View Full Version : D&D 5e/Next Made Some homebrew subclasses for my Campaign Setting

2018-03-04, 07:45 PM
I've been working on a campaign setting for 5e recently, and I've been going kind of all out on it. As a result i decided to create 6 sub classes that i felt either fit in with the setting of the campaign or that i thought would just be kind of cool. I just curious how balanced you guys think it is and any fixes you might give before i turn them over to my players.
College of Twilight
Bards of the College of Twilight belong to the Twilight Ravens. The Twilight Ravens are a part of the order of nine. The Twilight Ravens seek out knowledge of all forms. They seek to find magical knowledge and powerful artifacts. They seek to gain any knowledge that can help the order of the nine better serve the land and protect its inhabitants.
Bonus Proficiencies:
You gain proficiency is Aracana and Religion. If you are already proficient in these skills you gain expertise in these skills instead. Also you don’t need to attune to a magical item to learn of its properties. You just have to study it for 1 minute.
Weaver of Magic: You can expend a bardic inspiration as a bonus action to imbue a weapon with minor magical properties. A weapon of your choice gains a +1 to atk and dmg rolls for 2 rounds. At 5th lvl this increases to 3 rounds, at 10th lvl it increases to 4 rounds and instead grants a +2 to atk and damage rolls, and at 15th lvl it increases to 8 rounds.
Additional Magical Secrets:
At 6th lvl you learn two spells of your choice from any class. A spel you choose must be of a level you can cast, as shown on the bard table, or a cantrip. The chosen spells count as bard spells for you but don’t count against the number of bard spells you know.
Threads of Magic: At 14th level you have gained such insight into the workings of magic that you understand the very fundamentals of how spellcasting works. When a spellcaster is casting a spell you can spend a bardic inspiration as a reaction to pull at the fabric of their spell. They must make an intelligence saving throw equal to your spellcasting dc or they can not keep the spell together and they spell disperses.
Martial Archetype
You belong to the ancient order of Dragonslayers. The dragonslayers were formed century ago to stop the destruction of a powerful red dragon that was ravishing the land. Ever since then the Dragonslayers have focused their training and skills to the destruction of any evil dragon that would harm the lands.
Destroyer of Dragons:
Starting at 3rd level whenever you would fight a dragon or a creature that would be considered to have dragon ancestry you gain the following benefits:
You crit on a 19 or a 20
You gain a +1 to atk and dmg rolls
Indomitable Guard:
Starting at 7th level whenever you would gain the benefits of Destroyer of Dragons you also gain the ability to shrug of their supernatural attacks. So anytime you would have to make a saving throw against a dragon’s breath or a similar effect you on a successful save take no damage instead of half, and on a fail you still only take half damage.
Unbreaking Will:
At 10th lvl you gain the following benefits when fighting a dragon or a creature of draconic descent:
-immune to the effects of a dragons frightful presence
-+1 to AC
Dominating Power:
Starting at 15th lvl whenever you gain the benefits of Destroyer of Dragons your crit increases to 18 through 20 and you gain a +2 to atk and dmg rolls.
Undying Hero:
Starting at 18th lvl anytime you benefit from Unbreaking will you gain a +2 to AC instead. Also if you are dropped to zero hit points by a dragon or a creature of draconic ancestry you instantly regain half of your hit points. Once you have used this feature you can not use it again until after a long rest.

Many Faced One (Rogue Archetype):
A disciple of the Hundred Faced One you have learned how to become anyone and lose who you used to be before to carry out the will of the Hundred Faced One.
Bonus Proficiencies:
When you gain this archetype at 3rd lvl you gain proficiency in the disguise kit and the poisoner's kit.
Nobody at all:
Starting at 3rd lvl. You gain the ability to control your presence and thoughts on a supernatural level. When somebody uses detect thoughts you are instantly aware of the spell being used on you. You can control what thoughts they read and if they try to probe deeper you can feed them false information that they have to make a insight check on to realize is false. The insight check is opposed by a deception check.
Everyone and No one:
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Never Seen:
Starting at 13th level you no longer have one true identity. So you are immune to scrying and locate creature.
I Am You:
Starting at 17th level you gain the ability to steal the identity of others. As as a action you can mimic the sound, appearance, and mannerisms of the person. You become a perfect copy of the person. Others cannot discern the difference unless the have a reason to suspect something is amiss.
Also you can steal talents from other creatures. As a standard action. The creature gets a charisma saving throw equal to a dc of 8+ your proficiency bonus+ your dexterity modifier. If they fail you gain access to one type of action, ability or spell of your choice. You can not take a legendary action from a creature. You can also choice to do this to any creature that has character levels. If you do this you can take a class ability from them that they gained at a lower level than you are. With either choose you only have the ability until the end of your next turn. After you use they regain the use of the ability you took from them. You cannot use this ability again until taking a short or long rest.

