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View Full Version : D&D 5e/Next Subclasses for each and every official D&D 5e classes (#1)



mcumoric
2020-10-10, 11:38 PM
This is my first batch of 5e subclasses.
Feel free to share your thoughts about them.

Artificer
Motor-mancer


Motor-mancer
Motor-mancer’s are artificers who make machines that are primarily made for locomotion.

Tool proficiency
You gain proficiency in land vehicles. If you already had proficiency in land vehicles, you gain proficiency in a tool of your choice.

Motor-mancer spells
You gain the following spells at their respective levels.
Level - Spells
3rd - Fog cloud, Grease.
5th - Blur, Misty step.
9th - Haste, Stinking cloud.
13th - Freedom of movement, Dimension door.
17th - Animate objects, Cloudkill.

Construct vehicle
Starting at 3rd level, during a long rest you may construct a vehicle as long as you have tinkering tools on hand. This vehicle can only be operated by you. The vehicle has 4 hours of runtime, you may spend a spell slot of first or higher to make it run for another 2 hours.
The vehicle counts as a mount and has a number of hit points specified. When your vehicle is reduced to 0 hit points it explodes, dealing 2d6 fire damage to each creature within 5 feet of the vehicle (Yes this includes you) that fails a dexterity saving throw versus your spell save dc.

Motorbike

Speed: 60 feet.
Hp: 10 + (your artificer level + your intelligence modifier)x2
Ac: 11 + your intelligence modifier.

You gain an attack in the form of a burnout by spinning your back tire on a target. On a hit it deals 1d8 bludgeoning damage. This attack uses your intelligence modifier to hit. If you move 20 feet straight towards a creature you deal an additional 1d6 points of bludgeoning damage. Starting at the 5th level, you gain a +1 to attack and damage rolls with this weapon.

You can take the dash and disengage actions as bonus action while riding your motorbike, though you have disadvantage on saving throws against being knocked prone.

Atv

Speed: 40 feet.
Hp: 15 + (your artificer level + your intelligence modifier)x2
Ac: 11 + Your proficiency bonus + your intelligence modifier.

You ignore difficult terrain while riding your atv.

You gain an attack in the form of a run over, which uses your intelligence modifier for attack and damage rolls. On a successful hit you deal 1d10 bludgeoning damage and your target is knocked prone. You have disadvantage against any creature that is huge or larger. Starting at the 5th level, you gain a +1 to attack and damage rolls with this weapon.

You gain half cover from the atv.

Tank

Speed: 20 feet.
Hp: 20 + (your artificer level + your intelligence modifier)x3
Ac: 15 + your intelligence modifier.

You gain a ranged attack in the form of a small cannon which uses your intelligence modifier for attack and damage rolls. This cannon deals 1d12 piercing damage on a hit and has a range of 120ft/400ft. Starting at the 5th level, you gain a +1 to attack and damage rolls with this weapon.

The tank takes up a large creature’s space. (2x2 squares)

Aircraft (5th level required)

Speed: 30 feet, 50 feet flying.
Hp: 10 + (your artificer level + your intelligence modifier)x2
Ac: 12 + your intelligence modifier.

You gain a ranged attack in the form of a turret mounted on your aircraft. On a hit this turret deals 1d8 piercing damage. This attack uses your intelligence modifier for attack and damage rolls. This attack has a range of 60ft/120ft. Instead of firing one acurite bullet, you may instead fire a barrage of bullets forcing each creature in a 10 foot square to make a dexterity saving throw versus your spell save dc, which on a fail they take 4d4 piercing damage. You may use this barrage only once until you spend a spell slot to repair it. This turret also has a +1 to attack and damage rolls.

Extra attack
Starting at the 5th level, when you make an attack with your vehicle, you may make an additional attack as part of the same action.

Arcane weaponry
Starting at the 5th level, your weapon attacks from your vehicles count as magical for overcoming resistance and immunity.

