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Homebrew Compendium
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Table of Contents
Wizard ........................................................................ 23 Alienist ................................................................... 23
Table of Contents ..............................................................2
Pseudonatural Template.......................................... 23
Races .................................................................................4
Generalist ................................................................ 23
Synand ..........................................................................4
Metamagus ............................................................. 23
Synand Traits ............................................................4
Technomancer ........................................................ 24
Brain in a Jar .................................................................4
Polymorpher ........................................................... 24
Brain in a Jar Traits...................................................4
Fighting Styles ................................................................ 26
Necropolitan .................................................................4
New Fighting Styles ................................................... 26
Necropolitan Traits ...................................................4
Battle Vigor ............................................................ 26
Warforged .....................................................................5
Empty Handed ........................................................ 26
Warforged Traits .......................................................5
Improvised .............................................................. 26
Subclasses .........................................................................6
Leader ..................................................................... 26
Subclass Descriptions ...................................................6
Longarm ................................................................. 26
Barbarian ......................................................................7
Low Blows.............................................................. 26
Rage Mage ................................................................7
Practiced Archery ................................................... 26
Genath Rager ............................................................7
Run and Gun ........................................................... 26
Bard ..............................................................................9
Throw Anything ..................................................... 26
College of Fortune ....................................................9
Throwery ................................................................ 26
College of Music.......................................................9
Utilitarian Companion ............................................ 26
Cleric .......................................................................... 10
Watchful ................................................................. 26
Heroism .................................................................. 10
Weapon Master ....................................................... 26
Fighter ......................................................................... 11
Metamagic ...................................................................... 27
Battle Avatar ........................................................... 11
New Metamagic Options ............................................ 27
Dancer ..................................................................... 11
Backgrounds ................................................................... 28
Exoskeleton............................................................. 12
Engineer .................................................................. 28
Gunslinger............................................................... 13
Equipment....................................................................... 30
Standard Bearer ...................................................... 13
Steampunk Weapons .................................................. 30
Rogue .......................................................................... 15
Weapon Properties .................................................. 31
Medical Professional............................................... 15
Weapon Augmentations.......................................... 31
Sadist ...................................................................... 15
Feats................................................................................ 32
Self-Modification .................................................... 16
Homebrew Feats ......................................................... 32
Sorcerer ....................................................................... 18
Alphamorpher ......................................................... 32
Blood Bound ........................................................... 18
Axeman................................................................... 32
Cryomancer............................................................. 18
Blunt Weapon Master ............................................. 32
Electromancer ......................................................... 19
Brawler ................................................................... 32
Pyromancer ............................................................. 19
Brutal Killer ............................................................ 32
Warlock ...................................................................... 21
Brutal Rogue ........................................................... 32
Shadow Pact............................................................ 21
Bullet Proof ............................................................ 32
Spirit Bound ............................................................ 21
Caller ...................................................................... 32
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Charismatic ............................................................. 33
Stalwart ................................................................... 37
Deadly Illusionist .................................................... 33
Standard Bearer ...................................................... 38
Dervish.................................................................... 33
Studied Warrior ...................................................... 38
Dexterous Grappler ................................................. 33
Tactically Armored ................................................. 38
Diehard ................................................................... 33
Telekinetic .............................................................. 38
Double Tapper ........................................................ 33
Thesis Spell ............................................................ 38
Duelist ..................................................................... 33
Thrown Weapon Master ......................................... 38
Einhander ................................................................ 33
Whip Master ........................................................... 38
Elocater ................................................................... 33
Spellbook ........................................................................ 39
Enchanting Illusionist ............................................. 34
Spells by Level ........................................................... 39
Escape Artist ........................................................... 34
Spells by Name ........................................................... 40
Expert Grappler ...................................................... 34 Field Medic ............................................................. 34
Last Modified: 12/9/2015
Gadgeteer ................................................................ 34 Hemophobic ............................................................ 34 Light Armor Master ................................................ 34 Light Weapon Master ............................................. 34 Master Swordsman ................................................. 35 Marksman ............................................................... 35 Metamagician ......................................................... 35 Metamagic Reservoir .............................................. 35 Mind Breaker .......................................................... 35 Mustachioed ............................................................ 35 Mystic Reservoir ..................................................... 35 Necromantic ............................................................ 35 One Step Ahead ...................................................... 36 Hooked Weapon Master ......................................... 36 Point Blank Shooter ................................................ 36 Quick Witted ........................................................... 36 Savant ..................................................................... 36 School Specialist ..................................................... 36 Scribe ...................................................................... 36 Shadow Caster ........................................................ 36 Shadow Rogue ........................................................ 37 Shadow Warrior ...................................................... 37 Shield Bearer .......................................................... 37 Skirmisher ............................................................... 37 Sniper ...................................................................... 37 Spearman ................................................................ 37 Spell Breaker .......................................................... 37
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Races The following is a compilation of homebrew races.
