View Single Post

Thread: The Homebrewer's Extended Signature

  1. - Top - End - #309
    Bugbear in the Playground
     
    sandmote's Avatar

    Join Date
    Oct 2017
    Location
    US
    Gender
    Male

    Default Re: The Homebrewer's Extended Signature

    Games:
    Warbirds, Guild Aces: OOC, IC
    Council of Spiders: OOC, IC, speaking in #c7148b
    Nation of Thesk: OOC, IC

    Homebrew:
    My 5e minimalist Ranger Fix.

    5e D&D subclasses:
    Artificer
    The Extraplanar Researcher, a traveler of the planes.
    Bibliothecary, with superior casting compared to the other magical craftspeople.
    The Runecaster, with the knowledge to craft the least of the runes of the giants.
    A Minimalist Alchemist Fix (plus some additional infusions)
    Barbarian
    The Path of the Seer, a clever caster able to work around the worst limits of their class.
    Expanded options for Totem Warriors and Storm Heralds.
    Path of the Guardian Protector, a combat healer diving into the fray for a heroic rescue.
    Bard
    The College of Hymns, converted from 3.5e to sing he praises of the gods.
    The College of Birdsong, who flies to freedom.
    The College of Marshaling. The amateurs discuss tactics; the professionals discuss logistics. These bards master both.
    Cleric
    The Travel Domain, always on the road again.
    The Rivalry Domain, as there's nothing better to inspire allies than having them count kills.
    The Protection Domain and The Destruction Domain, each based on one of the 4e Rune Priest's Rune States.
    The Celebration Domain, a controller party cleric. Functional replacement for the love domain?
    Druid
    The Circle of avenging, a combat brawler, converted from 3.5e.
    Expanded options for Land Druids.
    The Circle of Reclamation, who can't bother waiting for civilization to crumble before nature swallows it again.
    The Circle of Spirit Guidance, in tune with the elements and fey. Converted from the 3.5e spirit shaman.
    Fighter
    The Corruption Touched, tainted by forces that are demonic, illithid, vampiric, or yuan-ti.
    The Vaunt Knight, a master of manipulation converted from 3.5e.
    The Ghostwalker, whose body and soul stand apart.
    Monk
    The Way of Jotunslag, trained to fight in the manner of the mighty giants.
    Way of the Iron Mountain, for your invulnerable monk.
    Way of the Desert Wind, a hot and cold subclass based on ToB and the 4e Monastic Tradition.
    For a more defensive and pious favored monk, the Way of the Serene Grace
    Paladin
    The Oath of Study, a student of all, including arcane power.
    The Oath of Horror, a soldier of the far realm.
    Ranger
    Faerie Irregular, trained to directly invoke the powers of the fey.
    The Warden, a melee controller from 4e.
    The Trailblazer, fighting from their mount.
    Rogue
    Shadow Commander, never truly alone.
    The Silencing Blade, the bane of casters and the minds of everyone else.
    The Divine Avenger, converted from 4e to bring judgement from the gods.
    Sorcerer
    Oozeblood sorcerer, soft but less squishy.
    The Starmarked Sorcerer, imbuing the power of the heavens.
    Warlock
    The Dragon Patron, giving their aid martial power.
    The Winter Lord, surpassing on the slipperiness of a rogue.
    The Forest Guardian, taking control on the battlefield.
    Wizard
    The School of the Sha'ir, drawing on the elements for more flexibility
    School of Hedges, an arcane student of druidic magics.

    Spoiler: Poor Subclasses Archive
    Show
    The Empowered Bastion Patron, a sturdy warlock patron.
    The Circle of the Outer Planes, a druid tied to Aberrations and Monstrosities.
    The Possessed, an eldritch fighter. See the Ghostwalker for an updated version.
    The Way of the Weavemold, an anti-magic monk. See the Silencing Blade for an updated version.
    The Combat Medic, a fighter with healing abilities.
    The Way of the Seven Heavens, a Celestial Monk
    The Professor Explorer, a UA artificer subclass with a poor memory, excellent luck and terrible luck.
    The Blackblot Herbalist, a venomous ranger
    The Master of Plagues, a disease-bringer artificer

    Spoiler: 5e Psionics Overhaul
    Show
    Psionic Disciplines Overhaul, (on the Homebrewery) to rebalance the AU mystic. Commentary on this forum here.

    The Psion, a Rewrite of the Mystic backwards compatible to other homebrew subclasses.
    The Battlemind, a half psionic class with 4e influence.
    Order of the Wilder, a Mystic subclass for the 3.5e class of the same name.
    Psychic Warrior, a fighter subclass based on the 3.5e class.
    Way of the Psionic Fist, based on the 3.5e monk prestige class.
    Psychic Bloodline, a psionic sorcerer subclass..

    Blues, psionic golblinoids.
    Maenads a psionic race from 3.5e.
    Dromites, another old psionic race.
    Thri-Kreen, the mantid warriors.
    Psionic Gith.

    Gem Dragonborn and Psionic Feats.

    5e D&D races
    Monotreme Races, based on the IRL platypus and echidna.
    Arachneans, arachnid races without the extra limb problem.
    Ceboids, a three-limbed race based on new world monkeys.
    Desert, Jungle, & Sea Dwarves, with additional distinctions from the PHB's Mountain and Hill Dwarves.
    Gnolls and Aardgnolls, based on actual hyenas instead of demonic influence.
    The Dhampire, tainted by Vampiric powers.
    The Bizuxxie; bumbling bee-folk.
    Cynocephali, the dogfolk of Greek myth.

    5e Spells and Invocations:
    Warlock Spell and Invocation Options.
    A bunch of spell conversions from 3.5e, mostly high level. See here.
    Marine Spells for aquatic Campaigns
    Conversion of 3.5e spells from Complete Divine.
    Conversion of the 3.5e spells from Complete Arcane.
    Conversion of 2e spells from Al-Quadim and Complete Sha'ir.

    5e feats And Skills:
    Heritage Feats for characters with in-humanoid ancestry.
    Volo's Racial Feats, shoring up the variety for monstrous races.
    The Bodily Autonomy skill, only on the forum. Body over Mind.
    9 Genasi Racial Feats, to give the race some more interest.

    5e Items:
    Medieval Exotic Weapons, Firearms, and Firearms Feat.
    Exotic Weapons II, Deft Weapons, Double Weapons, and a Dual Wielding fix with related feats for all.
    Additional Low Level Potions. Cheap for a show.
    Additional Giant Runes, in the style of Sky King's Thunder.
    A bunch of herbs with expanded medicines, materials, and poisons to make with them.
    3 dozen minor magic items, for low level play and to provide more items without significant boosts to the party's power.
    A pile of magic items, I guess with a minor greek/marine theme.

    5e Monsters:
    Additional Beast Abilities For Druid Wild Shape Options.
    Additional Celestials, mostly from Jewish tradition
    Miscellaneous Aquatic Creatures, for filling out the sea and swamps.
    Expanded Golems.
    Summonable Fey and Mesozoic Beasts, for Conjure Fey and Moon Druids.
    Guardinals, converted from 3.5e.
    Dragonettes, Drakes, and Linnorms, filling out the non-true dragons
    A group of Celestials from eastern folklore.
    Additional Para elementals, The Grue, and a few other creatures of the elemental planes, found here.
    Non-Elementals and Sapient Elementals of the Elemental Planes.
    A large number of plant based traps (that work the same way when encountered again) and a few plant creatures, mostly converted from 2e.
    Some Aberrations from Lords of Madness
    Last edited by sandmote; 2021-04-15 at 08:49 PM.