





Hello i am back with a small drop!
Currently i am working with a blood/darker themed homebrew pack with multiple subclasses and a class (if i refine the idea)
Anyways hope ya all enjoy!!
I made way too many races this week so there's seriously another ten or so races in my compendium I couldn't fit into this post... I had a lot of free time this week!
This is the third update to a rather ambitious project I've been working on. Moving onto the Ancestry Feats, I've completed those for Humans, Elves, Dwarves, Gnomes, Aasimar, Aaracokra, Tortle, and Aasimar. Some love shown to the Kobold too, but still working on that.
Th ultimate goal is a system of feats for more customizable characters, utilizing the categories of Race/Species/Ancestry, Background, Class, with the idea in mind that each of these should open up doors to new avenues of growth.
I know that my own, and most peoples', games are mostly lower level and as such, this system is designed to allow a party to stay within the bounds of Tier 1 & 2 themes and gameplay, while still growing mechanically. Moreover, it is my intent to enable both DMs and Players to more employ more creative agency over the courase of that growth by:
Want to wildshape into an owlbear, or fluidly from one form to another, à la Doric? There's a feat for that. How about a dragon? That too. Want to be a super original Gloomstalker Ranger with panther companion? You can do that.
Bards can unlock arcane performances weaving together themes and overtures, expanding their flavor beyond highly skilled inspiration vending machines. Monks cultivate a meditative practice to harness the power of mind and body more deeply. Ranger's can finally learn to actually become the masters of the wilds they were meant to feel like.
This is a work in progress. Please feel free to leave feedback and ideas of your own!
See the full pdf (90+ pages so far) on Homebrewery as it's updated in real time (Chrome Only)
Or, here's another link to the current state of the compendium (not updated): https://drive.google.com/drive/folders/1sewejMn7QYWboYm25KFYngqAyPZJBWfb?usp=drive_link
I decided to buff martials, and here is my buff for the Fighter — the largest and most complex one, since I’m biased and love Fighter. I haven’t really played Barbarian or Rogue, and I’ve only played Monk with multiclassing and homebrew, so I’m not sure how well I could buff them.
As for the Fighter, it gains a system of abilities similar to Eldritch Invocations, called “Martial Doctrines.”
Martial Doctrines are a system that allows each Fighter to select abilities (hereafter called doctrines) from a list, provided they meet the prerequisites. This functions similarly to the Warlock’s invocation system. The Fighter gains this feature at 1st level, and it replaces the Fighting Style feature. However, Fighting Styles can still be selected as one of the doctrine options.
Regarding the Champion subclass and its 6th-level feature that grants a Fighting Style: nothing changes. The Champion still gains a Fighting Style feat, and this will often allow them to free up one of their doctrine selections for a more advanced option.
Doctrine Progression
At 1st level, the Fighter gains 1 doctrine. This remains the case until 4th level, when they gain a second.
Levels 1–3: 1 doctrine
Levels 4–6: 2 doctrines
Levels 7–9: 3 doctrines
Levels 10–12: 4 doctrines
Levels 13–16: 5 doctrines
Levels 17–20: 6 doctrines
Doctrines are divided into three tiers:
those with no level requirement,
those available at 7th level,
those available at 13th level.
I do not expect all doctrines to be equally balanced against each other, but they should function similarly to Warlock invocations, where different builds prioritize different options. For example, a Warlock focused on weapon use will naturally take Pact of the Blade and its upgrades, while a Warlock focused on Eldritch Blast will instead prioritize Agonizing Blast. Likewise, as a Fighter progresses along one of several optimal “branches,” they can also pick up auxiliary abilities that are not central to the build but are still broadly useful.
List of Doctrines
Fighting Style
You learn a Fighting Style feat.
You can select this doctrine multiple times, choosing a different Fighting Style each time.
Fencing Mastery
Any weapon that lacks the Heavy or Ammunition property gains the Finesse property for you.
Martial Presence
When you make an Intimidation check, you can use your Strength modifier instead of Charisma.
Mighty Projectile
You can make attacks with a Longbow using Strength instead of Dexterity.
You do not have disadvantage on thrown weapon attacks or Longbow long-range attacks made using Strength.
You gain a +2 bonus to damage rolls with thrown weapons and Longbows.
Athletic Movement
Once on each of your turns, you can jump up to 30 feet by spending 10 feet of movement.
Sweeping Strike (Prerequisite: 7th level)
When you use the Cleave Weapon Mastery, the additional target can be anywhere within your weapon’s reach.
You also add your ability modifier to the damage dealt to the additional target.