Oil slick
Starting at the 9th level, you can use an action to fire an oil slick at a point within 50 feet of you, while in your vehicle. Each creature that starts their turn within 20 feet of this point must make a dexterity saving throw versus your spell save dc or fall prone. If any fire damage is caused within this area, the whole oil slick ignites, dealing 1d6 damage to each creature that starts their turn inside the burning oil slick for the next 5 minutes.

Quick work
Starting at the 9th level, when you make an attack with your vehicle as an action you may cast a single cantrip as a bonus action.

Upgraded engine
Starting at the 15th level, you no longer run out of time with your engine. In addition, while in a vehicle, your movement speed increases by 10 feet.


Barbarian
Path of the bell

Path of the bell
Barbarians who devastate their foes with the gonging of massive bells.

The bells toll
Starting at the 3rd level, when you activate your rage, the first melee attack you hit activates the thunderwave spell at the second level in the direction of your attack. The level of the spell increases at certain levels as shown in the table below.

Class level - Level of spell
3rd level - 2nd level.
6th level - 3rd level.
10th level - 4th level.
14th level - 5th level.

Ringing aura
Starting at the 3rd level, while raging you are surrounded by loud ringing noises. Each creature (Including you) that starts their turn within 5 feet of you gains the deafened condition and takes 2 points of thunder damage.
The reach and amount of damage this aura affects increases at certain levels as shown in the table below.

Class level - Aura distance - Damage caused
3rd - 5 feet - 2
6th - 5 feet - 4
10th - 10 feet - 4
14th - 10 feet - 8

You also gain resistance to thunder damage, and are immune to it while raging.

Clanging fury
Starting at the 6th level, whenever you hit a creature with a melee attack you may use a bonus action to deal 1d6 thunder damage to said creature.

Reverberate
Starting at the 6th level, whenever you take bludgeoning or thunder damage you may use a reaction to immediately cast the thunderclap cantrip (XGE) using your strength modifier as the spellcasting modifier. If you are raging you may still cast this spell regardless.
(This still works if you are immune to the damage, though it doesn’t work if it was from your ringing aura ability.)

The clock strikes
Starting at the 10th level, whenever you deal thunder damage to a creature you may choose to also have them pushed 10 feet away from you.

The bell tolls
Starting at the 14th level, whenever you deal thunder damage to a creature missing any hit points the damage roll is increased by your strength modifier.

Bard
Collage of fearmongering

Collage of fearmongering

The college of fearmongering is a bard college specifically known to spread fear and terror amongst their enemies. They often are hired to foil the ranks of enemy soldiers in wars. Most bards look down on these kinds of bards indifferent from the collage of whispers, though fearmongering bards often don’t hide their true nature.

Bonus proficiencies
Starting at the 3rd level, you gain proficiency in Medium armor, shields and martial weapons. You also gain proficiency in the intimidation skill. You may also use a shield or helm as your spellcasting focus for your bard spells.

Strike fear
Starting at the 3rd level, you gain a mastery over fear, and the knowledge to instill it. On your turn you may use a bonus action and a bardic inspiration die to strike fear in your enemies by either yelling at them or uttering horrid words. Each creature that can hear you must make a charisma saving throw versus 8 + your intimidation modifier as the dc.
On a fail, for the next minute every creature that can hear you is scared of you.
When any scared creature makes an attack roll or ability check you may use a reaction to glare at them, subtracting your bardic inspiration die from their roll.
A creature must not be immune to the frightened condition for this ability to work.
Starting at the 6th level, If a creature fails the contesting roll by more than 5, they are also considered frightened of you.

Frightful glare
Starting at the 3rd level, your presence is enough to make a creature fearful. As a reaction to a creature rolling initiative you may spend a spell slot to force them to make a wisdom saving throw versus your spell save dc. On a fail they take 1d6 points of psychic damage and must subtract the total from their initiative check. The creature takes half as much on a success and doesn’t reduce the roll from their initiative.
This deals an additional 1d6 points psychic damage for each slot spent above 1st.
To use this effect, the creature must not be immune to the frightened condition, they must see you, and you must see them.

