REPOSITORY: Homebrew & Original Content

Post/Author/DateTimePost
#1

Kalani

Aug 27, 2014 23:24:03

The purpose of this thread is to act as a single repository of original homebrew content, such as classes, subclasses, races, feats, spells, and original (custom) rules. It is my intention for this thread to act as a resource that DMs and players alike can use in their own games, or as inspiration for their own ideas or variations.

 

If you wish to submit homebrew content to this list, please respond with a link to the page or post the content below and I will link to the post in this thread, and I will update this thread accordingly. You may submit links to any homebrew content, even if you are not the original author. I will credit the author of such work in each respective link. All links are listed alphabetically under their respective headings. My only request, is that I ask you not to submit unfinished work. 

 

The following is a useful article which creators can use to help categorize their homebrew houserules.

 

Homebrew Guidelines v1.0

#2

Kalani

Dec 20, 2014 20:25:25

Index of Original Races

 

Index of Original Subraces

 

Dwarf

Elf

Half Elf

Halfling

Human

#3

Kalani

Jan 22, 2015 9:59:48

Index of Original Classes

 

Index of Original Subclasses

 

Barbarian

Bard

Druid

Fighter

Monk

Paladin

Ranger

Rogue

Sorcerer

Warlock

Wizard

 

Index of Original Fighting Styles

 

 

Index of Original Backgrounds

 

#4

Kalani

Dec 20, 2014 20:34:15

Index of Original Spells

 

Abjuration

Divination

Enchantment

Evocation

Necromancy

Transmutation

Invocations

 

Index of Original Feats

#5

Kalani

Dec 20, 2014 20:26:07

Index of Original Equipment

 

Armor

Weapons

Adventuring Gear

 

Index of Original Magic Items

 

Rings

#6

Kalani

Sep 15, 2014 10:11:20

Index of Original Familiars

Index of Original Monsters

#7

Kalani

Dec 20, 2014 20:10:43

Index of Original Rules

Combat

Conversions

Healing

Spellcasting

 

Miscellaneous 

#8

Yunru

Aug 29, 2014 8:32:22

I dislike the lack of an original items post (no need for thread links when it could all just be posted in one post).

I mean, how else are Nun-Chucks [Martial, 1d6 Bludgeoning, Finesse, Light, 15gp (Monk's get proficiency)] going to get recognised!? :P

#9

Setzer_G

Aug 29, 2014 8:55:53
Kalani, can we post them here and you can link them to the list above?
 
Elemental Substitution

Prerequisite: The ability to cast at least one spell.

 

You may take this Feat multiple times. Each time you take it, you choose a damage type. When preparing a spell or learning it for the first time, you may choose to change one of the damage types in the spell to the damage type you chose when you chose Elemental Substitution.

 

 

#10

Akeisha

Aug 29, 2014 21:09:51

Here are three monster PC races by Hebitsuikaza that I saw about a month or so ago specifically geared for 5th Edition.

 

Goblins (http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4109286)

 

Hobgoblins (http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4111421)

 

Orcs (http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4107696)

#11

Timmee

Aug 30, 2014 7:51:43

If there's a spot for original monsters, I posted this a while ago for feedback, but never got any:

 

Swarm of Stirges

 

http://community.wizards.com/forum/dungeon-master-help/threads/4128841

 

 

#12

Kalani

Aug 30, 2014 11:30:20

I didn't think about original monsters. I have shifted the categories around in the various posts, grouping them into related headings. I have also added a few new subheadings and category headings to the list that I forgot to consider when I created the original post.

#13

chris_c_76

Aug 31, 2014 1:55:42

new races

ratfolk http://that70sgame.wordpress.com/2014/08/29/dd-5e-ratfolk/

kobold http://that70sgame.wordpress.com/2014/08/29/dd-5e-kobolds/

goblin http://that70sgame.wordpress.com/2014/08/29/dd-5e-goblins/

catfolk http://that70sgame.wordpress.com/2014/08/29/dd-5e-catfolk/

aasimar http://that70sgame.wordpress.com/2014/08/21/aasimars-and-sub-races/

 

new subraces for tiefling : http://that70sgame.wordpress.com/2014/08/20/tiefling-sub-races-for-5e/

#14

Yunru

Aug 31, 2014 5:04:23

Nun-Chucks [Martial, 1d6 Bludgeoning, Finesse, Light, 15gp, 1lb. (Monk's get proficiency)]

 

Because really, they rolled it into the club? And only for monks? When there's the Scimitar that's exactly the same but slashing, and the Shortsword that's exactly the same but piercing?

#15

Kalani

Aug 31, 2014 8:40:52

chris_c_76 wrote:
#42

Kalani

Sep 15, 2014 15:41:07

@Lawolf: I added your Warblade previously, but was not aware of your Hero class. It has now been added to the list.

#43

Lawolf

Sep 15, 2014 17:21:53

A new fighting style for paladins and fighters who want to Tank.

 

Guardian Fighting Style


When you take the Attack action on your turn, you can forgo one of your attacks in order to adopt the Guardian Stance until the end of your next turn. While in the guardian stance the ground within 5 feet of you counts as difficult terrain for your enemies and making an opportunity attack does not use your reaction (you can still only make one opportunity attack per turn). 

#44

MechaPilot

Sep 21, 2014 13:35:43

My ritual magic module.

 

http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4137321

 

 

 

My simplified fencing/unarmored defenses.

 

http://community.wizards.com/forum/product-and-general-dd-discussions/threads/4138096

 

 

 

My firearms.

