Everything (usable) I ever made for 2014 5e Part One: Two Races, Ten Subclasses

Slow January! Work, plus a couple of big posts in the works, have really reduced my pace. Good news: those posts are nearly done and ready for release now. Expect one in the next day or two and another next week.

Meanwhile, to tide you over, I'm sharing all of the homebrews I made during the 6-to-8-depending-how-you-define-it years when 5e D&D was my primary game. It's not now; the halfhearted attempt to have your tactical-focus cake and eat your social and exploration pillars too without increasing rules density started to bore me. I do still have a lot of nostalgia for the game, and I find mucking about with its procedures and setting assumptions to produce silly outcomes very fun, but I doubt I'll ever homebrew for it again. Given that fact, it feels quite nice to have an archive where I can put my sum contribution to 5e design, some of which appeared in Reddit posts of old, some of which has never seen the light of day, for anybody who's still enjoying the game wholeheartedly to use and adapt entirely as they see fit. I have no intention of updating any of these further, or of bringing them to the 2024 edition. However, you're welcome to. As always, credit is polite.

I mostly won't be including homebrew monsters because the majority of them were written in shortform scrawl in a notebook which I've probably lost since, and the rest were designed for a high-level game so heavily homebrewed that they bear no resemblance to ordinary 5e design principles. Similarly, I'll skip any homebrew content that was designed to break the core mechanics of the game and play in a more freeform space, like my alternate rules for druid elemental powers to replace wild shapes.

Each item is marked 'unrevised', 'revised' (with feedback from others), 'playtested' (in a one-shot) or 'campaign playtested', depending on how much effort I put into refining it. I break that down by level where appropriate. I also include a little [OP] tag if I think it's probably too good but that was part of the intent rather than an issue that needed fixing.

Spells tagged NRCToS come from the (Not Really) Complete Tome of Spells: Ultimate Edition; spells tagged CoFSA come from the Compendium of Forgotten Secrets: Awakening. I have nothing to do with either project, but they've been incredibly helpful to me.

If anyone can tell me how to code an index in Blogger I'll add one here.

A Race and a Subrace

Dwarf

Traveller Dwarf (campaign playtested 1st-5th level)

Traveller Dwarfs were driven out of their homeland long ago, legend says for opposing the wholesale purging of dragons and giants from the mountain realms. Since then, they wander in caravans amongst humans, making a living where they can. They decorate their temporary dwelling-places with elaborate knots tied in rope and the half-mask symbols of their mysterious god/folk hero Lakuz. They're scorned as liars and cheats, and they're certainly not overly-concerned with the authority or borders of the short-lived races but most do genuinely try to live honourably insofar as it's safe for them to do so.
They have a lower body like a giant centipede and a vaguely scorpionlike head with lots of horrible mandibles protruding from an upright humanoid torso. Eight legs, two arms, two vestigial arms which aren't useful for much of anything. Plated like a walking tank.

(I only have one piece of art of them and it's a friend's, so rather than asking for their permission to use it I'll be lazy and just let you work it out. Sorry :) )

Ability Score Increase

Increase your Wisdom by 1.

Wanderer

Your speed increases to 30 ft. and you gain proficiency in Vehicles (Land).



Kolkuri Scorpionfolk (campaign playtested 1st-7th level)

The Scorpionfolk hail from the Kingdom of Kolkur. The Scorpion Kingdom is broken into ten parts: Anakech, Surdas and Sunevah on the Northern border, Lirona and Anevah on the Southern and Shurtamu, Offa-Apsur, Ernapur, Eshnu and Asuna inbetween. They live in underground palaces, whilst vast hosts of humanoid slaves tend their crops on the surface. They are adept scientists and engineers, particularly in the field of airships which they use to devastating effect to convey themselves to battle.

Age

Kolkuri reach physical maturity at age 2 and mental maturity at age 6. Products of a violent and competitive society, they rarely life to more than 25, but can physically live to as old as 40 before expiring and show few signs of aging before this point. Their nobles bind gods to themselves, living hundreds of years, which helps them secure their power.

Size

Kolkuri are 7-9 ft. long, and the tops of their heads rise 4-5 ft. above the ground due to their low-lying bodies. You are Medium, but you occupy two adjacent 5x5 ft. squares rather than 1. As per usual, all of your spaces must be behind cover for you to successfully hide. A Medium or smaller creature may mount you by sitting astride your back, if you permit them.

Ability Score Increases

Kolkuri increase their Str by 1, their Dexterity by 1 and one non-Dexterity ability score of their choice by 1.

Speed

30 ft., climb 30 ft.

Natural Armour

When not wearing armour, you have a natural AC of 14 + your Dexterity bonus (to a maximum of 2), which may be combined with a shield.. Your bulky carapace prevents you from wearing armour, clothing, or tight-fitting jewellery which has not been fitted to you.

Sting

When you attack, instead of making one normal attack you may attempt to sting a creature directly in front of you. This is a melee attack making use of your Strength score. On a hit, it deals 1d6+your strength modifier piercing damage and you may choose to inject your poison. If you do so, the target suffers an additional 3d6 poison damage, and must succeed on a constitution saving throw (DC = 8+your proficiency bonus+your constitution modifier) or be poisoned for 1 minute. If it fails the saving throw by 5 or more, it is paralyzed whilst poisoned in this way. Your poison then takes one week to replenish itself, after which it can be used again. The poison damage increases to 5d6 at 6th level, 5d6 at 11th level, and 6d6 at 16th level.

