Hey gang! I dunno how active this forum is, but I figured I'd post here and see what happens.
I've been working on a custom setting based on dnd 5e. The TL;DR of it all: I'm using 5e rules with the exception of magic works differently (I'm still experimenting with ideas). This results in custom classes. It's a no-human world, but to really make it feel alien, I'm making custom races as well.
The not TL;DR of it all. I've been planning out a campaign and I'm nearing completion of the planning phase, but I want some feedback as I get nearer to that goal. I was a lot closer a few weeks ago, but I had a thought regarding the magic system, so now I'm rearranging it according to that to see how it feels. That's putting the classes in the not done category for now. That said, I have a bunch of races I would appreciate feedback on.
There are six races in general, but each race has two subraces (the -id and the -is). The races are: Delphe - Delphed/Delphes Pastel-colored humanoids with long ears or protrusions across the body. They have bright or glowing eyes. The delphed are rather tieflingish. The males tend to be rougher, while females tend to be more elegant. The delphes are more elvish. They have long ears and arcane markings across their bodies.
Faeru - Faerud/Faerus Feathered humanoids. They have talons for feet. Though they have wings, they cannot fly. The faerud are basically rito (from Breath of the Wild). Wings sprout from the arms, and they tend to look more avian than their counterparts. They do have hands (or claws). The faerus are basically angels. Wings sprout from their backs, and they tend to be more human than their counterparts.
Gnoma - Gnomad/Gnomas Short and hairy humanoids. They have big ears, big eyes, and a big mouth. They are basically yordles from League of Legends. The gnomad are more stout and tend to have more hair, or rougher hair/fur. The gnomas are skinnier, and tend to be more fair.
Memaeri - Memaerid/Memaeris The merfolk of my world. They have webbed hands and feet, and some type of gills and fins. They are always bipedal. The memaerid are basically zoras (from Breath of the Wild). They don't have any hair and tend to look more fish-like than their counterparts. The memaeris are more like "classic" mermaids. They are more humanoid and have hair.
Nymphy - Nymphyd/Nymphys Plant people of varying degrees. The nymphyd are like treants. They have rough bark skin, might be oddly proportioned, could easily be mistaken as a tree. The nymphys are like nymphs, dryads, or certain (planty) elves. They appear more humanoid but hair is more bushy or viney. Sometimes their skin is kind of "veiny" (rooted, gnarled etc).
Orko - Orkod/Orkos In general, dry humanoids. The orkod are like dragonborn. They are scaly, and while mostly humanoid, some might appear more reptile. The orkos are like "normal" humanoids with dark or ashen skin, but they can immolate.
*Note: I'm using human and humanoid for your reference. Humans do not, and have never, existed in this world.
With the general descriptions out of the way, here's what I have for the abilities and features. Most of these are based on actual races with a few tweaks here and there, some are little more homemade.
Delphe ('delf)
Ability Score Increase. Your Strength score increases by 2. Age. Delphe reach adulthood around age 20. They live around 80 years. Alignment. Delphe tend towards chaotic. While mostly neutral, they are aggressive. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the WIS-Perception skill.
Delphed (dell-'fed) Ability Score Increase. Your Charisma score increases by 2. Outlandish Charm. You have proficiency in one of the following skills of your choice: CHA-Intimidation, or CHA-Persuasion. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Delphes (dell-'fes) Ability Score Increase. Your Wisdom score increases by 2. Hunter's Wit. You have proficiency in one of the following skills of your choice: WIS-Insight, or WIS-Survival. Belligerence. You can rage against an enemy, as if casting the hunter's mark spell once with this trait. Once you use this ability, you can't use it again until you finish a long rest. Starting at level 10, you may use this ability twice instead.
*Currently leaning towards Belligerence leveling up: Once at level 1; twice at level 6; three times at level 11, four times at level 16.
