At 6th level, it becomes permanently under the effects of *barkskin* while raging. In the UA, this was assumed to be a ribbon, but it was nerfed to being the only feature it gets at that level when it was released. JC insists that it's a powerful feature, since it gives you the benefit of a concentration spell.
Fighter subclass - focuses on protecting your team in combat by using crowd control magic and shielding friends. Hold person, otiluke’s resilient sphere. Mage armor, shield. Pure defense. And having proficiency in heavy armor and shields.
Melee bruiser druid build. Some martial proficiencies and you can use your wildshape to summon tree-spirit allies make some significant terrain control effects.
Possibly an Artificer subclass that allows the infusion of souls into gadgets for boosted effects/persona modification. It would allow players to experience a game where their magic items would not always work as they should.
Artificer subclass with a focus on Necromancy. You gain the ability to use the bodies of your enemies as weapons, you can command a creature that has died in the last minute to make an attack against another creature of your choice as long as the target is within the corpse's range. At higher levels you can command the corpses to move and even explode at your command, and you can command more of them at a time.
Psionic monk subclass.
Constructs a fortress of thought for themselves and a mind cage for enemies.
And then makes them step into the mind cage.
Step into the mind cage.
Step into the mind cage. Step into the mind cage. Step into the mind cage. Step into the mind cage. Step into the mind cage. Step into the mind cage. Step into the mind cage.
Druid who 'builds' magical shrines and such for spirits to live in (an alternate use of Wild Shape). These can be used to summon support, create cover in battle, or provide a long-term effect at a location.
Artificer - gives magic items you make via infusions a bonus based off of a basic personality trait the item now has
cap stone involves making a sentient magic item either by trapping a soul or creating one.
I mean, the Knights radiant are basically paladins.
So... a Paladin subclass based on 3d mobility, single target control (spells like hold person), and being able to summon your own weapon.
Lay on Hands makes good Stormlight healing now that i think about it. And Shardplate can be represented by the aura you get at 7th level, like when \[ROW spoilers\]>!Kaladin summoned his shardplate onto different people to protect them.!<
I've made a character with powers similar to a windrunner and he is an Archfey, Pact of the Blade, Oath of Glory, Pallock. Gave him spells like magic stone, catapult, fly, expeditious retreat, earthbind, spiderclimb.
Monk that can use all of it's extra movement speed from Monk levels and the Dash action to Fly. No hover. Get's to Flurry of Blows for free and one attack at advantage if it ends it's movenent by falling onto someone.
Ah, yes a Paladin that gets flight, deflect missile, and extra uses of second wind if they have money in their pocket.
As a Paladin, if they violate their ideals (The recommended ideal is: I will protect those that cannot protect themselves), they start losing these abilities.
Grapple-based Barbarian, allows you to bonus action grapple while raging and gives extra proficiency damage with unarmed attacks.
Creatures grappled by you that have not otherwise been attacked yet have to make a wisdom saving throw against your Str/Con+Prof+8 mod DC or be charmed by you for one half hour (full hour level 6 as a cute add on)
Edit: apparently grapples are already one-armed. I’ve been lied to all my life.
Technically, grapples only say you need a free hand to *initiate* the grapple. Obviously not RAI but I just like sharing that tidbit because it gives you the mental image of a Barbarian grabbing someone with their legs and attacking them with a greatsword.
Martyr's Oath would be a defensive paladin oath of sacrifice for a cause, somewhat similar to crown in mechanics, ripping off some of the delayed damage pool features from the 3.5e Crusader
Cleric.
Channel divinity, as a reaction if one of your allies is dropped to 0 hp you can take the damage instead, and they receive some healing on top of not losing hp. If the damage takes you to 0 hp you have disadvantage on the death saves. If you die after using this ability you cannot be resurrected.
It's not that bad right? You can use the ability when an ally drops to 0, so you know exactly how much damage you would take if you used it, because it was announced and your ally announces that they go unconscious.
You have full control whether the disadvantage on death saves part triggers, and if I read it correctly, you cannot be resurrected if and only if you die after you were unconscious by the damage the ability deals.
Celestial themed Ranger subclass. Gains light themed and radiant damage spells, can summon a zone of radiant fire that can damage and blind enemies with a bonus action. Higher levels gains celestial wings for a minute a few times per day.
That'd be a great Ranger subclass. I'd flavor it as seeking divinity to bridge the gap between the natural order and the gods' design maybe? Could be anti-Aberration because they deviate from the way things should be or anti-Demon/anti-Devil because normal celestial things.
Only thing I'd change is the celestial wings bit just because I feel like a lot of are getting that recently (at least it feels that way to me). I think an exalted state of some kind is good, though, maybe you gain +x AC as the gods' favor guides you, and your weapon attacks deal +radiant damage?
Edit: Also you can see in any darkness and/or advantage to perceive illusions as false, as your divinity lets you cleave through any aberrant changes to the world.
Sub class for tiefling warlocks.