Synand Synands are rare beings of two minds. Their dualities often compete for control and create many awkward scenarios.
Synand Traits As a synand, you have the following racial traits and should be played by two people at the table. Size. Medium. Speed. 30 feet. Multimind. The mind of a synand is crowded with two consciousnesses and each has its own abilities. Ability Scores. When rolling ability scores, roll nine times rather than six. Each mind shares physical ability scores (Strength, Dexterity, Constitution). Both minds have their own mental ability scores (Intelligence, Wisdom, Charisma). Classes. The two minds also have their own classes and levels and are treated as two completely separate characters except where noted. The classes level up together. Hit Dice. When rolling hit dice, use the larger of the two dice. Switching Minds. The two minds and their abilities are not available at the same time and an opposed Wisdom check can be made as a bonus action to switch minds. Dual Mind Defense. Both minds can save against any charm effects. If either mind succeeds, both do. Fool Me Twice. Both minds can make insight checks to determine falsehoods. If either mind succeeds, both do. Better Than One. Both minds can make knowledge checks. If either mind succeeds, both do.
Brain in a Jar Brain in a Jar Traits As a brain in a jar, you have the following racial traits. Ability Score Increase. Your Intelligence score increases by 2 and your Wisdom score increases by 1. Size. Tiny. Speed. 0 feet, fly (hover) 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 grey. Just a Brain. Even though you are just a brain floating in fluid you are still, in a way, alive. Having no muscles,
you automatically fail all Strength checks. You also have no appendages to manipulate the world. Alternate Means. You gain the mage hand cantrip so you aren’t completely useless and do not need to perform somatic components or provide material components costing less than 1 gold piece. Insulated. You are immune to disease and poison and do not need to breathe while above half health. Pimp my Jar. It is possible to integrate small things like a spell focus, into your jar. Trance. Rather than sleep, brains in jars enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a long rest. Languages. You can speak, read, and write Common and Undercommon.
Necropolitan Necropolitans, unlike typical undead, are sentient. Created by the Ritual of Crucimmigration performed on a dead humanoid body, Necropolitans lurk throughout the world as shadows of their former selves.
Necropolitan Traits As a necropolitan, you have the following racial traits. Ability Score Increase. Your Constitution score increases by 2. Size. Necropolitans resemble the humanoid they were in life but are always medium in size. Speed. 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 grey. Undead. Necropolitans are immune to disease, poison, and being put to sleep. You do not need to eat sleep or breath but you can ingest food and drink if you still have those body parts. You save with advantage against fear and charm effects. You are immune to necrotic damage and vulnerable to radiant damage. Subraces. Necropolitans are of many varieties but are most commonly spelltouched or fortified. Languages. You can speak, read, and write Common and a language you knew in life (any).