Extra attack
Starting at the 6th level, you may attack twice instead of once whenever you take the attack action on your turn.

Utter terror
Starting at the 14th level, as an action, you may spend a 2nd level spell slot or higher to remove a creature's immunity to the frightened condition that you can see within range.

Cleric
Primal domain

Primal Domain
Clerics who worship the primal domain are clerics who worship the gods of old, which usually take the form of animal spirits. They wield magic infused with primal druidic magic which allows them to channel the spirits of a primeval era.

Expanded spell list
You gain the following spells at their respective levels:

Cleric level - Spells
1st - Entangle, Faerie fire
3rd - Moonbeam, Enhance ability
5th - Plant growth, Call lightning
7th - Conjure woodland beings, Guardian of nature (XGE)
9th - Commune with nature, Conjure elemental

Primal magic
Starting at the 1st level, you magic calls back to a primal era before the gods. You learn the gust, control flames, shape water and mold earth spells (from XGE). These spells count as cleric spells for you.

Warrior of old
Starting at the 1st level, you gain proficiency in martial weapons and you gain a +1 to attack and damage rolls with weapons as long as they are made of wood, bone or stone.
In addition you may use a druidic focus instead of a holy symbol as your spellcasting focus.

Channel divinity: Primal Form
Starting at the 2nd level, you can use your channel divinity to become one with the spirits of nature.
As an action you can present your holy symbol or druidic focus to gain the following features for the next minute.
During this time:
Your size becomes large if you were not already large or larger.
Your weapons and spell attacks attacks deal an additional 1d6 points of damage.
Your strength score increases by 2 for the duration (To a maximum of 22).
You become more animal-like and gain a natural weapon (Like claws, jaws, a tail, ect...) that deals 1d10 damage. The damage type can be bludgeoning, piercing or slashing (your choice).

Primal armor
Starting at the 6th level, the spirits of the wind help shield you. When you are hit with an attack, you may emit a gust of wind which gives you a bonus to your armor class equal to your proficiency bonus, potentially causing the attack to miss you. In addition each creature within 5 feet of you must make a strength saving throw versus your spell save DC, which on a failure they are pushed 5 feet away from you.

Primal strike
Starting at the 8th level, when you hit a creature with a weapon attack you can cause the attack to channel the elements and deal either an extra 1d8 fire, thunder, cold or magical bludgeoning damage. The cold damage deals double damage to fire elementals. Starting at the 14th level, this extra damage increases to 2d8.

Ancient force
Starting at the 17th level, you can cast the polymorph spell on yourself a number of times equal to your proficiency bonus without spending a spell slot per long rest. In addition when you polymorph yourself you can stay in this form a number of hours equal to your level instead of 1 minute. You may only transform into a beast with a challenge rating of 4 and lower however.

Druid
Circle of hoodoos

Circle of hoodoos
Druids of the hoodoo are druids that were chilling in the badlands when they spotted a hoodoo. They thought, “screw it let's make that our circle”. And that's how the circle of the hoodoo was made.

Spire of rock
Starting at the 2nd level, you may use an action to summon a hoodoo in a 5x5 unoccupied space within 30 feet of yourself. This hoodoo takes up nearly the whole space and is considered difficult terrain. However a large or larger creature may not move through this space. If they try to they have a 52% chance to topple it over. If a hoodoo topples each medium or smaller creature within 5 feet of the hoodoo must make a dexterity saving throw versus your spell save dc or take 2d6 bludgeoning damage and be restrained in rock. A creature restrained in rock can use an action to make a strength saving throw versus your spell save dc to break out of the rock. A large creature only takes 1d6 bludgeoning damage on a fail and is not retrained. A hoodoo also topples if it takes 10 points of damage. The hoodoo is immune to psychic damage as well.

Geology
Starting at the 2nd level, you have advantage on checks when determining any type of rock. You also learn the terran language.

