures, showing them the chaos in your mind. Choose one creature within 30ft of you. That creature must succeed on a wisdom saving throw or suffer the effects of a short-term madness at random (DMG p260). The effect is only known to the player of the creature and lasts for one minute.
Perceive Chaos (lvl6):
Starting at 6th level, you have learned to let others see the world as the chaos it is. You can use your action to let a creature within 30ft of you perceive the chaos in the world as you see it. That creature must succeed on a Wisdom saving throw or be stunned until the end of your next turn, unable to grasp what it sees. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike (lvl8)
At 8th level, you gain the ability to infuse your weapon strikes with the chaos in your mind. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Chaos’ Mental Protection (lvl17)
At 17th level, your chaos strengthens your mind. You have advantage on Wisdom and Intelligence saving throws.
Expanded Spell List:
Soon to come
Well-traveled (lvl1):
You have travelled far and wide, learning how to take care of yourself, and how to travel more quickly. You gain proficiency in the Survival skill and martial weapons. Additionally, your movement speed increases by 10ft.
Channel Divinity: Divine Proficiency (lvl2):
Starting at 2nd level, you can use your Channel Divinity to gain proficiency in one tool or vehicle for 2 hours.
Channel Divinity: Divine Step (lvl6):
Starting at 6th level, you can use your Channel Divinity to cast the spell Misty Step without expending a spell slot. After casting the spell this way, the spell is considered a known cleric spell for one minute to you.
Momentum Strike (lvl8)
At 8th level, you gain the ability to infuse your weapon strikes with the momentum of your moving. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 2d4 damage of your weapons type if you have moved at least 10ft that turn. At 14th level, the additional damage increases to 4d4.
Master of Travels (lvl17)
At 17th level, your deity grants you the knowledge of spells regarding transportation. You add the following spells to your list of spells you can prepare:
Arcane Gate
Teleport
Teleportation Circle
Additionally, whenever you must make a check regarding teleportation, you may add your Wisdom modifier to the roll.
Spellbow (lvl3):
At 3rd level, you learn a ritual that creates a magical bond between yourself and one ranged weapon with the ammunition property (usually a bow or crossbow, but others may be used too). You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Archery Casting (lvl3):
Also at 3rd level, you adopt a special kind of spellcasting using your Spellbow: Archery Casting. You learn two damaging cantrips that use an attack roll from the Wizard spell list. You learn one additional cantrip at 7th level, and one at 15th level. You can cast these cantrips through your Spellbow, using it as an arcane focus. The cantrips gain the following benefits when fired through your spellbow:
- You gain the bonuses to hit and damage from the Archery fighting style and +x weapons, if you have them.
- They gain the range of your Spellbow and follow the range rules (phb p147)
NOTE: I know it is adding to hit to bounded accuracy, but with the different homebrews i've seen online it is usually done as imbuement, adding the damage to the arrow damage, and still using the fighting style if they have it. This removes the BA cost and the arrow damage, and is more like i see it; shooting firebolts or ray of frosts out of a bow or xbow.
Elemental Smite (lvl7):
At level 7th level, you have learned to enhance the regular arrows you shoot with your Spellbow. Choose two types of elemental damage when you gain this features (choose Fire/Cold/Thunder/Lightning/Acid). You may choose an additional damage type at 15th level. When you hit with a ranged attack using your Spellbow, you may deal expend one Ranger spell slot to deal elemental damage of one of your chosen damage types to the target, in addition to the weapon’s damage. This damage is 2d4 for a 1st level spell slot, plus 1d4 for each spell level higher than 1st, up to a maximum of 5d4.
NOTE: This is (ofcourse) based off the divine smite, but reduced the die by two steps; one for choosing the damage type, one for being ranged.
Greater Archery Casting (lvl11):
At 11th level, you learned to cast greater spells through your spellbow. You learn 4 spells from the wizard spell list. You learn two additional spells at 13th level and at 17th level. These spells must have a range of other than self, and be of a level you can cast. You can cast these spells through your spellbow, using it as an arcane focus. The spells gain the following benefits when fired through your spellbow:
- If it requires an attack roll, you gain the bonuses to hit and damage from the Archery fighting style and +x weapons, if you have them.