Faeru ('fair-oo)
Ability Score Increase. Your Charisma score increases by 2. Age. Faeru reach maturity around age 50. They live around 600 years. Alignment. Faeru tend to stay to themselves and are generally good. Size. Your size is Medium. Speed. Your base walking speed is 35 feet. Angelic Grace. When you make any Charisma check, can can roll a d4 and add the number rolled to the ability check.
Faerud ('fair-id) Ability Score Increase. Your Intelligence score increases by 2. Feathered Arms. You can't fly, but you have a glide speed of 30 feet. Additionally, if you use your arms, you can jump 10 feet higher or 10 feet farther than normal. Cautionary. You have an advantage on all Dexterity saving throws.
Faerus ('fair-is) Ability Score Increase. Your Wisdom score increases by 2. Wing Shield. You can guard with your wings, as if casting the shield spell, once with this trait, and regain the ability to do this after you finish a long rest. Guardian Angel. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
Gnoma ('no-muh)
Ability Score Increase. Your Intelligence score increases by 2. Age. Gnoma reach adulthood around age 10. They live around 150 years. Alignment. They tend to be inquisitive and chaotic, and are almost always good. Size. Your size is Small. Speed. Your base walking speed is 25 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the WIS-Perception skill. Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Gnomad ('no-mad) Ability Score Increase. Your Constitution score increases by 2. Brave. You have advantage on saving throws against being frightened. Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Gnomas ('no-mass) Ability Score Increase. Your Dexterity score increases by 2. Nimbleness. You can move through the space of any creature that is of a size larger than yours. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
*Mildly contemplating replacing one of the abilities for either Gnomad or Gnomas with: Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to that creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
But I really don't want to get rid of any of the abilities, maybe Toughness, but I like toughness on the Gnomad...
Memaeri (mem-'mare-ee)
Ability Score Increase. Your Dexterity score increases by 2. Age. Memaeri reach adulthood around age 25. They live around 200 years. Alignment. Memaeri tend to be very lawful, or very chaotic, rarely neutral. They favor selfishness. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Aquatic Weapon Training. You have proficiency with the spear, bident, trident, and dagger. Amphibious. You have a swim speed of 30 feet. Additionally, you can breathe underwater.
Memaerid (mem-'mare-id) Ability Score Increase. Your Strength score increases by 2. Blubber. You have resistance to cold damage. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Memaeris (mem-'mare-is) Ability Score Increase. Your Charisma score increases by 2. Siren. When you make a CHA-Performance or CHA-Persuasion check, you can roll a d4 and add the number rolled to the ability check. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
*Initially Siren worked differently: Siren. When you fail a CHA-Persuasion check, you may try the same check once more. If this succeeds, treat it as if you successfully cast the charm person spell. Once you use this trait, you can't do so again until you finish a long rest.
I liked it, but I wanted to expand it to more than just persuasion; I'm still a little torn.
Nymphy ('nim-fee)
Ability Score Increase. Your Wisdom score increases by 2. Age. Nymphy reach adulthood around age 20. We don't know how long their lifespans are. Alignment. Nymphy are relatively lawful in regards to nature, but chaotic in regards to society. They are generally good, but ultimately do what's best for themselves in the 'very' long run. Size. Your size is Medium. Speed. Your base walking speed is 30 feet. Natural Resilience. Whenever you could root, you get the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage; You don't need to eat, drink, or breathe; You are immune to disease; You don't need to sleep, and magic can't put you to sleep. Natural Armor. You gain a +2 bonus to Armor Class while you are wearing no armor.
Nymphyd ('nim-fid) Ability Score Increase. Your Constitution score increases by 2. Deep Rooting. As long as you are standing in at least 3 inches of soil with access to sunlight, you can root. After rooting in this way for at least 1 hour, you gain the same benefit of a long rest. Natural Camouflage. You can attempt to hide even when you are only lightly obscured by foliage. You have advantage on DEX-Stealth checks as long as you remain there without moving or taking actions.