Tent rocks
Starting at the 2nd level, you may rest under a hoodoo when you take a short or long rest. When you do so it gives you protection from the elements and when you and each other creature who rested under it wake up you all gain 4 temporary hit points.

Fairy chimney
Starting at the 6th level, while you have a hoodoo summoned that isn’t toppled you may expend a use of your wild shape to summon 2d4 + 2 sprites from the hoodoo. These fey are under your control (No action required), however they are weak spirits and only have 1 hit point each. They disappear after 1 minute.

Magical rock
Starting at the 6th level, a toppled hoodoo now deals magical bludgeoning damage for overcoming resistance and immunity.

Bigger rock
Starting at the 10th level, your hoodoo that you summon can now be large in size (10ftx10ft). A large hoodoo can be moved through, as difficult terrain for a large creature without toppling it, though a huge creature has a 68% chance of toppling it. In addition it takes 20 points of damage to topple it instead of 10. When toppled it deals 4d6 bludgeoning damage on a fail and can now restrain large creatures and damage them normally. A huge or larger creature only takes 1d6 bludgeoning damage on a fail.

Skyscraper
Starting at the 14th level, when you summon a hoodoo, you can expend a 5th level spell slot to make the hoodoo, huge in size. It now deals 8d6 bludgeoning damage when toppled to any creature that fails a save, and now deals half as much on a successful save. It can now restrain huge and smaller creatures. The radius that it can topple in extends by another 5 feet meaning each creature within 10 feet of the hoodoo is at risk of being crushed. Gargantuan creatures are not restrained from this attack, but still take the full damage. The hoodoo now takes 40 damage to collapse.

Fighter
Quick knight

Quick Knight
Quick Knights are knights blessed with unparalleled speed on the battlefield. They weave in and out of the frey with ease attacking just as easily.

Rush
Starting at the 3rd level, you gain access to unparalleled speed. Your walking speed increases by (5 feet) x half your level (rounded up). You also may take the disengage and dash actions as a bonus action and you may add your proficiency bonus to your initiative. This ability only applies if you are not wearing medium or heavy armor.

Epic dodge
You may have your unarmored ac be equal to your proficiency bonus plus your dexterity modifier while unarmored, you may add a shield to this.

Evasion
Starting at the 7th level, you gain the ability to dodge things that most people deem imposible. When you are subjected to make a dexterity saving throw to take only half damage, you instead take no damage if you succeed the saving throw, and only half damage if you fail.

Ridiculous speed
Starting at the 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Blurry movement
Starting at the 15th level, when you take the dash action on your turn you gain the effect of the blur spell until the start of your next turn. Because of the nature of this ability creatures that don’t rely on sight and creatures that can see through illusions are not immune to this ability.

Ludicrous speed
Starting at the 18th level, when you use action surge you may gain an additional bonus action as well as an additional action.

Monk
Way of the hunter

Way of the hunter
Monks who employ the techniques of bounty hunters and assassins.

Martial fighter
Starting at level 3 You gain proficiency in all ranged martial weapons except nets and they count as monk weapons for you.

Point blank
Starting at level 3 making a ranged attack against a creature within 5ft of you does not grant disadvantage, And when you do you may make an unarmed strike as a bonus action.

Expertise
Starting at the 3rd level you gain proficiency in two extra languages of your choice and two of any skill proficiency.

Skillful grappler
Starting at the 6th level On your turn instead you may replace making an unarmed strike with a grapple check, this grapple check is made with a dexterity(athletics) check instead of a strength(athletics) check. On a successful grapple ranged attacks and unarmed strikes against that creature are made with advantage.

Weapons expert
Starting at the 6th level You ignore the heavy and loading traits of ranged weapons.

Headshot
Starting at the 11th level you may spend 2 ki points to turn an ordinary ranged attack into a crit.

