PDA

View Full Version : D&D 5e/Next homebrew collection



Amdy_vill
2018-07-18, 04:32 PM
this forum is where i will place all my homebrew. i hope for feed back on the content posted here. much of this has been pulled from other posts i have made. they will be listed bellow

Other posts
http://www.giantitp.com/forums/showthread.php?560596-costume-race-feats-help
http://www.giantitp.com/forums/showthread.php?528579-custom-races
http://www.giantitp.com/forums/showthread.php?559349-Magic-Weapon-Workshop&highlight=amdy_vill(i have not added all the items i posted here as some of them i did not create but my dm did.)

thanks:
EvilAnagram
Lalliman

Note: I am reworking the posts so there is only the newest post are here. older versions of the home brew can be found here:https://docs.google.com/document/d/1zKD6clfJ3uGKr2z7wGGHB1ucrAvQA0K2EIGKPcTilso/edit#




Ancient blood
Perquisites: none
You manifest the powers of an ancestor. You gain the traits of one other race with the exception of their abilities score increases.

Cantrip collector
Perquisites: Caster
You gain 5 cantrips of your choice from your class list. If your class does not have cantrips picka class. All the cantrips must come from that class.

Cantrip master
Perquisites: cantrips
You have master the use of cantrips.you gain the following benefits

You learn three cantrips that don’t count towards you normal max known cantrips

A number of times per day equip to your proficiency mod you can change the casting time of a cantrip spell. You can instead of casting the spell normally expend one use of this ability to cast the spell as either a reaction of bonus action. If the spell wound take 1 minute to cast it now can be cast as an action. You regian the use of this ability on a long rest.

Dart master
Perquisites: proficiency with darts
When you make an attack with a dart you may throw an extra dart. You roll attack rolls and damage for this extra dart separate from the first. The range for a dart is doubled.

Empowered familiar
Perquisites: find familiar spell
Your familiar grows in power. You gain the ability to summon a stronger familiar. Your familiar
Can now be a non humanoid creature that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the creatures AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your caster level, whichever is higher. The creature is up to dm discretion.

Final strike
Perquisites: extra attack
+1 to any stat.

When you drop to 0 hit points you may move up to 10ft and make a full attack action. You then hit 0 hit points. You can not use this ability twice in an encounter

Hasty spell
Perquisites: casting
You lose effectiveness for speed. You can chose to cast any 6 level spell or lower with a casting time of 1 action as though it had a casting time of 1 bonus action. When you use this ability you must make a dc 10 con save. If you fail you gain one point of exhaustion.

Every time you use this ability after the first time the dc increases by 2. When finishing a long or short rest the dc resets to 10.

Improved familiar
Perquisites: find familiar spell
When you take this feat you gain one of the following abilities, +1 to your casting stat and you familiar gain the ability to attack.

You can split your familiar. You gain a second familiar when you cast find familiar. This familiar can be of a different animal then the first.

You have increases you familiars telepathic reach. So long as you are on the same plane you can telepathically command you familiar.

You gain the power to hold you familiar to this plane. So long as you can see your familiar you can spend your bonus action to stop it from dissipating when its hp hits 0.

You can take this feat multiple times. If you take this feat multiple times each time you take it you gain another use of find familiar without expending a spell slot.

Master navigator
perquisites: none
You gain proficiency in 4 vehicles of your choice.

Metal bones
Perquisites: necromancer wizard school, death domain cleric, or oathbreaker paladin
When creating undead you imbue them with power. There bones become like metal. All undead you make with the animated dead and create dead spells have there ac increased by 1 and there hp increases by 1 for every hit dice.

Scroll mastery
Perquisites: casting
You have mastered the art of using your own power in tandem with that of a scrolls. You gain the following benefits

You can now use scrolls that have spells off your spell list.

When using a scroll if it is on your spell list and you cast at a height spell slot a number of times per day equal to you proficancy mod you can increase the levels of the spell on the scroll. You can increase the level of the scrolls spell by your proficiency mod. You regain the uses of this ability after a long rest.

Shadow caster
Perquisites: any creature with sun sensitivity and or darkvision.
you gain the following benefits.

+1 to your casting stat

Your casting dc while in dim light or darkness is increased by 1.

Split spheres
Perquisites: Caster
You gain the following benefits

When a spell with a radius of effect is cast at a higher level in gains 10ft on its radius.

When you cast a spell with a radius of effect you can split it into multiple radiuses within range so long as the radius of all areas of effect add up to the radius of effect for the spell normally. This includes any extra feet added by the previous ability. Each radius must be a minimum of 10ft. You can use this ability a number of time per short rest equal to you casting modifier

Titan's grip
Perquisites: strength 18
You gain the ability to use two handed melee weapons as if they did not have this weapon property.

Tool master
Perquisites:none
You gain proficiency in 4 tools of your choice.





Fighters new style
Perquisites: none
You gain two fighting styles from any class. You can not already have said fighting style.

Meta magic
Perquisites: caster, level 4
You gain sorcery points equal to half your level max 5. If you are a sorcerer you add your charisma modifier to you sorcery point and max sorcery points. You gain one metamagic option from the sorcerer class.

Meta breath
Perquisites: draconic bloodline sorcerer
+1 charisma

You gain the dragonborns breath weapon trait. This breath weapon acts as if it is a spell and can be affected by meta magic.








Improved flight
Prerequisites: aarakocra or bat folk(homebrew race)
+1 dex
You may fly with any armor you are proficient in.





Angel wings
Perquisites:Aasimar
You gain a fly speed of 20ft. If you are a protector aasimar when you transform your fly speed is 50ft.





Wing buffets
Perquisites: dragonborn, dragon wings,
As an action you move 30ft in the air by buffeting your wings. Every creature with in 10 ft must make a str saving throw dc 8+ proficiency + strength. If they fail they will be knocked prone and take 1d6+strength budening damage. If they pass they take no damage. The damage increases at 5th to 2d6, 11th 3d6 and 17th 4d6.

Breath Mastery
Perquisites: dragonborn,
Your breath weapon deals an extra d6 of damage. You gain an extra use of your breath weapon per short rest.

Mixed draconic ancestry
Perquisites: dragonborn
You discover the powers of a mix ancestry. Pick a type of dragon from the dragonborn ancestry table that is not the one you pick as you draconic ancestry at character creation. You then gain the following.

+1 strength

You gain that draconic ancestry’s breath weapon. When making a breath weapon attack you can choose to use the breath weapon given by this feat instead.

you gain the resistance of the draconic ancestry





Brewmaster
Perquisites: dwarf or brewers kit proficiency
You gain the following bonuses

+1 to chr,int, or con

You gain proficiency with one of the following brewers kit, alchemy kit, herbalism kit,

You can detect poison in drinks as if you cast the spell detect poison and disease

You gain resistance poisons if you have resistance to poison you gain immunity.

You gain a great resistance to alcohol. You may choose if you get drunk from alcohol.

Dwarven crafts
perquisites: dwarf
You gain the following bonuses
+1 to any stat
You gain proficiency in a Artisan’s tools or expertise in one you already have
Items you produce with artisan’s tools you are proficient in are of the finest quality. Items you produced with artisan’s tools you have expertise in are of masterful quality. The value increase to these items is up to dm discretion

Lingering invisibility
Perquisites: Duergar
Once per casting of invisibility if you would no longer be invisible(made an attack while invisible or the spell would end) you may extend that invisibility for one round. If you made an attack and then used this ability the next attack you make will still end the spell.

Dwarven enemies
Perquisites: dwarf
You gain the following abilities

When attacking a bugbears or giant you gain an extra 1d8 damage from you weapon or spell.this increases to 2d8 at 5th, 3d8 11th and 4d8 17th. You may use this ability once per round.

When you drop a goblin or hobgoblin to 0 hit points you may take a bonus action to move up to 10ft and attack another goblin or hobgoblin.





Drow noble
Perquisites: female drow or variant drow half elves
You gain the following spells to drow magic. Detect magic, feather fall and levitate once per day.

Arachnomancer
Perquisites: female drow or variant drow half elves
You gain the following spells to drow magic: poison spray, spider climb and speak with animals but speak with animal can only be used on arachnids and scorpions. Each of these spell is once per long rest.

At 10th level you can transform into a spider(spider, giant spider, phase spider,swarm of spiders, ect..) a number of time per long rest equil to you charisma modifier. This ability functions as if you were using the wild shape ability but limited to spiders. At 10th level you can turn into cr ¼ spiders such as a giant wolf spider, at 12th level cr ½ spiders and at 16th level cr 1 spiders.

Master arachnomancer
Perquisites: female drow or variant drow half elf, arachnomancer
You gain a familiar like creature. This creature must be a spider of cr 1 or lower. This creature functions like a familiar in all way. If you summon a familiar it disappears. This familiar can attack. You can telepathically communicate with this familiar as long as you are on the same plane.

At 12th level Once per day you can transform into a drider. If you hit 0 hit points in this form you transform back at 0 hit points and are stabilized.

Raven queen's protection
Perquisites: shadar-ki
You gain the following benefits

+1 to con

Once per short rest when you make a death saving throw you may reroll.

You only need 2 successful death saving throws to stabilize

If you roll a 20 on a death saving throw you gain 1 hit point and are no long unconscious

You have resistance to effects that would make you unconscious.





Growth of flames
Perquisites: fire Genasi
You add the following cantrips to your reach to the blaze racial trait. Fire bolt, green fire blade, and sacred flame. At 15th level you gain the ability to cast fireball as a 3rd level spell once per long rest.

Found bloodline
Perquisites: genasi
You gain the traits for another genasi subrace.

Oceans song
Perquisites: water Genasi
You gain proficiency with one instrument of your choice. You gain the ability to speak with all aquatic creature. You gain the spell find familiar.

Earth's strength
Perquisites: earth genasi
The following cantrips are added to your merge with stone trait magic stone, mold earth, and thorn whip.

Thunderous sound
Perquisites: air genasi
The following cantrips are added to your mingle with the wind trait gust, thunderclap, and Vicious Mockery.





Effortless illusions
Perquisites: gnome, the ability to cast illusion spells
A number of time per day equal to your proficiency bonus you can cast a illusion spell that would take an action as a bonus action. If the spell would be casted as a bonus action and is below 6th level you cast it as a bonus action but it counts as if you cast a cantrip.





Burn! Burn! Burn!
Perquisites: goblin
You gain the cantrip fire bolt if you can not cast it runs off you intstat. For every point of fire damage you have taken since you last short rest you may add one extra point of fire damage to any spell you cast that deals fire damage. You may only use these extra points once.

Explosive
Perquisites: goblin
As a bonus action you explode with energy.ever creature in a 30 ft radius must make a dex saving throw dc 8+proficancy+ con. Every create takes fire damage equal to your current hp. Every creature that passes the saving throw takes half damage. You reduce your hp to 0 and are stabilized. Spell like death ward do not stop you from hitting 0 hit points.