Nymphys ('nim-fis) Ability Score Increase. Your Intelligence score increases by 2. Rooting. As long as you are standing in at least 3 inches of soil with access to sunlight, you can root. After rooting in this way for at least 4 hours, you gain the same benefit of a long rest. Naturalist. You have proficiency in one of the following skills of your choice: WIS-Medicine, or WIS-Nature.
Orko ('or-co)
Ability Score Increase. Your Constitution score increases by 2. Age. Orko reach adulthood around age 25. They live around 150 years. Alignment. Orko gravitate towards chaotic, but they try to mind their own business. Size. Your size is Medium. Speed. Your base walking speed is 35 feet. Hot-Blooded. Ignore the negative effects of high temperatures.
Orkod ('or-kid) Ability Score Increase. Your Strength score increases by 2. Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Menacing. You have proficiency in the CHA-Intimidation skill.
Orkos (or-'cohs) Ability Score Increase. Your score increases by 2. Critical Burn. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit as fire damage. Blaze. You have resistance to fire damage. You can always immolate (or dispel), as if casting the continual flame spell, yourself as a free action. Starting at 10th level, you can immolate, as if casting the fire shield spell, once with this trait and regain the ability to do so when you finish a long rest.
Any and all insight/criticism is appreciated!
Thanks! -alt-
Author:
altimis [ Sun May 03, 2020 10:45 pm ]
Post subject:
Re: [Homebrew] Custom Races and Classes
There are seven classes in total: Warrior, with a Duelist or Berserker expertise: well-trained combatants with a focus in 1 v 1 (duelist) or 1 v Many (berserker).
Mercenary, with a Rogue or Hunter specialty: people hired to do what needs to get done. Reconnaissance (rogue) or guiding (hunter).
Monk, with a Martial or Alchemist art: people focused on perfection through meditation (martial) or manipulation (alchemist).
Paladin, with an Avenger or Warden oath: a spellcaster guardian who avenges (avenger) or protects (warden).
Environ, with a Druid or Ranger path: a spellcaster spokesman of nature through transformation (druid) or companionship (ranger).
Battlemage, with an Imbure or Trickster pact: a fierce spellcaster that fights with magic and might (imbure) or stealth (trickster).
Wizard, with a particular Study: an all out spellcaster. The studies are: Necromancy: contains the schools of Necomancy and Vitromancy (previously Abjuration) Omnivocy: contains the school of Evocation Permanency: contains the schools of Conjuration and Transmutation Quasesticy: contains the schools of Divination, Enchantment, and Illusion
People are generally referred to as their subclass, not their general class. Classes work slightly differently (besides having been changed). You start with one saving throw proficiency, and gain the second when you choose your archetype (your archetype determines the second proficiency). You also gain a proficiency in another skill for free based on your archetype. For example, a level 1 Warrior starts proficiency in Strength saves. When they reach level 3 they have two choices: becoming a Duelist grants them proficiency in Dexterity saves and the DEX-Acrobatics skill. becoming a Berserker grants them proficiency in Constitution saves and the CHA-Intimidation skill.
Lastly, you can't multiclass between spellcasters and non-spellcasters. You can either cast magic or you can't.
Battlemage:
As a Battlemage, you gain the following class features: Hit Points Hit Dice: 1d8 per Battlemage level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier
Proficiencies Armor: Light armor Weapons: Simple weapons. hand crossbows, longswords, rapiers, shortswords Tools: None Saving Throws: Intelligence Skills: Choose three from: Acrobatics, Arcana, Athletics, Insight, *Intimidation, Medicine, Perception, Performance, *Stealth, and Survival Starting out: Rapier, or Longsword Diplomat's pack, or Entertainer's pack Any instrument Leather armor and a Dagger
Feats per Level: 1: Spellcasting (Intelligence) 2: Aerin Decrees 3: Make a pact of an Imbure (compare Eldritch Knight) or a Trickster (compare *Arcane Trickster). *Levels of effects altered, Misty Escape added Strength saves, CHA-Intimidation, Weapon Bond or Dexterity saves, DEX-Stealth, Mage Hand Legerdemain, Sneak Attack (1d6) 4: Ability Score Improvement 5: Extra Attack 6:War Magic or Misty Escape 7: - 8: Ability Score Improvement 9: - 10:Eldritch Strike or Magical Ambush 11: Mystic Arcanum (6) 12: Ability Score Improvement 13: Mystic Arcanum (7) 14:Arcane Charge or Versatile Trickster 15: Mystic Arcanum (8) 16: Ability Score Improvement 17: Mystic Arcanum (9) 18:Improved War Magic or Spell Thief 19: Ability Score Improvement 20:Eldritch Master
Aerin Decrees are treated the same as Eldritch Invocations, except a customized list for this class.
