Way of the Guiding Stars, a Monk Sub Class centered on western astrology. The idea itself came from a campaign I’m about to start running, and I think the flavor of the class is such that it will feel like manifesting otherworldly energy. Hopefully you all enjoy!
The Sacrifant Class - The sacrifant is a class that balances greater casting power with hit point management, as each spell draws you a little closer to death.
Finally got a finished version of just the class (plus a little extra). I’m posting to DMsGuild because it makes it easier to circulate one up to date edition of the class. It has a suggested price, but you can pay what you want (including nothing).
This is a blood magic class. Similar to bloodhunter, but dedicated to casting. There are a lot of abilities which center around damaging and healing yourself and others. All of the spells included in the classes spell list are chosen specifically because they make the most sense for the feel of the class. Some may not work great, but they still have the right feel.
One of the key elements of this class is self-harm (it’s dark, which I guess is a given now), so fair warning. I do not condone self harm, I think it’s dangerous and bad and my heart goes out to anyone that harms themselves for any reason.
I have included information on several item types which assist in the functions of this class, namely the blood tome, bloodstone focus, and blood shard component.
There are also several custom spells included in this text which I have been working on for a while and fit the feel of the class. These are also open to use by other casting classes as well (haven’t narrowed down exactly which for which yet).
I’d keep going, but you can just read the thing if you want to know more.
Happy October, ya’ll. I hope this is the right kind of spooky.
Looking at a classpect from it’s inverse helps me think of different ways their powers could be interpreted as a heathy player should ghost their opposite when working properly however they would be expressed trough more subtle methods rather than full inversion, A canon example of this is that Heir of Breath John understood how his friends bonds affected them and that’s what allowed him to provide them with a new, healthier directions, His Heir of Breath ablities were supplemented by his Mage of Blood ones and would not of been half as effective in my opinion if they were not.
So I’ve had this Homebrew Class Idea for a while and Was hoping to get a “Professional” to look at it, Kinda. The Basic Idea is that it’s a Caster Class That Relies On the “HeartBeat” of the world. Not unlike a Line Mage. Except the magic almost Ebbs and Flows. Like a literal Beat. Do you think this idea could lend itself to a cool class or would it be better as a subclass?
This certainly sounds like an interesting concept. Based off of your description I'm not entirely sure how it would work, but I get the feeling it would probably be either a sorcerous origin or its own class. Do you have anything written down yet? Or a rough draft? I'd love to give it a once over.
hey! I’ve been thinking of fully writing up a kind of “collector” home brew class, I guess, but I’m not too sure. Think a class that, in order to keep up with every other, simply has a certain amount of preset magic items of certain kinds and stuff. at low levels they get a few common and uncommon major and minor items, but as they level they either somehow collect/make higher rarities n stuff. It’s rough, and dumb, and would be restricted almost entirely to wondrous items, but whaddya think?
I love the concept (I've done it myself as a sort of subclass for my Emissary class) and I think that given the soon to be official release of the artificer class in the new eberron manual, I'd wait a bit before getting too involved in a brew that might be too similar to an official class. If it was a sub-class to an already existing class, like a tinker-rogue or tinker-wizard, then it might be worth doing. Personally I try to stay away from similar concepts so that the homebrew content isn't saturated with things that are just slightly different from eachother.
Going along with that, whenever I want to start a homebrew, I search for similarly themed or mechanical content to get an idea of where I might want to focus my creation. There's already a lot out there, but there's always room if you have the right creative direction.
Shield Maidens! The Players Handbook has many Fighter Archetypes but so many of them are rolls typically filled by med. Not that Shield Maidens can’t be men, because hell,, who doesn’t like a strong shield. Anyway, the name aside, I had a lot of fun making this sub-class, I feel like it gives more tanking options to a fighter and some support options for players that want to hit things with a stick and help their friends along the way. As always its free to use in your campaign or setting!
This Shield Maiden’s gotta eat, if you want to help with that consider donating to my Ko-Fi.