 

http://community.wizards.com/forum/player-help/threads/4142056

 
#45

Diffan

Sep 15, 2014 21:08:54

I posted this yesterday: My Path of the Blood Knight (fighter sub-path) 

 

 

#46

Alpizarai

Sep 16, 2014 8:50:07

Hey guys,

Trhought this past few days we've been elaborating on some hints and guidelines to help newcomers creating house rules; crafting rules or making homebrew material--imagined this could help around somewhat ---> http://community.wizards.com/content/blog/4142251

Also Though to drop this here, may help somehow; another compilation of Fan-made resources if you like what you[ve found in this thread. Maybe this is also for you --> http://www.enworld.org/forum/content.php?1883-Fan-Content-Database

 

- exelcior

#47

ErebosShadowalker

Sep 16, 2014 10:27:27

I converted some races to 5e-

https://drive.google.com/folderview?id=0B8e3pDtZoh2HVDEzS0pLX0ljM00&usp=sharing

#48

quexul

Sep 16, 2014 21:14:27

Found this background: Teller

 

http://ragingowlbear.blogspot.com/2014/09/dnd-5e-background-teller.html

 

Edit:

 

Here are 24 more backgrounds to check out:

 

 

http://www.enworld.org/forum/5ebackgrounds/browsecategory.php?c=1

 

 

edit:

 

And this one:

 

http://e89.359.myftpupload.com/?p=232

#49

Jordan175

Sep 17, 2014 1:02:47

I made a monk-like fighter subclass, can I get a read & review here or should I start a new thread for it?

 

 

 

Living Weapon (Fighter subclass):

Acolytes of the archetypal Living Weapon focus themselves on honing their bodies, minds and spirits to perfection, making even a pebble or a fingertip as deadly as a battleaxe in their hands. Masters of this demanding discipline are capable of superhuman feats that straddle the line between the magical and the real.

 

-Weapon and Warrior become one

Beginning when you choose this archetype at 3rd level, you gain proficiency in improvised weapons and unarmed strikes. You may spend a bonus action to attune yourself to a weapon or pair of weapons you are holding (including unarmed strikes and improvised weapons). Attuned weapons gain the following properties:

  • All one-handed weapons deal 1d8 damage and gain the finesse property if they did not have it already.

  • Any weapon with the heavy property ceases to count as such.

  • If the weapon did not already have the thrown property you may throw it a number of feet equal to you STR or DEX score, or up to twice as far by suffering disadvantage on the attack roll.

  • You cannot be disarmed of this weapon unwillingly, and if you are separated from your attuned weapon, you can cause it to fly to your hand as a bonus action.

  • If you are hit by an attack while conscious and armed with an attuned weapon, you may use your reaction to add your WIS modifier to your AC for that attack, possibly causing it to miss.

-Ki

Also at 3rd level, you gain a pool of mystical energy called Ki. Your maximum number of ki points equals one-third your fighter level, rounded up. You can regain a spent point of Ki by spending 1 minute meditating and re-focusing yourself. At this level you can learn two of the techniques listed at the end of this section. You learn an additional technique at level 7, 10, and 15.

-Trained expertise

At 7th level, pick two skills from Acrobatics, Athletics, Intimidation, Medicine, Stealth and Survival. If you are not proficient with a skill you selected, you become so. If you are already proficient with a selected skill, from now on your proficiency bonus is doubled for uses of that skill.

-Focused mind

Starting at 10th level, You gain advantage when rolling saving throws against charm or fear effects.

-Focused Body

At 15th level, your mastery of your own body grants you immunity to non-magical diseases, advantage on saving throws to reduce falling damage, and resistance to falling damage.

-Focused Spirit

When you reach 18th level, you gain nearly total master of your spiritual energy. When you start your turn with no Ki points, you gain 1 ki point.


 

Ki techniques:

  • Arterial strike: When you hit with an attack, you can spend a point of ki as part of that action to add your WIS modifier to the damage.

  • Darting serpent: When you hit with a melee attack, and have a hand that is not currently occupied, you may use a bonus action to spend a point of Ki and attempt to trip, disarm or grapple the target of your attack. You may use your choice of STR or DEX in the resulting contest.

  • Perfect attack form: When you roll an attack, you can use a bonus action to spend a point of ki to add your WIS modifier to the result. You may decide to do this after you roll, but before the DM tells you if the attack hits.

  • Lashing rain: (Prerequisite: 7th level) When you attack with an off-hand weapon using two-weapon fighting, you may spend a point of Ki to attack with that off-hand weapon one additional time as part of the same bonus action.

  • Dancing treetops: As part of a move action, you can spend a point of ki to increase your movement speed by a number of feet equal to five times your WIS modifier (min 5ft increase). You also ignore difficult terrain and gain advantage on checks to maintain your balance. These effects last until the end of your turn.

  • Leaf on the wind: (Prerequisite: 7th level) As a bonus action, you can spend a Ki point to gain a fly speed equal to your move speed until the end of your turn.

  • Mental fortitude: (Prerequisite: 10th level) When you select this feature, you gain resistance to psionic damage. Additionally, when you make a WIS, INT, or CHA saving throw, you may, as a reaction, spend a point of ki to add your proficiency bonus to the roll.

  • Elemental weapon: When you attune yourself to a weapon or pair of weapons, choose one of the following damage types: Fire, cold, acid, or force. Your attuned weapon now deals that type of damage and counts as magical for the purposes of bypassing damage resistance.

  • Elemental adept: You can control the elements around you as an action, allowing you to create effects such as:

    • Light or snuff out a flame of up to campfire size.

    • Freeze, melt, or splash a cup of water.

    • Create a strong breeze in a 5ft line emanating from you.

    • Cause one cubic foot of earth, sand or clay to protrude from the surface of the ground or shift aside a one cubic foot void in those materials.

       

    • When using this power you may spend Ki points to increase the area of effect by 5 square feet per Ki point expended. For example you could spend 1 point to dig a 5ft deep foxhole, or 3 points to freeze an ice bridge across a 15ft wide river You may not deal damage directly with this ability, but its secondary effects, such as fires, drowning, or dropped stones may do so. If you attempt to trap or crush an enemy with this ability, they may move up to their speed as a reaction to avoid it.

#50

Oraibi

Sep 17, 2014 3:18:29

FYi, for the Birthright conversion, my name is actually Caoimhe Ora Snow, not Coimhe Or A Snow. Thanks!

 

BTW, there are 9 race variants and three subraces in that conversion. Should they be called out separately? Just checking.

 

#51

Dark_Stryke

Sep 17, 2014 20:42:25

I've got 2 small things to add.

 

1. In my games, the Poisoned condition will be renamed "Sickened" to avoid confusion in the case of effects that impose the condition but aren't actually poisons. For example, the Devil Dog's bite attack forces the target to make a saving throw against Disease, and imposes the Poisoned condition on a failed save! So does a dwarf gain advantage on the save? Well, by RAW I don't think so, as the monster description spells it out as a saving throw vs Disease. So, rename the condition to "Sickened" and now you can have non-poison effects cause it without confusing people! It even broadens the uses of it. Got an ability that causes vertigo in the target? Sickened condition!