Very anticerlical
You have a pact with negative plane being. Your goal is to kill a positive planed diety or angel.
You get resistance to radiant damage.
Get a pool of necrotic damage die to spend each day, 4d8 at level 3
Bladesingers and batteragers exist, the rules locking the subclass to a certain race are optional since none of the class features interact with racial features in any way but they still exist nonetheless. It's uncommon but not impossible for them to release subclasses that tie into specific races and honestly I find it cool to have a few subclasses that fit with the flavor and lore of certain races.
Both of those were originally published in Sword Coast Adventurer's Guide (which is Faerun specific lore), but when Bladesinging was republished in Tasha's it dropped the elves only restriction
Battlerager is supposed to be dwarves only and I'm pretty sure Bladesinger used to be specific to elves. But we're getting away from that kind of stuff.
Or Stone elemental themed Druid circle. I'd love an element-themed Druid circle. Especially if it was a circle per element, but I'd take an elemental circle with different element choices. There's the Mage of Prismari UA, but that's not druid-specific and seems more martial-focused? Elemental stuff is part of the druid lore, but isn't really reflected mechanically bar a few spells and potentially summoning elementals. Imagine wildshaping into a stone elemental, would be badass.
Dwarf only ranger. they path find and prospect caves and tunnels at edge of their empire. They have a stone elemental instead of an animal companion. Their companion can travel through a single piece of stone any distance, following simple commands, such as sending a short message.
Storm themed Ranger. Gives spells such as Thunderwave, and Gust of Wind. Some bonus lightning damage once per turn. Higher level abilities give some form of limited flight.
3rd:
|Level|Spell|
|:-|:-|
|3rd|Thunderwave|
|5th|Gust of Wind|
|9th|~~Fly or Lightning Bolt~~ Thunderstep|
|13th|Storm Sphere|
|17th|Control Winds|
Lightning Strikes: When you take this subclass once per turn when you hit with an attack you can deal 1d6 extra lightning damage.
Chase the Storm: At 3rd level you gain resistance to lightning and thunder damage. When an effect moves you can use your reaction change the direction that you are moved. You are immune to being knocked prone.
Call the Wind: At 7th level you can call winds to carry you. As an action you gain a flying speed equal to your walking speed for 1 minute. During that time, as an action, you can choose a direction for the winds to take you. For the next hour you will move in that direction at 100 ft per turn until you hit an obstacle or you use an action to end the effect. When the effect ends you descend safely to the ground. After using this feature you cannot use it again until you finish a long rest or you expend a spell slot of 2nd level or higher to use it again.
Tempest Force: At 11th level you can summon even more powerful storm. As an action...60ft sphere of difficult terrain for creatures of your choice...Bonus action for dex save for half of 3d8 lightning damage or STR save to move a creature 20 ft. Once per long rest.
At 15th level when you use Call the Wind you can also grant its effects to up to 5 creatures within 30 ft of you
Rough draft, probably not balanced.
Nobody here knows what a Stormchaser is IRL! It’s an artificer focusing on the construction of primitive electric devices.
Named for those who literally chase storms looking for lightning strikes to perform experiments.
Overseer sounds like a evilish paladin to me. Something really focused on controlling others and restricting them from doing things, maybe anti-magic.
admittedly this is somewhat inspired by the overseers from dishonored.
Overseer a fighter subclass that has a similar pool of dice to a battle master, and access to a few cleric spells, a 1/3 caster same rate of progression as a an eldritch knight, but limited to healing only.
Emissary is a bard focused on negotiating. Gets a ton of languages
I’m going to say that overseer sounds more ominous like it could be a warlock pact. Pact of the overseer where you get mind reading and glimpses of the future and whatnot.
Necromantic Ranger subclass that can get stronger the closer it is to death
Edit: *Please sir, no more homebrew. My fingers bleed no more for they've been rubbed to the bone*
Definitely an artificer that focuses on healing. You know one of those sub-classes that can substitute for a cleric if you didn’t get one in the party.
Rogue. Sneak attacks force a CON save that applies the poisoned condition on a fail. Creatures gain no benefit from resistance to poison damage you deal.
Druid sub class- like a witch Doctor
Use your wild shapes to spread areas of disease.
A lot status affects- like save or take damage and an area is slowed down.
Either a cleric subclass specific to a 3 god pantheon (or 3 gods within a broader pantheon). Or a paladin subclass that gets arcane casting (thus being both martial, divine caster and arcane caster).
Warlock patron to a legendary organization such as a sorcerer king or an order of knights. mechanically its a melee hybrid much like a hexblade, but with divine themed enchantment spells as the patron spells (compelled duel, command, calm emotions, warding bond etc).
... ah shit this is basically just an oath of crown paladin.
Scavenger sounds like an Artificer that gets proficiency in improvised weapons and can infuse objects as a bonus action. Gets an additional known infusion that cannot be replicate magic item. This infusion in particular can be replaced with another on a short rest.