Spelltouched Ability Score Increase. Your Intelligence score increases by 1. Necromantic Affinity. You know and can cast 1 necromancy spell of 1st level. You must choose what spell you know when creating your character. Once you use this feature, you must complete a long rest before you can use it again.
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Fortified
Frontliner
Ability Score Increase. Your Strength score increases by 1. Choice Parts. You have resistance to all damage as long as you are at maximum hit points.
Ability Score Improvement. Your Strength score increases by 1. Foot Soldier. You gain proficiency in Strength (Athletics). Battle Ready. You are proficient with four weapons of your choice.
Warforged
Scout
Warforged Traits As a warforged, you have the following racial traits. Ability Score Increase. Your Strength and Constitution score increase by 1. Size. Medium. Speed. 30 feet. Composite Plating. You gain a +1 bonus to Armor Class. Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to eat or breath, but you can ingest food and drink if you wish. You are also resistant to poison. Instead of sleeping, you enter a sleep-like state. You need to remain in it for only 4 hours each day. You do not dream; instead, you are fully aware of your surroundings and notice approaching enemies and other events as normal. Subraces. Warforged come in five models all centering around military functions including Frontliner, Scout, Tactician, Armor, and Artillery. Language. You can speak, read, and write Common and one language of your creator.
Ability Score Improvement. Your Dexterity score increases by 1. Runner. Your base land speed increases to 35 feet.
Tactician Ability Score Improvement. Your Intelligence score increases by 1. Leader. You gain the Guidance cantrip.
Armor Ability Score Improvement. Your Constitution score increases by 1. Redundant Components. You reduce damage taken from critical hits by 5.
Artillery Ability Score Improvement. Your Dexterity score increases by 1. Targeting Optics. The range of all ranged weapons and spells you use increases by 20 feet. Archer. You gain proficiency with a ranged weapon of your choice.
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Subclasses A massive compilation of all homebrew subclasses can be found within this section, sorted by class.
Sadist. Sadist Rogues inflict massive pain on others and themselves and can score sneak attacks on wounded creatures. Self-Modification. Self-Modification Rogues improve their own bodies with their choice of many piecemeal components. They are also accompanied by a robotic companion that they often use for testing purposes.
Subclass Descriptions Each subclass is thematically or mechanically diverse and their short descriptions may help you narrow down interests.
Barbarian Rage Mage. This Barbarian gains Warlock style spell progression within two schools of magic and possess limited spell casting ability while raging. Rages Mages sometimes release Wild Magic surges. Genath Rager. Rage comes naturally and slowly to Genath Ragers. They reach dangerous peaks and unparalleled Strength.
Bard College of Fortune. A member of the College of Fortune distributes their Bardic Inspiration at the start of the day instead of spontaneously. Their features allow for slight manipulation of odds. College of Music. Who knew a bard could be better within even more music? Students of this college are typically more inspiring than others and can manipulate emotion with music alone.
Cleric Heroism. Followers of the Heroism domain can interpose themselves to save allies and have a strong resistance to death.
Fighter Battle Avatar. The Battler Avatar holds the knowledge of great heroes before them and gain Warlock spell progression alongside a swappable feat and fighting style. Dancer. Dancers move gracefully and treat all weapons as finesse weapons. They deal bonus damage and can execute deadly combination attacks when attacks hit in series. Exoskeleton. A pilot of an exoskeleton with good Intelligence can be a mobile scout or imposing bulwark on the battle field. Gunslinger. The gunslinger acts quickly or first in every combat and is a master of ranged weapons.
Sorcerer Blood Bound. Blood Bound Sorcerer’s grow strong and more resilient as they grow weaker. Cryomancer. Sorcerer’s of cold, Cryomancers, create walls of ice to protect themselves and can freeze enemies in place with their extra frigid cold spells. Electromancer. Electromancers gain unmatched control over electricity and lightning and use it to move quickly, conduct it to suit their needs, or drive away attacks with metallic weapons. Pyromancer. Unmatched masters of flame Pyromancers can cauterize their own wounds and unleash true fire, bypassing resistance, and even immunity, to fire damage.