Unusual Senses

You have disadvantage on all Perception and Investigation checks related to sight if the thing you are looking for is not moving. However, you can potentially detect moving creatures within 60 ft. even if they are not visible by sensing vibrations in the air (having the same chance of detecting them as if they were visible.)

Strong Back

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



Subclasses

Barbarian

Path of the Hunter (revised)

Sevilla Rock Art Trail, South Africa

There's no fluff text for this one. What if... Barbarian Shoot???

Hunter’s Wisdom

At 3rd level, you gain proficiency in either Perception, Stealth or Survival. If you are already proficient in all three, you may choose another skill in which to gain proficiency.

Wild Archer

Also at 3rd level, you have learned to channel your fury through ranged as well as melee weapons. Shortbows, longbows and slings have the finesse property for you. Whenever you make use of a Barbarian class feature that requires a melee weapon attack, such as the additional damage from Rage or Brutal Critical, that feature also takes effect if you make a ranged weapon attack using your Strength modifier. Furthermore, whilst raging your ranged attack rolls cannot be made with disadvantage.

Powerful Shot

At 6th level, you have developed the ability to bring a foe down with your shots. Once per turn, when you strike an enemy with a ranged attack roll, you may force them to make a Constitution saving throw (DC 8+your proficiency bonus+your Strength modifier.) If they fail, they are knocked prone and reduce their speed by 10 ft. until the beginning of your next turn. You may use this ability a number of times equal to your Proficiency Bonus; you regain all expended uses when you finish a short or long rest.

Expert Tracker

At 10th level, you can select a creature – either a specific one known to you, or a type of creature (such as a human or griffon.) You then spend a minute looking for signs of the creature’s presence nearby you. If such a creature is within a mile, you learn of its presence. If at least one such creature is within 1000 ft., you learn the number present and the location of the closest. You remain aware of the exact location of this creature for the next hour, so long as it remains within a mile of you.

Straight Between the Eyes

At 14th level, you become an expert in waiting until a foe is almost upon you before loosing a deadly shot. As a reaction, when a creature moves into a space within 10 ft. of you, you may make a single attack against it with a ranged weapon that you are holding. The attack is made at advantage, and, should it hit, is automatically considered a critical hit.




Path of the Silent (playtested to 4th level, unrevised beyond)

There's no fluff text for this one. It's a slasher villain. You know how those work.

Shadow Stalker

At 3rd level, you know how to be patient, tracking your victims from the shadows until the perfect moment to strike with terrifying force. You gain proficiency in the Stealth and Intimidation skills if you don’t already have them. In addition, when your Rage would end due to not having attacked a creature on your turn, if you meet all other conditions to continue Raging and do not have the Frightened or Charmed condition, you may instead choose to Stalk a creature that you have hit with at least one attack in the course of your Rage or that is within 30 ft. of you and visible to you. Your Rage does not end, but it suspended until it can resume, and you gain the following benefits:

  • You double your proficiency bonus, if it applies, for the purposes of all Stealth and Athletics rolls, and you may attempt to hide even if only Lightly Obscured.
  • Attacks of Opportunity that you make against the creature you are Stalking automatically score a critical hit.
  • You are aware of the creature’s exact location as long as it is within one mile of you and on the same plane of existence, and it cannot Hide from you.
  • If the creature cannot see you and you can see it, you may use a Bonus Action to teleport to an area of dim light or darkness within 60 ft. of you and within 10 ft. of it.
You cease to be Stalking and resume your Rage if you hit the creature with a melee weapon attack or choose to resume your Rage as a bonus action. When you do so, no time counts as having passed since the turn when your Rage would have ended. You cease to be Stalking and your Rage counts as ended after ten minutes pass.

Slasher’s Blade

Also at 3rd level, if you are wielding a light weapon in one hand, no other weapons and no shield then you treat the damage of that weapon as being 2d6 of its normal type.

Inevitable Advance

At 6th level, whilst Raging you have advantage on all saving throws as long as you moved between 10 and 20 ft. on your previous turn. In addition, whilst you are Raging or Stalking, your movement can never be reduced (though it may be prevented entirely) and you ignore the limitations placed on your movement by the Frightened condition. If you are under such limitations when you enter your Rage, they end.

Unholy Terror

At 10th level, your victims can hardly tell whether you are still human… assuming that you ever were. Whilst Raging, when you are targeted by an effect that targets creatures based on their type, you may choose whether to count as a Humanoid, Undead or Fiend for its purposes. In addition, you ignore the effects of Dim Light and Darkness within 120 ft. of you.

You Can’t Kill the Boogieman

At 14th level, those who think to slay you will never quite be able to stop looking over their shoulders. When you fall to 0 Hit Points, you may immediately teleport up to 300 feet to a space of which you are aware. You may then become Invisible until you regain at least 1 Hit Point or you die. You have advantage on Death Saving Throws, and you regain 1 Hit Point and consciousness 10 minutes, rather than 1d4 hours, after stabilizing. In addition, if a spell, such as Raise Dead, has the sole effect of restoring you to life, the caster doesn't need material components to cast the spell on you.




Cleric

Evil Demesne (unrevised)

My art


Yes, I know D&D normally spells it Domain. Tell me Demesne doesn't look cooler.