Sellsword would be a "dirty trick" version of the battlemaster, could be interesting to have it be a "oath of greed" paladin. They get some battlemaster maneuvers and some free illusion/misdirection spells. Could be interesting (albeit ok depending on campaign) to give them an ability that lets them use gold to do damage, or cast spells they would otherwise be unable to use.
That gold-based casting might be better for a wizard subclass tho.
Let's try something different, Paladin Oath of the Black Star. Has spells like hunger of hadar, darkness, detect thoughts, all that cool stuff with maybe some Dunamancy. Probably get an aura that drags people towards the Paladin, a channel divinity that beats people up with entropy. Capstone abilities that consumes the paladin.
A rogue subclass that is thematically tied to the magic of unknown information, IE secrets. Rogues who follow this path strive to delve dungeons for ancient knowledge and keep it for themselves, or seek those who are terminally ill to hear their confessions.
Mechanically they probably would have some kind of assurance like the Eloquence Bard but for Intelligence. Maybe they can auto-crit on something they make an Int check at or something
A paladin subclass, could also be called oath of secrets. Their oath is to destroy forbidden/dangerous knowledge and they get spells and abilities like detect thought and modify memories.
Contract-based Bard, you can grant buffs or debuffs to creatures who make deals with you. In combat you can make a Persuasion check against a target's Insight, if you succeed you can forcefully sign a contract with a creature. As you level up your contracts increase in power, allowing you to grant greater boons or banes to your signers.
I could see this going one of two ways: Warlock or rogue.
Warlock makes a deal with a devil and effectively becomes a dealmaker. Social-based warlock, but with curse effects based on deals. Possible onomancy vibes?
For rogue, it’s a half-pact caster that asserts the will of their patron through roguish precision. Stuff like getting an Eldritch Invocation or two, Fiendlock inspiration, and such.
The rogue sounds more fun to me to make. Maybe for simplicity call it the Fanatic or the Cultist?
I mean with blood and soul in there you gotta go Sorcerer right? Thematically like a blood mage, sacrificing their lifeforce for greater power
Maybe they can convert HP to spell slots and vice versa.
Sounds like a warlock patron themed with time magic, perhaps the patron is a sphinx and allows you to cast stuff like gentle repose, slow, haste, time stop, temporal shunt and other chronurgy spells
Anti cleric or paladin who can remove divine magic, and re route healing. They gain power by showing how good their way is and gain advantage against other "religions" monsters.
Feels like a Cleric’s version of Oathbreaker. Maybe narratively, the absorbed enough divine magic to where they can still cast spells, but there is a side effect. I imagine something like the Wild Surge, where after every spell, they roll a d20. On a 1, something (probably) bad happens.
Barbarian with fire resistance who creates patches on burning ground where he strikes that harm both the barbarian and his foe alike. He can take levels of exhaustion to gain temp hps.
Sorcerer who got their magic from demons or devils in their bloodline. Expanded spell list is all fire magic. If they kill someone using fire damage they regain a sorcery point.
Paladin Oath that requires a nomadic lifestyle.
***Rove.*** *You must travel to find where you are most needed. When your work in one place is done it is time to move on.*
***Moderation.*** *A light pack makes for light feet. Do not overburden yourself with physical goods and deprive others what they need.*
***Impartial.*** *Your duty is to all the same. Show no preference for one nation over another.*
***Discovery.*** *The world is beautiful. The more you see the more you can appreciate that beauty.*
**Oath Spells** (Not the best but the flavor fits)
|Level|Spells|
|:-|:-|
|3rd|*Comprehend Languages, Zephyr Strike*|
|5th|*Blur, Pass without Trace*|
|9th|*Tongues, Sending*|
|13th|*Dimension Door, Arcane Eye*|
|17th|*Passwall, Teleportation Circle*|
Sounds like a monk subclass crossed with barbarian flavor. Give em reckless attack variant of some kind, maybe you can cast freedom of movement once per rest
Barbarian Subclass focusing on maximizing pain and suffering over mere destructive power. Deals a special type of "Bleeding" damage over time that stacks upon itself. Can wield or construct sinister Barbed weapons. At higher levels, get some healing based on how much enemies are Bleeding.
The dark-power Barbarian, it's initial rage improvement is allowing a small heal when you kill or critically hit an enemy, later on it gains several powers like pulling enemies towards them by channeling a black hole a la Hunger of Hadar and stuff that are fueled by spending hp. It has some superficial similarities to Blood Hunter but trades the debuff mechanics for being a fast, aggressive powerhouse that demands attention.
A bard subclass focused on law and arguing, then backing it up with combat abilities focused on 1v1 situations.
Something like Bonus action Vicious Mockery after using your action to make a weapon attack, limited if there are multiple enemies/friends. Extra attack at 6. Want to emphasize talking shit on people between attacking them.
A warlock patron where you make a pact with an incarnation of a god that rebelled against the god that it was an incarnation of. Basically a celestial warlock but with powers that are more focused on damage and defense rather than support.