Not sure if this really belongs here, but eh, that's where it's going. I'll move it if there's a better spot.

 

2. This is a spell I made during the playtest when I had a reluctant Paladin fighting against the PCs. It could probably fit right in to any Paladin or Cleric's spell list.

 

PEACE BOND

1st-level enchantment

Casting Time:  1 action

Range: 60 feet

Components: V, S, M (a tiny replica of a sword with a ribbon wrapped around it)

Duration: Concentration, up to 1 minute

You magically compel a creature within range that you can see to cease all hostile activities. The target makes wisdom saving throw. On a successful save the spell has no effect on that creature. On a failed save, the target cannot take hostile actions for the duration. It cannot take the attack action or make opportunity attacks. If it can cast spells, it cannot target any creatures with harmful spells, nor include any creatures in the area of harmful spells it casts. The spell ends early for the target if you or your companions do anything harmful to it.

   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may target up to one additional creature for each slot level beyond 1st.

 

As written, the spell doesn't expressly forbid the target from grappling, or say, lobbing a Fireball at a rotting tree to bring it down on his or her enemies, and I'll leave it up to individual DMs to decide where to draw the line if they happen to use the spell. As an aside, the spell started as sort of a reverse Sanctuary, that blocks outgoing attacks from one target rather than incoming attacks. The two main uses I had in mind for the spell were to use it as soft control on a target that deals lots of damage (forcing it to take the Help or Dodge actions for a few rounds while you whittle down its underlings) or for those "Stop attacking us, we just want to talk!" situations that crop up from time to time.

#52

Dreamstryder

Sep 18, 2014 18:20:38

I made MP rules for 5e to take the place of spell slots.

#53

AlHazred

Sep 19, 2014 5:12:04

I saw someone started a Goliath thread.

#54

Yunru

Sep 20, 2014 5:34:59

Wildform is now done (although I would enjoy some from-table-play feedback).

#55

MechaPilot

Sep 21, 2014 17:03:05

Here is a blog post I made about a fast and easy way to add weapon speeds to 5e.

 

http://community.wizards.com/content/blog/4109951

 

 

And here is a thread about my chronic illness option for characters.

 

http://community.wizards.com/forum/player-help/threads/4144481

(Reply to #55)

Nevvur

EDIT: I'm leaving the original proposed initiative system in tact below for those interested, just wanted to edit this entry to comment... I ended up not liking this system very much. I'm still not a fan of static initiative, but came up with a much simpler version:

 

On a roll of 20 (attack or ability/skill check), the player/monster selects his position in the initiative order for the next round. Done.

 

-----

 

I don't like the static initiative rules in 5e. To create changing initiative orders, I regard the initiative score as a pool of points rather than a solid score, and rule that critical success gain +5 initiative, and critical failures get -5. If a critical failure drops a creature below 1 initiative, he gains the FUMBLE(martial/skill check)\FIZZLE(magic) condition and rerolls his initiative immediately after the critical failure. He reenters the initiative order after the fumble\fizzle condition expires at the end of his next turn. 

 

FUMBLE: the creature is unable to take any action, bonus action, reaction or movement on his next turn. The condition ends at the end of the forfeited turn.

FIZZLE: as above, and the creature may not use the same spell or cantrip that caused the critical failure during the next turn in which he can take an action

 

Spells with multiple attacks rolls (like Scorching Ray or Eldritch Blast) only cause initiative gain on critical hits if all other attacks hit, and initiative loss only if all other attacks miss. For classes with multiple weapon attacks, initiative can only be lost or gained once each per turn. Opposing 1's and 20's cancel out their respective initiative gain/loss. For example, a level 20 champion fighter rolls a 1, 18, 19 and 20. That's three crit hits and one fail, but he only gains 5 initiative. Since it is per turn, crits rolled on another creatures turn (e.g. AoO) cause the gain/loss

 

My biggest worry is it might make multiattackers (especially champion fighters) a little OP at higher levels, but my table has a long way to go before that. In the meantime, I feel it has added to the descriptive elements involving the flow of combat, and crits don't come up often enough to significantly slow down the flow

 

I'm considering allowing an initiative point exchange for additional actions. For instance, if a creature has an initiative of 23, it could spend 10 (15 or 20, haven't resolved yet) points of initiative to take an additional action, bonus action or reaction. This is a specific beats general allowing for a second bonus action or reaction. Spending initiative points on a reaction can be done outside of the creature's turn. On the following round, the creature acts in order according to his new reduced initiative. I haven't implemented this with my live table yet, but I've used it in several mock combats and like it. Crit hits don't come up often enough that a creature will have enough initiative points to spend taking extra actions, usually only once per encounter if at all.

 

Also, upon falling unconscious from damage his initiative becomes 0. If he is then healed (ending the unconscious condition), he gains the Fumble condition and rerolls initiative.

#57

CaptainPicard

Sep 21, 2014 20:09:44

I made a silly Monk Tradition, here.

#58

Barbarische

Sep 22, 2014 12:16:05

Hi all,

 

I wrote these spells for a Divination wizard when I realized that the available spells would not allow you to take good advantage of the Divination level 6 class feature. I'm working with my DM on some more, but so far he's approved these for our game:

 

New Spells

 

Premonition
#59

Acrilos

Sep 23, 2014 4:36:05

I homebrewed the ability scores maximum for my Forgotten Realms campaigns to differentiate races further (taking info from previous editions) and to amphasize the importance of magic items that can boost an ability score to 19.

I know that limiting ability scores is not very popular in general but my group likes it.

 

http://static.blog4ever.com/2010/08/428203/Ability_scores_and-classes_limitation_per_race.pdf

(Reply to #3)

Timmee

Kalani wrote:
#61

AlHazred

Sep 24, 2014 4:57:52

I saw that shadowsmith has statted up a 5E Aasimar.

(Reply to #50)

AlHazred

Oraibi (actually, I guess that's Caoimhe Ora Snow ) did a nice Psionics pdf you can grab here.

