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View Full Version : D&D 5e/Next Subclasses for each and every official D&D 5e classes (#3)



mcumoric
2020-12-06, 09:51 PM
Artificer

Woodcarver

Woodcarver
Woodcarvers are artificers that use their skills in carving wood. Because of their skills they often learn the ways of the forest and always re-plant what they take.

Tool proficiency
You gain proficiency in wood carvers tools. If you already had proficiency in wood carvers tools, you gain proficiency in a different artisans tool of your choice.

Woodcarver casting
You gain the following spells at their respective levels.
Level - Spells
3rd - Entangle, Goodberry
5th - Barkskin, Spike growth
9th - Plant growth, Speak with plants
13th - Grasping vine, Guardian of nature (XGE, Great tree only)
17th - Commune with nature, Tree stride

Nature’s blessing
Starting at the 3rd level, you gain the ability to bless your wooden creations with druidic magic.
During a short or long rest you can carve an animal figure made out of wood. This figure takes the statistics of a cr 1/4 or less medium size beast of your choice.
-It’s creature type becomes plant.
-This beast’s hp is replaced by (your level)x5 + your intelligence modifier.
-It gains the benefits of the barkskin spell.
-It gains vulnerability to fire damage.
-It loses any actions but gains the following attack:
Vine whip: Melee weapon attack: +(your intelligence modifier) + your (proficiency bonus) to hit, reach 10 feet, one target, Hit: 1d6 + (your intelligence modifier) magical slashing damage.

Your wooden creation takes its own initiative but moves directly after yours. It only takes the dodge action on it’s turn unless you tell it to take a different action as a bonus action.

Druidic knowledge
Starting at the 3rd level, you learn the druidcraft and shillelagh cantrips which don’t count against your known spells.

Wooden quickness
Starting at the 5th level, when your wooden creation takes the attack action, it may make an additional attack.

Wooden armor
Starting at the 5th level, you learn how to craft armor made of wood. During a long rest, if you have 10 gold pieces worth of wooden materials you may craft a set of armor made of wood.
While wearing this armor, it counts as medium armor and your armor class equals 15 + your dexterity modifier (maximum 2).
The armor is enchanted with the barkskin spell, meaning your armor class cannot be lower than 16 while wearing this armor.

Root down
Starting at the 9th level, while you are wearing your wooden armor, you can use an action to root into the ground reducing your movement speed to 0 and forcing disadvantage on dexterity saving throws. For the next minute you regain 2 hp at the start of each of your turns. You may use this ability twice per long rest.

Mighty oak
Starting at the 15th level, while wearing wooden armor your strength and constitution scores increase by 2 to a maximum of 22.

Barbarian

Path of the sun

Path of the sun
The path of the sun are barbarians who devote themselves to the primal life giving force of the sun. Their rages illuminate the battle dealing radiant damage to foes and healing allies.

Raging sunlight
Starting at the 3rd level, when you enter your rage you can choose to illuminate your surroundings by emitting bright light in a 20 foot sphere and dim light for another 20 feet. A number of times per long rest equal to your constitution modifier, when you enter your rage or use a bonus action while raging you may restore 1d8 + your constitution modifier hit points to a single creature standing in your bright light (including yourself).

Features that call for a sun save use this saving throw:
Sun save: 8 + your proficiency bonus + your constitution modifier.

Fury of the sun
Starting at the 3rd level, once per turn, while raging, when you hit a creature with a strength based melee attack roll you can deal an additional 1d6 radiant damage.

Blinding light
Starting at the 6th level, when you deal radiant damage to a creature while you are raging you can force them to make a constitution saving throw against your sun save as a bonus action, which on a fail they are blinded until the end of their next turn and take an additional 1 point of radiant damage.

Bringer of life
Starting at the 10th level, while you are raging and a creature drops to 0 hit points within your bright light, you can use a reaction to give them 1 hit point. You may use this reaction a number of times per long rest equal to your constitution modifier.

Solar flare
Starting at the 14th level, when you enter your rage you can send a flare of light out from yourself. This forces a number of creatures equal to your constitution modifier to make a dexterity saving throw versus your sun save, which on a fail they take 2d6 + your constitution modifier radiant damage. You may use this ability once per short or long rest.