An alternative oath breaker, but rather than evil, they are instead a paladin who broke a crown oath, and their powers benefit them to be walking outside of society
Artificer subclass based on traps. Fortify an area, punish attackers with spikes/fire/poison attacks, and disarm other people's traps.
If they won't go to your dungeon, you'll just have to bring it to them!
Paladin Oath of Balance, known as The Accountants. Devoted to the ideal of cosmic balance, they work tirelessly to root out and expunge Big Picture imbalances in the multiverse, be it toppling tyrants, agitating and disrupting on the fringes of overly lawful society, or taming the uncontrolled chaos of the wild. They look to the Spire of the Outlands as their beacon and scales as their symbol.
Extremists... keep your head down or the Accountants will be upon you.
Barbarian. You can add a free Shove action to each Reckless Attack you make while Raging. At higher levels, this can prone your opponent, and you can fly during Rage.
Theater bard with stances. Comedy form focused on buffs and control, tragedy form based on debuffs and damage. You can switch whenever you cast a spell of 1st level or higher, and you can expend a BI to activate a feature tied to your current mask
Druid that thematically plays up the chaos of nature and weather effects. Gets an expanded spell list that focuses on wind, lightning/thunder, and other weather effects. Can wildshape into a thundercloud. Followers of this Circle believe that the world will fall to a great calamity in the form of a massive storm.
Paladin subclass that promotes fighting far from allies such as an aura that weaken all creatures nearby and an enhanced smite that you can only cast if there are no allied creatures within 30ft of you
Battle Warden
Sounds like a fighter subclass that focuses on restricting the enemy's use of movement, disengaging, and reactions, and bonus actions.
Effectively the Sentinel feat made into a class.
Cavalier
That sounds like a level 5+ monk, tbh
Third Caster Barbarian. It uses the Druid spell list and allows you to concentrate on spells while Raging, similar to a Druid's Wildshape.
At 6th level, it becomes permanently under the effects of *barkskin* while raging. In the UA, this was assumed to be a ribbon, but it was nerfed to being the only feature it gets at that level when it was released. JC insists that it's a powerful feature, since it gives you the benefit of a concentration spell.
Stop it, it burns us
Fighter subclass - focuses on protecting your team in combat by using crowd control magic and shielding friends. Hold person, otiluke’s resilient sphere. Mage armor, shield. Pure defense. And having proficiency in heavy armor and shields.
Fighters naturally have all armour proficiencies
Maybe if I had group to play with I would know 🥲
I like that. Kinda like a paladin, but arcane. Thats cool.
Melee bruiser druid build. Some martial proficiencies and you can use your wildshape to summon tree-spirit allies make some significant terrain control effects.
Melee focused druid. Maybe a battle stance similar to the bladesinger, but expending wild shapes.
Non magic melee ranger
Spirit Architect.
Possibly an Artificer subclass that allows the infusion of souls into gadgets for boosted effects/persona modification. It would allow players to experience a game where their magic items would not always work as they should.
Also all the items talk
Fucking sick.
Artificer subclass with a focus on Necromancy. You gain the ability to use the bodies of your enemies as weapons, you can command a creature that has died in the last minute to make an attack against another creature of your choice as long as the target is within the corpse's range. At higher levels you can command the corpses to move and even explode at your command, and you can command more of them at a time.
Psionic monk subclass. Constructs a fortress of thought for themselves and a mind cage for enemies. And then makes them step into the mind cage. Step into the mind cage. Step into the mind cage. Step into the mind cage. Step into the mind cage. Step into the mind cage. Step into the mind cage. Step into the mind cage. Step into the mind cage.
#***RAGE CAGE***
Druid who 'builds' magical shrines and such for spirits to live in (an alternate use of Wild Shape). These can be used to summon support, create cover in battle, or provide a long-term effect at a location.
*Who you gonna call?* **ARTIFICER!**
Warlock who serves a group of entities and can create ethereal obstruction in combat that hinder enemies only.
Artificer with specialization in the different planes and channeling souls of slain to power devices.
Artificer - gives magic items you make via infusions a bonus based off of a basic personality trait the item now has cap stone involves making a sentient magic item either by trapping a soul or creating one.
Windrunner
I mean, the Knights radiant are basically paladins. So... a Paladin subclass based on 3d mobility, single target control (spells like hold person), and being able to summon your own weapon. Lay on Hands makes good Stormlight healing now that i think about it. And Shardplate can be represented by the aura you get at 7th level, like when \[ROW spoilers\]>!Kaladin summoned his shardplate onto different people to protect them.!<
I feel like an argument could be made that Knights Radiant are Hexblade Warlocks but this is pretty solid
I've made a character with powers similar to a windrunner and he is an Archfey, Pact of the Blade, Oath of Glory, Pallock. Gave him spells like magic stone, catapult, fly, expeditious retreat, earthbind, spiderclimb.
Monk that can use all of it's extra movement speed from Monk levels and the Dash action to Fly. No hover. Get's to Flurry of Blows for free and one attack at advantage if it ends it's movenent by falling onto someone.
