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    Dwarf in the Playground
    pygmybatrider's Avatar

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    Jun 2017

    Default PBR's Consolidated Homebrew Thread

    This thread is being made mostly to drop in my signature, and as a place to keep all my homebrew together. Comments and critique are always welcome as these are living documents. Thank you based homebrewery. Apologies to those without Chrome - I will endeavour to get PDF or plain text versions of all of these up in the near future.


    Warlock: Space Oddity Patron
    Based on Bowie. RIP.

    Homebrewery link:

    Spoiler: Space Oddity

    Warlock Patron: Space Oddity

    You have made a pact with an unknowable creature from beyond the stars, who is interested in learning about humanity for their own reasons - whether benign, nefarious, or simply curious. Space oddities commonly make themselves known through dreams, reaching out to potential conduits via misty visions and strange musics. Such oddities typically never reveal their true names or nature, though their followers can gleam information about their patrons through hints and impressions received through their communications.

    Expanded Spells

    Your patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

    Space Oddity Expanded Spells

    1st - sleep, magic missile
    2nd - levitate, see invisibility
    3rd - melf's minute meteors, protection from energy
    4th - divination, greater invisibility
    5th - antilife shell, telekinesis

    Beginning at 1st level, your connection to the stars has manifested itself physically as a cloak of sparkling stardust that reacts brilliantly when disturbed, exploding in a cloud of blinding fragments. Whenever you are hit by an attack, you can use your reaction to activate your stardust. The attacker, and all creatures within 5 feet of them, must make a Constitution saving throw against your spell save DC or be blinded until the end of their next turn.

    Once you have used this feature, you can't use it again until you have finished a short or long rest.

    Soul Love
    Beginning at 6th level, you have become more sympathetic and attuned towards the feelings and emotions of your fellow mortals. Whenever a creature within 10 feet of you regains hit points, you can use your reaction to regain a number of hit points equal to your Charisma modifier.

    Moonage Daydream
    At 10th level, you have become adept at walking the line between conscious and unconscious. While sleeping, you retain control over your senses as if you were awake, and have advantage on all Wisdom (Perception) checks made to see or hear any unfamiliar presence within 10 feet of you.

    Ashes to Ashes
    From 14th level, you gain the power to spread ruin from one point in spacetime to another. Once per turn when you deal damage that reduces a creature to 0 hit points, you can choose another target within 10 feet of that creature. That target also takes damage of the same type and amount that reduced the original creature to 0 hit points.

    Paladin: Oath of the Eclipse
    My entry for the 48-hour Slapdash Subclass Contest, a celestial-focused paladin oath.

    Homebrewery link:

    Spoiler: Oath of the Eclipse

    Paladin: Oath of the Eclipse

    Paladins that follow the Oath of the Eclipse walk the line between night and day, and in their journeys and ministrations seek to find balance in all things - light and dark, evil and good, natural and industrial. Paladins who dedicate themselves to this oath believe that people, like both the sun and moon, live in a constant state of change, waxing and waning, rising and setting. They believe that people cannot be judged for a moment in time, and that a person's deeds must balance out over the course of their life if they are truly to be considered good.

    Sometimes called lunar knights or solar templars, paladins of the Oath of the Eclipse reject these names as they ignore the true nature of their oath. Only by embracing both sun and moon, and everything they encompass, can they truly show their devotion to the eclipse.

    Tenets of the Eclipse
    The tenets of the Oath of the Eclipse guide the way a devotee behaves in all aspects of their life.

    Balance. Balance must be achieved in all things. Plurality of thought and being is necessary for a healthy society - when hearts and minds converge on one focus, only evil can result.

    Change. It is the nature of things to change. Change is healthy, and shows growth and development. Resistance to change is a dangerous path, as you cannot know the future.

    Renewal. After periods of hardship or violence, it is important that life is given the opportunity to renew. Spending time and effort to help communities flourish after suffering through adversity.

    Oath Spells

    You gain access to oath spells at the paladin levels listed below.

    Oath of the Eclipse Spells
    3rd - burning hands, fog cloud
    5th - darkness, moonbeam
    9th - blink, daylight
    13th - dimension door, fire shield
    17th - flame strike, mislead

    Channel Divinity
    When you choose this oath at 3rd level, you gain the following two Channel Divinity options.