Not all servants of the darkness are devoted to demons; or to the forces of undeath; or, indeed, to darkness itself. In the broad light of day, those who recall older, bloodier times smile predatory smiles from behind the altars of older, bloodier gods than their supplicants realize. Prayers are said and quiet arrangements made in chapels enclosedd safely within the walls of wealthy estates - some of which would chill an unfortunate eavesdropper ot their very marrow. In the gate-towns of Hell, Hades and the Abyss, eerie dancers wreathed in red silk precede the parades of those who there can express their intentions openly.

Clerics who swear themselves to the Evil domain need not be debauched, medically psychopathic or even especially murderous. What they are, however, is universally evil - for their committment is not to mere malicious deeds like murder, or sinister concepts such as death and pestilence, but to the ultimate triumph of the fundamental, multiversal force of Evil over all else that is. Revering deities such as Kakia and Camazotz, powerful archfiends including Asmodeus and Ravanna, or cosmic forces of darkness similar to Apophis or the malignant Demiurge, such villains work tirelessly in every corner of the world, from scriptorums to blood-soaked battlefields, ensuring that the forces of evil triumph one altered law, one tortured civilian, one crippling tax raise, act of abuse or demonic incurson at a time. These prelates of all that is wrong are never pacted or unwilling servants, but joyous fellow-travellers towards the universe of horror that the lords of darkness wish to create or maintain.

This subclass is not primarily intended for player characters, and will be inappropriate for a great many campaigns. Players, check with your DMs before you use this subclass. DMs , check with your players too - for some people, more-realistic human evil can be deeply unpleasant in distinctly non-fun fashion.

Demesne Spells

Spell Level Demesne Spells
1st                 Hex, Tasha's Hideous Laughter
2nd                 Crown of Madness, Suggestion
3rd                 Enemies Abound, Phantom Steed
4th                 Shadow of Moil, Phantasmal Killer
5th                 Dominate Person, Enervation

Bonus Proficiencies

At 1st level, you gain proficiency in martial weapons.

Degradation and Deceit

At 1st level, your words eat at others' very sense of self, and you leave a trail of misery in your wake. You learn the Vicious Mockery cantrip, and you can cast it as a bonus action so long as you have not cast any spells so far during your turn. If you do so, you cannot cast any other spells during your turn.

In addition, you gain proficiency in either intimidation or deception. If you already have proficincy in both skills, choose another skill from the Cleric list to gain proficiency in.

Channel Divinity: Good Men Do Nothing

Starting at 2nd level, you can use your Channel Divinity to incite dangerous apathy, shocked complicity or paralytic fear in those who might otherwise oppose your actions. As a bonus action, each creature of your choice within 30 ft. of you that can see or hear you and is not immune to both the Charmed and Frightened conditions must make a Wisdom saving throw. On a failure, that creature is Stunned for one minute. At the end of each of its turns, the creature may make a new save, ending the effect on a success. This effect also ends on a creature if it is hit by an attack or fails a saving throw against any other effect.

Feed on Pain

Starting at 6th level, mortal sorrow and anguish feeds your divine powers. If you reduce a creature to 0 hit points with bludgeoning, piercing, slashing or psychic damage whilst at least one of that creature's allies is within 30 ft. and able to see or hear you, you regain a single expended spell slot, of a level not greater than your Cleric level divided by 6. You can use this ability a number of times equal to your Wisdom modifier (minimum of once.) You regain all expended uses when you finish a long rest.

Malign Strike

At 8th level, you gain the ability to infuse your weapon strikes with the power of evil itself. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Corruptive Influence

At 17th level, when you cause a creature within 120 ft. of you to be Charmed or suffer psychic damage, if that creature can be either Charmed or Frightened then you may implant an impulse in the creature. This functions like the Suggestion spell, except that it need not be in line with the creature's natural tendencies. The next time the creature encounters an opportunity to fulfil the impulse, it must make a Wisdom saving throw, with advantage if the impulse goes against its fundamental nature. If it succeeds, the effect ends harmlessly. If it fails, the creature acts on the impulse and the effect remains - the creature must make another save the next time it encounters a similar situation. The impulse is not magical. A Detect Thoughts spell or other effect which allows thoughts or emotions to be read will reveal its presence in the forefront of the mind, but a DC 20 Insight check is required to determine that it is not a native part of the target's thoughts. It can be removed by a Greater Restoration or any other effect of 4th level or higher which can remove insanity. This ability may be used a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a Long Rest.

If the game uses a strict morality system, the character is considered morally responsible for the actions they take as a result of the impulse, to the same extent that they would be responsible for giving in to their own darker side.




Druid

Circle of Warding (unrevised)

What are they keeping in? https://photoeverywhere.co.uk/britain/cornwall/stone_circle.jpg








Beyond this world, dread and terrible things lurk. Some believe that the demons, aberrations and elder evils that dwell in the outer darkness are held back by gods, or by some inherent quality of the planes, but druids of the Circle of Warding know differently. They have learned that it nature itself is an elaborate barrier, a giant sigil sealing a ward against those horrors in perpetuity. Why else, they ask, would evil begin to thrive where the cycles of nature break down? Why else would mortal defiance of the laws of reality so often lead to bloody and terrible disaster? Thus, these druids preserve nature not with the tenderness of a participant in it or the nurturing care of a gardener, but with the cautious precision of a guard repairing the defences of the building they watch over. They ensure that the world is kept just right to preserve its integrity, and when that integrity is breached they take swift and brutally efficient action to correct. They do what they do precisely because they value mortal life, but if a few hundred individual lives have to be lost then they must take that course without fear in order to preserve millions more. Some assign this callousness to some ridiculous commitment to radical 'neutrality'. The Circle of Warding do not care for such things. Their commitment is to homeostasis, and where homeostasis is disrupted, the body sickens and dies.