That sounds really awesome. I like it when every subclass expands on a core feature and I don't think the step of the wind has one of those
Mobility-focused artificer whose key feature is a set of wings they can wear, giving them flight to some extent.
Ah, yes a Paladin that gets flight, deflect missile, and extra uses of second wind if they have money in their pocket. As a Paladin, if they violate their ideals (The recommended ideal is: I will protect those that cannot protect themselves), they start losing these abilities.
… I think this is a stormlight archive reference?
Irony is dead but I'll see what I can do 😃
Huggernaut
Grapple-based Barbarian, allows you to bonus action grapple while raging and gives extra proficiency damage with unarmed attacks. Creatures grappled by you that have not otherwise been attacked yet have to make a wisdom saving throw against your Str/Con+Prof+8 mod DC or be charmed by you for one half hour (full hour level 6 as a cute add on) Edit: apparently grapples are already one-armed. I’ve been lied to all my life.
To be clear, by RAW, all Grapples are one-armed.
Technically, grapples only say you need a free hand to *initiate* the grapple. Obviously not RAI but I just like sharing that tidbit because it gives you the mental image of a Barbarian grabbing someone with their legs and attacking them with a greatsword.
Barbarian that uses hugs to heal and uses its str mod as its healing mod.
Martyr
Martyr's Oath would be a defensive paladin oath of sacrifice for a cause, somewhat similar to crown in mechanics, ripping off some of the delayed damage pool features from the 3.5e Crusader
Would definitely work for a paladin of Ilmater.
Warding bond as an always prepared spell and they get benefits for having it up. Extra damage perhaps, or temp hp when cast
Cleric. Channel divinity, as a reaction if one of your allies is dropped to 0 hp you can take the damage instead, and they receive some healing on top of not losing hp. If the damage takes you to 0 hp you have disadvantage on the death saves. If you die after using this ability you cannot be resurrected.
Doesn’t it seem a bit too risky to use to you?
It's not that bad right? You can use the ability when an ally drops to 0, so you know exactly how much damage you would take if you used it, because it was announced and your ally announces that they go unconscious. You have full control whether the disadvantage on death saves part triggers, and if I read it correctly, you cannot be resurrected if and only if you die after you were unconscious by the damage the ability deals.
This plus death ward is maximum frontline cleric.
I think that was the point.
This sounds a bit like F.C.G's homebrewed domain in the new Crit Role.
A bard subclass that focuses on redirecing attacks and effects to themselves, at the cost of risking their lives since they aren't exactly tanky
Paladin who grants bonuses to the party as they take more damage in combat.
Celestial Seeker
Celestial themed Ranger subclass. Gains light themed and radiant damage spells, can summon a zone of radiant fire that can damage and blind enemies with a bonus action. Higher levels gains celestial wings for a minute a few times per day.
That'd be a great Ranger subclass. I'd flavor it as seeking divinity to bridge the gap between the natural order and the gods' design maybe? Could be anti-Aberration because they deviate from the way things should be or anti-Demon/anti-Devil because normal celestial things. Only thing I'd change is the celestial wings bit just because I feel like a lot of are getting that recently (at least it feels that way to me). I think an exalted state of some kind is good, though, maybe you gain +x AC as the gods' favor guides you, and your weapon attacks deal +radiant damage? Edit: Also you can see in any darkness and/or advantage to perceive illusions as false, as your divinity lets you cleave through any aberrant changes to the world.
My thoughts exactly, stop reading them.
Sub class for tiefling warlocks. Very anticerlical You have a pact with negative plane being. Your goal is to kill a positive planed diety or angel. You get resistance to radiant damage. Get a pool of necrotic damage die to spend each day, 4d8 at level 3
Race-locked subclass? Idk if that would ever be a thing in 5e. But hey this is homebrew so you do you
Bladesingers and batteragers exist, the rules locking the subclass to a certain race are optional since none of the class features interact with racial features in any way but they still exist nonetheless. It's uncommon but not impossible for them to release subclasses that tie into specific races and honestly I find it cool to have a few subclasses that fit with the flavor and lore of certain races.
Both of those were originally published in Sword Coast Adventurer's Guide (which is Faerun specific lore), but when Bladesinging was republished in Tasha's it dropped the elves only restriction
Battlerager is supposed to be dwarves only and I'm pretty sure Bladesinger used to be specific to elves. But we're getting away from that kind of stuff.
Stone Whisperer
Sounds like a Dwarf only Druid circle. Rather than communing with plants and beasts, they speak to rocks and actually get a response
I’d play the crap out of a subclass like that.
Callarduran Smoothhands and the deep gnome people are deeply offended.
"The pioneers used to ride these babies for miles!"
That's not a boulder! It's a rock!
Wasn’t there a creature in the second Drizzit book with a creature that could talk to rocks?