Bard

Collage of fishery

College of Fishery
The college of fishery are bards who spend their time looking for the next big catch. Their Collage spend their time teaching bards how to fish and how to inspire allies through the use of fishing terminology.

Cast and reel
Starting at the 3rd level, you learn how to effectively use a fishing rod and grappling hook in combat. On your turn you can throw your hook at a creature, making a ranged weapon attack using your dexterity modifier. On a hit the creature takes damage equal to your bardic inspiration die + your dexterity modifier and is pulled 10 feet closer to yourself.
The range for this attack is 60/120 feet.
The amount you can pull a creature increases by 10 feet each time your bardic inspiration die increases.

Bait
Starting at the 3rd level, as an action you can spend a bardic inspiration die to throw a magical piece of bait onto a space within 20 feet of yourself. This bait smells absolutely delicious and takes a form of your choice. When a creature comes within 10 feet of the bait they take a penalty to wisdom, dexterity and strength checks and saving throws equal to the number rolled on your bardic inspiration die. In addition a creature that starts their turn within 10 feet of the bait must make a wisdom saving throw versus your spell dc, which on a fail they must immediately move up to their movement towards the bait and eat it. When the creature eats the bait they take piercing damage equal to your bardic inspiration die and the bait disappears. If the bait isn’t eaten within 4 hours it disappears.

Hook line and sinker
Starting at the 6th level, when you roll a critical hit with your fishing rod or grappling hook, the hook gets deeply lodged in your target. While the hook is lodged in your target, they cannot move away from you and they take 1d4 piercing damage at the beginning of each of their turns. They can pull the hook out with a strength saving throw versus your spell save dc, which on a success they take 1d4 piercing damage and are no longer grappled.

Chumming
Starting at the 14th level, when you reduce a creature to 0 hit points you may use a reaction to summon a swarm of spectral flying quippers that can breathe air on the dead creature’s space.
These quippers have the following stats:

Swarm Of Quippers
Medium swarm of tiny beasts, unaligned
Armor Class 13
Hit Points 28 (8d8-8)
Speed 0 ft., swim 40 ft, fly 40 ft.
STR 13 (+1)
DEX 16 (+3)
CON 9 (-1)
INT 1 (-5)
WIS 7 (-2)
CHA 2 (-4)
Damage Resistance Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Darkvision 60 Ft., passive Perception 8
Challenge 1 (200 XP)

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.


Actions

Bites (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: (4d6) piercing damage.

Bites (swarm has half HP or less). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: (2d6) piercing damage.


These quippers take their turn immediately after yours and you can command them to attack any creature (no action required). The quippers disappear after 1 minute or until they drop to 0 hit points.
You may use this ability a number of times per short or long rest equal to your charisma modifier.

Cleric

Hunt domain

Hunt domain
These are Clerics who worship the gods of the hunt. They often worship gods like artemis, and malar.

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

Cleric level - Spells
1st - Hunter’s mark, Ensnaring strike
3rd - Locate animals or plants, Cordon of arrows
5th - Haste, Conjure barrage
7th - Locate creature, Wall of fire
9th - Commune with nature, Swift quiver

Hunter’s tools
Starting at the 1st level, you gain proficiency in martial ranged weapons. In addition you may add your proficiency bonus to any damage you deal with traps.

Dogs of the hunt
Starting at the 1st level, you gain the knowledge of how to summon hunting dogs. As an action you can summon 2 hunting dogs which take the statistics of 2 mastiffs.
Their hit points are each equal to 5 + (your level x 4) and they gain a bonus to attack and damage rolls equal to your wisdom modifier. They each take their turns immediately after yours, however they will only take the dodge action unless you command them to take a different action as a bonus action. You regain the use of this ability when you complete a long rest, however you may only have a maximum of 2 dogs at a time.

Channel divinity: Hunter’s prey
Starting at the 2nd level, as a bonus action you can use your channel divinity to mark a creature within 100 feet of yourself that you can see. For the next 24 hours you gain advantage on all checks to track that creature and you gain a bonus to damage rolls against that creature equal to your proficiency bonus.