#63

AlHazred

Sep 24, 2014 8:05:40

I added a post to my gaming blog with my version of the Dragonmarked Scion background for Eberron 5E. As of 2014/09/24, I'm still working out the Personality Traits/Ideals/Bonds/Flaws to my satisfaction.

#64

Kalani

Sep 24, 2014 10:10:10

Added all posts to date, if I missed any let me know. Sorry about the delays - been AFK for the past week excluding a few minutes here and there.

 

@AlHazred - as your post identifying yourself as the author of your dragonmarked scion may eventually get burried in this thread - I credited you as "The Malum", as per the name on your blog post itself.

 

Regarding: The wonderful list of homebrew content on Enworld - I am not sure if they would appreciate me sniping their links. I am instead giving serious thought to cross-linking their list in its entiretly but have yet to decide.

(Reply to #64)

AlHazred

Kalani wrote:
#66

AlHazred

Sep 24, 2014 11:45:18

I have created a post updating Eberron dragonmark feats to D&D 5E.

It also has new spells: animal trick (cantrip), arcane mark (cantrip), elemental ward (cantrip), know direction (cantrip), open/close (cantrip), and repair damage (1st level).

It also has new equipment: lightning reins, and the wheel of wind and water.

#67

AlHazred

Sep 24, 2014 12:16:30

I noticed over in the Rules Questions forum that Xaielao2 has created a homebrew system of masterwork items.

#68

quexul

Sep 25, 2014 3:17:10

An Alchemist Background I just wrote up... Do the options make it unbalanced?

 

ALCHEMIST

 

You have committed countless hours to studying the mysteries of the material world. You have mixed exotic substances, observed their interactions, apprenticed with experts, researched the esoteric knowledge of forgotten masters and formulated unique compounds of your own design. The horizon of your understanding lies within your next experiment where you believe the elegant truth behind the world will reveal itself. 

 

Skill Proficiencies: Arcana, and either Nature or Medicine

Tool Proficiencies: Alchemist’s Supplies, and either Herbalism Kit or Poisoner’s Kit

Equipment: A set of Alchemist’s Supplies, a notebook filled with a detailed record of your breakthroughs, a few vials of odd substances, a set of common clothes, a belt pouch containing 15 gp

 

FEATURE: OBTAINER OF MATERIALS

You have spent years collecting materials for your experiments. You are able to procure common and uncommon substances you require by unconventional means. You are also connected to a sparse network of alchemical researchers that can provide material and facilities in the form of more extensive laboratories. This halves the cost to maintain your stock components for the creation of alchemical products. This does not include the rare substances needed for your more exotic endeavors. 

 

SUGGESTED CHARATERISTICS

Often seen as distant and unreachable because of the concentration on their studies, alchemists forgo traditional social relations, keeping a small close inner circle and only participating in group activities when it can benefit their research activities.

 

(random characteristics forthcoming, use Sage characteristics in a pinch)

 

#69

Alpizarai

Sep 26, 2014 5:32:08

Just sharing a homebrew utility to award ACTIVE style roleplaying. Still fits here we could say...

 

Homebrew Inspiration redeemable cards, usable in any game of the current edition of the world's greatest roleplaying game.


http://community.wizards.com/forum/dungeon-master-help/threads/4146146

 

#70

Lawolf

Sep 26, 2014 11:24:24

New Feats!

 

4e style Multiclass Feats

 

Legendary Strength!

#71

AlHazred

Sep 29, 2014 5:33:30

[Homebrew] Background: Witch Hunter, by Direach

[WIP] Brawler Fighter subclass, by Undrhil

New Warlock Invocations, by pupoochi

Homebrew Rogue Archetype: Swashbuckler, by whatisaman

Drunken Master Subclass (Unfinished), by supreme_slayer

School of Scribing Arcane Tradition [Homebrew], by Yunru

#72

VB_Baysider

Oct 01, 2014 8:47:38

A bunch of new magic items have been posted to one of the D&D Google groups in the last week or so.

 

https://plus.google.com/u/0/communities/108650556441779451679

 

 

5E Spell Lists.xlsx

BuffaloBob

Oct 01, 2014 10:05:49

Spell Lists.  Just throwing this out there, nothing fancy and doesnt have all of the spell information but a quick handy reference5E Spell Lists.xlsx

#74

Barbarische

Oct 03, 2014 11:41:25

I worked with my GM and came up with some more new spells:

 

 

Future Sight
Level 1 Divination
Components: V, S, M (a crystal ball)
Duration: 8 hours

Casting time: 10 minutes
#75

Direach

Oct 03, 2014 19:47:56

I added three new races developed for my homebrew campaign:

 

Euclideans - scientist-magicians with innate psionic abilities.

 

Deep dwarves - playable replacement for the duergar in my setting, dwarves with strong arcane/psionic class potential.

 

Wolfborn - reskin of half-orcs with racial fluff.

 

http://community.wizards.com/forum/player-help/threads/4148771

#76

paulstrait

Oct 18, 2014 20:06:26

I created (converted from a previous edition) an item (the Ring of Myrkul), along with an associated spell (Ghoul Touch).  It is possible that the spell is overpowered at level 3, but since I'm not making it generally available to my players, I felt like I didn't need to make a decision on that right away.  I would love feedback on either!

 

Ring of Myrkul

 

RingofMyrkul.png

 

 

The ring consists of a gold band painted black and adorned with the white skull of Myrkul.  It glows faintly in the presence of a detect evil spell.  

 

 

Requires attunement.

 

 

Properties:

 

 

**The wearer may Walk Among The Dead (all mindless undead, and intelligent undead with a CR of 2 or less, will not attack the ring wearer unless the wearer attacks them first).

 

 

**Moreover, if the wearer can make spell attacks, he or she may cast:

 

-Chill Touch 3/day;

 

 

-Ghoul Touch 1/day.

 

 

**Sufficiently evil intelligent creatures within 90 feet are drawn to the ring, with a strong desire to touch and possess it.  The compulsion to touch the object can be overpowering; a DC 15 Wisdom save releases an affected creature from the compulsion.  A creature that successfully saves must repeat the saving throw 1d6x10 minutes later if they are still within range.

