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Soots | Arty | Morgan App art for the sillies! All D&D characters.
DND Classes: Martyr (Homebrew)
Note this is a Homebrew class. As such Get your DMs permission before playing this class. Without further ado.
From: Valda's Spire of Secrets. Can be used for either 2014 rules or 2024 rules
Martyrs are implements of the gods, handpicked to die in service of a divine cause. Such an end is inevitable, for once a martyr is chosen, their fate is fixed in the heavens.
Martyrs are chosen by the gods, predestined to die for a great cause. They are prophets and oracles, great priests and liberators. Some Martyrs struggle against their destiny, but from the moment they are chosen, invisible strings of fate pull them onward. The gods may settle for a lesser Martyr if the one chosen is unwilling, but they always prefer to uplift their Martyr to the heights of sainthood before their inevitable demise.
The gods invest their Martyr with deep wellsprings of power, but this power demands sacrifice. Drawing upon divine magic scorches a Martyr with radiance and wracks their body with pain. But the gods will never kill their charge early, and so offer healing in equal measure. Their Martyr shall meet their fate at the preordained time, and not a moment sooner.
Primary Ability: Strength and Wisdom or Dexterity and Wisdom.
Hit Die: D12 + Con Modifier per Martyr level
Hit Points at Level 1: 12 + Con modifier
Saving Throw Proficiencies: Strength and Wisdom
Skill Proficiencies: Choose 2: Athletics, History, Insight, Intimidation, Medicine, Persuasion, or Religion.
Weapon Proficiencies: Simple and Martial weapons
Armor Proficiency: Light Armor and Shields
Starting Equipment: Choose A, B, or C: (A) Scale Mail, Shield, Longsword, 6 Javelins, Holy Symbol, Priest's Pack, and 29 GP; (B) Studded Leather Armor, 2 Daggers, 2 Shortswords, Longbow, 20 Arrows, Quiver, Holy Symbol, Priest's Pack, and 11 GP; or (C) 170 GP to buy yourself starting equipment
Level 1 Armor of Faith: Your divine connection shields you from harm. You gain one of the following benefits of your choice.
Anointed Armor: You have proficiency with Medium armor. While you are wearing armor, you can add your Wisdom modifier, instead of your Dexterity modifier, to your Armor Class.
Unarmored Defense: While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Wisdom modifiers. You can use a Shield and still gain this benefit.
Spellcasting: The gods demand that you sacrifice Hit Points to cast divine magic.
Hit Point Spellcasting: To cast one of your level 1+ Martyr spells, you take Radiant damage to create a spell slot for that spell, which is immediately expended to cast it. The amount of Radiant damage you take is listed below. This damage ignores Resistance and Immunity and bypasses Temporary Hit Points.
When you cast a Martyr spell, you choose the level of spell slot that you create, whose level is no higher than what's listed below.
A level 1 spell is 5 damage. Level 2 is 10 damage. Level 3 is 20 damage. Level 4 is 30 damage and finally Level 5 is 40 damage.
From the start you only get access to Level 1 Spells. You gain one more level of spells every time your proficiency changes (Which is the same level for all classes).
The number of spells you may have prepared is equal to the number of spells uses you have. 2 at level 1. 3 at level 3. 6 at level 5. 7 at level 7. 9 at level 9. 10 at level 11. 11 at level 13. 12 at level 15. 14 at level 17. And 15 at level 19.
Changing Your Prepared Spells: Whenever you finish a Long Rest, you can replace one spell on your list with another Martyr spell for which you have spell slots.
Concentration: When a Martyr feature causes you to take Radiant damage, you don't make Constitution saving throws to maintain Concentration as a result of taking this damage.
Healing Magic: Because your power is derived from mortal suffering, you can't regain Hit Points from any spell you cast.
Spellcasting Ability. Wisdom is your spellcasting ability for your Martyr spells.
Spellcasting Focus. You can use a Holy Symbol as a Spellcasting Focus for your Martyr spells.
Martyr spells can be found Here
Level 1 Weapon Mastery: Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Javelins and Longswords. (Link so you can see mastery properties)
Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
Level 2 Miraculous Healing: As a Bonus Action, you can heal your own wounds. Roll one of your unexpended Hit Point Dice and regain a number of Hit Points equal to the roll's total plus your Constitution modifier. This die is then expended.