List of Aerin Decrees:
Ability Name(Level Requirement, if any): Ability
Agonizing Blast: Add your CHA to Eldritch Blast damage. Armor of Shadows: Can cast Mage Armor with no spell slot. Ascendant Step (9): Can cast Levitate with no spell slot. Beguiling Influence: Become proficient with CHA-Deception and CHA-Persuasion. Book of Ancient Secrets: Learn two level 1 ritual spells, can cast as ritual. Have a book that you can add rituals to. Dancing Blade (15.Imbure): You have Extra Attack when using your bond weapon. Death Grasp (14): You can cast Finger of Death using a spell slot once per long rest. Disintegration (12): You can cast Disintegrate using a spell slot once per long rest. Domination (16): You can cast Dominate Monster using a spell slot once per long rest. Duskblade (9.Trickster): You deal an additional 2d6 Sneak Attack damage. Dying Phrase: You can cast Power Word: Kill using a spell slot once per long rest. Eldritch Sight: Can cast Detect Magic with no spell slot. Eldritch Spear: Eldritch Blast range is 300 feet. Eyes of the Rune Keeper: You can read all writing. Focus (13): You gain 2 spell slots. Gaze of Two Minds: Can perceive through a willing subject until the end of your next turn. You can use your action to extend the effect. Nightblade (15.Trickster): You deal an additional 2d6 Sneak Attack damage. Otherworldly Leap (9): You can cast Jump with no spell slot. Repelling Blast: Eldritch Blast pushes a creature 10 feet away from you. Spell Finesse (12): Spells count as a finesse weapon for you. Visions of Distant Realms (15): You can cast Arcane Eye with no spell slot. Voice of the Spellweaver: Can communicate with your familiar indefinitely, and when percieving through your familiar, you can communicate through it. Whispers of the Grave (9): You can cast Speak with Dead with no spell slot. Witch Sight (15): You can see the true form of any shapechanger or any creature concealed by illusion or transmutation within 30 ft.
Environ:
As an Environ, you gain the following class features: Hit Points Hit Dice: 1d8 per Environ level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier
Proficiencies Armor: Light armor, medium armor, shields Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit Saving Throws: Wisdom Skills: Choose two from: Animal Handling, Arcana, Insight, *Intimidation, Medicine, Nature, Perception, Religion, *Stealth, and Survival Starting out: Wooden shield, or Simple weapon Scimitar, or Simple melee weapon Leather armor, Explorer's pack, and Druidic focus
Feats per Level: 1: Spellcasting (Wisdom) 2: Follow the path of the Druid (compare Circle of the Moon) or the Ranger (compare Beast Master). *Added Land's Stride, Nature's Ward, and Nature's Sanctuary at levels 7, 11, and 15 respectively. Wildshape (1/4), Memphese Bestowals, Strength saves, CHA-Intimidation, Combat Wild Shape or Dexterity saves, DEX-Stealth, Ranger's Companion 3: - 4: Ability Score Improvement, Wildshape Improvement (1/2) 5: - 6:Primal Strike or Exceptional Training 7: Land's Stride 8: Ability Score Improvement, Wildshape Improvement (1) 9: - 10:Elemental Wild Shape or Bestial Fury 11: Nature's Ward 12: Ability Score Improvement 13: - 14:Thousand Forms or Share Spells 15: Nature's Sanctuary 16: Ability Score Improvement 17: - 18: Timeless Body, Beast Spells 19: Ability Score Improvement 20: Archdruid
Memphese Bestowals are the same as Eldritch Invocations, except it's a specialized list for this class.