- They gain the range of your Spellbow and follow the range rules (phb p147)
Elemental Ammunition (lvl15):
At 15th level, you have learned to conjure elemental ammunition out of thin air. When making a ranged attack with your spellbow, you may conjure an elemental arrow/dart as part of the attack. When using elemental ammunition for your attack, you do not need regular ammunition. The arrows deal elemental damage of your choice from the elemental damage types you chose for the Elemental Smite feature equal to the regular weapon damage. Any bonuses to the attack or damage rolls are applied to the elemental ammunition too.
It is just a veeeery small list as of now, but i will be adding more oldies to the list in the future. Probably starting with the Spellbow as a ranger sub-class and the chaos domain for the cleric. If you know a common homebrewed sub-class that i haven't made yet - if you tell me, i will probably make my version of it and add it to the list :)
Any feedback, suggestions and ideas are welcome. Any comments on the balance are welcome. Hell, even if you just say you dont like it it is welcome (but please do tell why xD)
EDIT (25-2-2016): Added the Arcane Archer (renamed it from spellbow so i could use the name for a feature, and both names are common for the same general idea)
EDIT (28-2-2016): Changed the Elemental Smite to having to choose the elemental damage types beforhand. Changed Force Ammunition to Elemental Ammunition to keep an elemental theme to the Arcane Archer.
EDIT (4-3-2016): Added the Chaos Domain. Changed Abjuration to Transmutation in the Rage Mage spellcasting feature.
I have seen a couple of common homebrews all around this and other forums, and i made my own adaption of them. Here they come:
Spellcasting (lvl3):
As Eldritch Knight slots and known spells and cantrips
CON mod
Evocation and Transmutation spell schools from sorcerer list. (suggestions for schools other than abjuration are welcome, still doubting on this one)
Rage Casting (lvl6):
At level 6 you have learned to cast spells while raging, and empower your spells with your rage. You may cast spells with a duration of instantaneous while raging. If the spell deals damage to one or more targets, you add your rage bonus damage to the damage of these spells and they count as attacking for keeping your rage up. Additionally, when you enter a rage on your turn, you can use your action to cast a spell with concentration. If you do, the duration changes to ‘until your rage ends’, and you have advantage on constitution saves to keep concentrating on that spell. When you use your action this way, your rage doesn’t end when you don’t attack or take damage until the end of your turn (so one turn delay for the end effects).
Remnants of Magic (lvl10)
Starting at 10th level, your rage is so furious that casting a spell leaves some of the magic in your body. While raging, when you cast a spell that deals damage, you gain resistance to that damage type until the end of your next turn.
Rage Strike (lvl14):
At 14th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn or you have advantage on the first spell attack you make until the end of your next turn.
Also called 'Madness Domain' i believe.
Chaos’ Insight (lvl1):
At 1st level, you learn how people think, so you can inflict chaos upon their mind. You gain proficiency in the Insight skill, and your proficiency bonus is doubled for any ability check you make that uses the Insight skill.
Chaos’ Words (lvl1):
Also at 1st level, because of your chaos’s insight, you always seem to know what tics the mind of those around you. You learn the Vicious Mockery cantrip. This cantrip counts as a Cleric cantrip for you and doesn’t count against the amount of cantrips you can know.
Channel Divinity: Chaotic Mind (lvl2):
Starting at 2nd level, you can use your Channel Divinity to open your mind to other creatures, showing them the chaos in your mind. Choose one creature within 30ft of you. That creature must succeed on a wisdom saving throw or suffer the effects of a short-term madness at random (DMG p260). The effect is only known to the player of the creature and lasts for one minute.
Perceive Chaos (lvl6):
Starting at 6th level, you have learned to let others see the world as the chaos it is. You can use your action to let a creature within 30ft of you perceive the chaos in the world as you see it. That creature must succeed on a Wisdom saving throw or be stunned until the end of your next turn, unable to grasp what it sees. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Divine Strike (lvl8)
At 8th level, you gain the ability to infuse your weapon strikes with the chaos in your mind. 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Chaos’ Mental Protection (lvl17)
At 17th level, your chaos strengthens your mind. You have advantage on Wisdom and Intelligence saving throws.
Expanded Spell List:
Soon to come
Well-traveled (lvl1):
You have travelled far and wide, learning how to take care of yourself, and how to travel more quickly. You gain proficiency in the Survival skill and martial weapons. Additionally, your movement speed increases by 10ft.
Channel Divinity: Divine Proficiency (lvl2):
Starting at 2nd level, you can use your Channel Divinity to gain proficiency in one tool or vehicle for 2 hours.