As you gain Martyr levels, you can expend more dice each time you use this feature, adding your Constitution modifier to each Hit Point Die you roll. The number of Hit Point Dice you can expend equals half your Martyr level, round down.
Level 2 Reprisal: When you take damage from a creature you can see within 5 feet of yourself, you can take a Reaction to halve the damage taken. The creature takes 1d6 Necrotic or Radiant damage (your choice).
At Higher Levels: The damage increases by 1d6 when you reach Martyr levels 5 (2d6), 11 (3d6), and 17 (4d6).
Level 3 Sacrifice: The gods demand that you undergo trials to curry their favor, granting you the following benefits.
Sacrificial Strike: When you deal damage to a creature with a Melee weapon or Unarmed Strike, you can take a Bonus Action to enhance the strike. You take 5 Radiant damage and the target takes an extra 10 Radiant damage. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points.
Sacrificial Skill: Once per turn when you fail a D20 Test, you can take 10 Radiant damage to gain a +5 bonus to that roll, potentially turning it into a success. This damage ignores your Resistance and Immunity, and bypasses your Temporary Hit Points. If the test still fails, you don't take this Radiant damage.
Level 3 Subclass: You gain a Martyr subclass of your choice. A subclass is a specialization that grants you features at certain Martyr levels. For the rest of your career, you gain each of your subclass's features that are of your Martyr level or lower.
Your Subclass Choices are Anonymity, Ascension, Atonement, Calamity, Discord, Fame, Levity, Mercy, Odyssey, Rebirth, Revolution, The End, Truth, and Tyranny.
Level 4 Ability Score Improvement: You gain the Ability Score Improvement feat or another Feat of your choice for which you qualify.
Level 5 Extra Attack: You can attack twice instead of once whenever you take the Attack action on your turn.
Level 7 Sacrifice Foe: When you make an attack or damage roll that is improved by Sacrifice, and the attack reduces an enemy to 0 Hit Points, you don't take Radiant damage from using it.
Level 8 Ability Score Improvement: You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9 Divine Respite: When you finish a Short Rest, you can choose to regain up to 3 expended Hit Point Dice. Once you use this feature, you can't do so again until you finish a Long Rest.
The number of expended Hit Point Dice you regain increases when you reach levels 13 (6 Hit Point Dice) and 17 (10 Hit Point Dice).
Level 10 Undying: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead and you can immediately use your Miraculous Healing (no action required).
Once you use this feature, you can't do so again until you finish a Long Rest.
Level 11 Improved Sacrificial Strike: Your Sacrificial Strike improves. When you use it, you can choose to take 10 Radiant damage, and the target takes an extra 20 Radiant damage.
At level 17, the first time you use Sacrificial Strike on each of your turns, you can do so without taking a Bonus Action.
Level 12 Ability Score Improvement: You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 13 Divine Respite: When you finish a Short Rest, you can choose to regain up to 6 expended Hit Point Dice. Once you use this feature, you can't do so again until you finish a Long Rest.
Level 15 March Unto Destiny: You don't need to eat or drink, and have Immunity to being Paralyzed, Petrified, and Stunned.
Level 16 Ability Score Improvement: You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 17 Divine Respite: When you finish a Short Rest, you can choose to regain up to 10 expended Hit Point Dice. Once you use this feature, you can't do so again until you finish a Long Rest.
Level 17 Improved Sacrificial Strike: The first time you use Sacrificial Strike on each of your turns, you can do so without taking a Bonus Action.
Level 19 Epic Boon Feat: You gain an Epic Boon Feat or another feat of your choice for which you qualify.
Level 20 Final Martyrdom: You have at last reached your predestination: you will die in eternal glory. As a Magic action, you can gain the following benefits for 10 minutes. At the end of the duration, you die. No force, short of a Cleric's Divine Intervention, can prevent your death, and you can't be returned to life by any means.
Advantage. You have Advantage on all D20 Tests.
Immunities. You have Immunity to all damage and to all conditions except for Grappled, Invisible, Prone, and Unconscious.