List of Memphese Bestowals:
Ability Name(Level Requirement, if any): Ability
Armor of Shadows: Can cast Mage Armor with no spell slot. Beast Speech: Can cast Speak With Animals with no spell slot. Book of Ancient Secrets: Learn two level 1 ritual spells, can cast as ritual. Have a book that you can add rituals to. Devil's Sight: Can see normally in an darkness, both magical and nonmagical, for 120 feet. Favored Attack (11): You get +2 on attack rolls against a Favored Enemy. Favored Enemy: "Favored Enemy" Favored Hit (6): You get +2 on damage rolls against a Favored Enemy. Ferocious Shape (16.Druid): You can transform into a beast with a Max,CR of 2. Fire Storm (14): You can cast Fire Storm using a spell slot once per long rest. Focus (13): You gain 2 spell slots. Hail of Thorns (Ranger): You can cast Hail of Thorns with no spell slot. Invigorate (5): You can cast Haste using a spell slot once per long rest. Mask of Many Faces: Can cast Disguise Self with no spell slot. Master of Myriad Forms (15): Can cast Alter Self with no spell slot. Memphis Hide: When you are in Dim light or Darkness, you can use your action to become invisible until you move or take an action or reaction. Minions of Chaos (9): Can cast Conjure Elemental using a spell slot once per long rest. Misty Visions: You can cast Silent Image with no spell slot. Natural Explorer: "Natural Explorer" Natural Recovery: During a short rest, you can recover a number of spell slots with a combined total of 1/2 x [Druid level]. Sculptor of Flesh (7): You can cast Polymorph using a spell slot once per long rest. Shapechange (18): You can cast Shapechange using a spell slot once per long rest. Thornwall (12): You can cast Wall of Thorns using a spell slot once per long rest. Tsunami (16): You can cast Tsunami using a spell slot once per long rest. Voice of the Spellweaver: Can communicate with your familiar indefinitely, and when perceiving through your familiar, you can communicate through it.
Mercenary:
As a Mercenary, you gain the following class features: Hit Points Hit Dice: 1d8 per mercenary level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier
Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves' tools Saving Throws: Dexterity Skills: Choose four from: Acrobatics, *Animal Handling Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and *Stealth Starting out: Rapier, or Shortsword Shortbow and quiver of 20 arrows, or Shortsword Burglar's pack, or Dungeoneer's pack, or Explorer's pack Leather armor, two daggers, thieves' tools
As a Monk, you gain the following class features: Hit Points Hit Dice: 1d10 per monk level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier
Proficiencies Armor: None Weapons: Simple weapons, shortswords Tools: Any one artisan's tools or one musical instrument Saving Throws: Wisdom Skills: Choose two from: Acrobatics, Athletics, History, Insight, *Medicine, *Performance, Religion, and Stealth Starting out: Shortsword, or Any simple weapon Dungeoneer's pack, or Explorer's pack Ten darts
Feats per Level: 1: Unarmored Defense, Martial Arts 2: Ki (1 per level), Unarmored Movement (10) 3: Follow the art of Martial (compare Way of the Open Hand) or Alchemy (compare Way of the Four Elements). Dexterity saves, CHA-Performance, Open Hand Technique or Charisma saves, WIS-Medicine, *Disciple of the Elements, Deflect Missiles *a new discipline Binding Will: You can spend 2 ki points to cast cure wounds. 4: Ability Score Improvement, Slow Fall 5: Extra Attack, Stunning Strike 6:Wholeness of Body or Discipline (I), Ki-Empowered Strikes, Unarmored Movement (15) 7: Evasion, Stillness of Mind 8: Ability Score Improvement 9: Improved Unarmored Movement 10: Purity of Body, Unarmored Movement (20) 11:Tranquility or Discipline (II) 12: Ability Score Improvement 13: Tongue of Sun and Moon 14: Diamond Soul, Unarmored Movement (25) 15: Timeless Body 16: Ability Score Improvement 17:Quivering Palm or Discipline (III) 18: Empty Body, Unarmored Movement (30) 19: Ability Score Improvement 20:Perfect Self