Warlock Shadow Pact. Warlock’s bound to mysterious entities of the Shadowfell can manipulate its energy into a multitude of forms. Spirit Bound. Spirit Bound Warlocks fight alongside their patron, giving them ghost like resistances and allowing them to take multiple reactions and attack an additional time.
Wizard Alienists. Strange creatures whisper dark secrets into these wizard’s ears until the wizard is similarly corrupted. Generalist. No other wizard can match the versatility of the generalist’s expanded spell preparation abilities. Metamagus. Like a sorcerer, Metamagi can apply metamagic effects to their spells and prepare spells faster than any other wizard. Technomancer. These wizards have an unrivaled understanding of “science” and its untapped power. Technomancers can even impart some of their knowledge on other creatures. Polymorpher. More comfortable in something else’s skin Polymorphers can manipulate and repair their own form and shift their own organs. All self-respecting Polymorphers know Evolve.
Rogue Medical Professional. Medical Professionals use their knowledge of anatomy to cut open living people open. Masters of their own body chemistry they can brew potions for personal use.
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Wild Rage
Barbarian
Beginning at 6th level, when you enter a rage and all of your spell slots are expended, roll once on the Sorcerer Wild Magic table (PLAYER’S H ANDBOOK, pg. 104).
Rage Mage When you go enter a rage you release a torrent of arcane energy to destroy your foes.
RAGE MAGE Barbarian Level 3rd 6th 10th 14th
Feature Rage Casting, Pact Magic Wild Rage Angry Spell Arcane Rush
Rage Casting Beginning at 3rd level, you can cast spells while raging. You still cannot concentrate on spells while raging. When you deal damage with a spell while raging you can add your rage damage bonus to the damage result.
Pact Magic At 3rd level, you gain Pact Magic as the Warlock (see PLAYER’S HANDBOOK, pg. 107). Your spells known, rather than being drawn from the Warlock spell list, are drawn from the Sorcerer spell list and are confined to evocation and a spell school of your choice. You must choose the additional school of magic you learn spells from when you gain this feature.
RAGE MAGE SPELLCASTING Barbarian Level
Cantrips Known
Spells Known
Spell Slots
Slot Level
3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3
2 2 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8
1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2
1st 1st 1st 1st 2nd 2nd 2nd 2nd 2nd 2nd 3rd 3rd 3rd 3rd 3rd 3rd 4th 4th
Angry Spell Starting at 10th level, when you cast a spell while raging, you can add your rage damage bonus to the saving throw DC or spell attack bonus. When you use this feature roll once on the Sorcerer Wild Magic table (PLAYER’S HANDBOOK, pg. 104). Once you use this feature you must complete a long rest before you may use it again.
Arcane Rush At 14th level, when you enter a rage you can choose to regain one expended spell slot. When you use this feature roll once on the Sorcerer Wild Magic table (PLAYER’S HANDBOOK, pg. 104). This feature may result in two rolls on the Wild Magic table when used simultaneously with Wild Rage. Once you use this feature, you must complete a long rest before you can use it again.
Genath Rager Goliaths of the northern lands are often Genath Ragers. A Genath Rager has an uncanny control of their rage allowing them to slowly unlock their full potential.
GENATH RAGER Barbarian Level 3rd 6th 10th 14th
Feature Simmering Rage Therapeutic Rage Relentless Athleticism Critical Point
Simmering Rage Beginning at 3rd level, your rages grow stronger as it persists. At the start of your turn, if you ended your previous turn raging, you gain a +1 bonus to melee weapon damage rolls. This bonus continues to increase up to your rage damage bonus. This bonus is lost when you finish a rage.