Devastating Strike (Prerequisite: 7th level, Fighting Style: Great Weapon Fighting)
You learn the Devastating Strike Weapon Mastery. Before making an attack, you can replace the weapon’s mastery with Devastating Strike, provided the weapon has the Heavy property.
Devastating Strike: Before making a melee attack, you can take a −5 penalty to the attack roll. If the attack hits, you add +10 to the damage roll.
Superior Defense(Prerequisite: 7th level, Fighting Style: Defense)
While you are wearing armor or wielding a shield, you can reduce bludgeoning, piercing, or slashing damage you take by 1d10 + your Strength or Dexterity modifier (no action required).
Once you use this feature, you can’t use it again until the start of your next turn.
Perfect Protection (Prerequisite: 7th level, Fighting Style: Protection)
You can use the reaction granted by the Protection Fighting Style even if you are not within 5 feet of the target of the attack, provided the target is within a distance equal to your Speed.
You can move to the target as part of that reaction.
Combat Awareness (Prerequisite: 7th level, Fighting Style: Blind Fighting)
You can’t be surprised.
Your blindsight range increases to 20 feet.
Disorienting Strike (Prerequisite: 7th level)
When you use the Sap Weapon Mastery, the target must succeed on an Intelligence saving throw or be unable to take reactions until the start of its next turn, and it takes psychic damage equal to one weapon damage die.
Regardless of the result, the target is immune to this effect until the start of your next turn.
Advanced Mobility (Prerequisite: 7th level)
Your walking speed increases by 10 feet.
When you use Tactical Movement, you can move up to your full Speed instead of half your Speed.
Tactical Movement also triggers when you use Action Surge.
Volley (Prerequisite: 7th level)
You learn the Volley Weapon Mastery. Before making an attack, you can replace the weapon’s mastery with Volley, provided the weapon has the Ammunition property.
Volley: You gain the Volley action. As part of this action, choose a number of targets equal to your Proficiency Bonus. All targets must be within 30 feet of each other and within your weapon’s range. Each target must make a Dexterity saving throw, taking damage equal to two weapon damage dice + your attack ability modifier on a failed save.
Minor Surge (Prerequisite: 13th level)
Once per turn you can expend one use of Second Wind to gain an additional Bonus Action on your turn.
You cannot use this feature again until you use your Action Surge feature.
Sending a message (Prerequisite: 13th level, Mighty Projectile)
The normal and long ranges of your thrown weapons and Longbow attacks increase by a number of feet equal to 30 × your Fighter level.
In addition, you can use a thrown weapon or a Longbow to deliver messages across vast distances. When you do so, you can target a location or creature you are familiar with at a distance of up to 100 miles.
When you make such a throw or shot, roll a d100 and consult the table below:
1: You miss entirely, and the projectile strikes a random creature.
2–15: The projectile lands in an incorrect location where it is unlikely to be found by the intended recipient.
16–30: The projectile lands near the intended destination, but not precisely at it.
31–95: The projectile arrives at the intended destination in a location where the recipient can reasonably find it.
96–100: The projectile lands at the feet of the intended recipient, or strikes them directly if you choose. If it strikes the target, it deals five times the weapon’s normal damage.
Currenly i am at a bit of a loss regarding other 13th level Doctrines. The idead well is running dry.
main concerns would be the Devastating Strike + GWM because new GWM sucks, but having both is probably too much, so if i was to use this, i probably wouldnt allow having both on one character.
Regarding other martials like barbarian.
Personally i'd just say that rage damage isnt just +2 or =3 its +2d6 or +3d6, and for berserg i'd just apgrade it to d8's or d10's. Also probably should be a feature to buff survivabilty and saves at about 7-9th levels.
For rogues... i mean they do have a lot already, and the only concern is damage so i'd bump sneak attack it from d6's to d8's or even d10's.
And for monks... i just dont know.
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This is the final subclass from our first release at Creative Dungeoneering Company.
The goal with the Street Magician was to take the Rogue in a different direction, less about pure damage and more about control, misdirection, and timing. Instead of just landing Sneak Attack, you’re manipulating when and how it matters.
A few things it leans into:
• Turning Sneak Attack dice into defensive tools, in line with the Rogue’s 5.5e direction (Misdirect)
• Setting up burst damage for your team (Magic Word)
• Battlefield disruption through timing and positioning
• A bit of chaotic magic at higher levels
I’ve been posting a few of our subclasses here to get feedback and see what lands, and this is the last one from that set.
We’ve already released the full bundle (subclasses + module), and I’ve been working on our next project, which leans much more into creature and encounter design.