 

 

Ghoul Touch

3rd-level necromancy

 

Casting Time: 1 action

Components: V,S,M (a small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul's lair)

Range: Touch

Duration: 1 minute

     Imbuing you with necrotic energy, this spell allows you to paralyze a single living humanoid for the duration of the spell. Make a melee spell attack against a humanoid within your reach. If you hit, the target is paralyzed for the duration of the spell or until it succeeds on a Constitution saving throw. The target may attempt a saving throw once per round at the end of its turn.

     While paralyzed, it exudes a carrion stench that causes any living creature (except the caster) within 10 feet to become poisoned until it succeeds on a Constitution saving throw, which it may attempt whenever it ends its turn outside the affected zone.

#77

paulstrait

Oct 18, 2014 20:15:12

Also, I converted this spell for a cleric of Deneir:

 

Glyph of Revealing

2nd-level divination (ritual)

Casting Time: 1 action

Components: V,S,M (an ink made of the juice of crushed eyebright, white chalk, and crushed quartz)

Range: A 120-foot-diameter sphere, centered on a horizontal surface.

Duration: 1 hour

     To enact this magic, the cleric draws a special glyph on any relatively horizontal surface (including a shield held out horizontally or the instep of a boot) with a special ink. When the glyph of revealing is complete, it glows and then vanishes, but it subsequently causes all dweomers within a 120-foot-diameter sphere of itself to glow with a clear white radiance the same brightness as faerie fire. The outlines of magically hidden inscriptions, invisible wizard marks, magically concealed secret pages, glyphs of warding, alarm spells, runes, symbols, and the like within the area of effect are clearly shown so that they can be read or identified without being triggered. The glyph of revealing may be moved without damaging it once it is complete.

#78

abs1nth

Nov 09, 2014 15:11:23

I revamped the feat system. Feats are no longer competing with ability score increases and are aimed to be less about DPR and more about character flavour. Lots of 5e feats rebalanced or stripped down and some feats that I came up with myself.

 

Homebrew: Feats Revamped

#79

Kalani

Nov 09, 2014 15:56:35

Oh I completely forgot I had this thread - looks like I missed some updates. I will add them later this evening and bring the thread up to date. Sorry about that all

#80

Yunru

Nov 18, 2014 3:25:33
Monk subclass by Yunru:

http://community.wizards.com/forum/player-help/threads/4157646

Monk subclass by cowleymen:

http://community.wizards.com/forum/player-help/threads/4156726

#81

mellored

Nov 18, 2014 7:40:02

Trapmaster: Rogue sub-class.

 

3: You can use an action to hide small traps such as calrops, ballbearings and hunter's traps   The DC is to spot one of these traps is equal to 8+ int + proficency.  You can add your sneak attack to the damage they deal if they are not discovered.

9: You can add your dexterity modifier to the damage done by your traps.

You are proficenct in making custom traps, such as a crossbow attached to a trip wire, a pit.  You can still hide these like your small traps though that might take longer then an action.

13: You can cast glyph of warding explosive rune in 10 minutes at it's lowest level.  If you use this ability again, your previous glyph dissapears.

17: You can cast guards and wards at it's lowest level.  If you use this ability again, your previous guards and wards dissapears, unless it is permanate.

#82

mellored

Nov 19, 2014 11:14:32

Mage (sorcerer sub-class):  Mages have both magic in their blood, but also study it.

 

1: Learned Spell Casting: You learn extra spells equal to your Int modifier.  These spells can come from the sorcerer or wizards list.  Cha is your spell casting modifier.

6: Arcane Student: You learn 1 extra meta-magic.  You can cast spells as rituals.

14: Magical Comprehension: You learn 1 extra meta-magic.  You can lean spells from any list.  Cha is your spell casting modifier.

18: Instant Understanding: You can learn any spell by spending 2sp.  This does not take an action.  Your knowlage of the spell lasts just long enough to cast it once or until you take a short or long rest.  Charisma is your spell casting modifier.  This counts as meta-magic for that spell.

#83

Jordan175

Feb 09, 2015 14:44:08

I was inspired by the new Terminator trailer:

(edited to simplify and refine)

 

Warforged:

Manufactured soldiers: Near the halfway point of the Last War, Merrix d'Cannith, of the Dragonmarked House Cannith, was commissioned to build a great army of golems, to serve as untiring warriors. After many unsuccessful attempts, Merrix's son, Aarren d'Cannith, finally invented the process used in the creation forges. The warforged that Aarren's creation forges created were fully sentient, with the ability to have emotions, relationships, even to experience death; each new generation increased in sophistication and intelligence, ranging from the barely sentient titans to the youngest versions of warforged who were fully capable of achieving advanced education and ability in Magic.

At the end of the War, two important rulings regarding the warforged came down:

  1. All warforged were declared 'people', and not possessions.

  2. The House Cannith creation forges were to be shut down, never to produce any more of the living constructs.

Despite the rulings, many warforged are still regarded as outsiders, and many are still employed as indentured servants.

Appearance: Warforged bodies are made up of tough, wood-like flesh, similar to a dryad, but with metal or stone forming bones and external armor plates. They almost always have a rune or glyph on their forehead.

Society: Warforged have no culture of their own, instead they usually adopt the language and culture around them, often giving themselves names common wherever they live after being granted freedom.

 

Warforged racial traits:

Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.

Age. Warforged have only existed for a few years, in that time none have been known to die of old age. As their physiology is based on trees, it is theorized that a warforged could live for hundreds of years, but no-one knows for sure.

Alignment. Most Warforged are lawful neutral, seeing as they were designed to follow orders without question.

Size. Warforged can be built or modified to have specific body types, but the vast majority are between six and eight feet tall, weighing around 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Armored skin: You do not suffer movement penalties or disadvantage on stealth checks due to armor you are wearing.

Composite plating: Your AC increases by 1. This stacks with features such as unarmored defense, and with spells such as mage armor.

Built for war: You gain proficiency with one of the following: Shields, one Martial Weapon of your choice, or heavy armor (requires your lvl 1 class to be proficient in Medium Armor).

Living construct: As you are comprised of both living and inanimate matter, you count as both humanoid and as a construct. If an effect applies to one or both of those creature types, it applies to you. Effects which do not normally work on constructs, Such as the spell Healing Word, will work on you.