Therapeutic Rage Raging is almost relaxing. At 6th level, when your rage ends and you have at least 1 hit point, you can roll and expend up to two hit dice as if taking a short rest. If your rage lasted for at least 1 minute, you can reroll any of the hit dice rolled as part of this feature and take the new result. Each die can only be rerolled once. Once you use this feature, you must complete a rest before you may use it again.
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Relentless Athleticism Beginning at 10th level, when you make an unopposed Strength ability check, you gain advantage the next time you attempt the same ability check under the same circumstances within 1 hour of the initial check.
Critical Point At 14th level, you can choose to gain one of the following features at the start of your turn if you were raging on your two previous turns. The bonus lasts until your current rage ends. Massive. Your size increases to large and your reach increases by 5 feet. Your Constitution score increases by 2, this feature can raise the score above 20. Fast. You can use your bonus action to take the dash action. Your Dexterity score increases by 2, this feature can raise the score above 20. Powerful. When you make a Strength (Athletics) check and the d20 result is less than 10, you can treat the result as a 10. Your Strength score increases by 2, this feature can raise the score above 20.
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COLLEGE OF MUSIC
Bard College of Fortune The college of fortune dabbles in the infinite fates of the universe. Using ancient techniques of palm reading, tarot cards, and possibly more occult methods, students of fortune discern the secrets of the future to their advantage.
COLLEGE OF FORTUNE Bard Level 3rd 6th 14th
Features Foretelling Fate Spin Rigged Deck
Foretelling Beginning at 3rd level, whenever you regain your bardic inspiration you can reveal subtle details about the future. You can roll and expend any number of your bardic inspiration ahead of time. Instead of rolling a bardic inspiration die normally you can use one of your prerolled results. A creature can retain a prerolled bardic inspiration until the next time you regain your bardic inspiration dice, rather than 10 minutes. Additionally, you can use the Bardic Inspiration feature on yourself.
Fate Spin Starting at 6th level, you can treat a die result of 1 as 20. Once you use this feature, you must complete a long rest before you can use it again. If you treat a die result of 20 as a 1 you regain your use of this ability without taking a long rest.
Rigged Deck Beginning at 14th level, whenever you roll a 1 or 2 on a bardic inspiration die you can reroll it and take the new result.
Bard Level 3rd 6th 14th
Features Encore, Bonus Proficiencies Tear Jerker Epic Music
Encore Beginning at 3rd level, whenever a creature within 30 feet expends a use of bardic inspiration you granted it, you can expend your reaction to allow the creature to reroll the bardic inspiration die after it knows the result of the roll, but before the DM announces if the roll succeeds or fails. The affected creature must be able to see you to benefit from this feature.
Bonus Proficiencies When you join the College of Music at 3rd level, you gain proficiency with three musical instruments and with instruments used as improvised weapons. Additionally, the damage die of any instrument used as an improvised weapon is at least a d6. At 6th level the damage die increases to a d8.
Tear Jerker Starting at 6th level, you can invoke powerful emotion with verse or an instrument. As an action you can perform and all creatures (excluding yourself) within 30 feet must succeed on a Wisdom saving throw against your spell save DC or begin audibly crying. A creature does not need to hear or understand you to be affected, your art speaks to its very soul. The clearly audible sobbing or other expression of sadness reveals the location of hidden creatures who failed their saving throw. Additionally, bodies wracked with sorrow, the speed of affected creatures is reduced by 20 feet until the start of your next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses of this feature when you complete a long rest.
College of Music
Epic Music
You double majored in music and music. It was really tough paying for art school after your dad stopped supporting you and your band broke up but you made it through.
Beginning at 14th level, whenever you complete a long rest you formulate a new epic tune or verse. The epic music is imbued with the power of heroism and its magic is expended once played. You can use your bonus action to play an epic verse and all allied creatures (including yourself) within 30 feet gain advantage on the next attack roll, ability check, or saving throw made before the start of your next turn. Once you use this feature, you must complete a long rest before you can use it again.