Terrible Knowledge

At 2nd level, you have learned a great deal about the terrible things that lurk beyond the world's boundaries, and how to spot their presence. You learn two of the following languages: infernal, abyssal, primordial, deep speech and celestial. Furthermore, as an action on your turn you may attempt to sense the presence of extraplanar intrusion within 60 feet of you. For the next minute, you learn whether anything you can see, hear or smell within this range is a planar portal, consecrated or desecrated place, aberration, celestial, fiend, or undead; or a warlock, cleric or sorcerer of any of these. After you have used this ability, you may not use it again until you complete a Short Rest.

Circle Spells

Your special training in protective and restorative magics has given you the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle Spells

Level Spells
3rd         Protection From Evil and Good, Warding Bond, Lesser Restoration
5th         Magic Circle, Remove Curse
7th         Banishment, Death Ward
9th         Circle of Power, Dispel Evil and Good

Repair Nature

At 6th level, you have become an expert in restoring that which has been defiled to its previous condition. During a short or long rest, you can begin this process of repair, bringing life and order back to even the most desolate ruin. At the start of the rest, you touch a point in space and a slight shimmering fills the air within 60 feet. If you complete the rest undisturbed, then the land around you begins to repair itself. Plants native to the region are restored to complete health and wellness and begin to regrow if they have somehow been destroyed. If the area was altered by proximity to the lair of a Celestial, Fiend, Undead or Aberration then it ceases to be if you so wish. In addition, the area has the effects of the spell Magic Circle, affecting Celestials, Fiends, Undead and Aberrations, for one subsequent day. Finally, all living creatures within the region that you choose regain Hit Points equal to your Wisdom modifier, or, if they are already on full Hit Points, gain temporary hit points equal to your Wisdom modifier instead.

Warding Keystone

When you reach 10th level, you become an integral part of the network of defences keeping the real and the unreal apart. Whenever your turn ends and a hostile creature is within 15 feet of you, a glowing lattice of patterned knots appears around you, granting you 5 temporary hit points. Whilst you have those temporary hit points, you have resistance to Psychic and Force damage, and a hostile creature that ends its turn within 15 feet of you takes 5 Force damage. If it is an Aberration, Fiend, Undead or Celestial, it instead takes Force damage equal to your Druid level.

Seal Gateway

At 14th level, you are able not just to heal the natural world, but to protect it wholesale. When a creature within 60 ft. of you that you can see teleports, creates a magical gateway or portal, or casts any Conjuration spell, you may use your reaction to force it to make a Charisma saving throw against your spell save DC. On a failure, the effect fails and the ability used to attempt it is wasted. Alternatively, you may use your action to attempt to close a dimensional portal or gateway within 10 ft. of you that you can see. You make a Wisdom check; the DC is set by the DM, but for portals created by magic it will typically be equal to 10 + the level of the spell that created the portal. If you fail, you may not attempt to close the portal again until you have completed a Short or Long rest.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once.) You regain all expended uses when you finish a long rest.




Fighter

The Legionnaire (campaign playtested to 5th level, fully revised)

Some warriors are not heroes. Some warriors are just soldiers, doing a bloody, muddy, unpleasant job for a paycheck. Sometimes, those soldiers end up having to be heroes anyway. This rarely ends well.

Skills for the Road

When you select this subclass at 3rd level, you gain proficiency in one of the following skills or tools: Intimidation, Survival or Athletics, Carpenter’s Tools, Weaver’s Tools, Mason’s Tools, Cook’s Implements, Vehicles (Land) or a musical instrument of your choice.

Drilled ‘til the feet bleed

At 3rd level, you have learned to apply extensive training in proper movement patterns for warfare to the looser field of combat on which an adventuring party typically fights. Immediately after a friendly creature within 10 ft. of you moves, you may use your reaction to move up to 30 ft. to a space within 10 ft. of their final position . In addition, you can make attacks through the spaces of friendly creatures within 5 ft. of you as if they were not there as long as those creatures can see or hear you.

Unit Fighter

Also at 3rd level, you have trained to fight as effectively as possible alongside others, and you can pass on this wisdom to your chosen comrades . When you take a Long Rest, select a number of creatures within 30 ft. of you equal to your Proficiency Bonus. Whilst they are within 10 ft. of you, these creatures also gain access to the benefits of your Fighting Style.

Veteran Campaigner

Surviving in the military for long requires certain qualities that might not be immediately apparent to your typical vigorous and patriotic young lad or lass. At 7th level, you have advantage on Constitution saving throws against disease or the effects of a Forced March. You may furthermore create a tunnel, trench or earthen mound 5 ft. wide and deep/high at the rate of 10 ft. per hour in soft earth. This ability does not function if you do not have access to appropriate materials, such as a shovel or support props.