Lock on
At the 17th level as a bonus action on your turn you may spend a ki point to select one creature you have seen to be your target. For the next 2 week days you have advantage on all attacks against that creature and all rolls to find that creature.

Paladin
Oath of the silver

Oath of the Silver
Paladins of silver are paladins who embody the fight against the creatures of the night. They employ tactics that make all fiends and lycanthropes shutter in fear.

Tennents of Silver

Slay the evil
If something has a habit of killing the innocent, they deserve to die like the monster they are.

Monstrous ones pay
If a creature is monstrous it's probably evil.

Oath of silver spells
Paladin level - spells
3rd - Hunters mark, Snare
5th - Hold person, Moonbeam
9th - Remove curse, Counter spell
13th - Mordenkainen’s faithful hound, Charm monster
17th - Hold monster, Wall of light (XGE).

Channel divinity: Enchant weapon
You can use your channel divinity to cause a weapon that you touch with your holy symbol to ignore resistance and immunity to non magical weapons that are not silvered for the next week.

Channel divinity: Turn the unholy
You can use your channel divinity to utter holy words that are painful to some monsters. As an action you can present your holy symbol, and each fiend, shapeshifter or creature that is immune or resistant to non magical weapons not made of silver within 30 feet of yourself must make a wisdom saving throw. On a failed save the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of slaying
Starting at the 7th level, you and friendly creatures within 10 feet of yourself deal an extra 1d6 + your proficiency modifier damage to fiends, undead and shapeshifters. They also ignore any creature's resistance and immunity to non magical bludgeoning, piercing and slashing. At 18th level this aura increases to 30 feet.

Slaying smite
Starting at the 15th level, when you use your divine smite against a creature that lacks all of their hit points you deal an additional 1d8 points of your weapon damage.
In addition your divine smite deals an extra 1d8 of radiant damage to fiends and shapeshifters (Indifferent from undead).

Slaying being
At 20th level, you channel the power of light, which ades you in monster slaying. For the next minute you gain the following benefits:
Your melee weapon attacks deal an additional 4d6 psychic damage to fiends, undead and shapeshifters.
When you hit a shapeshifter with a weapon attack, they immediately revert back to your base form.
Evil creatures within 30 feet of you take 1d6 psychic damage at the beginning of each of their turns.
Once you use this feature you may not use it again until you complete a long rest.

Ranger
Wave rider

Wave rider
Wave riders are rangers that feel right at home on the open ocean. They often ride the waves like they were on surfboards, however they are not. They have a strong connection with the ocean and protect it with every cell in their bodies.

Ride the waves
Starting at the 3rd level, you learn the shape water (XGE) cantrip and may cast it at will. You also have the ability to conjure waves. As a bonus action you may spend a spell slot to quicken your movement by conjuring a wave under you. Until the end of your turn ends your movement speed increases by 10 feet and you do not provoke opportunity attacks. In addition creatures you move past within 5 feet of you must make a dexterity saving throw or take 1d8 bludgeoning damage on a failed save or half as much on a successful one from the conjured wave. Using this ability also lets you move across water as per the water walk spell for the rest of your turn. For each spell slot you spend above first you deal an extra 1d8 damage with this ability. In addition fire elementals take double damage from this ability.

Water armor
Starting at the 3rd level you count as if you were always fully submerged in water, although you can still breathe. You gain the following features:
You gain resistance to fire damage.
Ranged weapon attacks made against you that are farther than their normal range automatically miss you, unless they are made from a crossbow, net, javelin, spear, trident or dart.
You gain a swim speed equal to your walking speed +10 feet.
In addition ranged weapon attacks made by you underwater do not automatically miss beyond their normal range.

Sea stride
Starting at the 7th level You gain the ability to walk through water. You may choose, when you enter water, to sink to the bottom at a speed of 30 feet per turn. When you reach the bottom you can move as if you were walking on land. You also can hold your breath indefinitely.

Water speak
Starting at the 11th level you may cast the speak with animals spell at will, though you may only target beasts with a swimming speed.