Fire the small folk
Perquisites: hobgoblin
You can use goblins as project tilles. You may use them as ammunition for catapults ballista and cannons. When fired they deal normal damage from the weapon and an extra 5 damage for every hit dice they have. After your turn ends it is the turn of the goblin you use as ammunition. It then return to the normal initiative rotation.

Goblins enemies
Perquisites: goblins, hobgoblins
You gain the following abilities

When attacking a dwarf or orc you gain an extra 1d8 damage from you weapon or spell.this increases to 2d8 at 5th, 3d8 11th and 4d8 17th. You may use this ability once per round.

When you drop a dwarf or kobold to 0 hit points you may take a bonus action to move up to 10ft and attack another dwarf or kobold.





Giants grudge
Perquisites: goliath or firbolg
You gain the following abilities

When attacking a dragon or other draconic creature you gain an extra 1d8 damage from you weapon or spell.this increases to 2d8 at 5th, 3d8 11th and 4d8 17th. You may use this ability once per round.

When you drop a dwarf or elf to 0 hit points you may take a bonus action to move up to 10ft and attack another dwarf or elf.

Truly giant
Perquisites: goliath, firbolg, orc, bugbear, Tanarukk(homebrew)
Your size category increases by one. You are now large.





Mimic skills
Perquisites: kenku
Gain a +1 to your Intelligence

You can take a reaction to mimic a skill you see being performed. You gain proficiency in that skill for the next hour. You can use this ability a number of time equal to 1+your proficiency bonus before having to take a long rest.





Ambushers
Perquisites: kobold, proficiency in stealth
When in a group of kobolds you gain expertise in stealth. During the first round of combat with this group you each gain extra damage equal to your proficiency modifier to your first damage roll.

Urd kobold
Perquisites: kobold
You gain the following bonuses

You gain claws. As an unarmed attack you can deal 1d4 slashing damage.

You gain the breath weapon trait from dragonborn

You gain resistance to the damage type you choose for you breath weapon.

When unarmored you ac is 13+dex or wings and a fly speed of 20ft.





Orc fire
Perquisites: orc or half orc, the ability to cast spells, a spell in there spell list that does fire damage.
+1 to casting stat
You gain resistant to fire

When you use a spell that deals fire damage you add 1 to the damage for every dice rolled for that spell.

Orcish rage
Perquisites: orc or half orc
+1 to str or con
When you kill a creature in combat you may move up to 10 feet and make another attack with advantage against a different opponent.





Snakes skills
Perquisites: yuan-ti pureblood
You gain proficiency in the following skills deception, perception, stealth if you are proficient in any of these skills you gain expertise. If you have expertise in one or more of these skills you may choose another skill.










Drow blood
Perquisites: Draegloth
You gain the drows trait drow magic and you qualify for the feats that require you to be a drow.

Demonic blood
Perquisites: draegloth
You gain a two natural attacks. A bite attack that deals 1d10 piercing damage and a claw attack that deals 1d10 slashing damage. You are proficient with both. You gain a natural armor. When unarmored your ac is 13+dex

Amdy_vill
2018-07-18, 04:36 PM
Hellfire: hell fire magic is 2 level higher than the normal spell but ignores resistance to fire and treats immunity as if the creature was resistance. for spell were the fire spreads the fire can only be put out with magic. the spells then deal damage to the caster

Sweet treat: sweet treat focuses on making items the can with magic in side






Magic eyes
Divination cantrip
Casting time: bonus action
Range self
Components: S
Duration: 1 hour
Classes bard, warlock, wizard, sorcerer

Choose one creature that creature gains darkvision until the end of the effect or Superior darkvision if they have dark vision

You can target an extra creature when you reach 5th, 11th, and 17th level. At 11th level all target gain superior darkvision and creatures with superior darkvision increases there vision to 180ft

Hellfire spark
Evocation cantrip
Casting time: action action
Range: 30ft
Components: S,V
Duration:instantaneous
Classes:wizard,bard, cleric, (sorcerer and warlock hellfire subclasses to be added)

You light a 5ftx5ft area on fire. This fire can only be extinguished with by magical means such as the spell extinguish. The fire produced by this spell spreads at the normal rate of fire.



Extinguish
Abjuration cantrip
Casting time: bonus action
Range:60ft
Components:S,V
Duration: instantaneous
Classes:Wizard, bard, warlock, cleric, sorcerer,

You extinguish a 5ftx5ft area for fire.


Detect Crossroads
Divitantion cantrip
Casting time: bonus action
Range: self
Components:S,V
Duration: 1 minute
Classes: bard, druid, wizard

You gaze into the world beyond. You can detect whether any creature you can see within 60 ft is a fey, celestial, fiend, or dragon, You can also tell if said creature is a descendant of them,You can see any unblocked portals to other planes.
Know direction
Divination cantrip
Casting time: bonus action
Range: self
Components: S,V,C(a leaf, water and metal pin)
Duration: instantaneous
Classes: bard, ranger, druid

You know what direction north is.

Summon instrument
Conjuration cantrip
Casting time:bonus action
Range: 60ft
Components: S,V
Duration: instantaneous
Classes: bard


You summon an spectral instrument in the hands of a creature with in 60ft. Any creature that holds the instrument gain an intuitive knowledge on how to use it. The instrument last for 1 hour unless it is deal damage.

Songbird
Enchantment cantrip
Casting time: bonus action
Range: 60ft
Components:S,V,C(the feather of a songbird)
Duration: instantaneous
Classes: bard

You target a creature other than you within 60ft. That creature either gain proficiency in performance or losses profiacany in performance for the next 10 minutes.

If the creature has proficiency in performance you you are 5th level or higher the creature gain expertise in performance instead
Electric jolt
Evocation cantrip
Casting time: action
Range: 30ft
Components:S,V
Duration: instantaneous
Classes: wizard, bard, sorcerer

Target a creature with 30ft you and make a ranged spell attack. If you hit deal 1d4 lightning damage to that creature. Target one creature within 10ft the the creature you dealt damage to. That creature take the same damage.

The damage increases to 2d4 at 5th, level 3d4 at 7th level, 4d4 at 11th level and 5d4 ath 15th level.


Magic tool kit
Conjuration cantrip
Casting time: bonus action
Range: self
Components:S,V,C(a nail)
Duration: 1 hour
Classes: wizard bard

You summon a set of basic tool such the can but used by you and others to perform repairs and construction. The set of tools has nails and other such items that can be used to fix starters in place. When the spell the the objects held together by the nails become fuse and are now one piece.

Restore undead
Necromancy cantrip
Casting time: bonus action
Range: touch
Components:S,V,
Duration: instantaneous
Classes: cleric, paladin, vampire, wizard

You touch one undead creature. The creature regains 1d4+spell attack mod hit points.

At level 5 you restore 2d4, 3d4 at 11th, 4d4 at 17th

Bleed
Necromancy cantrip
Casting time: bonus action
Range: 20ft
Components:S,V,C(a knife)
Duration: instantaneous
Classes:Cleric, paladin, vampire, wizard

Pick a stabilized creature or unconscious within the range. That creature begins making death saving throws.

At 5th level you can pick two creature, 3 at 11th, and 4 at 17th




Summon kit
Level 1 Conjuration spell
Casting time: action
Range:self
Components:S,V,C(a scrape of wood)
Duration:1 hour
Classes:wizard bard

You summon a artisan tools of you choosing. These tools can be used by anyone but after an hour they vanish.

At higher levels the duration of this spell increases by 1 hour per spell slot above one until level 5 when the duration is until dismissed

Break body
Level 1 necromancy
Casting time: bonus action
Range: 10ft
Components: SVM(dead man's eye lash)
Duration: instantaneous
Classes cleric, paladin, vampire, wizard

This spell creates a number of crawling claws, crawling tongues, rolling eyes, bouncing noses, and sticky ears equal to the number of the corresponding parts on the corpses.Choose a corpse of a Medium or Small humanoid within range that has not been dead for more than 1 month. Your spell imbues the target with unholy life, raising it as an undead creature. The target slits into crawling claws, crawling tongues, rolling eyes, bouncing noses, and sticky ears(the GM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

At Higher Levels: When you cast this spell using a spell slot of 2th level or higher, you animate one extra body for each slot above 1rd. Each of the creatures must come from a different corpse.


Flesh growth
Casting time: 1 action
Range: 60ft
Components: SVM(a scrap of flesh)
Duration:instantaneous
Classes:cleric, paladin, wizard

A number of skeletons equal to you spell save dc regrow there flash. The skeletons affected by this spell become zombies.

At higher levels: when you cast this spell using a spell slot of 2th level or higher, the flesh grows on a number of skeleton equal to you spell save dc * the level of the spell slot
Strip flesh
Casting time: 1 action
Range: 60ft
Components:SVM(bone dust)
Duration:instantaneous
Classes:cleric, paladin, vampire,wizard

A number of zombies equal to you spell save dc loss there flash. The zombies affected by this spell become skeletons.

At higher levels: when you cast this spell using a spell slot of 2th level or higher, the flesh falls off a number of zombies equal to you spell save dc * the level of the spell slot



Healing dumpling
Level 2 evocation(sweet treats)
Casting time: action
Range: touch
Components:S,V,C(up to 10 dumplings or other food of comparable size and weight)
Duration: 24 hours(1 hour after consumption)
Classes: wizard, cleric(sorcerer and warlock food subclasses)

You enchant up to ten dumplings. Unless dealt damage the dumplings will always be perfectly clean and will never rot. Each dumpling has 3 hit points. Once per turn as a free action any one holding the dumpling can bite it dealing 1 hit point of damage to the dumpling. The creature than gains the bite benefits of this spell. Once per turn if the dumpling has not taken damage as a bonus action a creature can consume the whole dumpling dealing 5 hit points of damage to the dumpling. The creature then gains the whole benefits of this spell

Bite: you regain 2 hit points.

Whole: you regain 5 hit points and your attacks deals 3 extra points of damage. If you are dealt 10 or more points of damage in one attack you lose these benefits.

At higher levels: the number of dumplings is increased by 10 for every spell slot above 2.

Chocolate weapon
Level 2 conjuration(sweet treats)
Casting time: bonus action
Range:60ft
Components:S,V,C(a bar of chocolate)
Duration:1 hour
Classes:wizard, bard, cleric

You create a magic weapon of your choice in the hands of a creature with in range. The weapon has 5 hit points. As a bonus action the creature holding the weapon can take a bite out of the weapon dealing 1 hit point of damage to the weapon. The creature regina 4 hit points and the creatures speed increases you 10 till the end of its turn turn.