Soldier’s Best Friend

At 10th level, you have learned to make fear your friend in battle and stand your ground no matter what. You do not suffer any penalties due to the Frightened condition, though you can still be Frightened for the purposes of other effects which trigger on its basis, and whilst Frightened you can take the Dodge action as a bonus action. In addition, when an effect would compel you to move you can take a reaction to remain still.

Formations!

Whether as a terrifying drill serjeant or a heroic example to your peers, by 15th level you can push your allies to manoeuvre with unmatched speed and efficiency. When you use your Drilled ‘Til the Feet Bleed ability to move as a reaction, all friendly creatures within 10 ft. of you or the creature that triggered your use of the reaction may expend their reactions to do the same.

FIGHT AS ONE

At 18th level, if you have at least two friendly creatures that are not Incapacitated within 10 ft. of you then whenever you or a friendly creature within 10 ft. of you are missed with an attack by a creature within 30 ft. of it , the attacker suffers Bludgeoning, Piercing or Slashing damage (your choice) equal to your Fighter level.




Monk

Way of the Fluttering King (campaign playtested to 4th level, unrevised beyond [OP])

You are the soul of the Fluttering King, the King in Yellow, the Brallagh Roff, a pseudoelemental spirit of a possible alternate element of air, a power associated with passionate and 'mad' artistic creation since time immemorial. Long since bound to human bodies, the King reincarnates each time it dies. You are but the latest.

Otherworldly Muse

At 3rd level, you are capable of producing art that provokes horrified entrancement in the listener. You gain proficiency in one musical instrument, artist’s supplies or the Performance skill. You may publicly display your art to invoke eldritch power, spending 2 ki points to cast Enthrall. 

Flutterflay

Also at 3rd level, you can cause long yellow, beige, brown or white rags, streamers or tendrils to burst forth from your clothing on an unearthly breeze, choking at your foes and blinding those who draw too close. You may expend 1 ki point at the beginning of your turn, creating the following effects until the beginning of your next turn:
    • Your reach with unarmed strikes, including those made as Attacks of Opportunity is increased by an amount equal to your Unarmoured Movement speed.
    • Hostile creatures treat the area within half this extended reach as difficult terrain.
    • When a creature within 10 ft. of you makes an attack against you, after it is determined whether the attack has hit or missed, you may use your reaction to force it to make a Strength saving throw against your Ki save DC or be blinded until the beginning of your next turn.

No Mask? No Mask!

At 6th level, you can reveal the beautiful horror writ large in your face as an action. All creatures within a 30 ft. cone that can see your face must succeed on a Wisdom saving throw against your Ki save DC or be Charmed by you for the duration of the effect. A creature Charmed in this fashion is Paralyzed; it makes a further save at the end of each of its turns or whenever you or one of your allies deals damage to it, ending the Paralyzed condition on the first success and the Charmed condition on the second. If it fails, it suffers Psychic damage equal to your martial arts die+your Wisdom modifier. The effect automatically ends on a creature if you move more than 30 ft. from it or it is no longer able to see your face; otherwise, the effect ends after one minute. If at the end of this minute the creature is still charmed, or if damage from this effect reduces it to 0 Hit Points, it gains a random form of Short-Term, Long-Term or Indefinite madness (your choice) with a… creative twist. When the minute ends you also gain a level of exhaustion.
You may use this ability once, regaining all expended uses when you finish a Short or Long rest. 

Storm and Sorrow

Also at 6th level, you may, as an action, expend 4 Ki points to cast Fly, Windburn (NRCToS) or Wind at Back (NRCToS). Further, you gain resistance to Thunder and Psychic damage.

Incomprehensible Form

Starting at 11th level, your body is becoming increasingly detached from the traditional laws of reality. You gain resistance to Bludgeoning, Piercing and Slashing damage from nonmagical weapons, as well as Lightning, Thunder, Cold and Poison damage. In addition, you can move through objects and creatures as if they were not there, though you take 1d10 force damage if you end your turn inside an object or creature. You are treated as an aberration or elemental for all effects which target these creature types. 

Song of the Thunder

At 17th level, the awesome power of the Brallogh Roff is yours to command. You may expend 6 Ki points to cast Control Weather, or 9 Ki points to cast a form of Storm of Vengeance wherein all 10 rounds use the rules for rounds 5-10. For a mere 20 Ki points, you may assume complete command of the element of air, including the fundamental laws that govern it, within a 300-ft. radius. In addition, you gain a fly (hover) speed equal to half your walking speed.




Paladin

Oath of Ruination (unrevised)

From a piece of Warhammer art, I believe from the 8th ed Warriors of Chaos book? Can't for the life of me find the attribution though - would appreciate it if you know it.


Heroes die and pass into myth; their petty demesnes grow into mighty cities at the hearts of bustling empires that fade and are swallowed by the desert; and through it all walks the Wastelander, bound to the Oath of Ruination. Driven by a curious sense of despairing inevitability, this champion of decay is a monitor of the cycles of forgetting, ensuring that the corruption and decadence that plagues all humanoids vanishes with their defeats rather than building into true cataclysm. To those who oppose them, they are mad destroyers, regicides and destroyers of whole nations – but they know the truth. They prevent perpetual tyranny from freezing the world into stasis, maintain the proper cycle of development and downfall, and reset the balance of oppressor and oppressed that all may have their fair chance at glory before they, too, are forgotten.

Oath Tenets

Inevitability. Everything in this world passes into dust with time; do not defy the cycles of entropy, and resist those who would seek to do so. Hold onto nothing, and knock that which others grasp at from their hands.