    Minor Eclipse. You can use your Channel Divinity to summon a minor manifestation of the eclipse. As an action, you can choose a point within 30 feet that you can see. For 1 minute, the area within 100 feet of the point you choose is covered in dim light. In addition, all fire damage taken within the area is increased by an amount equal to your Charisma modifier (minimum of 1).

    Restore Balance. You can use your Channel Divinity to forcibly maintain balance in the world. Whenever a creature within 30 feet of you makes an attack roll or a saving throw with advantage or disadvantage, you can use your reaction to cancel the advantage or disadvantage.

    Aura of Twilight
    Beginning at 7th level, you emanate an aura of ethereal radiance. All friendly creatures within 10 feet of you gain 10 feet of blindsight and 60 feet of darkvision.

    At 18th level, the range of this aura increases to 30 feet.

    Between Two Worlds
    Starting at 15th level, your connection to the twilight realm has strengthened. When you are the target of an attack, you can use your reaction to fade partly into the twilight realm, reducing the damage by an amount equal to your Charisma modifier (minimum of 1).

    Avatar of the Eclipse
    At 20th level, you gain the ability to transform into an avatar of the eclipse. You can activate this feature using an action. For 1 minute, you gain the following benefits:

    • All fire damage you cause is maximised
    • You gain the benefits of the *blur* spell, without requiring concentration
    • You can use an action to cast darkness or daylight without expending a spell slot

    Once you use this feature, you can't use it again until you have finished a long rest.

    Roguish Archetype: Star Explorer
    Designed as an alternate entry in the Slapdash Subclass Competition, this one focused more on the 'reach' part of 'reach for the stars' - a rogue all about getting into hard-to-reach places, and doing it better than anybody else.

    Homebrewery link:

    Spoiler: Star Explorer Rogue

    Star Explorer

    For some, exploring is a hobby - something they do in their free time, in between jobs, or get dragged into by their friends. For others, it is work - they are paid to excavate ruins, retrieve lost artifacts, or clear out squatters.

    There is a third category, however. For these brave (or foolhardy) souls, exploring is a way of life - a passion, a burning desire inside themselves to be outdoors or underground, to overturn new stones, to climb to unexplored heights.

    These explorers, star explorers, are so called because they have reached the pinnacle of their profession. With nothing more than their trusty tool belts and their years of experience, they trek the jungles, ruins, and islands of the world, looking for ever more exciting and dangerous places to sharpen their craft.

    It is no surprise that star explorers often find themselves in less-than-desirable situations, and most of the hardship suffered during any particular journey will often come down to having to extricate themselves from whatever mess they have managed to land in.

    Utility Belt
    Starting at 3rd level, you are never without your trusty tool belt. In it are several useful items that you can use to reach - or escape - dangerous and exciting places. As long as you have access to your utility belt, you can use a bonus action to produce one of the following effects. Only one effect can be active at any given time. Producing a new effect while another effect is still active ends the old effect.

    Grappling hook. You gain a climbing speed equal to your walking speed.

    Rebreather. You can hold your breath for up to an hour before needing to take a breath.

    Jump boots. Your jump distance is tripled.

    Snow shoes. You can ignore the effects of non-magical difficult terrain.

    Lucky Escape
    Also at 3rd level, you can use the bonus action granted to you by your Cunning Action feature to attempt to escape from a grapple.

    Extendable Blade
    Beginning at 9th level, you have expanded your collection of tools outside your belt and now carry them everywhere - including your hands. As a bonus action, you can trigger the mechanism that keeps a long knife hidden along your forearms.

    You can use the blade as a weapon. You are considered proficient in its use, and the blade deals 1d6 piercing damage and has the reach and finesse properties.

    In addition, while the blade is extended, you have advantage on all checks made to escape grapples, and any Strength (Athletics) checks made to climb difficult surfaces or maintain your grip on a sheer surface like a cliff or a wall.

    Anti-Gravity Belt
    At 13th level, you have upgraded your utility belt with arcane magic or sophisticated technology that defies the laws of physics. You can cast levitate on yourself at will.