Hide from undead
Level 2 necromancy
Casting time: 1 action
Range: touch
Components: SV
Duration: 1 hour
Classes: bard, cleric, paladin, vampire, wizard

Touch a creature. That creature can not be preserved in any way besides divination by undead creatures until the end of the spell or until they attack an undead

At higher levels: When this spell is cast with a 3rd level or higher spell slot you can touch another creature from each spell slot above 2nd



Fire breath dumpling
Level 3 transmutation spell(sweet treats)
Casting time: action
Range: touch
Components:S,V,C(up to 3 dumplings or other food of comparable size and weight)
Duration: 8 days(1 hour after consumption)
Classes: wizard, cleric(sorcerer and warlock food subclasses)

You enchant up to 3 dumplings. Unless dealt damage the dumplings will always be perfectly clean and will never rot. Each dumpling has 5 hit points. Once per turn as a free action any one holding the dumpling can bite it dealing 1 hit point of damage to the dumpling. The creature than gains the bite benefits of this spell. Once per turn if the dumpling has not taken damage as a bonus action a creature can consume the whole dumpling dealing 5 hit points of damage to the dumpling. The creature then gains the whole benefits of this spell.

Bite: this turn you may make a bonus action. You project a 5ft x 30ft line of fire. Any creature in the line must make a dex saving throw DC your spell dc or be dealt 3d6 fire damage.

Whole:until the end of the spell you can not consume another sweet treat spell. You gain the ability to as a bonus action. You project a 5ft x 30ft line of fire. Any creature in the line must make a dex saving throw DC your spell dc or be dealt 3d6 fire damage. As a reaction you can gain immunity to fire or cold damage. If you are dealt 15 or more points of damage in one attack you lose these benefits.

At higher levels: the number of dumplings is increased by 3 for every spell slot above 2.

Kiss of death
Level 3 necromancy
Casting time: 1 action
Range: 10ft
Components:V,S,M( A drop of blood, canine tooth, and white hair)
Duration:instantaneous
Classes:Cleric, paladin,vampire, and wizard


This spell creates a vampiric servant. Choose a corpse of a Medium or Small humanoid within range that has not been dead for more than 1 month. Your spell imbues the target with the cures of vampirism, raising it as an undead creature. The target becomes a Child of the night (the GM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional Children of the night for each slot above 3rd. Each of the creatures must come from a different corpse.







Angel wings
Level 5 transmutation spell
Casting time: 1 action
Range: self
Components: V,C,S(the feather of a solar willing given)
Duration: 1 hour connection
Classes: clerics, paladins

Large white wings sprout from your back. You gain a fly speed equal to your movement speed + 10ft and you ac increases by 2





1 Aarakocra

2 Aasimar fallen

3 Aasimar protector

4 Aasimar Scourge

5-6 Bugbear

7 Dragonborn Brass

8 Dragonborn Bronze

9 Dragonborn Black

10 Dragonborn Blue

11 Dragonborn Copper

12 Dragonborn Gold

13 Dragonborn Green

14 Dragonborn Red

15 Dragonborn Silver

16 Dragonborn White

17 Dwarf Duergar

18 Dwarf Hill

19 Dwarf Mountain

20 Elf Drow

21 Elf Eladrin

22 Elf High

23 Elf Sea

24 Elf Shadar-kai

25 Elf Wood

36-26 Firbolg

37 Genasi Air

38 Genasi Earth

39 Genasi Fire

40 Genasi Water

41 GithYanki

42 GithZerai

43 Gnome Deep

44 Gnome Forest

45 Gnome Rock

46 Goblin

45 Goliath

48 Half elf

49 Half elf Keen Sense

50 Half elf Wood elf

51 Half elf High elf

52 Half elf Drow

53 Half elf Aquatic

54 Half orc

55 Halfling lightfoot

56 Halfling stout

57 Hobgoblin

58-67 Human

68-70 Human variant

71 Kenku

72 Kobold

73 Lizardfolk

74-75 Orc

75-77 Tabaxi

78 Tiefling stander

79 Tiefling Baalzebul

80 Tiefling Dispater

81 Tiefling Devil's Tongue

82 Tiefling Feral

83 Tiefling Fierna

84 Tiefling Glasya

85 Tiefling Hellfire

86 Tiefling Levistus

87 Tiefling Mammon

88 Tiefling Mephistopheles

89 Tiefling Winged

90 Tiefling Zariel

91-93 Tortal

94-96 Trident

100 Yuan-ti pureblood








Daywalker
Level 6 necromancy
Casting time: 1 minute(ritual)
Range: touch
Components:S,V,C(a mask of a human face)
Duration: instantaneous
Classes: cleric, paladin, vampire, wizard

Touch a creature. All undead controlled by that creature take on their appearance in life. A creature can make a perception check useing the spell dc of the caster. The undead gain the ability to speak any language the controller knowns. The effects of this spell end when the undead creature attacks

At higher levels: when this spell is cast at a spell slot higher than 5 the DC is increased by 2. When this spell is cast at 9th level then effect becomes permanente.

Charm undead
Level 6 necromancy
Casting time: action
Range: 60ft
Components:S,V,
Duration: instantaneous
Classes: bard, cleric, paladin, vampire,wizard,

A undead creature you can see must make a Wisdom save, and has advantage if you or your companions are fighting it. If it fails, it's charmed by you even if it is immune to charm effects. until you or your companions harm it. The charmed creature is friendly to you and will follow you orders. The creature makes another Wisdom save every seven days. If it passed it is freed from the spells control.

At Higher Levels: You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other. If you use a 9th-level spell slot, the creature can not be uncharmed.

Dragon Flight
Level 6 transmutation spell
Casting time: reaction
Range: touch
Components: V,C,S(dragons scale)
Duration: connection
Classes: Bard, Wizard, Sorcerer,


Large draconic wings sprout from the back of the target. The target gains a fly speed of 90ft and my move 10ft

At higher levels: you can increases the fly speed by 10ft or you can target one addition creature for each slot above 6th.

Electric volt
Level 6 evocation spell
Casting time: anction
Range: 60ft
Components: S,V,C(light bug)
Duration: insaneous
Classes:wizard, bard, sorcerer,

Make a ranged spell attack on a creature with in 60ft. If you hit the creature deal 10d4 electric damage and the lighting arcs to a another creauting with in 10ft. Repeat this effect until you mist a creature.

Higher levels: casting this spell as 7th level or higher adds 1d6 eletriac damages


Elevation of death
Level 6 necromancy
Casting time: 1 minute
Range:10ft
Components:V,S,M(blood of any vampire)
Duration:instantaneous
Classes:Cleric, Vampire, Wizard

This spell can only be cast at night. Up to three corpses of Medium or Small humanoids you choose become vampire servants under your control.

You can mentally command a vampire servants as a bonus action if they are within 120 feet of you. You can command multiples at once if you issue the same command. You decide what action the vampire servants will take and where it will move during its next turn, or issue a general command. If you issue no commands, the vampire servants only defends itself against hostile creatures. Once given an order, the vampire servant will follow it until its task is complete.

The vampire servants are under your control for 24 hours. To maintain control of the vampire servant for another 24 hours, you must recast this spell on up to three of them before the current 24 hours end.

At Higher Levels: With a 7th-level spell slot, you can control up to four vampire servant. With an 8th-level slot, five vampire servant, or two ghasts or vampiric mist. With a 9th-level slot, six Vampire servent, three ghasts or Vampiric mist, or two mummies.

Cakey wings
Level 6 transmutation spell(sweet treat)
Casting time: reaction
Range: touch
Components: V,C,S( A three tiered cake weighing 10 pounds at less: consumed )
Duration: connection
Classes: Bard, Wizard, Sorcerer,

Large wings made from cake sprout from the back of the target. The target gains a fly speed of 40ft and may move 10ft. The wings have 10 hit points. As a bonus action the target can take a bite out of the wings and the target regain 15 hit points and the wings loss 1 hit point. If all 10 hit points are gone the spell ends.

Amdy_vill
2018-07-18, 04:37 PM
School of Culinary arts(this subclass was inspired by the food based magic post after i read his post i began working on some spell and then an acumping subclass)



Master of baking
At 2nd level, the gold and time you must spend to copy any spell with the sweet treat into your spellbook is halved.
Omnomicon (combination om nom nom and necronomicon)
At 2nd level, you spell book doubles as a recipe book. You gain advantage on any check made to cook food. You can spend a short rest to imbue magic into cooking tools. Thay gain a bonus when use equal to half you proficancy mod. You can take an action to make up to 5 pound of food you touch never spoil. You can read any text pertaining to food or food based magic even if you can’t read the language normally. You can tell if food or drink is spiked with poison or magic.

Baked Spell

At 6th level, you can insert a spell within food and drinks of your choosing, so that by eating the food, using an action, the spell activates. All variables of the spell are set at the time of casting. The food or drink must be equal to or greater than an ounce in volume.

A Baked spell remains placed in its food for 24 hours, and is gone once it is discharged. You can only place one spell per piece of food. Any one who eat the food activates the spell. If the food is destroyed, the bakde spell is lost.

A concentration spell placed in a food or drink cannot be activated while you are concentrating on another spell. You can use this spell a number of times per short rest equal to your proficiency mod.

Delicious ingredients
At 10th level, you do not require any components to cast spells with the sweet treat tag. You can not fail when making rolls to create food. All food you make restors 1d6 HP for the consumer. You can bake two spells into food instead of one.

Cakey wings
At 14th level, add the spell Cakey Wings to you spell book, if it is not there already. You can cast Cakey wing without expending a spell slot. When you do so, you can target only yourself

Once you cast Cakey Wings in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.



Fire in your belly
At 2nd level, the gold and time you must spend to copy any spell that can deal fire damage or create fire, into your spellbook is reduced by ⅔.

Flaming heat
At 2nd level, whatever you deal fire damage through a spell roll a d20. If your roll is greater than 20- your spell attack modifier double the dice rolled. This ability can only be trigger a number of time per short rest equal to your spell attack modifier. Whenever you deal fire damage magic or not you add 1d6 to the damage roll. You are resistant to fire damage.

Fire control
At 6th level, you gain the control fire cantrip if your do not already have it. You can cast the control fire cantrip at any time without consuming an action. You can only do this once per turn.

Over burn
At 10th level, when a spell you cast deals fire damage you can chose to have the spell also deal damage to you. If you do you can add a number of d6 to the damage of the spell equal to you spell attack modifier. These extra d6 are also dealt to your. Roll the damage for the spell once.

Flames so hard to control
At 14th level, once per long rest you can trigger the flaming heat ability twice on a spell. You then gain 1 point of exhaustion and can not cast a spell till the end of your next turn. You are immune to fire damage.




And god said
At 2nd level, the gold and time you must spend to copy any spell that can deal Radiant damage or create light, into your spellbook is reduced by ⅔.
My Eyes
At 2nd level, as a bonus action all creatures within 60 ft must make a constitution saving throw vs you spell dc if the creature fails they become vulnerable to radiant damage and blind till the end of you next turn. Every object and creature becomes illuminated as if under the effect of the light spell. When every you cast a spell that deals radiant damage you add you spell attack modifier + your level to your roll. Whenever you deal radiant damage magic or not you add 1d6 to the damage roll. You are resistant to radiant damage.
Let there be light
At 6th level, you gain the Light cantrip if your do not already have it. You can cast the Light cantrip at any time without consuming an action. You can only do this once per turn.