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Cleric
reach 14th level the additional damage increases to 2d4 and the range increases to 10 feet.
Heroism
Not Dead Yet
You worship a deity of valor, comradery and co-operative ass kicking.
HEROISM Cleric Level 1st 2nd 6th 8th 17th
Feature Rush to Aid Channel Divinity: Substitute Never Your Time Combat Leadership Not Dead Yet
Starting at 17th level, you can still use Channel Divinity: Substitute while unconscious at 0 hit points. If the damage you take would have killed the original target, a use of channel divinity is not expended. You do not receive any death saving throw failures when you take damage in this manner.
HEROISM DOMAIN SPELLS Cleric Level 1st 3rd 5th 7th 8th
Spells Bless, Cure Wounds Lesser Restoration, Healing Word Revivify, Beacon of Hope Death Ward, Guardian of Faith Mass Cure Wounds, Raise Dead
Rush to Aid Starting at 1st level, you can use your bonus action to dash so long as all of the additional movement brings you closer to an ally you can see or whose position you know.
Channel Divinity: Substitute Starting at 2nd level, you can use your Channel Divinity to potentially save the life of an adjacent creature. As a reaction you expend a use of channel divinity to become the new target of an attack or spell in place of another creature within 30 feet just before the damage result is announced. A visage of your form appears to intercept the attack or spell. You have damage resistance against all damage taken by substituting. If you are reduced to 0 hit points by this damage, a channel divinity use is not expended.
Never Your Time At 6th level you have advantage on death saving throws.
Combat Leadership At 8th level the attacks of allies strike true through your guidance. You can designate a number of creatures up to your Wisdom modifier (minimum 1) as an action. When a designated creature within 5 feet hits with a melee attack, an additional 1d4 radiant damage is inflicted. Your allies can only use this ability once on their turns. When you
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duration when a weapon damage die result is less than your Intelligence modifier the result changes to match your Intelligence modifier. Once you use this feature, you must complete a long rest before you can use it again.
Fighter Battle Avatar In your dabbling with the arcane you have found yourself linked to the heroes of legend. The lives of grand swordsmen and potent spell casters are replayed in your dreams and in battle you can call upon their vast knowledge to augment your own.
BATTLE AVATAR Fighter Level 3rd 7th 10th 15th 18th
Feature Pact Magic, Martial Font Pool of Knowledge Arcane Infusion Siege Spells Emulation
Pact Magic Your connection to ancient heroes grants you a portion of their spell casting power. At 3rd level, you gain Pact Magic as the Warlock (see PLAYER’S HANDBOOK, pg. 107). Your spells known, rather than being drawn from the Warlock spell list, are drawn from the Wizard spell list and are confined to the evocation school and one other school of your choice. You must choose the additional school of magic you can learn spells from when you gain this feature. Intelligence is your spellcasting ability modifier, rather than Charisma.
Martial Font In your dreams you’ve studied those before you and when in need, can exchange your experience for theirs. Beginning at 3rd level, you can use your action to learn a new fighting style and lose the one you currently know from the fighter class. The new fighting style must be chosen from the fighter’s options of fighting styles. The new fighting style cannot be one you already know. You may use this feature a number of times equal to your Intelligence modifier. Once you complete a long rest you regain all expended uses of this feature.
Pool of Knowledge You can relinquish control of your own body and allow those before you to guide it. At 7th level, you can expend a spell slot to add your proficiency bonus to any Strength, Dexterity, or Intelligence ability check if you do not already.
BATTLE AVATAR SPELLCASTING Fighter Level
Cantrips Known
Spells Known
3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3
2 2 3 3 4 4 4 5 5 5 6 6 6 7 7 7 8 8
Spell Slots Slot Level 1 1 1 1 1 2 2 2 2 2 2 2 2 2 2 2 2 2
1st 1st 1st 1st 2nd 2nd 2nd 2nd 2nd 2nd 3rd 3rd 3rd 3rd 3rd 3rd 4th 4th
Siege Spells Your spells weaken any defenses they cannot break. Beginning at 15th level, if a creature succeeds on the initial saving throw against a spell you cast as an action or you miss a creature with the initial attack roll of a spell you cast as an action, you gain advantage on the next weapon attack against the targeted creature made before the end of your next turn.
