The Wildcard Rogue - Homebrew Rogue Subclass
It's hard for your enemies to pin you down when even you don't know what's coming. When you want to roll the dice and feel the fear in your DM's eyes, this is the subclass for you.

seen from United States

seen from United States
seen from Mauritius

seen from United Arab Emirates

seen from Türkiye
seen from Mauritius

seen from United States

seen from United States

seen from United States
seen from United States

seen from Germany

seen from United States

seen from United Kingdom

seen from United States
seen from United States

seen from United States
seen from United States
seen from United States

seen from United States
seen from United States
The Wildcard Rogue - Homebrew Rogue Subclass
It's hard for your enemies to pin you down when even you don't know what's coming. When you want to roll the dice and feel the fear in your DM's eyes, this is the subclass for you.
A monk subclass inspired by the art of dance!
(art source)
[Two screenshots of paragraphs formatted to look like they’re from a dnd 5e book. The first reads "Godless Oath Paladins who take the Godless Oath believe the lives of mortals are harmed by the intervention of the gods. They may reject one god or all who intervene on the mortal plane. Those who swear this oath may be raised within these ideals or take them up after witnessing acts of divinity. Godless Oath paladins reject divine"
The second reads "Oath of the Arcane Paladins who take the Oath of the Arcane work through a complex practice of runes and wards to strengthen their connection to the magic of the land. To a paladin that takes up this oath, knowledge is holy. The Oath of the Arcane is most common amongst paladins who grow up in societies that value magic above all else," End ID.]
I will probably make a bigger post about this when people are awake but if you afflicted by paladin feelings I have spent my week making paladin subclasses, which you can now find here and here.
D&D Subclass Homebrew: Wizard Subclass: Blood Magic
People have been using blood in magic as long as there has been people with blood doing magic. Sangromancy, or blood magic, is not a school of magic per say. It is instead a practice of using blood as a fuel for magic.
Sangromancy
At 2nd level your lengthy study of blood and its magical properties has finally borne fruit. You now have the ability to hold blood dice, which are pool of d6s. You can hold a maximum number of blood dice equal to your Intelligence modifier, minimum of one. The number of blood dice you have becomes 1 when you finish a long rest. When you reach 10th level in this class your blood dice become d8s. As a bonus action you may draw blood from yourself. You take 1d6 necrotic damage and you gain one blood die. This damage ignores resistance and immunity. Whenever you cast a spell of 1st level or higher you may expend one of your blood dice and roll it. Add the result of that roll to one attack roll or one damage roll of that spell.
Crimson Siphon
At 2nd level you learn the craft of siphoning blood from wounds you inflict. As an action you can touch a creature within 5 feet of you. Make a melee spell attack against that creature. On hit, the creature takes 1d8 necrotic damage and you gain a blood die. Increase this damage by 1d8 and the number of blood dice you gain by 1 when you reach 5th level, 11th level, and 17th level in this class. When you reach 6th level in this class the range of this feature becomes 30-feet and increases again to 60-feet at 14th level.
Pureblood
Starting at 6th level, repeated exposure to your magic has purified your blood and granted it resilience against toxins. You are immune to disease and the poisoned condition. You also are resistant to poison damage. Additionally, when you make a constitution saving throw you may spend a blood die and roll it to add the result to the saving throw. You must do this after the roll is done but before the DM tells you whether you passed or failed.
Debilitate
At 10th level, you learn a new way to use your blood dice to make spells more potent. When you cast a spell that forces a creature to make a saving throw, you can expend one blood die and roll it, to give one target of the spell a penalty equal to the result on its first saving throw made against that spell.
Hemorrhage
At 14th level, you learn to magically pull blood from your foes. As an action you may expend a spell slot of up to 5th level and that many blood dice. A creature within 60-feet of you must make Constitution saving throw. On a failure it takes 3d8 necrotic damage plus an additional 1d8 for each spell slot level above 1st and you gain that many blood dice. The target takes half as much damage on a successful save but you do not gain any blood dice.
Subclasseptember Day 18: Niche
The Politician - Homebrew Rogue Subclass
Why isn't September the 7th month of the year? Whoever designed this calendar ought to be stabbed.
"Niche" as a prompt was designed to encompass weirder subclass options, ones that probably wouldn't work in every campaign. This one, for instance, could do some absurd things in a subterfuge-heavy campaign, but might not fare so well in a dungeon crawl or a wilderness expedition. But I wouldn't be surprised to see people figure out ways to get creative with the prompt.
The Genesis Domain & The Carcinization Domain - Two Homebrew Cleric Subclasses
Read left pages top to down, then right pages top to down. This layout isn't going to make much sense otherwise, but it also doesn't feel right to not have both title pages at the top.
Two cleric domains that felt like natural counterparts. The Genesis Domain focuses on utility features and summoning creatures, taking more of a backline combat role, while the Carcinization Domain wades headfirst into combat with natural weapons and armor.
By the way, I have a Bluesky now!
Links in reblogs as usual... whenever I get around to it.
Pact Boon: The Chalice
While Warlock subclasses tend to primarily focus on theming, pact boons tend more towards the mechanical side of things, informing the general playstyle of a character. The Pact of the Chalice offers warlocks aside from the Celestial a variety of ways to support teammates, with health restoration, status cleansing, damage mitigation, and spell restoration.
I'd like to thank my players for giving me the inspiration to make this happen. Without them, the world would never have had the opportunity to consume this chalice.
Links will be in the reblogs, as usual. Only Homebrewery and Google Drive - DNDBeyond doesn't support homebrew pact boons.
Subclasseptember Day 16: Weather
The Circle of Ruins - Homebrew Druid Subclass
Given their association with structures like Stonehenge, I'm surprised that this isn't already a thing.
Explicitly designed to be a tanky caster (unlike some subclasses *cough bladesinger cough*), with ways to help maintain concentration and further play into the delayed value that the Druid class already encourages. You broke my concentration on Call Lightning? Good thing I had a Moonbeam cooking that entire time. It also plays into some novel weaknesses, though - you're durable, but mobility is not exactly your strong suit. Endure as the ruins do.