Homebrew Content List

Post/Author/DateTimePost
#1

HermanTheWize

May 18, 2015 7:29:18

I know I really enjoy homebrew when it's done right and have recently tried my hand at it. From making a archetype, all the way to attempting to make a class.  I'm making this list to help people, including myself, find help for balancing, ideas and even RP needs for their homebrew ideas. 

 

I will be adding any homebrew content people post on this thread, or if I see something in another thread. Ranging from entire classes to even spells, weapons etc...
 

I will eventually put a brief description below all the entrys, feel free to link your thread and I will add it to the lists. 

 

 

Homebrew Lists:

 

Classes:

 

 

Sub-Classes:

 

Fighting Style:

 

 

Races:

 

 

Items:

 

 

Spells:

 

  •  

 

Feat:

 

Misc:

 

  •  

 

 

Homebrew Ideas(Ideas For Future Homebrew Content):
  • Shinigami from Bleach Anime
  •  

 

Off-Site Lists of Homebrew Content:

 

 

 

 

#2

HermanTheWize

May 18, 2015 12:17:15

I think a cool thing I might add is a list of ideas for homebrew content. Then people can find this, if they have time, and attempt to make that class, subclass weapon...etc.

#3

OnionDruid

May 19, 2015 6:53:55
There is a HUGE list of homebrew compiled over on gianitp, http://www.giantitp.com/forums/showthread.php?396519-D-amp-D-5e-Homebrew-Compendium .
(Reply to #3)

HermanTheWize

OnionDruid wrote:
#5

Marandahir

May 19, 2015 17:34:31

There's also, as I said on the topic where you previously posted about this, that there is already an extensive homebrew repository run by Kalani.

#6

RCanine

May 20, 2015 0:37:03

I've got a homebrew version of Aarakocra in my sig.

(Reply to #5)

HermanTheWize

Marandahir wrote:
#8

Marandahir

May 20, 2015 8:32:20

No problem; didn't mean to sound upset – I just hope that some day we can have a grand list of ALL homebrew, at least the stuff people want linked to on the WotC forums.  Having to go to separate places for separate lists is inefficient.

(Reply to #8)

HermanTheWize

Marandahir wrote:
#10

DoctorBadWolf

May 21, 2015 3:29:54

Some race writeups we're using.

 

Goblin

 

Ability Score Increase: +2 Dexterity

 

Size: Small

 

Speed: 30

 

Vision: Darkvision 60 ft.

 

Flight Response: As a Reaction to taking damage, you can move 10 feet, and if possible, make a Dex (Stealth) check to hide. Once you have done so, you cannot use this ability again until after a short or long rest.

 

Subraces: You can choose either the Bushwhacker Goblin, or the Sapper Goblin

 

Bushwhacker Goblin

 

Ability Score Increase: +1 Con

 

Bushwhacker: During the first round of combat, the goblin has advantage on attack rolls against any target that has a lower initiative. 

Sneaky: The goblin can attempt to hide at the end of a move without using an action.  You also gain proficiency in the Stealth Skill.

 

Sapper Goblin:

 

Ability Score Increase: +1 Int

 

Jury-Rigger: You may add your proficiency bonus to checks made to Jury-Rig repairs, construct an improvised device, trap, or structure, or dig a tunnel.

 

Jumpy: Exposure to jury-rigged devices has sharpened your reflexes. You gain a +1 bonus on saves agianst traps, Advantage on saves against traps you devise, and you can use your Flight Response ability twice without a rest.

 

 

Kobold

 

+2 Dex, +1 Int or Con

Speed: 25

Darkvision: 60ft

Trapsense: You have advantage on Ability checks to find, and saves vs traps or other natural hazards, as well as on Wisdom checks to avoid being surprised.  

Dungeon Dweller: You have proficiency with the Survival skill and with trapping tools, which are a new type of Artisan’s Tools used to make traps.  

Shifty: You can use all of your movement to move 5 ft, incurring no attacks of opportunity for the movement. You cannot use this ability in the same turn as the Disengage Action.

 

 

Vryloka

 

+2 Cha, +1 Str

Speed: 30ft

Vampiric Heritage: You are both Living and Undead. Whenever an effect on you would change based on whether you are Living or Undead, you can choose which you “are” for the purpose of that effect. Additionally, you have Resistance to Necrotic damage.

Human Heritage: You look pretty human, so you have Advantage on checks made to pass as one.  

Eyes of Night: You have Darkvision out to 60ft.

Lifeblood: You gain vitality and strength when you defeat your enemies. When you reduce an enemy to 0hp, you gain one of the following benefits.

  • You can move your speed as a bonus action once before the end of your next turn. This movement does not provoke attacks of opportunity.
  • You gain temp hp. The amount is determined by rolling 1 Hit Die, and adding your Constitution modifier.
  • You gain Advantage on your next attack roll, or your next Ability Check to Intimidate or Charm a single target.

 

Shadar-kai        

 

Stats: +2 Dex, +1 Int

Speed: 30 ft.

Alignment: Shadar-kai tend toward Chaotic, due to their need for constant stimulation. They swing Good, Evil and Neutral in roughly the same rate as humans.

Shadowy Shadow People: Proficiency in Stealth

Winterkin: Due to their origins, Shadar-kai have Advantage on death saving throws.

Darkvision

Languages: Common

Natives of Darkness: Shadar-kai draw strength from the shadows, and can become one with them at need. You can cast Misty Step once without components, and regain it after a short rest.  Starting at 3rd level, you can cast Shield of Faith once without components, but it’s range becomes self, duration becomes 1 minute instead of 10, and it uses a bonus action. You regain this ability after a long rest.  