You are immune to disease and sleep effects. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Standby mode: Instead of sleeping, you enter a sleep--‐like state. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Remaining in this state for five hours confers the same effects as a long rest.

Languages. You can speak, read, and write Common and one other language.


 

Optional rule:

Self forged: You can use smith tools to modify parts of your own body, incorporating items such as blades, storage compartments, or even suits of armor as a part of your body. Incorporating an item in this way requires time and material costs equal to half it's market value (see crafting PHB pg 187). By doing this, the item becomes a part of you and cannot be removed while you are alive. Otherwise the items behave normally (for example, a built in lantern would need to be lit as an action, and refueled periodically). You can integrate magic items into your body, provided you are attuned to them. You cannot incorporate items with which you are not proficient.

You can only incorporate a maximum of one item at level 1, two at level 5, 3 at level 10, and 4 after level 15. Some items like plate armor or a mask would be plainly visible, but others, such as thieves tools, may be hidden internally. Work with your DM to determine what modifications are realistic- for example, hiding a dagger in your forearm would be feasible, whereas a great sword would not fit. Removing an item requires the same amount of time and money as installing it did.

 

#84

MechaPilot

Dec 09, 2014 17:21:29

Sentient Magic Items as PCs.

 

Note: the rules are mostly complete, but currently lack rules for gaining features as you level unless the PC was a person before becoming embodied in the magic item.

#85

miburo99

Dec 10, 2014 9:21:49

I'd like to submit my Swordmage Class. This is an arcane half-caster front-line combat class.

 

Note: That links to the Google doc. If you have any impressions or critiques, put them in this thread

#86

jaappleton

Dec 10, 2014 10:18:21

Am I correct in that between all the posted Homebrew, the PHB, and the DMG, there is still no +2 WIS race? I think one of the Homevrewed Aasimar has it, but that's somewhat null & void with the DMG...

#87

Echamil

Dec 13, 2014 1:24:19

This topic should really get stickied. It can get difficult finding it at times, depending on how active the board is.

#88

Echamil

Dec 13, 2014 4:31:02

Pre-Gen Magic Item Repository

 

Would you mind adding this?

(Reply to #87)

Yunru

Echamil wrote:
#90

MechaPilot

Dec 20, 2014 19:42:04

I can't believe that I forgot about this one from the days of the playtest, but here is my variant human.

#91

Kalani

Dec 20, 2014 20:37:56

Just finished a major update of this thread.

 

As I don't have as much time as previously - I will be unable to continue scouring the forum for new homebrew content. As such, I ask everyone following this thread to please continue posting any (and all) homebrew content you find on the forum. 

 

Thank you.

#92

Ashur420

Mar 21, 2015 16:59:28

The Lich Patron

Your patron is a dark and mysterious being, a lich, found in a forgotten musty tomb.

 

Level 1:   Expanded Spell List

Level 1:   Utility buff

Level 6:   Defense buff

Level 10: Retaliatory Defense buff

Level 14: Combat buff

 

Level 1: Expanded Spell List

Your unholy patron lets you choose from an expanded list of spells when you learn a warlock spell.  The following spells are added to the warlock spell list for you.

1st Level:     Command, Ray of Sickness

2nd Level:    Augury, Silence

3rd Level:     Feign Death, Glyph of Warding

4th Level:     Death Ward, Greater Invisibility

5th Level:     Contagion, Geas

 

Undead Nature

Starting at 1st level, your closeness with deathly energies allow you to take on an aspect of death.  You may use a bonus action to take on an Undead Nature for 1 hour.  While you have an Undead Nature you do not require air, food, drink, or sleep.  When you first activate this feature undead within 30 feet of you must roll their wisdom saving throw versus your warlock spell save dc.  Undead with an intelligence score of 12 or higher have advantage on the saving throw.  Any creature that fails this save is charmed for 1d4 rounds or until you make a hostile action against the creature.  This feature ignores charm immunities unless it is a legendary immunity.  Once you use this feature you cannot use it again until you finish a short or long rest.

 

Unliving Resolve

Starting at 6th level, your bond with your unholy patron allows you to defy death.  When you drop to 0 hit points you can remain active through sheer force of will.  You gain (warlock level x 2 + proficiency bonus) temporary hit points.  If you start a round with 0 temporary hit points you immediately fall unconscious.  Subsequently if you succeed on three death saving throws you regain consciousness with 1 hit point.  Consequently, if you can activate this feature, you cannot be instantly killed.  Once you use this feature you cannot use it again until you finish a long rest.

 

Entropic Shield

Starting at 10th level, you are immune to the conditions exhaustion, paralyzed, and poison.  You also have resistance to necrotic damage, and whenever a creature deals necrotic damage to you, that creature takes the same amount of damage.  Taking radiant damage from any source suppresses your retaliatory damage and immunities from this feature until you finish a short or long rest.

 

Corpse Explosion

Starting at 14th level, when a hostile creature is killed by you, you may use your reaction to detonate its corpse.  Each creature in a 10-foot-radius centered on the corpse must make a constitution saving throw and take 8d8 necrotic damage on a failed save, or half as much on a successful one (you take half damage on a failed save, or no damage on a successful one).  Humanoids killed by this feature rise in 1d4 rounds as a zombie that are under your command for 1 hour, following your mental orders to the best of its ability.  After one hour you must reassert control over the zombies (as if they were raised by Animate Dead) or the animating force disappears and the zombies fall inert.  Once you use this feature, you cannot use it again until you finish a long rest.

 

Invocations:

Command Death

Prerequisite: command spell

You can cast command at will as a 1st-level spell, without expending a spell slot, on an undead creature.  If the target succeeds on its wisdom saving throw versus your warlock spell save dc it is immune to this invocation until you finish a long rest.  After the first use of this invocation on the same target, that creature has advantage on its wisdom saving throw.

 

On A Pale Horse

Prerequisite: 5th level

You can cast phantom steed once using a warlock spell slot.  You can't do so again until you finish a long rest.  This special steed has the stats of a warhorse with (warlock level + CHA modifier) total hitpoints.  The warhorse is always pale, but may otherwise be described as per spell description.

 

The Dead Walk

Prerequisite: 7th level

You can cast animate dead at will as a 3rd-level spell, without spending a spell slot or material components.  You may only control (CHA modifier + proficiency bonus) minions at the same time, if you attempt to raise more minions the invocation fails.