Run down
Starting at the 6th level, when you are moving towards an enemy creature, your movement increases by 20 feet.

Restraining strike
Starting at the 8th level, once per turn when you hit a creature with a ranged weapon attack you can force the target to make a strength saving throw against your spell save dc, being knocked prone and dealing an additional 1d4 bludgeoning damage on a fail.

Critical strike
Starting at the 17th level, when you make a ranged weapon attack roll, your attack counts as a critical hit on a 18-20. In addition on a critical hit you deal an additional 2d8 force damage.

Druid

Circle of megafauna

Circle of megafauna
People like big things right? Well nature loves them as well! That’s why some animals are comparatively big compared to others. These druids much prefer their animals jumbo-sized like wooly mammoths, giant crocodiles, and utterly massive spiders.

It will be huge
Starting at the 2nd level, you learn the enlarge/reduce spell and may cast it twice per long rest without spending a spell slot as long as you use the enlarge option.

Larger form
Starting at the 2nd level, when you use your action to wild shape, the beast you transform into:

-Counts as 1 size larger for determining carrying capacity and the amount it can push/drag or lift.

-And gains the following ability:

Thundering charge: When you use your action to make an attack in beast form you can use a bonus action to optionally move up to half your movement speed and make a separate attack using your spell modifier for attack and damage rolls and dealing 1d6 + your wisdom modifier bludgeoning damage on a hit.

However, wild shape stays the same otherwise.

Mega summons
Starting at the 6th level, when you cast the summon beast (Tasha’s cauldron of everything) or the conjure animals spells a number of the beasts you summon equal to half your wisdom modifier can be under effect of the enlarge/reduce spell (But only the enlarge option).

Mega form
Starting at the 6th level, when you transform into a beast with your wildshape feature, the beast’s size can be large if you choose. If you choose to be large in beast form your natural weapon attacks deal an additional 1d4 damage. In addition your thundering charge ability deals 1d8 damage instead of 1d6.

Giga form
Starting at the 10th level, once per long rest when you wild shape you may choose to gain the benefit of the enlarge/reduce spell (Once again only the enlarge option).

Titanic form
Starting at the 14th level, when you choose to be large when you wildshape you may instead choose to be huge. If you choose to be huge your natural weapon attacks deal 2d4 extra damage and your thundering charge deals an extra 1d10 damage.



Fighter

Otherworld-Warrior

Otherworld-Warrior
These warriors are fighters that take on an otherworldly fighting style, channeling their powers from what can only be assumed to be the far realm. When these warriors strike, they can cause whatever they hit to slowly and painfully disintegrate on a hit.

Frightening being
Starting at the 3rd level, you gain proficiency in the intimidation skill if you didn't already have it.

Slow disintegration
Starting at the 3rd level, you become blessed with otherworldly power. When you hit a creature with a weapon attack you can use a bonus action to deal an additional amount of necrotic damage equal to half your proficiency bonus, this is caused by the target’s body starting to partially disintegrate.

Far surge
Starting at the 3rd level, you gain a pool of dice called Far dice, which are 1d8’s. You start with 4 of these dice and gain more as you level up. You regain all of these dice on a long rest. Once per turn when you target a creature with slow disintegration, you can spend a die to deal an additional amount of necrotic damage equal to the number rolled. Your dice increase to d10’s and you gain an additional die at the 10th level (5d10). You gain an additional die at the 18th level as well (6d10).

Otherworldly Emotion
Starting at the 7th level, you become immune to the charmed and frightened conditions. In addition you gain resistance to psychic damage.

Shadow warp
Starting at the 7th level, you gain the ability to step from one shadow to another. When you end your turn in dim or dark light, you can choose to teleport up to 15 feet to another space that has dim or darker light.

Stronger far surge
Starting at the 10th level, when you roll maximum damage on your far surge you can immediately disintegrate one of your target’s limbs off. In addition your far dice become d10’s.

Confusing biology
Starting at the 13th level, you gain advantage against all saving throws against spells and other magical effects. In addition you gain the ability to see through non-magical and magical darkness as if it were bright light.

Eternal darkness
Starting at the 18th level, when you damage a creature with your slow disintegration ability you can spend a Far Die to give them the blinded condition for a number of hours equal to the number rolled.