1001 holy lights
At 10th level, you gain the ability to as an action imminent light. With 60ft of you everything is fully illuminated. All creatures have disadvantage on stealth checks. Magical darkness has no effect on this.
And there was light
At 14th level, with a 60ft area of you you can control the amount of light emitted by objects. You can not be blinded and allies within 30 ft of you have advantage on saving throw to not be blinded




Darkness in my soul
At 2nd level, the gold and time you must spend to copy any spell that can deal necrotic damage or create darkness, into your spellbook is reduced by ⅔.
Nights consuming cold
At 2nd level, as a bonus action all creatures within 60 ft must make a constitution saving throw vs you spell dc if the creature fails they become vulnerable to necrotic damage and deaf till the end of you next turn. Every object and creature the idmits light becomes darkened as if they did not produce light. When every you cast a spell that deals necrotic damage you add you spell attack modifier + your level to your roll. Whenever you deal necrotic damage magic or not you add 1d6 to the damage roll. You are resistant to necrotic damage.
Darkness control
At 6th level, you gain the toll the dead cantrip if your do not already have it. You can cast the toll the dead cantrip at any time without consuming an action. You can only do this once per turn.

1001 demonic lights
At 10th level, you gain the ability to as an action imminent darkness. With 30ft of you everything is completely engulfed in shadows. You and up to 2 other creatures can see through the darkness. All creatures have advantage on stealth checks. Magical light has no effect on this.

Let there be darkness
At 14th level, as a bonus action up to ten object within 30 ft of you stop producing light until they leave range.








Thrower: weapons with the thrown weapon property have there ranged doubled

Net trap: if you have extra attack you can make more than one attack with nets.

Improvised weapon adept: you act as if you have proficiency with improvised weapons. All improvised weapons deal a minimum of 1d6 damage

Whip grapple: when you make an attack with a whip and hit you may choose to pull the creature 5 ft or if grapple them if they are with in 5ft

Rider: when riding a mount you gain a +1 to all attack roll and a +2 to all attack roll made with a lance

Strong enough: you gain the ability to use heavy weapons.






Master of cold
At 2nd level, the gold and time you must spend to copy any spell that can deal cold damage or create Ice, into your spellbook is reduced by ⅔.
Lowering tempiturest
At 2nd level, when you deal cold damage to a creature the creatures speed is reduced by 5 ft for every 2 level you have in the wizard class. When every you cast a spell that deals cold damage you add you spell attack modifier + your level to your roll. Whenever you deal cold damage magic or not you add 1d6 to the damage roll. You are resistant to cold damage.

Ice control
At 6th level, you gain the Frostbite cantrip if your do not already have it. You can cast the Frostbite cantrip at any time without consuming an action. You can only do this once per turn.

Hypothermia
At 10th level, when a spell you cast deals cold damage you can chose to have the spell also deal damage to you. If you do you can add a number of d6 to the damage of the spell equal to you spell attack modifier. These extra d6 are also dealt to your. Roll the damage for the spell once.

Freezing spells
At 14ht level, a number of times per day equal to you proficiency modifier you can change the damage type of any spell you see cast to cold damage including your own spells. You have immunity to cold damage





Vampires

Hit Points
Hit Dice: 1d6 per vampire level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 5) + your Constitution modifier per vampire level after 1st
Proficiencies
Armor: light armor, and shields
Weapons: simple weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: two of the following skills History (Int), Intimidate (Cha), Perception (Wis), Religion (Int), Stealth (Dex),
Equipment

(a) a vile of blood (b) studded leather armor
(a) any simple melee weapon (b) any simpler weapon ranged
Leather armor, any simple weapon, two daggers and a pack of your choice

Alternatively, you can ignore the equipment provided by your class and background and start with 4d4 x 10 gp.

Blood type(looking for better name)
At level 1, you gain a blood type. These will determine your undead origin

Feral vampire : a vampire's who focuses on their physical abilities

Mystic vampire: a vampire who focuses on their mental abilities
Curses of undeath
At level 1, you heart has stop beating. Blood no longer flows. Death slowly creeps across your body. Spells the restore hit points insead deal radiance damage to you. You gain a vulnerability to radiance damage. You necrotic damage dealt to you instead restores hit points. You count as undead for the purposes of spell effects, class features and racial traits. You must keep a coffin with dirt from your birth place or where you were turned in it. This place acts as your resting place. If you take a long rest it must spend time in the coffin.

Vampire Weaknesses
The vampire has the following flaws:
Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants. At level ten you may force your way into residence uninvited. A residence is any place dedicated to living. A house with astore on its lower level would qualify but only in the portion of the building used for living. Places such as a tavern, inn, or other place in witch one rents sleeping quarters does not count


Harmed by Running Water: The vampire takes acid damage equal to there level if it ends its turn in running water.


Stake to the Heart: If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.


Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight.
Undead Origin
At level 3, You have been curses with undeath. You begin awakening your unquenchable lust for blood. Your creations is burned into you mind. You can choose a subclass under your blood type

The Deal(you made a deal with outer powers to become a vampire. Warlock like)

Dark Love(you courted a succubus and serviced awakening as a vampire. Focuses on a summon)

Anicents Bite(through force or free will you were turned by a powerful vampire. Focuses on magic. Sorcerer like)

Young spawn(through force or free will you were turned by a normal vampire. Focuses on ranged attacks and skills)

Lesser bite(you were turned by a spawn along time ago. Recently you have become free. Focuses on claw attacks )

Born to death(you were born a vampire. Focuses on the bite attack)

Blood points
At level 2, The blood you drain powers you. You gain a bite attack the deals 1d6 piercing damage, at 10th level this attack counts as a magical weapon. All damage dealt this way is added to you blood point pool or can be used to heal yourself. You can spend blood points on blood perks as a bonus action or reaction.
Blood perks
Will be added later
Dark claws
At level 3, your nails grow into dangerous. You gain a claw attack the deals 1d8 slashing damage.
Misty form
At level 3, A number of time equal to your proficiency modifier you can transform into a cloud of mist as if you had cast the spell gaseous form. When you hit zero hit points you instead transform into a mist and traven back to your resting place. You must speed 2 hours in the resting place before returning with 1 hit point. You loss half of you unused blood points and ¼ of your spend blood points. If you hit zero hit points in your coffin you died.
Dark fangs
At level 7, your fangs grow in power. Your bite attack now deals 2d6. Any humanoid creature that dies from you bite attack is raised as a “child of the night” during the next full moon. You can control any creatures you raise this way so long as you do not control more than 1 per every levels in vampire you have.

Unseen movement
At level 20, you gain the ability once per turn to misty step 120ft as a bonus action
Feral Vampire
You are built to kill, a monster with destructive attacks, you are the thing the goes bump in the night. Feral vampires are a very physical strange creature. There bodys are refined into deadly weapons.

Undeaths defense
At level 1, while you are not wearing your AC is 15+dex
Potent attacks
At level 3, you natural attacks are more potent than other vampires. You bite attack deals d8s instead of d6s and when you make a successful claw attack you can make a bite attacks as well.

Extra attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 15th level in this class.

Unnatural speed
At level 10 your speed increases rapidly. You gain 20ft to your movement speeds.

Mystic vampire
Magic crosses through your veins, arcane energy is in your bite. You are magic in its darkest from.

Spellcasting

Cantrips
At 1st level, you know four cantrips of your choice from the vampire spell list. You learn additional vampire cantrips of your choice at higher levels, as shown in the Cantrips Known column of the vampire table.

Spell Slots
The mystic vampire table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these vampire spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.(same as a full casters no clue on making tables in the fourms)

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the vampire spell list.

The Spells Known column of the mystic vampire table shows when you learn more vampire spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the vampire spells you know and replace it with another spell from the vampire spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your vampire spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a vampire spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + Charisma modifier.

Spell attack modifier = Your proficiency bonus + Charisma modifier.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your vampire spells.

Undeaths Unarmored Defense
At level 3, while you are not wearing your AC is 10+dexterity modifier +charisma modifier. This ability counts as unarmored defense.
Blood magic
At level 5, You can use your blood points to gain additional Spell Slots.

Creating Spell Slots: You can transform unexpended blood points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest. For every level of the spell slot you must spend 5 blood points. You can create spell slots no higher in level than 6th.

Drinking magic

At level 10, when you deal damage to a creature that can cast spell(either spell like abilities or has spell slots) you can roll a 1d4. If you get a 4 you gain a spell they the creature can cast and you can cast. This spell counts as a vampire spell and does not count towards you spells known



Blood recovery

At level 15, Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your vampire level (rounded up), and none of the slots can be 6th level or higher.
Born of death(feral vampire)
You were born to at least on vampire parent. The curse of vampires runs in your veins during your growth only emerging upon reaching adulthood. Your body has grown to suit the curse not you.

Deaths acursid bite
At level 4 you bite attack deals necrotic damage instead of piercing.

Born to drink
At level 6 you you gain double the number of blood points.

Natural healing
At level 11, your bloodline let you heal faster than most vampires. When below half you max HP you regain 5 hit points at the start of your turn.

Born master
At level 17, you can raise a number of your children of the night into vampire spawn equal to half your proficiency bonus. These vampire spawn do not count towards you dark fang ability.

The Deal(both)
You have entered in a pact with a dark god. They have granted you immortality but it comes at a cost. You must feed one the blood of the mortles you wished to grow above.

A word all your own
At level 4, you gain a pocket dimension. This dimension is stored in a reliquary. This reliquary can be created during a long rest and takes the shape of a small object such as a necklace or ring. During a short or long rest you can transport yourself into the dimension. This requires you coffin. If you do so you can have your coffin travel with you into the dimension. When you leave the dimension you and your coffin will emerge from the reliquary. If you do not transport your coffin with you you emerge from with in your coffin. The dimension abone creation is a flat plane with 1 in of blood on the ground and a red sky. You can during your rest shape the dimension however you want. The dimension is assessable you planeshift and other spells. It is considered your home plane. While on the plane you can use all blood perk abilities as free actions and may take a bonus action to create, destroy or change a 10ft by 10ft by 10ft space so long as a create does not occupy it.

Blood is thicker than water, shaper too
At Level 6, you can make weapons out of your blood as a bonus action. Thay count as magic but in all other ways are the same as the normal weapon. You gain proficiency in said weapon.





All seeing all feeding
At level 11, you gain a blind scene 80ft and your blood weapons count as a bite attack.
Truly above them all
At level 17, you gain a fly speed 30ft and when you take the dash action you speed increases by twice your speed.

Young Spawn(Feral Vampire)

Blood arrow
At level 4, a number of time per long rest equal to twice your proficiency mod you can imbue an arrow with blood. When you make a ranged attack if you hit you can use a bonus action to make this attack count as a bite attack.