 

Death Incarnate

Prerequisite: 9th level

As an action you may select one of your undead minions to become a vessel of your unholy power. This minion gains twice your warlock level as maximum hit points and adds your proficiency bonus+CHA modifier to its damage rolls.  Undead minions that are within 30 feet of the vessel gain your CHA modifier in ac and add your proficiency bonus to its damage rolls.  Only one vessel can exist at a time.  Once you use this invocation, you cannot use it again until you finish a short or long rest.

 

Embrace Death

Prerequisite: 12th level

Your undead minions gain the grappler feat if they meet the prerequisite, they also have advantage on their grapple roll if another of your undead minions is within 5 feet of the enemy.

#93

JamesMusicus

Dec 27, 2014 0:24:11

I'd like to submit my own guides to get added to this list: http://community.wizards.com/forum/dungeon-master-help/threads/4172966

#94

Yunru

Dec 28, 2014 15:06:26

http://community.wizards.com/forum/player-help/threads/4171991

 

Dragonborn variant that gets Fly rather than damage resistance or dragonbreath.

#95

AetherShift

Jan 22, 2015 5:32:50

This is a 5th Edition version of the 3.5 prestige class, Unseen Seer.  It's framed as a rogue subclass.

Here is the link: http://community.wizards.com/forum/player-help/threads/4180161

 

I would love some feedback! 

(Reply to #95)

El_Karlos

Here's a 5e version of the Magus from Pathfinder: https://docs.google.com/document/d/1R4PDZjrvmSr7cYdmFLhMTfThYkF08ccenSP4nFmMhmo/edit?usp=sharing

For critiques and feedback, please post here: http://community.wizards.com/forum/player-help/threads/4179821

#97

Nevvur

Mar 14, 2015 9:26:10

I posted this Mage archetype for the wizard a couple months ago, just thought I'd add it to the repository

 

Arcane Tradition: Mage

 

While the various schools of magic teach wizards to hone their skills in their respective fields, the Mage knows a wizard's true strength lies in his versatility. His studies span the entire college of arcana, and his repertoire is unrivaled by his specialist cousins.

 

Ritualist:  Beginning when you select this arcane tradition at 2nd level,  the gold and time you must spend to copy a spell with the ritual tag into your spellbook is halved. Furthermore, add two spells from the 1st level wizard spell list with the ritual tag to your spellbook (Alarm, Comprehend Languages, Detect Magic, Find Familiar, Identify, Illusory Script, Unseen Servant)

 

Anticipation: Starting at 6th level, you may gain advantage on a single spell attack made with a cantrip as a bonus action, or gain advantage on a saving throw against a magical effect as a reaction. You must finish a short or long rest before using this ability again

 

Diversity: Starting at 10th level, add 3 spells to your spell book, and every level thereafter. All three spells must be from different schools of magic, and one of these spells must not exceed Spell Level 5. 

 

Recall: Upon reaching 14th level, you may use your action to Recall a spell from your spell book that you have not prepared. You may cast the spell on the next round during your turn. The spell must be cast at its original level and spends the corresponding spell slot. Failure to cast the spell on the next round does not expend the spell slot, but the recalled spell cannot be cast after that round. You must finish a long rest before using this feature again

#98

miburo99

Jan 25, 2015 20:36:39

Yunru wrote:
#99

Nevvur

Feb 03, 2015 1:48:25

And another subclass, recently posted in the Dungeon Master Help area, but wanted to get it into the repository... Mostly intended for evil druid NPCs...

 

Circle of the Plague:

 

Not all druids seek balance and venerate life. Some have been driven mad by the usurpation of nature's domain by the 'civilized' races, and seek vengeance in the most destructive way possible. Others recognize that even vermin and diseases are natural phenomena, to be wielded with the same efficacy by which other druidic Circles use their powers. These men and women form the Circle of the Plague, employing poison, disease and swarms to further their ends.

 

Toxin: When you choose this circle at 2nd level, you gain the ability to inflict poison upon your enemies. Select one target you can see within 60 feet. You may use your bonus action to inflict the poisoned condition on this target. The target may resist the effect with a constitution saving throw against your spell save DC. The target may make an additional constitution saving throw at the end of each of its turns to end the condition, otherwise it lasts up to 1 minute.

 

You may use this feature a number of times equal to your wisdom modifier. You regain expended uses after a long rest

 

Plaguebearer: You gain access to the following spells as you increase in level. They do not count against your maximum number of prepared spells.

 

Druid Level -- Spells
2nd -- Inflict Wounds, Bane
3rd -- Blindness/Deafness, Ray of Enfeeblement
5th -- Stinking Cloud, Vampiric Touch
7th -- Blight, Giant Insect
9th -- Contagion, Insect Plague

 

Swarm: Starting at 6th level, you gain the ability to use your wildshape to to transform into a swarm of creatures. You may select any type of swarm from Appendix A of the Monstrous Manual. 

 

You may use your bonus action to inflict Toxin on a target hit by your melee attacks while in any wildshape form, but if your wildshape is a swarm, it does not expend one of your uses.

 

Plagueridden:  At 10th level, you are immune to poison and disease.

 

If you are hit with a melee attack by a creature within 5 feet of you, you may use your reaction to inflict 1d8 damage. You may choose poison or necrotic damage. This feature is active in all forms.

 

Debilitating Toxin: When you reach 14th level, if a creature affected by Toxin fails three consecutive saving throws against the effect, including the initial attempt to resist, it becomes paralyzed. The creature continues to make saving throws at the end of each of its turns to end both the paralyzed and poisoned condition.

 

#100

MechaPilot

Mar 28, 2015 20:11:00

A new monstrous PC race: Slimes.

 

 

 

 

 

Note: as of this post the race remains a work in progress.

 

Edit: The slime race is complete as of 3/28/15, though I may or may not add another subrace at a later time.

 

#101

transcendantviewer

Apr 10, 2015 19:08:44

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

I've had this thrown around a few times in the past, but no one ever has anything to say about it. If it's not too much to ask, can you put this link on your list so perhaps someone may give me some feedback on it?