Monk

Way of the Bladed Scarf

Way of the Bladed Scarf
Monks who pledge themselves to this tradition take on a bladed scarf. This scarf acts like a third hand which wields a sword to slice and stab foes. These monks can control this “third arm” with their ki blocking attacks and striking back easily.

Bladed scarf
Starting at the 3rd level, you gain the ability to use a bladed scarf. This blade has a reach of 10 feet and deals 1d6 piercing or slashing damage. The bladed scarf counts as a monk weapon for you.

Lightning movements
Starting at the 3rd level, when you spend a ki point to use step of the wind you may make a Bladed scarf attack as a part of the same bonus action.

Reactionary slice
Starting at the 6th level, when a creature moves into the reach of your bladed scarf you may make an attack with it as a reaction.

Arcane blade
Starting at the 6th level, your bladed scarf counts as magical for overcoming resistance and immunity to non magical weapons.

Life drain
Starting at the 11th level, once per turn when you hit a living creature with your bladed scarf you can spend a ki point to gain temporary hit points equal to the damage dealt.

Razor thin blade
Starting at the 11th level, when you make a bladed scarf attack, you score a crit on a 19-20 instead of just a 20.

Thousand slices
Starting at the 17th level, once per turn when you score a critical hit with a bladed scarf attack you can make an additional bladed scarf attack as part of the same attack.
In addition when someone provokes an opportunity attack or activates your reactionary slice you may make an additional bladed scarf attack as a part of the same attack.

Paladin

Oath of destruction

Oath of destruction
The oath of destruction are paladins who commit to the essence of pure destruction. All they believe is that their enemies are no better than the ash you will reduce them to.

Tenants of Destruction

Let fire rein
Those who oppose you must fall along with everything they love.

Destruction is life
You are destruction in its purest form, let no one stand in your way.

Oath of Destruction spells
Paladin level - spells
3rd - Thunderwave, Inflict wounds
5th - Shatter, Scorching ray
9th - Fireball, Call lightning
13th - Vitriolic Sphere (XGE), Ice storm
17th - Cloudkill, Destructive wave

Channel divinity: Destructive smite
Starting at the 3rd level, when you activate your divine smite you can use your channel divinity to deal maximum damage with the extra radiant damage.

Channel divinity: Burn it all
Starting at the 3rd level, you can use your channel divinity to cause flammable objects of your choice that are not being worn or carried in a 20 foot sphere centered on you to ignite. Any creature who steps into the area of your created flames or ends their turn there takes 1d6 fire damage and an extra 1d6 radiant damage.

Aura of Destruction
Starting at the 7th level, you emit an aura of destruction that extends 10 feet around yourself. Whenever a creature of your choice makes an attack roll in this aura, their damage roll increases by 4.
Starting at the 18th level, this aura becomes 30 feet instead of 10 feet.

Unyielding smite
Starting at the 15th level, your spells and weapon attacks ignore resistance to their respective damage.

Being of destruction
Starting at the 20th level, you can access a form of pure destruction as an action. For the next minute:
-Your attack rolls and spells ignore resistance and immunity.
-Your weapon damage rolls deal maximum damage.
-You deal triple damage to objects and structures with your weapons and spells.
Once you use this feature you may not use it again until you complete a long rest.

Ranger

Dark One

Dark One
Dark one’s are rangers that guard against the realm of spirits, acting as a ferryman across the great beyond. They often live as gravediggers to study the souls of the dead, as well as to gain knowledge of their past.

Channel spirits
Starting at the 3rd level, you can call upon the dead as a bonus action to weave a cloud of spectral matter around you. This cloud extends in a 20 foot aura around you. Each creature in this area is considered to have half cover and this space is illuminated with dim light. In addition, once per turn whenever you hit a creature with a weapon attack inside this area they take an additional 1d6 psychic damage and are shoved in a random direction as lesser spirits possess them temporarily, by entering their wounds. You regain the use of this ability when you complete a short or long rest. You may also use this ability again by spending a spell slot of 1st level or higher.