I made a sorcerer sub-class for the campaign I’m currently running. It hasn’t been tested much yet and I would love any feedback on it! It might not be as funny as my last homebrew (skater boi), but I think it’ll be a fun one to play with.
Full image description under the cut!
These sorcerers have a difficult time feeling at place in the material plane, often looking for their purpose and home on the road in the form of adventuring. They have trouble staying in place for too long and often enjoy traveling and seeing new places. Rift riders might also hunt for the source of their powers: exposure to a portal as a child, a gift from a patron-like entity, or an unknown accident. Either way, these sorcerers are agile, swift, and don’t stay in once place for too long.
An Otherworldly Presence
The more time a sorcerer spends using the other planes to draw their power from, the more they start to be affected by it. Their physical appearance shows the wear of magic on them; their features often changing to match their plane: pointed ears and sharp faces of the feywild, starry eyes and white hair of the ethereal plane, blue skin and fins from the Elemental Plane of Water, and others like this. Either way, they now have powers granted by a plane other then the material. Some of these planes have well intentions and have no ill will for the the sorcerer and their stolen powers. Other might have upset entities, mad that power was stolen from their plane. Rift Riders could be aware of the origin of their powers, or naive to the source of their true power.
Plane Touched
At first level, choose a plane you were affected by and in which you travel. The damage type associated with each plane will be used by features you gain later.
You can speak, read, and write the language associated with the plane, additionally, whenever you make a Intelligence check related to your plane, your proficiency bonus is double if it applies to the check.
You learn one cantrip associated with your plane when you chose this origin at 1st level, and a spell at 3rd and 7th level. You also have an extended spell list detailed at the end of the description.
Planar Reach
Starting at 6th level you are more connected to your plane then ever. You have scratched the surface it's power and influence on the material plane and can bend space to reach farther then most. You can now create a small pocket in which to reach your hand through. You can now cast spells that have the touch range up to 30 feet instead. You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest.
You have also mastered the ability to grant others a small portion of your planar powers. You may spend 1 sorcery point to cast Misty Step or Blur, still using the spell slot, on a creature within 30 feet of you, using one of your Planar Reaching abilities to do so.
Long Step
At 14th level you gain the ability to step from one place to another with ease. You can use 3 sorcery points, and for the next hour as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see. You can spend 2 additional sorcery points to bring one creature with you, a max of two creatures, as you must be touching them. You can use this ability a number of times equal to your Charisma modifier (minimum of once) per long rest.
Plane Jumper
At 14th level, the more time you spend siphoning magic from your plane, the more experience you get hopping long distances on the material plane. You can now use 7 sorcery points to cast the spell Transport Via Plants, however you do not require a plant, you need a flat surface, of Large or larger size. When you create this rift, you travel through your plane of origin instead of a plant and have a 5% chance of not connecting with your destination and remaining on your plane of origin. Roll a d20, if it is a 1, you are now trapped on the plane and you cannot use your plane jumping ability for 1d6 days.
Portal Ripper
At 18th level you can now use your Plane Jumping twice per long rest, and you cannot be trapped there. You can also now effect up to three creatures with your Long Step ability.
Ostracizing Touch
At 18th level you now are seamlessly intertwined with your plane of origin. You gain permanent resistance to the damage type associated with your plane. You can now cast the Banish spell using a bonus action, and you can banish additional creatures using 2 sorcery points per creature, a max of four creatures, instead of using a higher spellslot.
Phantom Guise
At 18th level time on any plane other then your plane of origin now feels slower, as if you weren’t meant to be there. While you are not on your plane of origin, you only age 1 year for every 10 years spent there. You can also travel to your plane and back once per long rest using 4 sorcery points. When you are there, it acts as a greater restoration, a short rest, and when you return, no time has passed since you left.
Rift Rider Extended Spells
You learn additional these spells at the levels specified below. These spells don't count against your total number of spells known, and if they are not sorcerer spells, but they nonetheless count as sorcerer spells for you.
Rift Rider Spell Notes
Spirit Guardians are summoned from your plane and deal damage associated with your planar choice.
You can still attempt to scry on a creature if they are on your plane of origin.