Emulation Starting at 18th level, you can tap into the knowledge of the warriors before you. When you complete a long rest you can choose to lose one Ability Score Improvement you gained due to Fighter levels and gain a different Ability Score Improvement. This Ability Score Increase may instead be a feat if you are using the option feat ruleset.
Dancer Arcane Infusion Starting at 10th level, once per day you can infuse yourself with the combat prowess of ancient heroes as a bonus action. The infusion lasts for 1 minute and for the
Every swing of your sword feeds into the next to establish a deadly rhythm. Dancers rely on continuous streaks of hits to deal increased damage to their foes. Their
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harmonious fighting style allows them to pull off sly maneuvers that can turn the tide of battle.
DANCER Fighter Level 3rd 7th 10th 15th 18th
Feature Momentum, Finessed Combination Attacks Precision Attacks Chain Attacks Unrelenting Steel
Momentum Starting at 3rd level, when you hit a hostile creature with a melee attack, you gain 2 momentum points after the damage is dealt. Whenever you miss a hostile creature with an attack you lose a momentum point. When you roll damage add your current momentum to the total. You cannot have less than 0 momentum points or more than one third of your Fighter level (rounded up). You lose all momentum points on any turn you do not use the attack action.
Finessed At 3rd level, all weapons you are proficient with gain the finesse property.
Chain Attacks At 15th level, you learn one of the following chain attacks. To execute a chain attack, you must hit with three melee attacks in a row on your turn. Sweep. You can use your bonus action to cause all targets hit as part of the chain attack take 1d6 damage. The damage type is the same as your weapon. Opening. You can use your bonus action to make a single melee attack against one of the targets of the chain attack. Shield. You can use your bonus action to cause the next attack against you to be at disadvantage.
Unrelenting Steel Starting at 18th level, after initiative is rolled all your melee attacks gain advantage until you miss a melee attack or do not take the attack action on your turn.
Exoskeleton Adventuring was tough as a fighter who favored his brains over his brawn. Now your plans are complete and you can show your muscly enemies the power of the mind. You pilot a custom exoskeleton with an array of weaponry and utility features. You don’t need to be strong if the design is right.
EXOSKELETON Combination Attacks At 7th level, you learn two of the following combination attacks. To execute a combo, you must hit with two melee attacks in a row on your turn. Sidestep. You can use your bonus action to move half your speed without provoking opportunity attacks. Flourish. You can use your bonus action to gain a momentum point. Dance. You can use your bonus action to switch places with one of the creatures you attacked. You cannot switch places with a creature that would be forced to squeeze into its new position. This movement does not provoke attacks of opportunity. Advance. You can use your bonus action to move yourself and the target of one of your attacks up to10 feet forwards or backwards. You must follow the target of this combination attack.
Precision Reflexes Beginning at 10th level, you can add 10 to the result of a Dexterity ability check or saving throw. You must choose to do this before the result of the roll is announced. Once you use this feature you must complete a long rest before you may use it again.
Fighter Level 3rd 7th 10th 15th 18th
Feature Exoskeleton, Engineer Utilitarian Integrated Weapons High Tolerance Overclock
Exoskeleton Beginning at 3rd level, your combat prowess relies on an exoskeleton. You can enter and leave your exoskeleton with an action. You can only benefit from the features of the Exoskeleton subclass while wearing your exoskeleton. Choose which frame you know how to build and operate. Middleweight. Your speed increases by 10 feet while wearing your exoskeleton. When you end your turn 20 feet away from where you started it you gain temporary hit points equal to your Intelligence modifier. These temporary hit points fade at the start of your next turn. Heavyweight. You occupy the same space of a large creature while wearing your exoskeleton and are considered large for the purpose of grappling. You can reduce incoming damage by half your intelligence modifier (rounded up).