Dark calling
Starting at the 3rd level, you learn the speak with dead spell and may cast it once per long rest without spending a spell slot. You also learn the toll the dead (XGE) cantrip, it counts as a ranger spell to you as well.

Armor of the passing
Starting at the 7th level, you can weave spirits around you as a bonus action. For the next minute you gain half cover from all weapon attack rolls. Weapon attacks made from silvered weapons ignore this ability.

Dark pulse
Starting at the 7th level, you can use an action to emit a dark pulse. Make a spell attack roll versus each creature within 10 feet of yourself. Each creature you hit takes 1d6 + your spellcasting modifier necrotic damage and is knocked prone. If a humanoid is reduced to 0 hit points by this ability you may spend a spell slot to have them resurrect as a specter (Stats are in the monster manual) under your control. The specter moves on your turn and you may command it to take the attack, dash, dodge, hide, help and disengage actions (No action required). The specter remains under your control until your next long rest, which it then vanishes into the afterlife. Once you resurrect a creature as a specter, you cannot do so again until you complete a long rest.

Dark void
Starting at the 11th level, you can use an action to open a 10 food radius portal to the afterlife centered on a point within 120 feet of yourself. Roll a number of d4’s equal to your level. Subtract the total rolled from each creature's remaining hp, starting at the lowest then going to the highest. Each creature who’s hp is less than the total instantly is transported to the afterlife leaving no trace of its body. You regain the use of this ability when you complete a long rest.

Void pulse
Starting at the 15th level, when you send a creature to the afterlife with your Dark void ability, you can roll a d4. The number rolled on the d4 is the maximum of creatures you can resurrect as specters under your control (As per dark pulse).

Rogue

Punk

Punk
Punks are rogues who have a more rugged way of fighting, rather than the precise strikes that rogues are typically known for. They often group up with other punks to form gangs on city streets.

Bully
Starting at the 3rd level, you have an affinity for pushing and shoving. You have advantage on checks to shove creatures prone and your unarmed strikes deal 1d4 bludgeoning damage instead on the normal amount.

Blunt force
Starting at the 3rd level, quarterstaffs, greatclubs, clubs, maces and your unarmed strikes gain the finesse property for you. In addition when you hit a creature with a blunt weapon you can use a bonus action to shove them 5 feet back. If the attack was a crit you can instead shove them 15 feet back.

Tough
Starting at the 3rd level, your hit point maximum increases by 3 and increases by an additional 1 each time you level up in this class.

Relentless
Starting at the 9th level, once per turn when you are moving towards an enemy creature you can move an additional half your movement.

Gang up
Starting at the 13th level, if your number of party members exceeds the amount of enemies you face, you can use your action to make an intimidation check versus your enemies wisdom scores. Each creature you roll higher than gains the frightened condition from each of your allies for a number of rounds equal to 8 - their individual wisdom modifiers.

Brute
Starting at the 17th level, when you reduce a creature to 0 hit points, once per turn you can move up to your movement speed and immediately make a melee weapon attack.

Sorcerer

Chaos sorcery

Chaos sorcery
Chaos sorcerers have obtained their magic through the plane of limbo, as their magic is highly chaotic and volatile in nature. Luckily most of these sorcerers have at least a little control over their magic.

Chaos take the wheel
Starting at the 1st level, sometimes chaos is stronger than the average. When you cast a spell that deals damage, once per turn you can let chaos consume your spell to deal an additional amount of damage equal to (Your proficiency bonus)d4, however the damage type becomes random. Roll on the following table to determine the new damage type of the spell.

D6 - damage type
1 - acid
2 - cold
3 - fire
4 - Lightning
5 - poison
6 - thunder

You may use this ability a number of times equal to your charisma modifier until you must complete a long rest.
Starting at the 2nd level you may spend a sorcery point to use this ability additional times before having to complete a long rest.

Warping magic
Starting at the 6th level, when you are to destroy a large or smaller object or reduce an enemy creature to 0 hit points with a spell of 1st level or higher you may spend 2 sorcery points to roll on the following table and have the spell turn the target into the following substance rather than destroying it.

D8 - object type
1 - wood
2 - stone
3 - Grained Salt
4 - iron
5 - water
6 - ice
7 - Methane
8 - lava

Controlled chaos
Starting at the 14th level when you roll on the damage type and object type tables you may roll twice and take either roll.