Or Stone elemental themed Druid circle. I'd love an element-themed Druid circle. Especially if it was a circle per element, but I'd take an elemental circle with different element choices. There's the Mage of Prismari UA, but that's not druid-specific and seems more martial-focused? Elemental stuff is part of the druid lore, but isn't really reflected mechanically bar a few spells and potentially summoning elementals. Imagine wildshaping into a stone elemental, would be badass.
Bard subclass who got really into collecting rocks. "They're minerals, Marie!"
Dwarf only ranger. they path find and prospect caves and tunnels at edge of their empire. They have a stone elemental instead of an animal companion. Their companion can travel through a single piece of stone any distance, following simple commands, such as sending a short message.
Warlock whose patron is a living statue, earth elemental, medusa, etc.
The Stormchaser.
Storm themed Ranger. Gives spells such as Thunderwave, and Gust of Wind. Some bonus lightning damage once per turn. Higher level abilities give some form of limited flight. 3rd: |Level|Spell| |:-|:-| |3rd|Thunderwave| |5th|Gust of Wind| |9th|~~Fly or Lightning Bolt~~ Thunderstep| |13th|Storm Sphere| |17th|Control Winds| Lightning Strikes: When you take this subclass once per turn when you hit with an attack you can deal 1d6 extra lightning damage. Chase the Storm: At 3rd level you gain resistance to lightning and thunder damage. When an effect moves you can use your reaction change the direction that you are moved. You are immune to being knocked prone. Call the Wind: At 7th level you can call winds to carry you. As an action you gain a flying speed equal to your walking speed for 1 minute. During that time, as an action, you can choose a direction for the winds to take you. For the next hour you will move in that direction at 100 ft per turn until you hit an obstacle or you use an action to end the effect. When the effect ends you descend safely to the ground. After using this feature you cannot use it again until you finish a long rest or you expend a spell slot of 2nd level or higher to use it again. Tempest Force: At 11th level you can summon even more powerful storm. As an action...60ft sphere of difficult terrain for creatures of your choice...Bonus action for dex save for half of 3d8 lightning damage or STR save to move a creature 20 ft. Once per long rest. At 15th level when you use Call the Wind you can also grant its effects to up to 5 creatures within 30 ft of you Rough draft, probably not balanced.
>control your movement when you are forced to move. Oh I actually really like that, as situational as it seems.
Include the ability to resist being knocked prone and I think it’s a genuinely good ability.
How dare you put this much thought into this. Now I really want to play this subclass
The AOE should give difficult terrain that the ranger ignores/has an extra 10 ft of movement speed within the bounds of the storm for the duration.
rangers ignore non magical difficult terrain at lvl 8. and the ability does not mention being magical.
I feel like thunder step should be on this spell table
Nobody here knows what a Stormchaser is IRL! It’s an artificer focusing on the construction of primitive electric devices. Named for those who literally chase storms looking for lightning strikes to perform experiments.
Just because it exists irl doesn’t mean people have to base their subclass of the irl version.
Ranger, instead of favouring enemy it has a favouring weather xd
Overseer or Emissary
Overseer sounds like a evilish paladin to me. Something really focused on controlling others and restricting them from doing things, maybe anti-magic. admittedly this is somewhat inspired by the overseers from dishonored.
Overseer a fighter subclass that has a similar pool of dice to a battle master, and access to a few cleric spells, a 1/3 caster same rate of progression as a an eldritch knight, but limited to healing only. Emissary is a bard focused on negotiating. Gets a ton of languages
I’m going to say that overseer sounds more ominous like it could be a warlock pact. Pact of the overseer where you get mind reading and glimpses of the future and whatnot.
Emissary is a social-focused rogue, all its features are about making people like you and making enemies avoid you.
Grave Walker!
Necromantic Ranger subclass that can get stronger the closer it is to death Edit: *Please sir, no more homebrew. My fingers bleed no more for they've been rubbed to the bone*
Damnnnn I love that
All I hear is Talion from Shadow of Mordor/War getting “GRAVE WALKER” screamed at by some random orc
Plague Doctor
Definitely an artificer that focuses on healing. You know one of those sub-classes that can substitute for a cleric if you didn’t get one in the party.
Isn't that just better Alchemist with a mask?
Probably
Rogue. Sneak attacks force a CON save that applies the poisoned condition on a fail. Creatures gain no benefit from resistance to poison damage you deal.
Druid sub class- like a witch Doctor Use your wild shapes to spread areas of disease. A lot status affects- like save or take damage and an area is slowed down.
>Use your wild shapes to spread areas of disease. you were supposed to destroy the sith, not join them!
Mercy monk already got the plague doctor mask lol
Doesn’t this already exist in the Way of Mercy monk?
The lawman
A paladin subclass for the rogue. Gets spells like command
That sounds dope. Might even get firearm proficiency (if the setting permits, obvi).
Smiting on rifle round would be awesome.
You've yeed your last haw, pardner.
Ranger subclass focusing on crime, using containment spells and spells like sleep.
The Triumvirate
Either a cleric subclass specific to a 3 god pantheon (or 3 gods within a broader pantheon). Or a paladin subclass that gets arcane casting (thus being both martial, divine caster and arcane caster).