Wish. You can cast Wish once without a spell slot. You suffer no stress from using effects other than duplicating another spell.
One last thing to note. In a gray sidebox in Valda's Spire of Secrets it says: Not all stories of martyrdom end in dramatic confrontations with implacable foes. Occasionally a Martyr's sacrifice achieves a peaceful conclusion and satisfies the gods without costing their life. Nevertheless, the stories of these Martyrs still come to a close—they don't continue adventuring once their ultimate goal has been fulfilled. Perhaps they might retire to a distant hermitage, wander into the desert, or simply disappear into a crowd, never to be seen again.
D&D Homebrew Class: the Valiant
In your own D&D 3e/3.5 campaigns, have you always wanted to fight with the powers of light and big elemental explosions? A pretty protector leaping over enemies to rescue your friends from the forces darkness? Channel the powers of goodness through awesome kickboxing and unique bursts of fire, water, earth and/or air?
Then check out the Valiant! A homebrew monk/battle dancer-based class inspired by the classic anime/tv genres of Mahou Shoujo (Sailor Moon/Pretty Cure/Cardcaptor Sakura/etc) and Sentai Tokusatsu (Power Rangers/Super Sentai/etc)!
Just did a major overhaul and expansion to the Valiant class recently! Added in tons of new options such as the Wildheart, Lostheart and Planar Valiant!
All homebrew is free to use and play in your own games! (Though a shoutout would be nice lol) -- Love, @aboleth-eye
D&D Homebrew Class: the Fiendknife
Posting more regularly about my homebrew classes! Welcome to my latest class, the Fiendknife! A living weapon class for D&D 3e/3.5 edition, inspired by the Hybrids from Chainsaw Man!
Tear into your opponents with blades, arrows, bombs and more from your own infernal body! Includes several combat styles for your bladelimb weapons, and a class variant just for Tieflings!
All homebrew is free to use and play in your own games! (Though a shoutout would be nice lol) -- Love, @aboleth-eye
P.S. Have fun with this homebrew class! I made it in an coldbrew coffee writing frenzy. lol
SO, has anyone been wondering what i’ve been up to? The answer is this. This is an idea i had over a year ago and have spent i don’t even know how long tuning and coming up with ideas for it.
Given that it IS an entirely new class remember that if you wanna try it, it needs a LOT of playtesting. And if you have constructive criticism or just fun idea suggestions i’d be happy to hear them to perhaps release updated versions or expanded options in the future.
Thank you everyone for following this blog~<3
Our Ko-Fi: https://the-homebrewists.tumblr.com/ko-fi
~Mod Luci
A Masterpost
To submit feedback on one of my homebrew character options, please use the google form found here.
General Homebrews
Battlemagic, a set of work in progress mechanics and spells designed to enable melee spellcasting classes.
The Bladeweaver, an Artificer-like class focused around sentient weapons and magical infusion.
The Chained Ancient, an oddball class to let you actually play as a dragon, celestial, fiend, or other supernatural being, albeit a rather restricted one.
The Herald, a demi-villainous class option that uses Warlock-like mechanics to represent an individual touched, possibly unwillingly, but the influence of one of the four horsemen of the apocalypse.
The Voyager, a class for a true adventurer, not a slayer of monsters, but a wanderer of lands near and far.
DM’s Guild Homebrews
Artificer Specializations
Barbarian Primal Paths
Bardic Colleges
Blood Hunter Martial Orders
Cleric Divine Domains
Druidic Circles
Fighter Martial Archetypes
Monk Monastic Traditions
Mystic Orders
Paladin Sacred Oaths
Ranger Conclaves
Roguish Archetypes
Sorcerous Origins
Warlock Otherworldly Patrons
Wizard Arcane Traditions
All of the above DM’s Guild options are listed as “Pay What You Want,” meaning you can download them for free and contribute a little later if you like what you read!
Alternatively, you can get everything all at once for a mere $1.00.
WIP Homebrews
The Beyondsman, my baby, a class oriented around alignment of oneself with the planes of reality. Will probably not be publishes until I finish my campaign setting guide.
The Herald and Other Villainous Options, a set of rules for villains and antiheroes, including a class comparable to a Warlock but oriented around the horsemen of the apocalypse.