Maximum chaos
Starting at the 18th level, you no longer need to spend sorcery points to use your “chaos take the wheel” and “warping magic” abilities.
In addition you now roll d10’s for each of the tables with the added damage types for each of the tables.

Chaos take the wheel:
D10 - damage type
7 - Radiant
8 - Psychic
9 - Force
10 - double damage (deals the same type as original spell however)

Warping magic
D10 - object type
9 - Oil
10 - Sulfur

Warlock

The legendary serpent

The legendary serpent
These warlocks form a pact with the powerful naga’s of ancient myth.

Expanded spell list
You add the following spells to your spell list depending on which naga you formed a pact with.

Spell level - Spirit Expanded Spells - Guardian Expanded Spells
1st - Detect magic, Sleep - Cure wounds, Shield of faith
2nd - Detect thoughts, Find traps - Calm emotions, Spiritual weapon
3rd - Lightning bolt, Water breathing - Bestow curse, Clairvoyance
4th - Compulsion, Locate creature - Freedom of movement, Wall of fire
5th - Dominate person, Wall of force - Flame strike, Geas

Snake strike
Starting at the 1st level, once per short or long rest you may summon a spectral naga over your shoulder to strike at foes as a bonus action. As a bonus action on your turn or when you summon the naga in the first place you may command your naga to bite at a foe, meaning you make a melee spell attack against a target within 10 feet of yourself dealing 1d6 force damage. On a hit the target must make a constitution saving throw versus your spell save dc taking an additional 2d6 poison damage on a fail or half as much on a success. The snake head lasts for the next minute, which it then disappears.
The extra poison damage increases by an additional 1d6 at the 5th level (3d6), 11th level (4d6), and 17th level (5d6).

Teachings of the naga
Starting at the 1st level, you learn the abyssal language if your patron is a spirit naga or the celestial language if your patron is a guardian naga. You also gain advantage on saving throws against the charmed condition.

Naga’s blessing
Starting at the 6th level, you become immune to poison damage and the poisoned condition. In addition you no longer require food, drink or sleep.

Immortality
Starting at the 10th level, you become immune to the effects of ageing and no longer age. Your hit point maximum increases by your constitution score. You also no longer need air.

Rejuvenation
Starting at the 14th level, when you die, roll a d6. On a 3 or higher you return to life in 1d6 days with all of your hit points. Each time you are revived with this feature you increase the required roll by 1. The required roll returns to 3 if you are resurrected by magic.

Wizard

Arcane painter

Arcane painter
These wizards, with brush in hand, paint their canvas with arcane paint that has the ability to shape reality.

Natural painter
Starting at the 2nd level, you gain proficiency in painter’s supplies.

Arcane brush
Starting at the 2nd level, you gain the ability to summon a rainbow paintbrush as a bonus action. While wielding the rainbow paintbrush, you can cast the minor illusion and prestidigitation spells at will. You may also use your rainbow paintbrush as a spellcasting focus.

Paint step
Starting at the 2nd level, you gain the ability to step into paintings which form their own demiplane. Their depth is equal to their width. If the painting is destroyed you take 1d6 force damage and are ejected outside the painting to a space within 5 feet of the painting. You may take any of your held or worn items inside this demiplane. If you are grappling a creature whether unwilling or not you may also take them inside the painting with you.

Substitute
Starting at the 6th level, you can use an action to paint an uncanny substitute of yourself. This substitute has limited movement (Meaning it can move its limbs and body, however it has no movement statistic) and cannot attack. While this substitute is visible to a foe you can hide as a bonus action on your turn.

Color thief
Starting at the 10th level, when you reduce a creature to 0 hit points with a spell attack using your rainbow paintbrush, instead of killing them you may steal their color to regain a spell slot, making them appear to be made of grey stone, which petrifies them at 1 hit point until a remove curse spell or similar spell is cast on them. You regain the use of this ability when you complete a long rest.

Paint warp
Starting at the 14th level, when you go inside a painting you may use a bonus action to teleport to a different painting that you have seen within the past day, as long as you could fit in that painting as well.