The Whisperer:
Your Patron is Uhrasha, goddess of secrets. She has chosen you to work her unknowable plots and to seek out lost and hidden secrets.
Expanded Spell List:
Uhrasha 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- Dissonant whispers, Tasha’s hideous laughter
2nd- Locate Object, Detect thoughts
3rd- Clairvoyance, Speak with Dead
4th- Locate Creature, Arcane Eye
5th- Mislead, Legend Lore
Dangerous Whispers:
Starting at 1st level you can use the power of your patron to reveal dangerous secrets of a creature. As a action you can target one creature in 60ft. It has to make a wisdom saving throw against your warlock spell save dc. If they fail they are immobilized or frightened of you( your choice) until the end of your next turn. Once you use this feature you can't use it again until you take a short or long rest.
Revealing Eye:
AT 6th level you learn to open your third eye to gain knowledge that would not normally be there. You can as a reaction reveal any invisible or ethereal creatures within 60 feet, or you can grant yourself advantage on a arcana,nature, history, or religion check. Once you use this feature you have to take a short or long rest before you can use it again.
Thought Shield:
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. You have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Dark Whispers:
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.

School of Witchcraft:
You focus your studies on nature and the natural world. You use the knowledge of the arcane, divine and nature to grant yourself further insight into magic.
Nature Savant:
When you gain a level and can learn new spells one of your spells can be from the cleric or druid list.
Witch’s Brew:
Starting at 2nd lvl you gain proficiency with the herbalism kit. If you are already proficient with the herbalism kit you gain expertise in it.
Also at 2nd level, you can produce magic potions. You spend 10 minutes focusing your magic on a vial of mundane water and expend a spell slot to transform it into a potion. Once you have expended a spell slot to create a potion, you cannot regain that slot until the potion is consumed or after 1 week, at which time the potion loses its effectiveness. You can create up to three potions at a time; creating a fourth potion causes the oldest currently active one to immediately lose its potency. If that potion has been consumed, its effects immediately end. The spell slot you expend determines the type of potion you can create. See chapter 7 of the Dungeon Master’s Guide for complete rules on potions.
Spell Slot - Potion Created
1st: Climbing, growth, or healing
2nd: Mind reading or greater healing
3rd: Invisibility, superior healing, or water breathing
4th: Resistance
Witch’s Hex:
Starting at 6th lvl you have learned how to manipulate life from your studies. This allows you to be able to constrict somebody’s life force by weaving magic. As a bonus action you can impose disadvantage on a targets next ability check, saving throw, or atk roll. The witch can do this an amount of times equal to their intelligence score. Once they have all been used the witch does not regain them until after a long rest.
Practitioner of Life:
Starting at 10th level anytime a witch uses a healing spell the spell heals an extra 2+ spell level. She also adds this additional healing to any healing potion she makes. She uses the spell slot level that would be needed to make a healing potion of that power to calculate how much extra healing the potion does. Additionally the witch can use a herbalism kit to make greater and superior healing potions instead of just normal healing potions.
Forbidden ritual:
At 14th level the witch has learned a secret and powerful rite from her studies. This rite allows the witch to bring the dead back to life. The person can not have been dead for more than one week. The ritual takes ten minutes to perform. The ritual costs gold due to the rare herbs and incense required to perform the rite. How much it costs depends on how long the person has been dead at the beginning of the rite.
Less than 1 minute- 50gp
Less than 1 day- 100 gp
Less than 1 week 500 gp
A full week- 1000 gp.
After the rite has been performed the witch can not perform it again until she has taken a long rest.

School of Universal Magic
While most wizards dedicate themselves to becoming a master of one school you train to be a jack of all trades. Universal Wizards are undeniably versatile and adaptable. Though wizards of the other schools often mock Universalist wizards for being indecisive and unfocused.
Spell Dabbler
Beginning when you select this school at 2nd level, the gold you must spend to copy a spell costs 10 gold less per level. It also only takes you half as long to copy a spell.
Adaptive Preparation:
Starting at 2nd level when you take a short rest you can change some of the spells you have prepared. Whenever you finish a short rest you can change out an amount of your spells prepared equal to half of your level. You can only do this during one short rest a day.
Greater Understanding:
At 6th level you can add 4 extra wizard spells to your spellbook in addition to the spells you would normally gain at that level.
A Note from Someone’s Book:
Starting at 10th level when you are preparing your spells from the day you also can choose to gain the benefits of another's school 2nd level ability for the day. You must choose from the following schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation.
Master of None:
At 14th level you gain 8 additional spells from the wizard, or sorcerer spell list. This is in addition to the spells you normally get for that level.

2018-03-04, 08:04 PM
Using basic word processing and parsing (Bolded topics/Feature names and spacing between chapters, and preferably features as well, to name a few) would be nice and make it easier for the reader.