Archer
At level 6, you gain a +2 on attack rolls and damage roll with ranged attacks. You may spend 5 blood points to increase this by 1 as a free action. You can do this a number of time s per turn equal to you proficiency mod.

Blood trades
At level 11, during a short or long rest you may spend 5 blood points and add half your proficiency bonus to any skill you are not proficient in and have not use this ability on yet. You can spend 15 blood points to add your proficiency instead.

Blood switching
At level 17, during a long rest you can change you proficient skills.

Amdy_vill
2018-07-18, 04:38 PM
to be added later

Amdy_vill
2018-07-18, 04:42 PM
if you gain the same skill from you race and your background you can either gain expertise in that skill or pick another skill with the same flavor(dm discretion)



this rule was removed to be reworked at a latter date.

Amdy_vill
2018-07-18, 05:01 PM
Weapon(all) Very Rare(requires attunement by warlock pact of the blades)
Welder gains a +2 bonus to attack and damage rolls.This weapon as a bonus action can be changed to act as any other weapon if it has not be given a weapon to take the form of it look like a mat black cube. this weapon always deals twice the number of damage dice of the normal weapon it has taken the form of.




weapon(axe) legendary(requires attunement)
welder gains a +3 bonus to attack and damage rolls. while attuned if you would be dealt fire, cold, lighting or poison damage halve the damage deal to you rounded up. then remove the leftover damage for this weapon hit points. this weapons hit points in 100. if theses hit point hit zero this weapon does not break but it loses all abilities besides its +3 bonus to attack and damage rolls.




Weapon(short/longbow) Very rare
Welder gains a +1 bonus to attack rolls. You can expend a charge to gain the following effect till the beginning of your next turn. All damage dealt by this weapon to non undead creatures is instead considered healing. when this weapon would dealt damage to an undead double the damage as if it was a critical. This weapons has a number of charges between 2-16(2d8).


Weapon(any crossbow or bow) legendary
Welder gains a +3 bonus to attack and -3 bonus on damage rolls. when this weapon is fired act as if it fired 1d6 extra arrows of the same type fired. if a critical hit is scored on this weapon fires 2d6 extra arrows. this weapon only deal 1d4 damage. Each arrows rolls attacks rolls and damage roll are done separately.




Weapon(dagger) legendary(requires attunement by anyone with a clone)
if this dagger is used to kill this attuned user by the attuned or another all items will teleport to the clone of the attuned



Weapon(Dart) Very Rare
welder gains a +2 bonus to attacks and damage rolls with this weapon. when this weapon deals damage to a creature it deals 4d6 fire damage instead of 1d4 piercing. as a bonus action if you hit a creature with fire immunity it instead acts has if it has fire resistance for the next round t if it has fire resistance it instead acts as if it does not have fire resistance his happens before damage is dealt. at the end of you turn this dart returns to your hand or any other location for storing darts.



Weapon(dart) rare
welder gains a +2 bonus to attack and damage rolls with this weapon. thrown range on this weapon is 160/300. if this weapon has been thrown and has not been retrieved by it attuned person as a reaction you can prevent one ranged weapon attack and return the dart to your hand. as a bonus cation you can return the dart to your hand.


Weapon(dart) legendary
welder gains a +3 bonus to attack and damage rolls with this weapon. thrown range on this weapon is 160/300. when this dart hits a target as a bonus action this dart casts ice storm on with its self as the target. that spell duration is 3 round.


Weapon(Dart) rare
Welder gains a +1 bonus to attack and damage rolls with this weapon. when this weapon hits a target it casts darkness as a level 2 spell centered on that dart.


Weapon(dart) rare
welder gains a +1 bonus on attack and damage rolls with this weapon. as a bonus act whenever this weapon hits a target that target is teleported with in 5ft of any creature that the thrower of the dart can see.

Weapon(dart) rare
welder gains a +2 on attack rolls with this weapon. when this dart is thrown it splits into 8 other darts for a told of nine darts. instead of piercing damage this dart deals force damage.

Weapon(dart) rare
as a bonus action this dart becomes animated moving up to 30 ft per turn and making one attack as if the dart was thrown.

Weapon(dart) rare
if this dart hits an object or creature that creature beings to uncontrollable levitate at 25 ft per turn upwards. if the dart is removed from the object or creature the effect after 3 rounds.




Weapon(Halberd) legendary(requires attunement)
welder gains a +3 bonus to attack and damage rolls. while attuned if you would deal damage to a non fiend you deal 5d6 extra fire damage. if the creature is immune to fire damage act as if it is resistance.



Weapon(mace) legendary(requires attunement by sorcerers)
welder gains +2 to attack and damage rolls. the sorcerer acts as if he is proficient with this mace. this weapon acts as if it has a max sorcery point pool of 10. this pool never refills. a sorcerer can us this pool as if it is his own. any magic uses can cast spells into the mace as if they were converting a spell into sorcerery points. once per long rest this weapon can cast one 6-8 level spell the attuned user knowns.



Weapon(Morning star) very rare(requires attunement)
welder gains a +2 bonus to attack and damage rolls. while attuned if you deal damage to a non angle creature you deal 4d6 radiant damage. if the attacks is a critical hit all creatures within a 30ft radius must make a con saving throw dc 16 or be blinded for 1d6 rounds. At the begining of each of the creatures turns it am remake the saving throw.


Weapon(net) legendary (requires attunement)
if this weapon hits a target that target is teleported 60ft vertically in the air and is restrained. The net flouts there until the attuned use a bonus action to have the net fall.



Weapon(Sling) legendary(requires attunement)
range of this weapons is 300/800. instead of dealing 1d4 bludgeoning damage this weapon deals 1d6 bludgeoning. all ammunition placed in this weapon counts as having a +2 attack and damage roll bonus.



Weapon(Spear) very rare
once per long rest as a bonus action or reaction for the next minute all ranged attacks and spells attack fail to hit. this effect can be counterspelled.



Weapon(Trident) legendary(requires attunement)
welder gains a +3 bonus on attack and damage rolls. if this weapon is thrown in water instead of it leaving you hand it instead pulls you along with it. as a bonus action if this weapon hit and deal damage to a target it then deals 4d6 lighting damage. if you are under water this damage is deal in a 60ft sphere. If you are holding the weapon in your hand you gain a swim speed equil to you normal speed.




Weapon(Warhammer) rare(can only be used by bards)
this weapon counts a both a drum and a war hammer. the welder gains a +2 bonus to attack and damage rolls. this weapon increases the dc of bard spell by 2. this weapon acts as if it has 4 sorcery points. every morning the welder chooses 2 sorcery metamagic options and can use the 4 sorcery points of the weapon.




Weapon(whip) rare(requires attunement)
Welder gains a +2 bonus to attack and damage rolls with this weapon. when this weapon deals damage the target must make a con saving throw dc 17. if fails they take an extra 3d6 slashing damage.

Amdy_vill
2018-07-18, 05:20 PM
+2 dex

Animal instincts
Grung have proficiency in athletics

Speed.
You have a speed of 25ft

You have a climb speed of 25 ft.

Size: small

Amphibious:You can breathe air and water.

Poisoner: You have proficiency with poisoner kit’s

Poison immunity: Immunities to poison and can not be poisoned

Poisonous Skin:Any creature that grapples you or otherwise comes into direct contact with your skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with you can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can also apply this poison to any piercing weapon as part of an attack with that weapon, though when you hit the poison reacts differently. The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage. No additional effects apply.

Standing Leap:Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.

Water Dependency:If you fail to immerse yourself in water for at least 1 hour during a day, you suffer one level of exhaustion at the end of that day. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 1 hour.

You can speak grung and common



+1 con

Grung of nature: you gain proficiency in survival, nature and slight of hand


+1 cha

Artist at heart: you gain proficiency with three artisan's tools


+1 wis

Supervises: you gain proficiency in Persuasion, deception and intimidation.


+1 int

Cantrip: you know three cantrip from the wizard spell list. You cast this with you int


+1 str

Mesmerizing chirr: you can make a chirr noise witch grung are immune to once per short rest. Any creature within 15 ft that can hear must make a wisdom saving throw. The DC is 8+int+ proficiency modifier. Of a creature fails this saving throw they are stunted till the end grungs next turn.



If you DM think you have performed a great feat of leadership they may award you with becoming a gold Grung. These are added as bonuses to your other traits.

+2 Cha

Grung inspiration: Grung look at you as a great hero and will respect you. You act as if you have expertise in all chr base skills when interacting with grung.[/SPOILER


+2 dex +1 wis

Thri Kreen reach maturity at 3 and live for around 30 years

Thri Kreen are between 5.3 feet and 6 1/2 feet. They are medium size

Speed 30

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Multiple Limbs: You have an additional set of smaller arms. You may interact with an additional object or feature of the environment for free during your turn. You can carry an additional one-handed weapon using each of these extra arms, and you cannot use the Versatile property of weapons carried in these extra arms. You cannot use these extra arms to initiate grapples or wear shields. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons.

Torpor: Instead of sleeping, you enter a torpid state, during which you remain fully aware of their surroundings. After four hours of torpor, you gain the same benefit that a human does from 8 hours of sleep. Also, magic can't put you to sleep.

Naturally skilled: You have proficiency in survival and stealth skills.

You can speak and read Thri-kreen



+2 con

Caribs reach maturity at 18 and live for thousands of years

Caribs are between 4 1/2 feet and 6 feet. they are medium size

walk Speed 30 feet

Dark vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Bite and claws: you are proficient with Unarmed Combat which deal 1d4 slashing(claws) or piercing(Bite) damage on a hit

Changing blood: when conditions are met a Carib will change sub race. all Carib starts as having well feed sub race. You can only have one sub race. you

Iron stomach: Caribs can eat any organic materials raw, or not, so long as it is not poison. you have resistance to poisons.

Devour: you hunger is only sated by hominid of magic flesh. you can eat a creature in a short rest. this can change your sub race. The stat bonuses given to you sub races are based off of the highest saving throws of your last meal. when you eat you feed status changes. all character start as well feed

You can speak, read, and write Common, Abyssal, and Infernal




+1 to a stat(the highest saving throw of the creature witch was your last meal.)

DC 18 perception check to have you race found

You can not gain The magic beast feed or spell feed sub races


+1 to two stats or +2 to one stat

Your proficiency bonus is depressed by one

DC 15 perception check to have your face found

you must make a DC 10 wisdom save when in the persons of blood or attack the nearest creature





+1 to two stats or +2 to one stat

Your proficiency bonus is depressed by one

You have +2 on attack rolls and damage

Bite and claws: your bite and claw attacks now deal 1d8 damage

DC 15 perception check to have your face found

you must make a DC 15 wisdom save when in the persons of blood or attack the nearest creature


you have eaten a magical creature

You have a chance of gaining some of the creature's abilities

when you eat a legendary creature you may gain a legendary resistance or action

this fades after 24 hours. you then have the well feed sub race



You gain one of their spell memorized



Your stat bonuses change to the highest saving throw of the creature you eat




+2 con

Size: medium. they range between 6’9 and 8 ft

30 ft walk speed

When unarmored your ac is 13+dex

Bite and claws: you are proficient with Unarmed Combat which deal 1d4 slashing(claws) or piercing(Bite) damage on a hit

Dark vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hibernation: Bear folk can sleep for 4 months with out eating.

Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Animal Talent: You have proficiency in the Perception and Stealth skills.

Languages. You can speak, read, and write Common and one other language of your choice.



+1 int

20 ft swim speed

You are immune to non magic cold and have resistance to magic cold


+1 cha

20 ft climb speed

Mask of the woods: You have advantage on stealth checks in nature




+1 Dex

When unarmored or in light armor you have a +2 to ac

Fearless: you have advantage against being frightened


+1 str

You count as one size larger when calculation max lift drag,carry and carrying capacity

You have advantage on grapple checks


+1 wis

You count as one size larger when calculation max lift drag,carry and carrying capacity

Climb speed 20 ft




+2 dex +1 wis

Size: medium. The range between 5’9 to 8’2 ft

20ft walk speed

Flight: At third level a Bat fork gains the ability to fly. You have a fly speed of 30ft. You can not fly in heavy armor.

Bite: you are proficient with Unarmed Combat which deal 1d4 piercing damage on a hit

Dark vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Blindsight: 60ft

Flying Strength: when flying you max lift counts as if you are one she category larger.

Echolocation: The bat folk can’t use it’s blindsight while deafened

Keen Hearing: The bat folk have advantage on wisdom(perception) checks the rely on hearing

Animal Talent: You have proficiency in the Perception and Stealth skills.

Languages. You can speak, read, and write Common and one other language of your choice.



+2 str +1 dex

Size: medium. The range between 5’9 to 8’2 ft

30 Ft walk speed

Fist: you are proficient with Unarmed Combat which deal 1d4 bludgeoning damage on a hit

Animal Talent: You have proficiency in the Perception and Athletic skills.

Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Common and one other language of your choice.



+1 str +2 wis

Size: medium. The range between 7’9 to 8’2 ft

15 ft walk speed

Consistent movement: you have a climb and swim speed of 15 ft

Stamped: you can move 60 feet. you can take no other action this round. If there is a creature in you way you push them 5ft and deal 1d6 bludgeoning damage. you can do this three time per short rest. if you use it three time in a row you gain 3 points of exhaustion

Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build: You count as two size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Heavy feet: you have disadvantage on stealth checks

Animal Talent: You have proficiency in the Perception and Athletic skills.

When unarmored your ac is 13+dex

Trunk: Your trunk counts as an extra hand and can hold small weapons






+1 to wis

You are resistance to cold

Chile weapons: as an action you freeze your melee weapon. For the next minute It now deals 1d6 extra cold damage. The weapon now counts as a magic weapon. You can use this ability a number of per short rest equal to your proficiency bonus. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.


+1 int

Dust cloud: you create a cloud of dust around you in a 20ft radius. Creatures with in this radius count as being in half cover when being attacked by those outside of the cloud. You may use this ability a number of time per short rest equal to your proficiency bonus The radius increases to 25ft at 11th level, and 30ft at 16th level.

Breathless: dust genasi don’t need to breath.


+1 str

You are resistance to fire damage

Burning weapons: as an action you heat your melee weapon. For the next minute It now deals 1d6 extra fire damage. The weapon now counts as a magic weapon. You can use this ability a number of per short rest equal to your proficiency bonus. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 16th level.


+1 con

Galatunis body: an Ooze genasi can occupy the same space as a creature. When they do this they can not attack the creature but they do deal 1d6 acid damage to all creatures that occupied the same space as them at the end of there turn. If a Ooze genasi move through the same space as a creature but does not end there turn in the space they deal 1d4 acid damage to that creature.


+1 int

Breathless: smoke genasi do not need to breath

Smoke cloud:you create a cloud of smoke around you in a 20ft radius. Creatures with in this radius can breath and act as if they are choking. This choking deals an extra 1d4 damage You may use this ability a number of time per short rest equal to your proficiency bonus The radius increases to 25ft at 11th level, and 30ft at 16th level. The damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.



+1 dex

Breathless: steam genasi do not need to breath

Keen eyed: steam genais can see through obscurance like steam mist and smoke. Steam genais act as if creature hidden behind these obscurance are not in cover.

+2 int +1 wis +1 chr -2 str

Spell weavers qualify for the spell weaver class

Spell weavers are proficany in arcane and perception skills

Chromatic disk: you always have a chromatic disk on you somewhere. This disk is indestructible. This disk can be used to hold spells. At level one if can hold 1 level worth of spells(2 cantrips count as 1 level). At level and every two levels after words the number of levels of spell you can store in the disk increases by 1 until it reaches 10 levels of spells. When you would regain spell slots you can add spells into the chromatic disk. This does not cost you spell slots. You can cast spell from the disk even if it is on in your hands so long as you can see the disk.You can use the chromatic disk as a spell focus.

Multiple Limbs: You have two additional set of arms. You may interact with two additional object or feature of the environment for free during your turn. You can carry two additional one-handed weapon using each of these extra arms, and you cannot use the Versatile property of weapons carried in these extra arms. You cannot use these extra arms to initiate grapples or wear shields. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons.

Eladrin: you gain the fay step trait but do not pick a season

Shadar-ki: you gain resistance to necrotic damage.

Chitine: you gain the multiple limb trait of the chitine.

Choldrith: You gain the wed trait of the Choldrith

Draegloth: you gain the demonic resistance trait of the draegloth

Fey’ri: you gain the demonic wings trait of the Fey’ri

Wild elf: you gain the Nature’s magic trait of the Wild elf

Lythari: you gain the wolves blood trait of the Lythari


Star elf: you gain the night edge trait of the Star elf


+1 con

climb 30ft

Languages: undercommon

Multiple Limbs: You have an additional set of smaller arms. You may interact with an additional object or feature of the environment for free during your turn. You can carry an additional one-handed weapon using each of these extra arms, and you cannot use the Versatile property of weapons carried in these extra arms. You cannot use these extra arms to initiate grapples or wear shields. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons

Sunlight sensitivity:

Wed life: chitines know the location of every creature on the same web they are on. They can walk across webs without taking any movement penalties. They can spine weds at 30ft a round. These weds act as rope but will stick to surfaces.


Dark skills: you have proficiency in athletics and stealth

+1 wis

Dark casting: you gain the following cantrips running of of your wisdom. Guidance mending , resistance, and thaumaturgy

Sunlight sensitivity:

Wed life: chitines know the location of every creature on the same web they are on. They can walk across webs without taking any movement penalties. They can spine weds at 30ft a round. These weds act as rope but will stick to surfaces.


Dark skills: you have proficiency in athletics and stealth

Web: you gain the following ranged natural attack. You can use it a number of times per day equla to you proficiency mod. Ranged Weapon Attack: range 30/60 ft., one Large or smaller creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 8+wis+proficiency Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 8+wis; Wis+level hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). You are proficient with this attack


+1 str +1 con -1 wis

Multiple Limbs: You have an additional set of smaller arms. You may interact with an additional object or feature of the environment for free during your turn. You can carry an additional one-handed weapon using each of these extra arms, and you cannot use the Versatile property of weapons carried in these extra arms. You cannot use these extra arms to initiate grapples or wear shields. These hands can be used for other tasks, such as opening doors, carrying torches, using tools, or performing the somatic components of spells, without difficulty when they are not holding weapons

Demonic spells: you can cast the following spells once per long rest using your charisma
Confusion, dancing lights and fairy fire

Demonic Resistance: You have resistance to poison and gain resistance to one of the following at 10th level fire, cold or lightning damage.

Languages: abyssal, and undercommon


+1 int

Alter self: you may create humanoid forms to transform into indefinitely.

Demonic wings: at level 3 your wings begin to function. You gain a 10ft movement speed. In increases every three levels At level 6 to 15ft level 9 to 20ft level 12 to 30ft level 15 to 35 ft and level 18 to 40ft.


+2 wis

Nature’s weapon: Proficiency in any weapon made of wood.

Nature's magic: one cantrip off the druid spell list. This cantrip runs off your charisma.


+2 con

Wolves blood: You gain the ability to transform a number of time per long rest equal to your proficiency mod into a wolf. At 3rd level you can transform into a dire wolf or a wolf. At 5th level you can transform into a winter wolf.

Star elf(doesn’t feel done. Need ideas)
+1 cha

Night edge: starting at dusk and ending a dwan you gain advantage one roll per turn.

Exterplaner: the material plane is not your home. You are from another plane. Spell like banishment will return you to your home plane and you are counted as an outsider.


+2 str +1 con

Darkvision 60ft

Speed 30ft

Weapon training: you have proficiency in great swords.

Natural armor: when unarmored your ac is 13+dex.

Demonic resistance: you have resistance to fire or poison. At 10th level you gain the other

Unbridled Fury: In response to being hit by a melee attack, a number of time per loing rest equal to your proficiency bonus. the tanarukk can make one melee weapon attack against the attacker.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages Abyssal, Common, Orc


+1 str +2 con
Speed 30 ft
Darkvision:60 ft
.
Aggressive: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Menacing: You are trained in the Intimidation skill.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Weapon training: you have proficiency in greatswords, javelins, and spears.

Battle Cry: As an action Each creature of the orcs choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the orcs next turn. The orc can then make one attack as a bonus action. This ability can but sue a number of time per long rest edqual to you proficancy mod.

Languages Common and Orc




+1 dex

Trained weapon: you gain proficiency in blowguns.

Poison skill: you gain proficiency with a poisoner's kit

Chult’s heat: you gain resistance to fire damage. You also are unaffected but non magical heat such as the temperatures of a jungle.

+1 str

Arctic cold: you gain resistance to cold damage. You also are unaffected but non magical cold such as the temperatures of the arctic wastes .

Icy Artisan: As part of a short rest, you can harvest ice, bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger and the icy environment. to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. These tools will melt if in the heat tool long.

+1 wis

Stone walk: you can walk through stone as if it was air. You can not breath while traveling though it. You can not bring other creatures with you.

Mold earth: you can cast mold earth once per long rest as a free action.

Shape metal: at level 8 you can shape metal with you hands as if you had a forge. With suffiscat metal you can make a weapons during a short rest. As a long rest you can make shields and other metal objects of comparable size. You can spend a day to make full plate and other metal objects of comparable size.

+2 con

Darkvision 60ft

Speed 30ft

Unflinching: krinth are immune to the stunned condition. They also gain advantage on all saves against fear.

One with darkness: You gain proficiency in stealth.