#102

Acrilos

Feb 14, 2015 8:42:13

Dunno if it's the place to put it, but I'm linking the Moon & Stars domain for clerics I designed using previous Forogtten Realms materials as inspiration.

 

Moon & Stars Domain

Moon & Stars new spells

#103

MechaPilot

Mar 08, 2015 17:12:49

I have a few random tables for spicing up potions, here.

#104

Jordan175

Mar 14, 2015 1:52:00

I made an alternate 1/3 caster Monk subclass. Can I get a Read & Review?

http://community.wizards.com/forum/player-help/threads/4194281

#105

Kalani

Mar 14, 2015 9:21:18

I plan on making a similar 1/3 monk class (I skimmed yours, and you went in a different direction than I would have, save for the base 1/3 caster mold). I will add yours to the guide as this guide is judgement-free (I let the player/DM decide if they like it, its not my place to judge what is good or not). 

 

Regarding recent submissions

It looks like there has been quite a few recent submissions that have yet to be added to the guide. Weird that the forum only said there was 2 new posts when there is at least 7 or 8 that I can see from a brief skim (this is still an active thread, I haven't abandoned it). I will add all recent submissions to the guide in the next day or two.

#106

Jordan175

Mar 14, 2015 15:42:25

Kalani wrote:
#107

Zarton

Mar 14, 2015 19:02:48

http://community.wizards.com/forum/player-help/threads/4190676

 

Homebrew racial varient of Warforged: Adamantine Body and Fighter Specilization: Warforged Juggernaut

#108

AetherShift

Mar 23, 2015 4:59:52

Here is a link to the latest version of my homebrew wizard subclass.

 

Arcane School: Chronomancy 

http://community.wizards.com/forum/player-help/threads/4196591

#109

SeamusTheBard

Mar 31, 2015 13:21:30

I've created a site for my own homebrew at collegeoflore.com Feel free to link anything you'd like. 

 

I am also accepting submissions, if anyone has stuff that they'd like to have included. 

(Reply to #109)

transcendantviewer

SeamusTheBard wrote:
#111

abs1nth

Apr 10, 2015 18:31:30

List of currently 10 magic weapons with unique mechanics:

 

Homebrew: Mechanically Unique Magic Weapons

 

Revamps the inspiration rules to be more player-driven:

 

Inspiration Revamped

#112

Marandahir

Apr 11, 2015 8:27:43

Why isn't this pinned?

#113

Chameleon-X

Apr 11, 2015 16:55:37
Here are links for the two homebrew classes I just made: The Psion and The Vanguard
#114

supreme_slayer

Apr 11, 2015 17:58:34

I have a whole ton of homebrew I've posted, but I guess it's easiest just to post the one that has the most stuff I've written. I don't know if this kind of thing is accepted, or if I should make it a PDF, need more description, or what?

 

http://community.wizards.com/forum/dungeon-master-help/threads/4196541

 

This thread includes the following homebrew races:

Duergar

Muls (Half Dwarves)

Half Orog

Bullywug

Gnoll

Goblin

Half Troll

Kobold

Lizardfolk

Seedling (tree people)

Thri-Kreen

#115

Nya-Nyan

Apr 12, 2015 9:36:33

Oh, this is still alive!

 

Witcher (Paladin base class conversion)

Level 1: Replace Lay on Hands with Witcher's health (+5 on saves against diseases)

 

Level 2:

Replace Paladin spellcasting with Warlock spellcasting.

Replace fighting style with combat finesse (choose single non-heavy weapon, you can use it as if it had finesse property)

 

Level 3

Witcher's health (apply vs poisons).

Replace Divine Health with Deflect Arrows (as monks)

Replace Sacred Oath with Choosen School (due to Choosen School being WIP use normal Sacred Oath till I release them. They can work, especially Vengeance).

 

Level 6

Aura of Protection -> Battle Resolve (Works only on Witcher. Also add charisma to first attack roll and damage roll made in turn)

 

Level 14

Cleansing touch -> Self-only, up to two spells per use.

 

 

Variant rule: If you want total conversion convert all cha-based features to Int, including good save and spellcasting.

#116

SeamusTheBard

Apr 13, 2015 6:59:30

Just launched Oath of the Dragonslayer, a paladin oath focused on... well...  slaying dragons. And other big beasties. But mostly dragons. 

 

We also had our first guest article last week, the Protection Domain by Acrilos. 

#117

HermanTheWize

May 20, 2015 5:00:29

Bump

#118

HermanTheWize

May 20, 2015 5:04:32

Didn't know this was here, I started my own thread a few days ago. Below is a link to it, so you can use all the stuff I have on there to update your list.

 

http://community.wizards.com/forum/player-help/threads/4211256

#119

Lord_Ventnor

May 21, 2015 21:11:41

I did some 5e Conversion rules a little while back.

 

Here they are.

#120

Nevvur

May 22, 2015 10:41:29

Posted the Mage and Circle Plague higher up on this page, but here's the google drive links for inclusion on the front page, when you can find the time to add them. Thanks Kalani.

 

Arcane Tradition: Mage

Bard College: College of Discord

Druid Circle: Circle of the Plague

#121

DoctorBadWolf

May 26, 2015 17:48:12

Here's a link to a thread I started wherein I have posted my houserules. I consider all houserules to be works in progress, but that being said they are as complete as I ever consider such things, barring convincing arguments to change them.

 

http://community.wizards.com/forum/dungeon-master-help/threads/4217301

#122

selene826

Jul 15, 2015 0:55:38

My DM has created a whole new world with races and new gods and everything. This seems like the kind of place to get other folks to look at it. I've been playing in this setting for 3 years now and you can tell the guy puts a lot of heart into it. Where would someone recommend going to get more eyes on this? 

http://www.flipsnack.com/epiccharismabooks/the-lost-codices-a-guide-to-the-world-of-eos.html 

#123

EbonyRubberWolf

Sep 01, 2015 15:48:39

Just tossing a quick link to my Ichora custom race here.

 

Please PEACH!

#124

Kalani

Sep 18, 2015 11:55:36

With the forums shutting down, I strongly recommend everyone to backup any of their homebrew content hosted on the WotC forums (I know I will). If there is a desire, I can recreate this thread on the Enworld Forums but the individual authors will need to either give permission for their content to be transfered, or will need to relink them in the new thread themselves.