Paladin:
As a Paladin, you gain the following class features: Hit Points Hit Dice: 1d10 per paladin level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier
Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Charisma Skills: Choose two from: Arcana, Athletics, Insight, *Intimidation, Medicine, *Perception, Persuasion, and Religion Starting out: A martial weapon and a shield, or Two martial weapons Five javelins, or Any simple melee weapon Priest's pack, or Explorer's pack Chainmail and a Holy symbol
Feats per Level: 1: Divine Sense, Lay On Hands, Spellcasting (Charisma) 2: Fighting Style (Defense, Dueling, Great Weapon Fighting, and Protection), Divine Smite, Fauni Resolves 3: Swear the oath of the Avenger (compare Oath of Vengeance) or the Warden (compare Oath of Devotion) Strength saves, CHA-Intimidation, Abjure Enemy, Vow of Emnity or the Constitution saves, WIS-Perception, *Sacred Weapon, Turn the Faithless. *Has Sacred Weapon instead of Nature's Wrath 4: Ability Score Improvement 5: Extra Attack 6: Aura of Protection 7:Relentless Avenger or Aura of Warding 8: Ability Score Improvement 9: - 10: Aura of Courage 11: Improved Divine Smite 12: Ability Score Improvement 13: - 14: Cleansing Touch 15:Soul of Vengeance or Undying Sentinel 16: Ability Score Improvement 17: - 18: Aura Improvements 19: Ability Score Improvement 20:Avenging Angel or Elder Champion
Fauni Resolves are Eldritch Invocations, except a specialized list for this class.
List of Fauni Resolves:
Ability Name(Level Requirement, if any): Ability
Aura of Life (15): Aura of Life doesn't cost your concentration. Aura of Purity (15): Aura of Purity doesn't cost your concentration. Aura of Vitality (15): Aura of Vitality doesn't cost your concentration. Bane: Can cast Bane with no spell slot once per long rest. Bewitching Whispers (7): Can cast Compulsion using a spell slot once per long rest. Bless: Can cast Bless with no spell slot once per long rest. Book of Ancient Secrets: Learn two level 1 ritual spells, can cast as ritual. Have a book that you can add rituals to. Chains of Carceri (15): You can cast Hold Monster with no spell slot targeting Celestial, Fiend, or Elementals, once per long rest per target. Constant Smiting (5): You can use Divine Smite a number of times between long rests = 2 x CHA Divine Shield: You can cast Shield with no spell slot once per long rest. Fauni Skill: Become proficient with DEX-Acrobatics and STR-Athletics Fauni Vigor: You can cast False Life (as 1st level) with no spell slot. Focus (13): You gain 2 spell slots. Holy Aura (16): You can cast Holy Aura using a spell slot once per long rest. Lifecaster (12.Warden): You can cast Heal using a spell slot once per long rest. Mass Heal (18): You can cast Mass Heal using a spell slot once per long rest. Powerful Aura (11): The range of your auras increases by 10 ft. Pure Hands: When you use Lay on Hands, add CHA to the amount healed. Reaching Hands: Lay on Hands has a range of 30 ft. Regenerate (14): You can cast Regenerate using a spell slot once per long rest. Vengeance (5.Avenger): You can cast Hellish Rebuke with no spell slot. Vexing Resolve (5): You can cast Hex using a spell slot once per long rest. Voice of the Spellweaver: Can communicate with your familiar indefinitely, and when percieving through your familiar, you can communicate through it. Whispers of the Grave (9): You can cast Speak with Dead with no spell slot.