Languages: common, undercommon, netherese



+1 str

Nights power: at night or when in the absence of natural light you gain the following abilities. Resistance to one of the following:fire, cold, electricity, poison, disease, sleep, paralysis, and stunning. this resistance may be changed when you take a long rest. As an action you can pass through any sold object not thicker than 5 ft.


+1(this is picked from you origen races stat bonus)

Origen race: you are half shadow demon. Pick another race and sub race if that race has one. You abilities will be based off of this race. You gain two trait of this race and or its subrace.


+2 dex

Speed: 30ft

Darkvision: 60ft

Undecidability: Skulks have advantage on spell save vs divination magic and are always considered to be proficient in the save.

Naturally stealthy: Skulks can move at full speed and dash when hidden. Any check made to track a skulk has its dc increased by 10.

Human blood: skulks gain one of the following. A +2 to any stat other then dex, two skill proficiencies, or a feat.

Languages: common


+1 str +1 wis +1 con

Speed: 30ft swim 30ft

Darkvision: 120ft

Natural armor: when unarmored your ac is 13 +dex

Blood Frenzy: once per long rest sahuagin has advantage on melee Attack rolls against any creature that doesn't have all its Hit Points for the duration of the encontro.

Limited Amphibiousness: The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid Suffocating.

Shark Telepathy: once per long rest sahuagin can magically Command any shark within 120 feet of it, using a limited Telepathy for 1 minute.

Amdy_vill
2018-07-18, 05:46 PM
Crawling tongue
Tiny undead, neutral evil
Ac 10
Hp 2(1d4)
Speed 40ft

Str 10
Dex 10
Con 10
Int 5
Wis 5
Chr 7

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses: passive Perception 10
Languages understands Common but can't speak
Challenge 0 (10 XP)

Turn Immunity. The eye is immune to effects that turn undead.

Masters connection: the controller of this creature can taste everything the tongue can

Bouncing nose
Tiny undead, neutral evil
Ac 13
Hp 2(1d4)
Speed 40ft

Str 10
Dex 16
Con 10
Int 5
Wis 5
Chr 1

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses: passive Perception 10
Languages understands Common but can't speak
Challenge 0 (10 XP)

Turn Immunity. The eye is immune to effects that turn undead.

Masters connection: the controller of this creature can smell everything the nose can

Rolling eye
Tiny undead, neutral evil
Ac 13
Hp 2(1d4)
Speed 40ft

Str 10
Dex 16
Con 10
Int 5
Wis 5
Chr 1

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 100ft passive Perception 10
Languages understands Common but can't speak
Challenge 0 (10 XP)

Turn Immunity. The eye is immune to effects that turn undead.

Masters connection: the controller of this creature can see everything the eye can

Sticky ear
Tiny undead, neutral evil
Ac 6
Hp 2(1d4)
Speed 0

Str 5
Dex 5
Con 10
Int 5
Wis 18
Chr 1

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses Can hear anything within 60ft passive Perception 14
Languages understands Common but can't speak
Challenge 0 (10 XP)

Turn Immunity. The ear is immune to effects that turn undead.

Masters connection: the controller of this creature can hear everything the ear can

Adhesive backing: the ear has a sticky back that can hold itself to any surface




Child of the night(Vampire)
Medium undead, neutral evil
AC:11
HP: 22 (3d8+9)
Speed: 30ft

Str:13(+1)
Dex:13(+1)
Con: 16(+3)
Int: 4(-4)
Wis: 5(-3)
Chr: 12(+1)

Saving throw: dex +3 wis-1
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 7
Languages: read, write, and speak All Languages It Spoke In Life
Challenge 1/4 (50 XP)

Regeneration: The vampire regains 3 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Vampire Weaknesses: The vampire has the following flaws:
Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage and 3 (1d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount.

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing damage




Vampire Servant
Medium undead, neutral evil
AC:12
HP: (5d8)
Speed: 30ft

Str 14
Dex 14
Con 16
Int 6
Wis 10
Chr 12

Saving throw: dex +5 wis +2
Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 Ft., passive Perception 10
Languages: read, write, and speak All Languages It Spoke In Life
Challenge 1 (250 XP)

Regeneration: The vampire regains 5 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.

Spider Climb: The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vampire Weaknesses: The vampire has the following flaws:
Forbiddance: The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water: The vampire takes 20 acid damage when it ends its turn in running water.
Stake to the Heart: The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity: The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) piercing damage and 3 (1d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount

Claws: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d6 + 1) slashing damage

Amdy_vill
2018-07-21, 09:58 AM
update:race
additions
New genasi sub races
new half elf variants
Chitine/choldrith race
Draegloth race

changes
some of the beast folk had been given flat bonuses to ac. these bonus where changes to be situational

Amdy_vill
2018-07-21, 10:10 AM
update: feats
additions
genasi feats
draegloth feats(homebrew race)

Amdy_vill
2018-08-08, 08:38 PM
update:race
changes
Draegloth,Choldrith, and Chitine changed to elf sub races

additions
Fey’ri,Wild elf, Lythari, and star elf sub races added
Draegloth,Choldrith,Chitine,Fey’ri,Wild elf, Lythari, and star elf half elf variants added.
Tanarukk(demonic orcs) added
orc rebuild added
Wild dwarf, arctic dwarf, and Urdunnir dwarf sub races added
Krinth race added
Skulk race added
Sahuagin race added.

update: spell
removed. will be re added later.

Lalliman
2018-08-31, 07:41 AM
My god, you should really use fewer hiders. It becomes hard to look at when you unfold them all. Also, if you have multiple versions of the same thing, don't spread them out under different headers. People may read one version and not realise there's a newer version in the next post.

Anyways, as requested, here's my insight into the new additions.


when multiclassing you can multi class into you current class. this let you pick a new subclass. if you where a level 10 character with 5 fight and 5 fight you would still have the 10th level fight abilities but only the 5th level abilities of the two subclasses you have chosen
I foresee problems with this. Low-level archetype features are often bigger than mid-level ones. For example, the barbarian gets a big feature at 3rd, then small ones at 6th and 10th, then another big one all the way at 14th. If you don't expect to reach 14th level (which you probably won't), it's much better to triple-class into barbarian to get Bear Sprit, Eagle Spirit and Wolf Spirit, than to single-class, in which case you get one of those three plus two ribbons.

Sun Ray Bow: You sure you want to give powerful infinite healing as a magic item? Something so game-altering seems like it should be an artefact.

Many Shot Bow: I can't quite decipher how it works. Do you make one attack roll and deal damage as if it were several arrows? Or do you make multiple attack rolls? The latter doesn't mesh with the critical hit mechanic, but the former makes it just a high-damage bow with a convoluted damage calculation.

Phoenix Dart: Is the 4d6 fire damage extra or instead of normal weapon damage? Does the immunity removal occur before the damage is dealt or after? Either way, the rarity is far too low. +1 ammunition is uncommon. This is easily very rare.

Darkness Dart: Likewise, should be rare.

Dimensional Dart: Why is there a duration? It's not like you can reasonably throw the dart multiple times.

Levitating Dart: Levitate in what direction? Constantly upwards?

Hell Had Halberd: Just say fiend instead of devil, demon, yugoloth. Also, what does "Hell Had" mean?

Sun of the Morningstar: Saving throw should be repeatable at the end of each turn.

Teleporting Net: Nets already restrain people. Does the net float in the air or does it just fall?

Adamantine Sling: Huh? The weapon has an enhancement bonus and the ammunition placed in it does too? Isn't that just a complicated way to say that it's a +5 weapon?

Anti Missile Spear: Don't use "for the next two rounds", that's annoying to track. Either make it one round or one minute. Also, eldritch blast doesn't have to be named separately, it's a ranged attack like any other. Lastly, it's pretty weak for a very rare item.

Bleeding Whip: One, this should be at least very rare, probably legendary. A normal +2 weapon is rare. Two, this slows the game down so much. You add an extra roll to every attack you land, and you then have to keep track of which enemies are bleeding. Three, as written the bleeding never ends.

In the version 1.2 races, all the other races are hidden inside the Grung hider.

Red Grung: Three cantrips? That's as many as an actual wizard gets. Usually races get one.

For all races that have unarmed strike improvements: All creatures have proficiency with unarmed strikes already. The Tavern Brawler feat gives proficiency too, but that's a mistake by the writers.

Brown Bear: AC 15 + Dex on a race with a Dex bonus? That's pretty crazy.

Bat Folk: I would grant the batfolk limited flight at first, like the eagle barbarian. I would also postpone full flight until 5th level, when spellcasters can learn Fly. But that's personal preference - I don't like flying characters but other people think they're fine. Also, why Flying Strength? Bats aren't known for being strong?
- Edit: I just realise, it doesn't specify what their wings are like. Are they attached to their arms like normal bats? That would make having a fly speed much more acceptable, because they wouldn't be able to attack while flying.

Elephant Folk: Counts as two size categories larger but only gets +1 Str? Why do they have a climb and swim speed? Is 15 foot walking speed really necessary? It's a devastating penalty, and elephant aren't all that slow. Lastly, I would overhaul Stampede: tie it to the Dash action, add a saving throw for affected creatures, limit it to medium creatures or smaller, and remove the arbitrary use limit.

Ice and Magma Genasi: The elemental attacks are far too powerful. It costs an action, but it lasts the whole combat, has enough uses to never run out, and becomes increasingly crazy at high level. 3d6 extra fire damage on each of your three attacks as an 11th level fighter? Yeah. I would make it a one-attack thing with scaling damage, like the goblin's Fury of the Small.

Choldrith: Why so many cantrips? Make them choose one or two.

Fey'ri: 10 foot movement speed? You mean flying speed?

Lythari: Same problem you had earlier with the drow transformations. A dire wolf is equally powerful as a third level character, so at 3rd level this makes you three times as powerful. A winter wolf is more powerful than a 5th level character, so you're, what, six times as powerful as the other characters? A moon druid can't even transform into a CR 3 until level 9. Again, see the non-moon druid for how to pace this.

Tanarukk: No reaction cost for Unbridled Fury?

Urdunnir Dwarf: Stone Walk is quite abusable. I'd limit it to unworked stone like an earth elemental. Also, does it work on earth? If not, how do you distinguish stone and earth?

Krinth: True Blood can give resistance to stun, which you're already immune to.

Skulk: There exist no restrictions against moving quickly or dashing while hidden.

Sahuagin: Does Blood Frenzy have a duration?