Tidal wave
Starting at the 11th level you learn the tidal wave (XGE) spell. It counts as a ranger spell for you.

Water veil
Starting at the 15th level you can call upon the spirits of the ocean to heal you and your allies wounds. As an action you may spend a hit dice to heal a number of creatures within 10 feet of you equal to your wisdom modifier in addition to you. You heal an amount of hit points equal to the number rolled on your hit die + your wisdom modifier. Each of the targeted creatures gains resistance to fire damage for the next minute.

Surfs up
Starting at the 15th level When you use your ride the waves ability you may use a 3rd, 4th or 5th level spell slot as a part of that bonus action to cast Tidal wave.

Rogue
Cultist

Cultist
Cultists are rogues who worship dark gods. They are evil most of the time, though they aren't always evil.

Sacrifice
Starting at the 3rd level, you may use a bonus action to declare a creature, your sacrifice. For the next minute every attack you make against that creature adds your sneak attack unless you have disadvantage and has a +1 to attack and damage rolls. If you reduce your sacrifice to 0 hit points before the minute ends, roll your sneak attack dice. You regain a number of hit points equal to your roll. You may use this ability a number of times equal to your wisdom modifier per long rest.

Dark gift
Starting at the 3rd level, you learn how to cast arcane spells. You can choose spells from the warlock and cleric spell lists. You gain spells at certain levels determined by the table below.
Level - Cantrips known - Spells known - 1st slots - 2nd slots - 3rd slots - 4th slots
3rd - 2 - 3 - 2
4th - 2 - 4 - 3
5th - 2 - 4 - 3
6th - 2 - 4 - 4
7th - 2 - 5 - 4 - 2
8th - 2 - 6 - 4 - 2
9th - 2 - 6 - 4 - 2
10th - 3 - 7 - 4 - 3
11th - 3 - 8 - 4 - 3
12th - 3 - 8 - 4 - 3
13th - 3 - 9 - 4 - 3 - 2
14th - 3 - 10 - 4 - 3 - 2
15th - 3 - 10 - 4 - 3 - 2
16th - 3 - 11 - 4 - 3 - 3
17th - 3 - 11 - 4 - 3 - 3
18th - 3 - 11 - 4 - 3 - 3
19th - 3 - 12 - 4 - 3 - 3 - 1
20th - 3 - 13 - 4 - 3 - 3 - 1

Your spellcasting modifier is determined by your wisdom modifier.
Spellcasting modifier: your wisdom modifier.
Spellcasting save dc: 8 + your proficiency bonus + your wisdom modifier.
Spellcasting attack modifier: Your proficiency bonus + your wisdom modifier.

You may use a weapon as your spellcasting focus.

Dark devotion
Starting at the 3rd level, you gain advantage on saving throws against being charmed and frightened.

Eldritch advance
Starting at the 9th level, if you use an action to cast a cantrip you may use a bonus action to make a weapon attack.

Horrid knowledge
Starting at the 13th level, your horrid knowledge lets you summon sheds of your deity to damage the mind of your foes. As a bonus action you can force an enemy to make a wisdom saving throw versus your spell save dc. On a fail they take 3d4 psychic damage and are knocked prone. This increases by another 1d4 (4d4) at the 17th level.

Blackened heart
Starting at the 17th level, when you hit a creature with a melee weapon attack, you can use a bonus action to make a separate magical attack. Make a melee spell attack against your target, which on a hit, you deal necrotic damage equal to your sneak attack dice.

Sorcerer
Crowned soul

Crowned soul
Crowned sorcerers are sorcerers that trace their ancestry back to powerful kings of old. These kings may not necessarily be human and can be any sort of ancient being like mind flayers, giants, demigods, ect....