Warrior:
As a Warrior, you gain the following class features: Hit Points Hit Dice: 1d12 per warrior level Hit Points at 1st Level: 12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per warrior level after 1st
Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength Skills: Choose two skills from *Acrobatics, Animal Handling, Athletics, History, Insight, *Intimidation, Perception, and Survival *denotes archetype skills
Starting Out You start with the following equipment, in addition to the equipment granted by your background: (a) Chainmail; or (b) Leather armor, longbow, and 20 arrows (a) any martial weapon and a shield; or (b) any two martial weapons (a) Light crossbow and 20 bolts; or (b) two handaxes (a) Dungeoneer's pack; (b) Explorer's pack
Feats per Level: 1: Fighting Style (Archery, Defense, Dueling, Great Weapon Fighting, Protection, and Two-Weapon Fighting), Second Wind 2: Action Surge (Once) 3: Gain an expertise as a Duelist (compare "Battle Master") or a Berserker (compare "Champion") Dexterity saves, DEX-Acrobatics, Combat Superiority (d8's), Student of War or Constitution saves, CHA-Intimidation, Improved Critical 4: Ability Score Improvement 5: Extra Attack (I) 6: Ability Score Improvement 7:Know Your Enemy or Remarkable Athlete 8: Ability Score Improvement 9: Indomitable (Once) 10:Improved Combat Superiority (d10's) or Additional Fighting Style 11: Extra Attack (II) 12: Ability Score Improvement 13: Indomitable (Twice) 14: Ability Score Improvement 15:Relentless or Superior Critical 16: Ability Score Improvement 17: Action Surge (Twice), Indomitable (Thrice) 18:Improved Combat Superiority (d12's) or Survivor 19: Ability Score Improvement 20: Extra Attack (III)
Wizard:
As a Wizard, you gain the following class features: Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 3) + your Constitution modifier
Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: *Choose one from: Intelligence, Wisdom, and Charisma *This will be your Spellcasting Ability Skills: Choose two from: Arcana, History, Insight, Investigation, Medicine, and Religion Starting out: Quarterstaff, or Dagger Component pouch, or Arcane focus Scholar's pack, or Explorer's pack Spellbook
Feats per Level: 1: Spellcasting (Intelligence, Wisdom, or Charisma), Arcane Recovery 2: Any skill, Choose one from: Intelligence, Wisdom, and Charisma Choose to study the study of Necromancy, or Omnivocy, or Permanency, or Quasesticy. 3: - 4: Ability Score Improvement 5: - 6:Study feat 7: - 8: Ability Score Improvement 9: - 10:Study feat 11: - 12: Ability Score Improvement 13: - 14:Study feat 15: - 16: Ability Score Improvement 17: - 18: Spell Mastery 19: Ability Score Improvement 20: Signature Spells *When picking a study feat, you choose the appropriately leveled feat from any of the schools in your study or one of the following: Metamagic (requires level 6+): You can pick a metamagic feature. You may change your choice(s) at any of the levels: 7, 9, 11, 13, 15, or 17. You have your Wizard level worth of sorcery points. Dominant Spells (requires level 10+): You get +2 to your spell save DC. Spell Pierce (requires level 10+): You get +2 to your spell attack. Enforce (requires level 14): If you cast a spell that targets only one creature, and that creature succeeds its spell save, you may have that creature reroll its spell save. Regardless of the result, you suffer the effects of the spell as if you failed the save. You can end this effect (for both) on your as a bonus action, and the effects of this spell can't break your concentration on this spell.
Author:
altimis [ Sun May 03, 2020 10:46 pm ]
Post subject:
Re: [Homebrew] Custom Races and Classes
Spellcasting for Battlemage, Environ, and Paladin classes: Battlemages use the Sorcerer and Warlock spell lists. Evirons use the Druid and Ranger spell lists. Paladins use the Cleric and Paladin spell lists.