Amdy_vill
2018-09-02, 04:55 PM
update
all prevues versions of homebrew have been moved to the linked google doc with the exception of races
spells tab added back
multi-classing rules removed to be reworked at a latter date
items tab renamed to magic items
all tab under magic items renamed to all weapons
all category names under magic items capitalized

Magic items
sun ray bow had an addition of charges to activate its abilitys
many shot bow had its effect clarified
phenix dart had its effect clarified
phenix darts rarity changed to very rare
darkness darts rarity changed to rare
Demential darts duration removed
Levitating Darts effect clarified(now states creature or object flouts upwards)
hall had halberd name changed to hall hath halberd(to aline with the proper saying hall hath no fury)
Hell Had Halberd wording simplified to fiend
Sun of the Morningstars saving throw can now be made more than once.
Teleporting Nets effect clarified and bonus action ability added
Adamantine Slings +3 removed
Anti Missile Spear duration changed to 1 minute
Bleeding Whip effect reworked and rarity increases to legendary
oceans trident added swim speed

Amdy_vill
2018-09-02, 05:52 PM
update
older versions of races moved to google doc

Amdy_vill
2018-09-02, 06:10 PM
update
new fighter fighting styles added

Amdy_vill
2018-09-02, 07:15 PM
update
incorporeal undead class added(Note: working progress. currently there is only two first level abilities and no subclasses.)

Amdy_vill
2018-09-03, 12:50 AM
update
dragon wings and magic eye spells added(both are transmutation spells level 6 and 0 respectively )

Amdy_vill
2018-09-03, 01:48 AM
update: feats
dart master, large weapon fighting, tool master, master navigator added to the general feat category.
new category added class/multi classing feats.
fighters new style, meta magic, and meta breath added to class/multi classing feats category

Lalliman
2018-09-03, 06:15 AM
You're still using separate hiders for every single feat or item. It's a lot of clicking for the reader. Just make a hider for each category and list each thing inside it with a bolded header, like this:

Feat 1
Bla bla bla

Feat 2
Bla bla bla

Feat 3
Bla bla bla

More feedback:

Net Trap (fighting style): If you want to consistently use nets, the easy breakout DC is the least of your concern. If the target spends its action to break out, the net has already served its purpose. Much more problematic is that A) nets are always at disadvantage unless you have Sharpshooter or Crossbow Expert, and B) throwing a net takes your entire action even if you have Extra Attack. I think the fighting style should alleviate one of those problems. Besides, a reasonable DM will surely allow you to craft or purchase better nets made of steel wire that have a higher escape DC.

Whip Grapple: Shouldn't you have to actually hit with the attack?

Magic Eyes: You know Darkvision is a 2nd level spell, right? I agree that Darkvision is overpriced, but it's a little odd to give a better version as a cantrip. I'd make it self-only for that reason.

Dart Master and Dart Throw have the same effect, leading to three darts per attack when combined. Maybe not overpowered in and of itself, but it sure slows down the game when you're making nine attack rolls per round. The big attack and damage bonus on top of that definitely makes it overpowered. Suggestion: remove Dart Throw (the fighter can choose Archery or Thrower instead) and eliminate the attack and damage bonus on Dart Master. That seems fair.

Large Weapon Fighting: This effect is quite nonsensical. Why does it cost an action and last for one minute? It's not a spell. It's also an unnecessary restriction. Wielding a two-handed weapon in one hand is just +2.5 damage per attack, only a little more powerful than Duelling style. It can just be a feat that says: you can wield two-handed melee weapons in one hand. It should say melee because using a bow with one hand doesn't make sense. Also, call it Titan Grip or something, the current name makes it sound like a fighting style.

Meta Breath: This feat can afford to give +1 Cha. The dragonborn's dragon's breath isn't that powerful.

Incorporeal Undead: I don't see this working as a class, because it breaks many core assumptions of the game. Your physical ability scores and your class levels barely matter, your power is determined entirely by the creature you possess. There is no barrier to possessing a creature of any power level as long as they fail the saving throw. A 1st level character could possess, say, a CR 8 tyrannosaurus with 65% success chance. There's two things you could do with this. Either you have to place heavy restrictions on what you can possess so that you can't end up vastly more powerful than you should be, and also attach some kind of risk to possessing living creatures so that you don't get a free shot at instantly solving most encounters by possessing the relevant NPC. Or you can design it in a more free and thematic way, which can certainly be fun to play, but you'll be giving up on making it balanced. At that point it can only be used in solo games or in groups that have are okay with uneven player power.

Amdy_vill
2018-09-03, 07:01 AM
update
net traps changed to allow move then one net attack when having extra attack.
whip grapple now requires you to hit.
dart thrower removed.
dart masters damage and roll bonus removed
Large Weapon Fighting changed to titans grip
titans grip effect changed to be constant and only work in melee weapons.
meta breath added +1 charisma bonus
feats format changed.
incorporeal undead class removed for reworking.

Amdy_vill
2018-09-06, 06:09 AM
update
child of the night added(CR 1/4 vampire)

Amdy_vill
2018-09-07, 10:14 AM
Update
Childe of the night rebalanced slightly(due to how little the changes where i will not be updating the version or posting the old version on the google doc.)

Amdy_vill
2018-09-07, 01:09 PM
update
vampire class added(note no subclasses yet. more dark arts need to be added. level 15 and 17 abilities will be the choice between a new dark art or an improved dark art) older version was not archived because it was only an addition

Amdy_vill
2018-09-13, 03:58 AM
update
reincarnation table change to add all wizards of the cost races(exception of way finders guide and MTG )

Amdy_vill
2018-10-16, 12:38 PM
update
vampire class reworked


Sorry for the long time between this post and the last. I have decided to post this version even tho i do not like it and have not finished any mystic subclasses.

Man_Over_Game
2018-10-16, 12:54 PM
I'm not sure if I like the Reincarnation table as-is.

You have a 1% chance of being a Half-Orc, a 3% chance of being a dwarf, a 10% chance of being a Firbolg, and a 13% chance of being a Tiefling.

This would almost imply there are 4x as many Tieflings as there are Dwarves, which I'm pretty sure isn't very accurate.

I think a better way of doing it may have been a 1d100 based off of the percent chance of being each race (based off of the percentage of each race as a "hero"), followed by a 1d12 that determines the subrace that you roll, assuming there is a subrace.

Amdy_vill
2018-10-16, 01:16 PM
I'm not sure if I like the Reincarnation table as-is.

You have a 1% chance of being a Half-Orc, a 3% chance of being a dwarf, a 10% chance of being a Firbolg, and a 13% chance of being a Tiefling.

This would almost imply there are 4x as many Tieflings as there are Dwarves, which I'm pretty sure isn't very accurate.

I think a better way of doing it may have been a 1d100 based off of the percent chance of being each race (based off of the percentage of each race as a "hero"), followed by a 1d12 that determines the subrace that you roll, assuming there is a subrace.

thanks I think i will do that.

Amdy_vill
2018-10-16, 01:26 PM
Update
School of culinary arts wizard subclass added
spells added(Cakey wings will be added soon)

Lalliman
2018-10-17, 06:15 AM
School of Culinary Arts
Omnomicon (as funny as the name is) is purely a ribbon. Wizard is supposed to get something useful in addition to their Savant feature at 2nd level. (Admittedly the usefulness is inconsistent between subclasses. Minor Conjuration and Minor Alchemy are basically ribbons, but I would aim to match the usefulness of Arcane Ward, Portent, Etc. instead.) So it needs something more to be worthwhile.

I would limit Baked Spell to lasting 24 hours to avoid hoarding, just like Goodberry. You could also go the way of the artificer wizard by having it last longer (1 week in case of the artificer) but being unable to regain the spell slot until the food is eaten or expires.

New Spells
Hellfire Spark: An at-will ability that creates spreading fire that cannot be extinguished? There's no way this could possibly go wrong. That aside, the fact that it's a damaging effect as a bonus action makes it too good. Most casters have a lot of free bonus actions, so it would be kind of a must-take.

Detect Crossroads: You can see unhidden portals? If they're unhidden, couldn't you see them anyways? Also, ANY spells over level 3 prevent these abilities? What does that mean? I don't think there are any spells below level 3 that stop divination magic, so it seems redundant to say. Plus, even if they existed, a cantrip would have no right to pierce them.

Is Know Direction a joke spell? Because the material components are just the components to make a makeshift compass. No one would take this with their tiny cantrip selection.

Songbird, as written, lasts forever.

Restore Undead: I haven't read the new vampire class yet, but I foresee a potential exploit.

Summon Kit is fine without Concentration.

Brake Body (did you mean break?): A body that's been dead for a month probably wouldn't have a tongue, nose, eyes or ears anymore. I'd limit it to one week. Also, do you get the full range of minions? Two claws, two eyes, two ears, a tongue and a nose from one corpse? Cause that's a lot for a 1st level spell, even if these creatures are (assumably) weak. Do you have any stats for the eyes, ears, tongue and nose?

Healing Dumpling: This is vastly more powerful than Goodberry, and the long duration makes it easy to hoard an unlimited amount. I'd reduce the duration and the amount of bites you can take.

Chocolate Weapon: As written, the caster gets a speed boost when the chocolate is eaten, not the eater himself.

Hide From Undead: This should probably end when the target attacks an undead.

Fire Breath Dumpling: Components say up to 3 dumplings, description says up to 10. I think you meant 3 because 10 would be too powerful.

Angel Wings: What is "duration: connection"?

Daywalker: Shouldn't the DC be your spell save DC?

The reincarnation table is in the 5th level spells header??

Charm Undead: Charmed forever? That seems exploitable.


I'll review your vampire class later today.

Amdy_vill
2018-10-17, 07:26 AM
Update
School of culinary arts fixes(still having problems with level 2 abilitys)
school of pyromancy added
break body monsters added
vampire servent added
spells updated and fix.(cakey wings added)

I do not know why you have a problem with the reincarnation table being in the 5th level spell area the spell is 5th level right

Man_Over_Game
2018-10-17, 10:53 AM
School of Culinary Arts
Omnomicon (as funny as the name is) is purely a ribbon. Wizard is supposed to get something useful in addition to their Savant feature at 2nd level. (Admittedly the usefulness is inconsistent between subclasses. Minor Conjuration and Minor Alchemy are basically ribbons, but I would aim to match the usefulness of Arcane Ward, Portent, Etc. instead.) So it needs something more to be worthwhile.


The reason for that is to balance with the usefulness of the Savant features in combat.

Arcane Ward (Abjuration) is good and useful in combat because most Abjuration spells are highly situational at best for a wizard.
Portent (Divination) is good for the same reason; there's a SINGLE divination spell that can be used in combat (Mind Spike), so their feature has to be great at changing the tide in combat.
Minor Conjuration and Minor Alchemy (Conjuration and Transmutation) are ribbons because of the fact that the spells associated with those schools that are useful in combat are VERY plentiful. Most of the spells in the game are Transmutation, Conjuration or Evocation spells, with over half of those being oriented towards combat. Someone in these schools don't need any kind of help finding ways to participate in combat.

Or, in other words, if your Savant ability is tied in to spells that are good for combat, you get a ribbon. If your spells don't help you in most combat scenarios, then you get a feature that dramatically makes your combat prowess better.

Amdy_vill
2018-10-21, 06:40 AM
update
school of pyromancy fire control changed so can only be used once per turn
school of cryomancy added

Amdy_vill
2018-10-22, 10:06 AM
Update

Photomancy added
eremancy added