Invoke the crown
Starting at the 1st level, you can spend a first level spell slot to conjure an ancient crown atop your head on your turn as a bonus action. This crown takes on an appearance of the player's choice and may not be changed. The crown sits atop your head for 1 minute or until dismissed as an action. While the crown sits atop your head, you gain temporary hit points equal to triple your level and whenever you hit a creature with a spell attack roll from a cantrip you may add your charisma modifier to the damage roll.
For each spell slot spent above first, you gain an additional 1d10 + 2 temporary hit points.

Sovereigns might
Starting at the 1st level, your hit point maximum increases by 1 and increases by an additional 1 each time you level up. In addition you gain proficiency in light and medium armor as well as shields and simple weapons.

Ancient aura
Starting at the 6th level, you may spend 2 sorcery points to emit a 15 foot aura around yourself for the next minute as an action. Each creature that starts its turn in this aura must succeed a saving throw versus your spell save DC or take 1d4 points of psychic damage, have their movement speed reduced by 10 feet (to a minimum of 5 feet) and have disadvantage against the next save from this ability. A creature that fails the save more than once takes an additional 3 psychic damage for each fail after the first.

Wrath of the king
Starting at the 14th level, when a creature hits you with a melee weapon attack you may use a reaction to make an Intimidation(charisma) check versus your attacker’s ac dealing (your level) in psychic damage to the attacker if you succeed.

Might the the ruler
Starting at the 18th level, you gain proficiency in martial weapons. Whenever you take the attack action you may make an additional attack.

Warlock
The flesh sculptor

The flesh sculptor
You make a pact with a powerful being that has been known to make lifeforms. You gain magic which allows you to create homunculi out of dead organic matter.


Expanded spell list
You add the following spells to your spell list.

Spell level - Expanded Spells
1st - Find familiar, False life
2nd - Enlarge/reduce, Find steed
3rd - Conjure animals, Phantom steed
4th - Conjure minor elementals, Find greater steed
5th - Awaken, Conjure elemental

Sculptor of flesh
Starting at the 1st level, you gain the knowledge from your patron to make false life. With 40 lbs of dead organic material on hand, when you take a long rest you can sculpt a homunculi that takes the appearance of a beast that is 1/4 cr and lower. Your creature has the stats of a 1/4th or lower Cr beast. Your creation takes its own initiative in combat and it is under the player’s control.
The beast gains the following features:

The beasts hit points are equal to (Your level)x4 + your charisma modifier + your proficiency bonus.
The beast’s creature type is construct instead of beast.
You may add your proficiency bonus to your creation’s attack rolls, damage rolls and armor class.

Twice per short or long rest you can touch your creation as an action to restore 1d8 + your charisma modifier hit points to your beast. The amount restored increases by another 1d8 at the 5th level (2d8), 11th level (3d8) and 17th level (4d8).

Stronger flesh
Starting at the 6th level, any creature you conjure or create gains an additional amount of hp equal to your (proficiency bonus) + (Your level). They also gain a bonus to their armor class equal to your charisma modifier.

Extra attack
Starting at the 6th level, when your homunculi takes the attack action they may make an additional attack as a part of the same action.

Stronger creation
Starting at the 6th level, the beast you can use for your sculpture of flesh can be up to 1 cr.

Go berserk
Starting at the 10th level, you can use an action to throw your homunculi into a vicious frenzy for the next minute or until it is reduced to 0 hit points. Your homunculi:

- Gains a plus to their damage rolls equal to your charisma modifier.
- Has advantage on strength checks and saving throws.
- And has resistance to bludgeoning piercing and slashing damage.

Horrible creation
Starting at the 14th level, the beast you can use for your sculpture of flesh can be up to 2 cr.

Wizard
Witch doctor

Witch doctor
Witch doctors are wizards that channel black magic, spells that steal the lifeforce of magical creatures to increase potency.