    Star Power
    Beginning at 17th level, your exploits in the field of exploring have become legendary. You have a knack for turning up in just the right place at just the right time to save the day.

    When you roll initiative, you can choose to treat the die roll as a 20. On your first turn, you can use a bonus action to teleport to a point you can see within 60 feet. The first attack roll you make on your first turn is made with advantage.

    Barbarian Primal Path: Path of the Reaver
    A subclass designed to make dual wielding more optimal.

    Homebrewery link:

    Spoiler: Path of the Reaver

    Path of the Reaver

    The path of the reaver is a call to arms that is felt most strongly by those with a natural passion for hand-to-hand combat. The followers of this path are strong and inhumanly fast, capable of landing multiple attacks before an enemy can attempt to mount a defence. Reavers most often attack with two weapons, showing a mastery over the style rarely seen in mortals.

    When you choose this path at 3rd level, your rage becomes powered by a strong desire to shed blood. You can make one attack with a one-handed weapon you're holding as part of the bonus action used to activate your rage.

    In addition, whenever you engage in two-weapon fighting while raging, you can add your ability modifier to the damage of the second attack.

    Iron Grit
    At 6th level, your determination to rush into the fray lets you ignore obstacles that would slow down others or stop them in their tracks. While raging, you ignore difficult terrain, and have advantage on saving throws against the paralysed and restrained conditions.

    War Stomp
    At 10th level, you can channel your rage to slam the ground with such fury that it sends enemies flying. You can use an action while raging to unleash a war cry filled with malicious intent as you stomp the ground. All creatures within 5 feet of you must make a Strength saving throw (DC 8 + your proficiency modifier + your Strength modifier), or be pushed up to 5 feet away from you.

    You can then immediately use your reaction to make one weapon attack with a one-handed weapon you are holding against each enemy who failed their saving throw, making a separate attack roll for each target.

    Once you have used this feature, you can't use it again until you have finished a short or long rest.

    At 14th level, you gain the ability to rain a storm of mighty blows down upon your foes. When you take the attack action, you can use a bonus action to make two attacks with a different weapon that you're holding in the other hand.

    Fighter Martial Archetype: The Bulwark
    A subclass designed to be an effective user of thrown weapons while providing offensive and defensive bonuses for a ranged ally.

    Homebrewery link:

    Spoiler: The Bulwark

    The Bulwark

    Fighters of great renown are often associated with particular places, taking titles and honorifics from battlefields where they won decisive military victories, the lands they have conquered, or cities they have defended. Bulwark is a title bestowed upon a fighter - by a town, a city, or a group of people - who has gone above and beyond the call of duty in their protection. Bulwarks are defensive giants, using sword, javelin and shield in equal measure to ward away blows while offering tactical advantage to their allies.

    Tower Shield
    When you choose this archetype at 3rd level, your mastery over your shield allows you to use it protect your allies as well as yourself.

    You can confer three-quarters cover to one willing creature within 5 feet of you. This cover is ignored by enemies who are within 5 feet of the creature to whom you are conferring cover.

    Mighty Throw
    Beginning at 3rd level, you can add your brutal power to your attacks with thrown weapons. You gain the following benefits while making a ranged weapon attack with a weapon that has the thrown property:

    • You can double the normal and longe ranges of weapons with the thrown property.
    • Before you make a ranged weapon attack with a weapon with the thrown property that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

    Steadying Influence
    Beginning at 7th level, you emanate an aura of confidence. Any creature to which you are conferring cover can make the first ranged spell or weapon attack roll on each of its turns with advantage.

    Mobile Cover
    Beginning at 10th level, you can coordinate your movement with your allies as you shield them from attacks. Whenever a creature to which you are conferring cover moves on their turn, you can use your reaction to move with them, up to a maximum distance equal to half your speed.

    Immovable Object
    Beginning at 15th level, you cannot be shoved or knocked prone.

    Beginning at 18th level, you can mark a moment in time as an opportunity to display your excellence in battle.

    You can activate this feature using an action. For 1 minute, you gain the following benefits:

    • You and any creature to which you are conferring cover gain temporary hit points equal to your Strength modifier at the beginning of each of your turns.
    • You gain advantage on all attack rolls made against a creature that has taken damage from a creature to which you confer cover in the previous round.
    • Once per turn, you can add your proficiency bonus to the damage done by one of your thrown weapon attacks.