Channel Divinity: Divine Step (lvl6):
Starting at 6th level, you can use your Channel Divinity to cast the spell Misty Step without expending a spell slot. After casting the spell this way, the spell is considered a known cleric spell for one minute to you.
Momentum Strike (lvl8)
At 8th level, you gain the ability to infuse your weapon strikes with the momentum of your moving. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an additional 2d4 damage of your weapons type if you have moved at least 10ft that turn. At 14th level, the additional damage increases to 4d4.
Master of Travels (lvl17)
At 17th level, your deity grants you the knowledge of spells regarding transportation. You add the following spells to your list of spells you can prepare:
Arcane Gate
Teleport
Teleportation Circle
Additionally, whenever you must make a check regarding teleportation, you may add your Wisdom modifier to the roll.
Spellbow (lvl3):
At 3rd level, you learn a ritual that creates a magical bond between yourself and one ranged weapon with the ammunition property (usually a bow or crossbow, but others may be used too). You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
Archery Casting (lvl3):
Also at 3rd level, you adopt a special kind of spellcasting using your Spellbow: Archery Casting. You learn two damaging cantrips that use an attack roll from the Wizard spell list. You learn one additional cantrip at 7th level, and one at 15th level. You can cast these cantrips through your Spellbow, using it as an arcane focus. The cantrips gain the following benefits when fired through your spellbow:
- You gain the bonuses to hit and damage from the Archery fighting style and +x weapons, if you have them.
- They gain the range of your Spellbow and follow the range rules (phb p147)
NOTE: I know it is adding to hit to bounded accuracy, but with the different homebrews i've seen online it is usually done as imbuement, adding the damage to the arrow damage, and still using the fighting style if they have it. This removes the BA cost and the arrow damage, and is more like i see it; shooting firebolts or ray of frosts out of a bow or xbow.
Elemental Smite (lvl7):
At level 7th level, you have learned to enhance the regular arrows you shoot with your Spellbow. Choose two types of elemental damage when you gain this features (choose Fire/Cold/Thunder/Lightning/Acid). You may choose an additional damage type at 15th level. When you hit with a ranged attack using your Spellbow, you may deal expend one Ranger spell slot to deal elemental damage of one of your chosen damage types to the target, in addition to the weapon’s damage. This damage is 2d4 for a 1st level spell slot, plus 1d4 for each spell level higher than 1st, up to a maximum of 5d4.
NOTE: This is (ofcourse) based off the divine smite, but reduced the die by two steps; one for choosing the damage type, one for being ranged.
Greater Archery Casting (lvl11):
At 11th level, you learned to cast greater spells through your spellbow. You learn 4 spells from the wizard spell list. You learn two additional spells at 13th level and at 17th level. These spells must have a range of other than self, and be of a level you can cast. You can cast these spells through your spellbow, using it as an arcane focus. The spells gain the following benefits when fired through your spellbow:
- If it requires an attack roll, you gain the bonuses to hit and damage from the Archery fighting style and +x weapons, if you have them.
- They gain the range of your Spellbow and follow the range rules (phb p147)
Elemental Ammunition (lvl15):
At 15th level, you have learned to conjure elemental ammunition out of thin air. When making a ranged attack with your spellbow, you may conjure an elemental arrow/dart as part of the attack. When using elemental ammunition for your attack, you do not need regular ammunition. The arrows deal elemental damage of your choice from the elemental damage types you chose for the Elemental Smite feature equal to the regular weapon damage. Any bonuses to the attack or damage rolls are applied to the elemental ammunition too.
It is just a veeeery small list as of now, but i will be adding more oldies to the list in the future. Probably starting with the Spellbow as a ranger sub-class and the chaos domain for the cleric. If you know a common homebrewed sub-class that i haven't made yet - if you tell me, i will probably make my version of it and add it to the list :)
Any feedback, suggestions and ideas are welcome. Any comments on the balance are welcome. Hell, even if you just say you dont like it it is welcome (but please do tell why xD)
EDIT (25-2-2016): Added the Arcane Archer (renamed it from spellbow so i could use the name for a feature, and both names are common for the same general idea)
EDIT (28-2-2016): Changed the Elemental Smite to having to choose the elemental damage types beforhand. Changed Force Ammunition to Elemental Ammunition to keep an elemental theme to the Arcane Archer.
EDIT (4-3-2016): Added the Chaos Domain. Changed Abjuration to Transmutation in the Rage Mage spellcasting feature.