Black magic
Starting at the 2nd level, you learn how to use black magic. As an action you can touch a creature that has the “Innate spellcasting” or “Spellcasting” trait.
You steal one of the uses of their spells and gain a spell slot of the same level as the spell you stole.
If the creature isn’t willing they must make a wisdom saving throw versus your spell save dc.
A spell cast with this slot has a +2 bonus to attack rolls and saving throws it causes, however this spell slot is a cursed spell slot.
When you cast a spell with the cursed slot, there is a 33% chance that the spell activates a wild magic surge (As per the wild magic sorcerer table).
You also may not steal a spell if the slot level is higher than what you can cast and you do not have a spell slot of that level missing.

Potent brew
Starting at the 2nd level, during a short rest or an hour long period you can brew a dark potion. When this potion is draken the creature gains a number of temporary hit points equal to your level + your intelligence modifier. In addition you gain proficiency in the medicine skill.

Wild dance
Starting at the 6th level, you may start a wild hypnotising dance as an action. The dance lasts for up to 1 minute. During this time you may not take action or reactions other than dancing and chanting wildly. Each creature of your choice within 20 feet of yourself that can see you must make an intelligence saving throw versus your spell save dc, which on a fail they are incapacitated and their movement speed is 0.

Mumbo jumbo
Starting at the 10th level, you can start to babble wildly on your turn. Each creature within 30 feet of you that can hear you must make a wisdom saving throw, which on a fail they gain the Bewildered condition for 1 minute or until they take damage.
While bewildered:

- The bewildered creature is focused on the cause of their bewilderment, allowing other creatures to have advantage on attack rolls against them.
- The bewildered creature has disadvantage on strength and dexterity saving throws.
- The bewildered creature has disadvantage on perception checks to notice anything other than the cause of their bewilderment.
- The bewildered creature movement is halved.

Advanced black magic
Starting at the 10th level, when you steal a spell slot with black magic you can steal 2 slots instead of 1.

Pure black magic
Starting at the 14th level, when you steal a spell slot with black magic you can steal 3 slots instead of 2.

Let me know if you want to play as any of these because I spent quite a lot of time making these.

Anyways I'll make another batch of them some time in the future so stay tuned.

BerzerkerUnit
2020-10-12, 01:57 PM
As always, if you choose to use any of these suggestions pls credit me in any published document.

Witch Doctor is an interesting choice for Wizard, I would have probably gone with Druid and allowed you to spend Wild Shape for effects from your Loa. But here we go.

The spell stealing feature is maybe broken? Can your 2nd level wizard steal a Genie’s Wishes? That’s a hell of an NPC, but maybe a catastrophe of a player.

Potent Brew is good, you might borrow from the Alchemist Artificer for some additional options.

The Dancing and Babbling features might edge on racist? I’d recommend researching actual modern Vodoun Practices for insight. As features go one is Hypnotic Pattern at will at the cost of your action so arguably broken. Actually definitely since it’s an Int Save. Compare to Enchanter that gets a similar feature at 2nd requiring you to be adjacent and affects 1 creature at a time. The 4 level difference doesn’t account for the spike in efficacy. Maybe as a capstone at 14th.

Expanding the spell stealing is fine but since it’s already apparently unlimited... kind of ehhh. Maybe if you rolled to see what level of spell you stole and the upgrade allowed you to divide the roll ie 2 lower level spells instead of 1 high or allowed rerolls.

What about creeps with at wills, can they still cast those at will, do they lose the feature for a round?

Cursing the slot stolen isn’t a bad idea but I’d go with a binary choice like “casting magic not your own is dangerous causing a surge of wild magic. Roll on table. Alternatively you can absorb these dangerous energies to prevent the surge but suffer force damage equal to the level of the slot used to cast the spell.”

mcumoric
2020-10-12, 02:32 PM
The spell stealing feature is maybe broken? Can your 2nd level wizard steal a Genie’s Wishes? That’s a hell of an NPC, but maybe a catastrophe of a player.

Actually it states that you can't steal a spell slot if the level is higher then what you can cast at your level. Also, it only steals the spell slot, not the spell itself.

BerzerkerUnit
2020-10-12, 04:19 PM
Honestly, at that point the Spell stealing is practically a Ribbon ability until ~9th level.