Equality. All are equal before the passing of time. As ages go by, a king may become a peasant or vice-versa. Treat all the same, and strive to see those who do otherwise defeated.

Forgiveness. As the cycles of history turn, the world forgets its past grievances. So too should you not pursue your enemies further once their endeavours have been brought low.

Fatalism. Let the winds of the desert carry you where they may. Accept such companions as arrive before you, such roads as place themselves beneath your feet and such fortunes or ills as strike you long the way. When the time comes and your aims are fulfilled, though, always be ready to move on.

Cycles. Do not destroy wantonly; things pass that new things may grow amidst their ruin, and those new things should be allowed their time in the sun before the scythe descends. Just as the sandstorm sweeps through the great palace but passes over the nomads in their caravans, focus your efforts on the great and powerful who try to permanently change the world, not the humble or transient.

Expanded Oath Spells:

You gain oath spells at the paladin levels listed. Note that a spell marked with a * can be found in the appendix.

Oath Spells by Level

Level Oath Spells
3rd Bane, Parching Touch (NRCToS)
5th         Make Lost (NRCToS), Wither and Bloom
9th           Crumble (NRCToS), Drought (NRCToS)
13th         Blight, Blast of Sand (NRCToS)
17th         Sand Shroud, Transmute Rock

Channel Divinity:

Things Fall Apart: You focus your will upon grinding your enemies’ protective measures into dust. As an action, select an enemy within 10 ft. That enemy reduces their Armour Class by 2 for one minute or until you fall unconscious. Inevitable Doom You can use your Channel Divinity to exude a sense of unstoppable decay and destruction. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of Despair:

At 7th level, you remind your companions of the folly of all attachment. You and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Shared Fate:

At 15th level, you embrace harm to yourself, drawing those who strike at you into a self-destruction. When a creature within 10 ft. of you deals damage to you on your turn, it immediately suffers Force or Necrotic damage (your choice) equal to double your Charisma modifier. If it reduces you to 0 Hit Points, it instead suffers damage equal to the highest of double your Charisma modifier or the damage of the effect or attack that reduced you to 0 Hit Points.

Nothing Beside Remains:

At 20th level, as an action, you can take on the awe-inspiring yet terrible mantle of a reaper of empires for one minute. When you do so, you ahem reap the following benefits:

  • Hostile creatures within 30 ft. of you cannot regain hit points, remove levels of exhaustion or gain temporary hit points, and attack rolls against them by creatures also within 30 ft. of you have advantage.
  • You can pass through objects and creatures unimpeded. You cannot end your move inside an object or creature; if you would be forced to do so for any reason, you are shunted into the nearest unoccupied space, and both you and the object or creature suffer 1d10 force damage.
  • Your attacks and spells deal double damage to objects and structures. 
You can use this ability once, and it ends when you fall unconscious. You regain all expended uses when you finish a Long Rest.




Rogue

The Wretched (unrevised)

Some people don't pick up their skills because they want to or even because they need to. For some, they aren't really skills at all, just survival instincts honed to a razor's edge. Archetypal Wretched Rogues probably grew up on the streets, or else were suddenly thrust into extreme danger and had to rely on their wits to survive. These individuals have rarely trained to do what they do, instead learning what is necessary to survive in a dog-eat-dog world. They're not necessarily cowards, but all know when to retreat from a fight that's too much for them; as they begin to gain in knowledge and power, though, many of these most unfortunate scoundrels will begin considering ways in which to turn the tables. Remember that old saying about a cornered rat?

Pitiful Scavenger

When you choose this archetype at 3rd level, you have learned how to slip beneath the radar of most creatures, appearing unimportant enough not to be worth bothering with or simply ducking into the shadow of somebody larger. You can always choose to use your Wisdom instead of your Dexterity when making Stealth checks. If you do so, you can take the Hide action whether or not you are obscured in any way.

In addition, you are adept at surviving on whatever fortune throws your way, taking sleep and food where you can get it and fighting off many diseases through pure grit. You have advantage on saving throws against starvation, thirst, lack of sleep or disease.

Nose For Trouble

Starting at 3rd level, you know how to get yourself out of trouble double-quick if things look like going sour, as well as how to defend yourself fast and violently enough to discourage further bother in a tight spot. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Know When To Run

At 9th level, you don't face danger so much as you duck around it. As a reaction, when a creature that you can see or hear enters a space within 15 ft. of you, you may take the Dash, Disengage or Hide action.

Cornered Rat

At 13th level, you fight like hell when backed into a tight corner. If, on your turn, there is no space you could move to within 30 ft. which is more than 10 ft. from any hostile creature, or if there are at least 8 hostile creatures within 5 ft. of you, then you gain Advantage on attack rolls against creatures within 10 ft. of you for the duration of your turn.

The Tables Turned

Beginning at 17th level, you've turned your former wretchedness into your greatest weapon, switching from guilt-inducing urchin child to vicious threat at the drop of a hat. As a bonus action, you can appear utterly pitiful and beneath notice for one minute or until you use an attack or effect that targets or damages one or more hostile creatures. For the duration, any creature who targets you with an attack or a harmful spell, or positions a harmful area of effect such that it encompasses no creatures except yourself, must first make a Wisdom saving throw against a DC of (8 + your proficiency bonus + your Wisdom or Charisma modifier.) On a failed save, the creature must choose a new target (or in the case of an area of effect position it such that it affects at least one other creature) or lose the attack or spell. When this protection ends for any reason, you may immediately take an additional action. Once you do so, you can't use this feature again until you finish a short or long rest.