    Once you use this feature, you can't use it again until you finish a long rest.

    Wizarding School: The Sporting Wizard
    Because magic is for sissies.

    Homebrewery link:

    Spoiler: The Sporting Wizard

    The Sporting Wizard

    Sporting wizards are so named because of their seemingly magical ability to produce match-winning plays and wondrous defensive efforts. Many affluent wizarding schools, in an effort to diversify their clientele or stake out an extracurricular field of excellence for themselves, will reach out to talented athletes and offer to pay for their education in return for their participation in sporting teams. Such students are unlikely to achieve the academic heights of their peers, but are nonetheless valuable contributors to the cultural fabric and continued popularity of wizarding schools.

    When you choose this archetype at 2nd level, your hit point maximum increases by 2, and increases by 1 whenever you take another level in this class.

    In addition, you gain proficiency in the Athletics skill. If you are already proficient in Athletics, you can add double your proficiency bonus when making Athletics skill checks.

    Playing Kit
    Also at 2nd level, your wizarding school provides you with an appropriate uniform for your sport - usually including a helmet, shoulder pads, and jock strap. You are considered proficient in your playing kit, and it grants you a base AC of 13 + your Dexterity modifier. If you lose your playing kit, or soil it, your wizarding school will magically transport you a new one over the course of your next long rest.

    Set Play
    Beginning at 6th level, you have honed your leadership and communication skills in order to get the most out of your less talented teammates. On your turn, you can use an action to call a set play that you have discussed with your allies. A number of friendly creatures equal to your Intelligence modifier (minimum of 1) that are within 30 feet of you can then use their reaction to do one of the following:
    • Move up to their maximum speed without provoking opportunity attacks
    • Gain advantage on the first attack roll made on their next turn
    • Take the dodge action

    Once you've used this feature, you can't use it again until you have finished a long rest.

    From 10th level, you have started to make a name for yourself in your chosen field. Whenever you make a Persuasion or Intimidation check, you can ask 'Do you know who I am?' to gain advantage on the check. Afterwards, the target gets the feeling that you are kind of a ****, and may become hostile towards you.

    Clutch Player
    Beginning at 14th level, your sheer athletic ability is matched only by your knack for 'reading' combat and playing what's in front of you. Somehow, no matter the odds, it always just seems to work out for you.

    Whenever you cast a spell that forces a single target to make a saving throw, you can expend an additional spell slot in order to force the target to fail its save. The slot you expend must be of at least the same level as the one you used to cast the inital spell.

    You must declare that you are using this feature before you know the result of the target's saving throw.

    Once you have used this feature, you can't use it again until you have finished a long rest.


    This is my first draft of the headhunter class. All the features are still very work in progress - no math or playtesting has been done at this stage, so all feedback and critique is very welcome.

    The headhunter is designed to fill a few niches:

    Make a viable user of thrown weapons, blowguns, and poison
    Introduce a moxie-style mechanic wherein your character gets stronger as you kill baddies
    Bring a class with a strong tribal flair to 5E, hopefully without stepping on the ranger's toes too much.

    Homebrewery link:


    A class designed to make Intelligence a useful stat for a melee combatant. Psych your opponents out and gain a mental edge while you take advantage of your lightning fast reflexes to take a greater number of reactions per turn.

    Homebrewery link:


    A Wisdom-based half-caster based on the iconic World of Warcraft class. The base class is mainly focussed on developing their unique totem mechanic, while the three subclasses offer a specialisation into your choice of a) blast-oriented spell-caster, b) mobile melee damage dealer, or c) healer/support.

    Winner of the 3rd GiTP 5E Base Class Contest!

    Homebrewery link:

    Last edited by pygmybatrider; 2018-11-17 at 04:34 AM.
    My 5E homebrew thread:


    • Path of the Reaver Barbarian (kill all baddies with TWF!)
    • The Bulwark Martial Archetype (become a human shield!)
    • The Sporting Wizard (because magic is for sissies!)
    • Headhunter class (poison your weapons, scalp your enemies!)
    • Mesmer class (Int-based melee, extra reactions!)
    • Shaman class (thunderbolts and lightning!)

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