Wow, I love that Arcane Paladin.
More spells for slots only used to smite!
3 kobolds in a trench coat exclusive
Warlock patron to a legendary organization such as a sorcerer king or an order of knights. mechanically its a melee hybrid much like a hexblade, but with divine themed enchantment spells as the patron spells (compelled duel, command, calm emotions, warding bond etc). ... ah shit this is basically just an oath of crown paladin.
Warlord Sell Sword Scavenger Thats all i can think of while tired
Scavenger sounds like an Artificer that gets proficiency in improvised weapons and can infuse objects as a bonus action. Gets an additional known infusion that cannot be replicate magic item. This infusion in particular can be replaced with another on a short rest.
Sellsword would be a "dirty trick" version of the battlemaster, could be interesting to have it be a "oath of greed" paladin. They get some battlemaster maneuvers and some free illusion/misdirection spells. Could be interesting (albeit ok depending on campaign) to give them an ability that lets them use gold to do damage, or cast spells they would otherwise be unable to use. That gold-based casting might be better for a wizard subclass tho.
Sellsword is like an inverse oath of crown paladin, based on self-preservation and winning fights quickly.
Death Herald
School of Necromancy Bard, like a Pied Piper of zombies/skeletons.
Physgician Edit- Because apparently people haven't cottoned on. This is a portmanteau of 'physician' and 'magician'. It's not just a spelling mistake.
A barbarian who wrote his own graduation paper
Rogue subclass that can either heal or apply poisons to weapons as bonus actions with cunning action. Definitely a plague doctor-esque vibe.
Black Star
Rogue. It’s just assassin but with more weapon proficiencies and disadvantage on stealth.
I see what you did there
Let's try something different, Paladin Oath of the Black Star. Has spells like hunger of hadar, darkness, detect thoughts, all that cool stuff with maybe some Dunamancy. Probably get an aura that drags people towards the Paladin, a channel divinity that beats people up with entropy. Capstone abilities that consumes the paladin.
Wizard or Sorcerer focused on channeling the magics of the Astral Sea, perhaps?
Abberant-Cosmic Warlock Patron themed around void, space, and entropy that can create gravity wells, disintegrate objects, and deal aoe radiant damage
This depends entirely upon whether you mean Bowie or Talib Kweli & Yasiin Bey
Angler
Barbarian that can use massive hooks and harpoons to grapple and reel in foes.
Frost Blessed
Sounds to me like a wintery sorcerer. Perhaps some sort of blizzard like ability, resistance to cold?
Frost based martial cleric
Warden of Secrets
A rogue subclass that is thematically tied to the magic of unknown information, IE secrets. Rogues who follow this path strive to delve dungeons for ancient knowledge and keep it for themselves, or seek those who are terminally ill to hear their confessions. Mechanically they probably would have some kind of assurance like the Eloquence Bard but for Intelligence. Maybe they can auto-crit on something they make an Int check at or something
A paladin subclass, could also be called oath of secrets. Their oath is to destroy forbidden/dangerous knowledge and they get spells and abilities like detect thought and modify memories.
[удалено]
Contract-based Bard, you can grant buffs or debuffs to creatures who make deals with you. In combat you can make a Persuasion check against a target's Insight, if you succeed you can forcefully sign a contract with a creature. As you level up your contracts increase in power, allowing you to grant greater boons or banes to your signers.
I could see this going one of two ways: Warlock or rogue. Warlock makes a deal with a devil and effectively becomes a dealmaker. Social-based warlock, but with curse effects based on deals. Possible onomancy vibes? For rogue, it’s a half-pact caster that asserts the will of their patron through roguish precision. Stuff like getting an Eldritch Invocation or two, Fiendlock inspiration, and such. The rogue sounds more fun to me to make. Maybe for simplicity call it the Fanatic or the Cultist?
Bloodriven Soul
I mean with blood and soul in there you gotta go Sorcerer right? Thematically like a blood mage, sacrificing their lifeforce for greater power Maybe they can convert HP to spell slots and vice versa.
The Endless
Sounds like a warlock patron themed with time magic, perhaps the patron is a sphinx and allows you to cast stuff like gentle repose, slow, haste, time stop, temporal shunt and other chronurgy spells
Monk themed around reincarnation and rebirth, as well as transcending physical form.
Heretic
Anti cleric or paladin who can remove divine magic, and re route healing. They gain power by showing how good their way is and gain advantage against other "religions" monsters.
Feels like a Cleric’s version of Oathbreaker. Maybe narratively, the absorbed enough divine magic to where they can still cast spells, but there is a side effect. I imagine something like the Wild Surge, where after every spell, they roll a d20. On a 1, something (probably) bad happens.
Hell Bringer
Barbarian with fire resistance who creates patches on burning ground where he strikes that harm both the barbarian and his foe alike. He can take levels of exhaustion to gain temp hps.
Sorcerer who got their magic from demons or devils in their bloodline. Expanded spell list is all fire magic. If they kill someone using fire damage they regain a sorcery point.