The Archaeologist (Unrevised)


Not really based on Indy, but I don't have any other art for it

Design note: The Archaeologist looks at the Wizard and asks 'what if I stole bits of your deal for a change.' Depending on how you feel about martial-caster balance in noncombat scenarios, it may be OP or it may be evening the playing field.

Field Training

When you choose this archetype at 3rd level, you are trained in the basic implements and skills of survival and exploration. You gain proficiency in your choice of two of Knowledge (History,) Knowledge (Ancient History,) Survival and Cartographer’s Tools. If you already have proficiency in one of the above you may choose to gain expertise instead as your choice, as per the Expertise feature. You also gain proficiency in one language of your choice and one martial weapon with the light, finesse or thrown quality.
In addition, you gain a climbing speed equal to 5 ft. less than your regular movement speed. If you already possess an equal or greater climbing speed from another source, increase it by 5 ft.

Well-Rounded Explorer

You learn a handful of techniques that help you to explore the secrets of the world’s ancient places. Select three Explorer’s Tricks from the list below; you learn two more at 9th , 13th and 17th level. Each time you use one of these tricks, you must expend a number of Exploration Points, of which you have a number equal to your Intelligence +1 (minimum of 1.) You regain all expended Exploration Points when you complete a Long Rest.

  • Student of Ancient Dangers (1 EP): Whilst exploring a new area, you spend one minute studying an artistic or written description of a type of creature (orcs, for example, or ancient Teleans,) or an artifact made by that type of creature, that you have  found within the area. Until you next take a Long Rest, if you encounter such creatures (or their undead derivatives, minions, constructs etc.) you have advantage on the first Charisma roll you make to interact with them or Initiative roll you make if they are immediately hostile. You may choose to expend 1 additional EP to further learn one of the following facts about the creatures: a vulnerability, resistance, immunity or average ability score. Which one you learn is the DM’s choice.
  • Nose for Treasure (3 EP):  Over the course of ten minutes, you cast Identify (which in this case may only target an object) or Locate Object, without expending any material components. 
  • Polyglot (2 EP): Studying texts on the essentials of linguistics and paying close attention to context clues for a minute, you become able to communicate in a language of your choice for the next ten minutes. You do not understand idiomatic speech or the deeper meaning of phrases necessarily, but essential communication is accurate. You may instead decipher written speech with this ability; this takes an hour focusing on the task with no distractions.
  • Anthropological Encyclopedia (1 EP): After a minute of interaction with a creature and consulting your books, you can perfectly determine the culture to which it belongs to at least a broad level of detail, as well as any specific markers that would indicate status or sub-group within that culture, as long as it is one that exists within the known world.
  • Rational Wayfinder (1 EP): Studying the stars, the position of moss on trees  and other  phenomena, you add your Intelligence modifier to your Survival checks for eight hours or until you cease to focus on the task of navigation.
  • Dungeoneering Theory (1 EP): As an action, you become hyper-aware of your surroundings, gaining advantage on all Perception and Investigation checks made to detect secret doors, traps, natural hazards such as cave gas or sloping/curved passageways for one hour.
  • Piercing Senses (1 EP): As a bonus action, for one minute, you gain advantage on saving throws against illusions. When an illusion would normally allow you to interact with it as an action in order to break it, you may do so as a Bonus Action using your Cunning Action.
  • Forensic Archaeology (1 EP): Over the course of a minute, you analyze a dead body of any age, learning how old it is, its age and health at death, sex and probable cause of death. An incomplete body yields less information.
  • Architectural Historian (1 EP): Over the course of a minute, you analyze a structure and work out its approximate age and possibly the culture that produced it, if that culture is known. Depending on how intact the structure is, you may gain more information, including the rough level of technology of the culture, or more specific information.

Ruin Researcher

You have an instinctive sense for the architecture, history and inhabitants of the forgotten regions of the world. When you take a Short or Long Rest in a ruin, dungeon, cave or other such place, you may choose to spend part of the rest examining your surroundings. You then make a History check. In addition to any knowledge about the area’s history and culture that might normally be conferred by such a check, you gather additional information dependent upon the result:
On a roll of 10 or more, you learn the types of traps that exist in the area around you, their triggers, but not their locations. 
On a roll of 15 or more, you learn the types of creatures that exist in the area, their approximate quantities (i.e. many fey, few fiends, some beasts,) but not their locations.
On a roll of 20 or more, you learn the identity of the single most valuable item in the area (subjectively determined by the DM,) but not its location – though it does become a valid target for Locate Object. Note that this ability is effective even if the creators of the structure were not aware of these traps, creatures or items – you are adept enough at studying subtle clues in your environment to be able to work without obvious hints.

Hunter of Ancient Treasures

By 13th level, you are learned enough in the common traits of magical items across time that you can activate even those whose intended users are long since dead. You ignore all class, race, and level requirements on the use of magic items.