Would love to hear what stands out to you balance, flavor, or anything that feels off. Most importantly is this something you would be excited to see or play at your table?
Me disculpo si no es del agrado de algunos soy DM novato y es el primer Npc que creo y primera vez que uso las herramientas de Homebrewery. Espero les guste
It's been a few months since finishing the Demigod "once and for all", and it turns out that the second I posted it I identified a dozen things I wish I'd fixed. Considering that, and my desire to adapt the Demigod to the current ruleset, it turned out I had one more "once and for all" in me.
The full changelog from 2.0 to 3.0 can be found in the complete document on Homebrewery. A guide to the subclasses can be found below:
An embarrassing omission: I meant to delete some custom options for Fighting Styles now that the Fighting Style system has changed, but accidentally deleted the entire feature, and didn't catch that until now. It's on the Homebrewery, but it's not in here because it's page four of twenty and I don't want to go back and screenshot them all again.
Subclass here:
https://homebrewery.naturalcrit.com/share/U6KXn0LRT2C8
Howdy ya'll, looking for any insight, advice, or notes on this little rewrite for the Gladiator subclass that appeared in the Apocalyptic Subclasses PDF that dropped back in August of last year linked here:
https://www.dndbeyond.com/sources/dnd/ua/apocalyptic-subclasses
As the tin says, I thought it would be interesting to take a step away from the Battle Master design of 'spend resource=bonus damage and effect', so please let me know what you think of the balance. There's also a second page that explains my thought process a bit too. Thank you for reading, my buddies
We have all been there everyone is rolling and you roll bad and someone just has God stats, get when you look at point buy the arrays you end up using become very samy after a while.
I wanted to create a point buy method that captured the cost of the relative rarity of 4d6 drop lowest, allowed ever character the range granted by 4d6 drop lowest and allowed for a greater diversity of starting stats and more interesting build option.
Point buy Budget of 100
| Attribute | Cost |
|---|---|
| 3 | -12 |
| 4 | -11 |
| 5 | -10 |
| 6 | -8 |
| 7 | -5 |
| 8 | 0 |
| 9 | 5 |
| 10 | 11 |
| 11 | 16 |
| 12 | 19 |
| 13 | 20 |
| 14 | 22 |
| 15 | 28 |
| 16 | 34 |
| 17 | 42 |
| 18 | 48 |
Because there are two Inflection points around 13 and 6 this method lends itseof to 3 types of arrays:
You can make some really lopsided arrays but you will have some pretty big character flaws lilly at a -3 to -4, if you choose to go that path.
DMs may still want to limit how many stats above or below 15 or 8 are allowed, but even with a few little tweaks like that you can get some very interesting and balanced arrays (assuming everyone is using this method) in a range normally not accessible only by rolling.
4d6 drop lowest is a right skewed data set. In order to apply linear factors I need to transform it using e^n, where n is the probability of a roll occurring (from 3-18). This produces a normal centred around the mode (most common number) which occurred at n_13. You can use any base as long as you use the same base later on.
I wanted to invert this curve so that the cost increases as rarity increases. So assigning 1 at the mode I can multiply each number by a factor of the percentage increase/decrease between each number moving away from the mean in each direction.
Reintroduce the skew by doing a log transform using the same base as you used earlier.
Scale until there is at least 1 integer difference between each step away from the mode (For me this was 2.4). Multiply all of the interferes before the mode by -1.
Add or subtract whatever value you want to be zero and round to the nearest whole number.
Define a point buy budget. By testing some arrays you consider reasonable in this case I used the standard array.
Hi there! Here is a revised version of the Satyr homebrew I've been working on! The reason I added back in Magical Effects to Magical Resistance is due to just how few creatures in the 2024 actually use spells in their stat blocks. I believe that this is probably in line with Gnome's Gnomish Cunning, but who knows.
I appreciate any feedback you might have!
Hello everyone!
This is my first time posting my homebrew, so feedback is welcome.
As a DM with a passion for swords and sorcery and the classical melee spellcaster fantasy known from videogames and pop culture, the lack of a mechanical way to express this in Dungeons and Dragons has frustrated me. While other, much more talented people have taken great swings at this archetype, I was always frustrated that their core mechanics either swung into overcomplicating the PF2 Magus or making a reflavoured Paladin.
In my version, the player makes use of "Spellweaving" allowing you to move Action-Spells to the Bonus Action when taking the Attack Action.
The class has been playtested by a multitude of players, mostly focused on T1 and T2 of play.
Thank you for reading!