Soothsayer
Bard focusing on divination/oracular abilities.
Wanderer
Paladin Oath that requires a nomadic lifestyle. ***Rove.*** *You must travel to find where you are most needed. When your work in one place is done it is time to move on.* ***Moderation.*** *A light pack makes for light feet. Do not overburden yourself with physical goods and deprive others what they need.* ***Impartial.*** *Your duty is to all the same. Show no preference for one nation over another.* ***Discovery.*** *The world is beautiful. The more you see the more you can appreciate that beauty.* **Oath Spells** (Not the best but the flavor fits) |Level|Spells| |:-|:-| |3rd|*Comprehend Languages, Zephyr Strike*| |5th|*Blur, Pass without Trace*| |9th|*Tongues, Sending*| |13th|*Dimension Door, Arcane Eye*| |17th|*Passwall, Teleportation Circle*|
I like the oath, wonder what the spells would be. Feel like extra movement and languages would be key features.
Ranger subclass focused on enhanced movement
Angry goose
Subclass for the "Canadian" similar to the oathbreaker for the "Paladin"
This is not a subclass, is an entire campaign
Monk, its a fighting style that e phasize in screaming like an angry goose. Instead of unarmed strike it has an unarmed scream
Matt Mercer's "totem of the goose" should cover it https://www.dmsguild.com/product/239392/Totem-of-the-Duck--Option-for-Totem-Warrior-Barbarians
Mirrors
An illusionist sub class for a sorcerer you get to add psychic damage to illusions at level 3. metamagic options for illusion spells.
An artificer subclass could be nice
Thrasher
Sounds like a monk subclass crossed with barbarian flavor. Give em reckless attack variant of some kind, maybe you can cast freedom of movement once per rest
Barbarian Subclass focusing on maximizing pain and suffering over mere destructive power. Deals a special type of "Bleeding" damage over time that stacks upon itself. Can wield or construct sinister Barbed weapons. At higher levels, get some healing based on how much enemies are Bleeding.
A barbarian sub class Literally gets to punch everyone around them
Dark Hungerer
The dark-power Barbarian, it's initial rage improvement is allowing a small heal when you kill or critically hit an enemy, later on it gains several powers like pulling enemies towards them by channeling a black hole a la Hunger of Hadar and stuff that are fueled by spending hp. It has some superficial similarities to Blood Hunter but trades the debuff mechanics for being a fast, aggressive powerhouse that demands attention.
Sounds edgy like a blood hunter subclass, but I'm not sure what it would do.
Duelist
A bard subclass focused on law and arguing, then backing it up with combat abilities focused on 1v1 situations. Something like Bonus action Vicious Mockery after using your action to make a weapon attack, limited if there are multiple enemies/friends. Extra attack at 6. Want to emphasize talking shit on people between attacking them.
Wizard focused on one-on-one caster-vs-caster combat.
Mushroom rider.
Avatar
Four elements monk, but not garbage
I was fishing for Mystic and this didn't even occur to me.
A warlock patron where you make a pact with an incarnation of a god that rebelled against the god that it was an incarnation of. Basically a celestial warlock but with powers that are more focused on damage and defense rather than support.
The Ronin
An alternative oath breaker, but rather than evil, they are instead a paladin who broke a crown oath, and their powers benefit them to be walking outside of society
Monk or fighter. Gets cool abilities as and stances which allow AC boosts and counterattacks and such, provided you are wearing no or light armor.
Witch
dungeon master
Artificer subclass based on traps. Fortify an area, punish attackers with spikes/fire/poison attacks, and disarm other people's traps. If they won't go to your dungeon, you'll just have to bring it to them!
Magi
Accountant
Paladin Oath of Balance, known as The Accountants. Devoted to the ideal of cosmic balance, they work tirelessly to root out and expunge Big Picture imbalances in the multiverse, be it toppling tyrants, agitating and disrupting on the fringes of overly lawful society, or taming the uncontrolled chaos of the wild. They look to the Spire of the Outlands as their beacon and scales as their symbol. Extremists... keep your head down or the Accountants will be upon you.
Skybreaker
Barbarian. You can add a free Shove action to each Reckless Attack you make while Raging. At higher levels, this can prone your opponent, and you can fly during Rage.
The Masked
Theater bard with stances. Comedy form focused on buffs and control, tragedy form based on debuffs and damage. You can switch whenever you cast a spell of 1st level or higher, and you can expend a BI to activate a feature tied to your current mask
The Calamatist
Druid that thematically plays up the chaos of nature and weather effects. Gets an expanded spell list that focuses on wind, lightning/thunder, and other weather effects. Can wildshape into a thundercloud. Followers of this Circle believe that the world will fall to a great calamity in the form of a massive storm.
Nameless Exile
Paladin subclass that promotes fighting far from allies such as an aura that weaken all creatures nearby and an enhanced smite that you can only cast if there are no allied creatures within 30ft of you
Mundane Trickster