 

Still working on a Centaur, Satyr, and a few others.

#11

HermanTheWize

May 21, 2015 13:10:18

updated

#12

transcendantviewer

May 21, 2015 22:11:10

http://community.wizards.com/content/blog/4173941

http://community.wizards.com/content/blog/4201371

I've been trying to get people to check these out for a while now, but no one ever does. If you'd be so kind, could you put these on your list? The first is my idea for a Warforged 5e import that keeps a lot closer to its 3.5 iteration. The second is the Warforged Juggernaut Prestige Class made into a Fighter Archetype for 5e. I've got a few other pieces of Homebrew as well, if you're interested.

#13

HermanTheWize

May 22, 2015 5:27:16

@transcendantviewer  Added

#14

transcendantviewer

May 22, 2015 13:35:34

http://community.wizards.com/content/blog/4204741

Here's one I made as a Collaboration. (Archetype of the Bullwark)

http://community.wizards.com/content/blog/4204336

Here's my attempt at updating Tower Shields into 5e.

http://community.wizards.com/content/blog/4201981

I tried to work around the Grappler Feat since it's broken and needs eratta. (Wrestler Feat)

http://community.wizards.com/content/blog/4201386

Special magic item idea. I've been slowly modifying it over time. (Cantrip Wands)

http://community.wizards.com/content/blog/4201381

And this last one is a racial feat for my Warforged design. (Jaws of Death)

#15

transcendantviewer

May 22, 2015 13:39:41

http://www.enworld.org/forum/showthread.php?448530-Dvati

This one is my attempt at bringing the Dvati Race into 5e.

#16

HermanTheWize

Jun 04, 2015 5:49:43

new additions.

#17

thewok

Jun 04, 2015 16:02:00

Working on converting the Shadowknight from Everquest into a 5E class.

 

http://community.wizards.com/forum/player-help/threads/4219981

#18

DoctorBadWolf

Jun 06, 2015 23:47:31

I'll be posting my assassin base class soon, once I fix up the formatting and write up some fluff for it. Also gonna be adding two monk traditions, and possibly a reworked warlock that doesn't try to encompass the binder and hexblade.

 

Also, I just started brainstorming a summoner class that mixes elements of the various summoning subclasses, the summoner video game, and the 4e shaman's mechanical concepts. Gonna work the binder and possibly sha'ir into that class.

 

Might work on a swordmage base class with hexblade and bladesinger subclasses.

 

If anyone has seen any really good versions of any of those already, I'd love to know about it. There are too many homebrew items floating around to browse through them all for ideas.

#19

HomebrewSage

Aug 11, 2015 5:13:28

Bladedancer

Ranger Archetype - The very essence of Nature's fury, lightning is a powerful force that is as destructive as it is beautiful. The Bladedancer infuses his swords with electric energy to become equally dynamic.

Level 3: Arc Blade - Starting when you first choose this Archetype, you gain the Arc Blade ability. Once per long rest, you may infuse your melee weapons with the essence of lightning. Your attacks have advantage against enemies wearing metal armor or who are made of metal, and deal an additional 1d6 Electricity damage if you are dueling (using a single 1-handed weapon, and nothing in your offhand) and 1d4 extra Electricity damage per attack if you are dual wielding (using a Light weapon in each hand.) Additionally, you gain one extra attack per round as part of your basic attack action.
This ability has no effect on ranged weapons, two-handed weapons, or when wielding anything other than a Light weapon in the offhand. 
Arc Blade lasts a number of rounds equal to your 1 + your Wisdom modifier.

7th: At level 7, Arc Blade's duration is increased to 2 + Wisdom modifier rounds.
Additionally, choose one of the following abilities;
Discharge - (While Arc Blade is active) As a bonus action, you discharge the lightning in your blade in a destructive wave of energy. This prematurely ends the Arc Blade effect, and deals 1d6 lightning damage per round left on Arc Blade's duration in a 10 ft radius centered on you.
Thunderpike - While Arc Blade is active, as a bonus action, you can cast forth the electricity from your blade in a 20 ft straight line, ending the ability prematurely. Deals 1d6 lightning damage per round remaining on Arc Blade.
Arc Form - While Arc Blade is active, you may draw the electric energy into yourself as a bonus action. Upon doing so, you become invisible for 2 rounds and cannot be detected by any means except for by magic. Your speed is increased by 10 feet. Attacking an enemy while in this invisible state has advantage on all attack

rolls and will deal +10 electric damage, but damaging an enemy removes the invisibility.

11th: At level 11, choose one of the following upgrades to your Arc Blade;
Thunderward - While Arc Blade is active, your AC is increased by +2, and you have 10 temporary hit points. Lost temporary hit points regenerate by 2 per round, and you regenerate 3 lost temporary hit points when you kill an enemy.
Hungering Blade - While Arc Blade is active, scoring a critical hit heals you for 2d6, and killing an enemy heals you for 2d8.
Energy Drain - While Arc Blade is active, you sap the power from the world around you. You deal +2 damage to constructs, critical hits prevent the target from casting spells for 2 rounds, and killing an enemy extends the duration of Arc Blade by 1 round.

15th: Arc Master - At level 15, you have mastered the union of lightning and blade, using both magical and physical prowess in perfect harmony. The duration of Arc Blade is increased to 3 + Wisdom modifier rounds, dueling bonus damage is increased to 1d8, and dual wielding bonus damage is increased to 1d6. Additionally, choose one of the following feats;
Elemental Adept (lightning)
or
Mage Slayer.