Fortune Favours the Bold: 

At 17th level, you use a combination of carefully honed skills, canny improvisation, knowledge and luck to survive threats that have claimed the lives of many lesser explorers. When you fail a saving throw, attack roll or athletics or acrobatics check, you may use your reaction to expend an Exploration Point to add 1d4 to the roll, potentially causing it to succeed. If you apply this bonus to an attack roll, you may choose to apply your Sneak Attack to the resultant damage roll as if you had advantage.




Sorcerer

Obliviate Shard (revised)

My art

For some, the destruction of all that is seems like a mercy; for other, more dangerous folks, it might appear to be a duty. Rare and terrifying indeed, though, are those for whom it is simply in their nature. Whether you revel in terrible power or fight to preserve the universe with the very powers that threaten to unravel it, you are one such individual, touched by the outer dark and estined to undo all that is. You might have been created by a force of cosmic destruction or exposed to a tear in reality at birth. Perhaps a teleportation mishap hurled you through the very heart of the void, or mayhap an ancestor swore a nihilistic pact to destroy a reality which brought them nothing but pain. At any rate, a fragment of cosmic nothingness is lodged deep within your soul.

Your every spell and working undoes reality. When you cast a spell, something is always removed, never added. When you conjure a being, you remove the possibility of it being anywhere but here. When you charm, you obliterate a creature's will to resist. Evocations do not simply char the flesh, but shatter the very fabric of reality upon which it rests, and necromancy breaks down the barriers between life and death.

Eschatological Magic

You learn additional spells when you reach certain levels in this class, as shown on the Eschatologigal Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Eschatological Spells

Spell Level Bloodline Spells
1st Arms of Hadar, Entangle
2nd Darkness, Shatter
3rd                 Dispel Magic, Hunger of Hadar
4th                 Dimension Door, Gravity Sinkhole
5th                 Antilife Shell, Enervation
In addition, consult the Omens of the End table and choose or randomly determine a way your connection to oblivion manifests while you are casting any of your sorcerer spells.

Omens of the End

1 Your eyes appear as mouths, gullets filled with starless night.
2 The light of the sun darkens for a moment as you cast, the moon turns blood-red, or rain/snow turns oily black around you.
3 Black gore wells up from the soil about your feet.
4 Small cracks appear in objects nearby you, from which a faint whispering can be heard.
5 The area around you briefly becomes eerily silent.
6 The visible effects of the spell you cast seem to shatter like a broken mirror when it comes to an end.

Shatter Reality

At 1st level, your spells are inherently destructive to existence, working through deletion, never creation or change, and leaving scars on reality that cannot truly close. When a creature fails a saving throw against one of your spells, that creature's Hit Point Maximum is reduced by an amount equal to the damage dealt by that spell until it completes a Long Rest. If the spell did not deal any damage, its Hit Point Maximum is reduced by an amount equal to your Charisma modifier, to a minimum of its current Hit Point total. In addition, if a spell with a duration that you have cast comes into contact with an Antimagic Zone or any other effect which prevents magic from functioning, or if it is dispelled, the spell continues functioning for one turn and then behaves normally. This may mean that it does not end, if it is no longer in contact with the antimagical effect.

Nothingborn

Also at 1st level, your connection to the airless void makes you resistant to certain of its threats. You are unaffected by ambient pressure or its absence, and you can hold your breath for up to an hour.

Yawning Oblivion

At 6th level, you are able to rip a gash in the tellurial membrane, opening a gaping void-maw to swallow attacks against you outright. As a reaction when an attack roll is made against you or you have to make a save against an effect which targets you specifically, you cause the attack roll to have disadvantage or you gain advantage on your saving throw. If this causes the attack to miss or your save to succeed, you suffer no effects from the attack or effect, even if it would normally cause some effect on a miss or successful save. In addition, if you suffer no effects from the attack or effect then you and every creature within 10 ft. of you suffer Force damage equal to your Charisma modifier. One you cause an attack to miss or a saving throw to succeed using htis ability, you may not use it again. You regain all expended uses when you complete a short or a long rest.

Apocalyptic Metamagic Options

Also at 6th level, you gain the following additional Metamagic options, in addition to any other Metamagic options you have access to.
  • Unravelling Spell. When you cast a spell that targets a single creature, you may spend 4 sorcery points to end any spell of 3rd level or lower currently active on the target.
  • Night-Bringing Spell. When you cast a spell with an area of effect, you may spend 2 sorcery points to fill the area of effect with magical darkness and silence. This magical darkness and silence lasts until the beginning of your next turn, or until a magical effect which generates sound or light of third level or higher is cast within the area.

Suppurating World-Scar

At 14th level, the shard of oblivion within you is terrifyingly close to the surface, and your every action leaves indelible wounds on reality. The duration of all of your spells with a duration of one minute or more is doubled, and if your concentration is broken they now end at the start of your next turn, not immediately.

Native of the Void

At 18th level, you are well-adapted to endure the darkness that you will bring down for long enough to see the last lights of the world go out, before passing into beautiful nothingness yourself. You no longer need to breathe. In addition, as a bonus action, you can initiate a transformation which lasts for one hour. Whilst transformed, you gain Resistance to Necrotic, Cold and Force damage, Blindsight with a range of 60 ft., and a fly (hover) speed of 10 ft. However, you become vulnerable to radiant damage, and have disadvantage on all attack rolls and ability checks whilst in bright light.





That's it for now. At some point in the probably-nearish future when I need to plug another gap in the release schedule I'll add on the two prestige classes and a dozen odd spells and magic items I made at one point or another.

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