The Honorblade and the Sciicet, a class and faction based on the Assassin’s Creed video games.
The Mentalist, a half casting take on the Eldritch Knight with the beginnings of a system for Rune Magic.
The Supernaturalist, a class inspired by all manner of demon, monster, and witch hunter you can imagine.
Happy hunting!
~The Huntsman
D&D 3.5 Homebrews by Aboleth-Eye
Hey there friends! This is my Masterpost for all my homebrew ideas for Dungeons & Dragons 3.5 Edition!
UPDATE: Everything on here is going to be updated and reuploaded to my new Aboleth Workshop blog! Click here to see what I’m working on!
I typically take requests and share ideas on my personal discord, click here to join the Aboleth-Eye Discord! Friends of the server get first shot at requests, invites to play games, and we can talk about d&d and tabletop gaming all day!
Included Below The Cut:
Base Classes, Races, Bestiary, Magic Items, Etc.
Valda's Spire of Secrets Classes: Captain (Homebrew)
Note this is a Homebrew class. As such Get your DMs permission before playing this class. Without further ado.
From: Valda's Spire of Secrets. Can be used for either 2014 rules or 2024 rules
Decisive leaders and brilliant strategists, Captains inspire their allies to greatness. They stand alongside their Cohorts (their devoted lieutenants) whom they entrust with their lives. Captains out- strategize their enemies, ensuring that, while they rarely deal the killing blow, they're always on the winning side.
A Captain thinks a little bigger than their compatriots, planning one step further and fitting their allies like puzzle pieces to the challenges ahead. To their eyes, there are few defeats; only setbacks, diversions, and detours. Success is always on the path ahead.
Moreover, Captains lead by example. They stand shoulder-to-shoulder with knights, creep through the night alongside rogues, and study arcane texts with mages, even when they barely understand what they're reading.
A Captain is only as good as their second in command, their Cohort, who stands by them at every step and safeguards their plan's success. Far more than an ally, a Captain's Cohort is a confidant, an advisor, and a trusted friend. Cohorts see their Captain as a wellspring of information, and will follow them to the ends of the earth.
Hit Point Die: D8 per Captain level
Hit Points at Level 1: 8 + Constitution modifier
Hit Points per additional Captain Level: D8 + your Constitution modifier.
Saving Throw Proficiencies: Constitution and Charisma
Skill Proficiencies: Choose 2: Animal Handling, Athletics, Deception, History, Insight, Intimidation, Perception, or Persuasion.
Weapon Proficiencies: Simple and Martial weapons
Armor Proficiencies: Light, Medium, and Heavy armor and Shields
Starting Equipment: Choose A, B, or C: (A) Chain Mail, Shield, Longsword, 6 Javelins, Explorer's Pack, and 29 GP; (B) Studded Leather Armor, 2 Shortswords, Longbow, 20 Arrows, Quiver, Explorer's Pack, and 11 GP; or (C) 170 GP to buy yourself starting equipment
Level 1 Battle Tactics: You learn maneuvers that are fueled by special dice called Battle Dice.
Battle Dice. You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available as shown on the Battle Dice column of the Captain Features table.
Maneuvers. You can expend Battle Dice to perform maneuvers. The number of Battle Dice is 2d6 at level 1, 3d6 at level 5, 3d8 at level 9, 4d8 at level 13, and 5d8 at level 17.
Saving Throws. If a maneuver requires a saving throw, the DC equals 8 plus your Strength or Dexterity modifier and Proficiency Bonus.
Maneuver Options
Bolster. As a Bonus Action, you can expend one Battle Die to motivate an ally within 60 feet of yourself. The next time your ally makes an attack before the start of your next turn, it adds the Battle Die to the attack and damage roll.
Born Leader. When you fail a Wisdom or Charisma check, you can expend one Battle Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.
Morale Boost. When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend one Battle Die and add it to the roll, potentially turning it into a success.
Rally. As a Bonus Action on your turn, you can expend one Battle Die to choose one ally within 60 feet of yourself that can see or hear you. That creature regains Hit Points equal to the number rolled plus your Charisma modifier. You can't use this maneuver to heal a creature that has 0 Hit Points.
Staggering Strike. When you hit a creature with an attack using a Melee weapon or an Unarmed Strike, you can expend one Battle Die as a Bonus Action to daze the target. Add the Battle Die to the attack's damage roll. The target subtracts the Battle Die from the next attack roll it makes before the end of your next turn.
Level 1 Weapon Mastery: Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Javelins and Longswords. (Link so you can see mastery properties)
Whenever you finish a Long Rest, you can change the kinds of weapons you chose.
Level 2 Cohort: You gain a loyal Cohort who carries your banner and follows your lead.
Initiating a Cohort. Choose your Cohort's stat block from those listed later in the class description. Following an 8-hour initiation period, which can be done during a Long Rest, that creature becomes your Cohort until you initiate a new Cohort to replace it. You can have only one Cohort at a time.
Cohort in Combat. Your Cohort is Friendly to you and your allies and obeys your commands. In combat, your Cohort takes its turn immediately before or after your turn each round (your choice). Your Cohort uses your Charisma for its attack and damage rolls.
Cohort Save DC. If your Cohort forces a creature to make a saving throw, the DC is 8 plus your Charisma modifier and your Proficiency bonus.
Features. Your Cohort improves and gains new features when you reach certain Captain levels, as shown in the stat blocks.
Proficiencies. Your Cohort has proficiency in skills and saving throws listed in its statistics. Your Cohort uses your Proficiency Bonus instead of its own. Because Cohort statistics already include a +2 Proficiency Bonus, you need only adjust skill and saving throw proficiencies starting at level 5.
Cohorts can be found Here
Level 2 Fighting Style: You gain a Fighting Styles of your choice.
Whenever you gain a Captain level, you can replace the feat you chose with a different Fighting Style feat.
Level 3 Captain Subclass: You gain a Captain subclass of your choice. A subclass is a specialization that grants you features at certain Captain levels. For the rest of your career, you gain each of your subclass's features that are of your Captain level or lower.
Level 4 Ability Score Improvement: You gain the Ability Score Improvement Feats or another feat of your choice for which you qualify.
Level 5 Blitz: Once on each of your turns, you can direct your Cohort or an ally within 60 feet of yourself that can see or hear you. The chosen creature can take a Reaction to move up to its Speed or make one attack with a weapon or Unarmed Strike.
Level 7 Valiant Surge: Whenever you or your Cohort score a Critical Hit or reduce an enemy to 0 Hit Points, you regain an expended Battle Die.
Level 8 Ability Score Improvement: You gain the Ability Score Improvement Feats or another feat of your choice for which you qualify.
Level 9 Cohort: Your Cohort improves and gains a new feature.
Level 11 Coordinated Strike: Once per turn when you take the Attack action and hit with a weapon, you can deal an extra 2d8 damage to the target if your Cohort has dealt damage to that target since the end of your last turn. The extra damage is the same type dealt by the weapon.
Level 12 Ability Score Improvement: You gain the Ability Score Improvement Feats or another feat of your choice for which you qualify.
Level 13 Cohort: Your Cohort improves and gains a new feature.
Level 15 Lead By Example: Whenever you or your Cohort score a Critical Hit, each ally you choose within 30 feet of you gains Heroic Inspiration.
Level 16 Ability Score Improvement: You gain the Ability Score Improvement Feats or another feat of your choice for which you qualify.
Level 17 Cohort: Your Cohort improves and gains a new feature.
Level 18 Teamwork Maneuvers: When you use a maneuver that targets an ally, you can target a second ally within range without expending an additional Battle Die.
Level 19 Epic Boon: You gain an Epic Boons feat or another Feats of your choice for which you qualify.
Level 20 Legendary Companion: Immediately after another creature's turn, you can choose yourself or an ally within 60 feet of yourself that can see or hear you to take a Legendary Action. This action is one of the following: Attack (one attack only), Dash, Disengage, Dodge, Hide, Magic (cast one cantrip only), or Utilize. A creature can only take one Legendary Action each round. When a creature takes the Dash or Disengage action in this way, the benefits of that action last until the end of the creature's next turn.
You can use this feature to take three Legendary Actions and regain all expended uses when you finish a Short or Long Rest.