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Engineer Starting at 3rd level, you are proficient with Tinkerer’s Tools. You use these tools to maintenance and upgrade your exoskeleton.
Utilitarian At 7th level, you can choose two of the following upgrades. The upgrade cannot be changed. You can only benefit from it while you are in your exoskeleton. If you choose to add twice your proficiency bonus from expertise you cannot add your Intelligence modifier. Pneumatics. You can add your Intelligence modifier to Strength (Athletics) checks. Gyros. You can add your Intelligence modifier to Dexterity (Acrobatics) checks. Distributors. You can add your Intelligence modifier to Dexterity (Stealth) checks.
Integrated Weapons Starting at 10th level, you can integrate two weapons into your exoskeleton. Integrating a weapon takes 1 hour of work and can be done over the course of a short or long rest. An Integrated weapon cannot be dropped but you can unintegrate a weapon with 1 minute of work. You cannot be disarmed of an integrated weapon and you can draw the weapon as part of making an attack with it. Additionally, when the result of a damage die of an integrated weapon is less than your intelligence modifier, treat the result as equal to your intelligence modifier.
High Tolerance At 15th level, if one of your attack rolls or saving throws is at disadvantage, you can choose to gain advantage on the roll and disregard the effects of disadvantage. Once you use this feature, you must complete a long rest before you can use it again.
Overclock Beginning at 18th level, you can overclock your exoskeleton as a bonus action for 1 minute. While overclocking your speed increases by 10 feet and you can add your Intelligence modifier to the damage of any weapon you wield. Once you apply your intelligence modifier to damage, you cannot do so again until the start of your next turn. You can choose to add the additional damage of this feature after you know if the attack hits. Once you use this feature, you must complete a long rest before you can use it again.
Gunslinger Gunslingers shoot first and often don’t ask questions; because the person they just shot at is dead.
GUNSLINGER Fighter Level
Feature
3rd 7th 10th 15th 18th
Quick on the Draw Situational Awareness Bull’s-eye Supporting Fire Trigger Finger
Quick on the Draw Starting at 3rd level, when combat starts and initiative is rolled, you can draw a weapon and take the attack action. If another creature has this feature, the creature with the highest initiative count acts first. Once you use this feature you must complete a rest before you may use it again.
Situational Awareness You’re always checking out the competition, and not in a weird way. At 7th level, you are never at disadvantage when making perception checks or rolling for initiative. You add your proficiency bonus to initiative rolls.
Bull’s-Eye Starting at 10th level, when you score a critical hit with a ranged weapon, you deal maximum additional critical damage.
Supporting Fire Beginning at 15th level, you can expend your action and a piece of ammunition from a ranged weapon you are wielding to suppress one creature and hinder their next attack. You cannot suppress a creature outside of your weapon’s range. A suppressed creature makes its next attack before your next turn with disadvantage.
Trigger Finger At 18th level, when you take the attack action and attack with a weapon, you can expend your bonus action to make a single attack with a weapon used in the attack action.
Standard Bearer Standard Bearers are honorable warriors who may inspire those around them. Standard Bearers have pledged their allegiance to a lord of the realm and carry their symbol to the grave.
STANDARD BEARER Fighter Level 3rd 7th 10th 15th 18th
Feature Standard Bearer Oath, Stalwart Defender Coordinated Assault Inspired Standard Bastion
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Bannerman Starting at 3rd level, you bear the standard of your faction. The standard has an AC of 10 + half your fighter level and hit points equal to 10 + half your fighter level. You can carry the standard in your hand or plant it upright in the ground as a bonus action. Allies (you are considered your own ally) within 20 feet of your upright standard, reduce incoming damage by 1.
Oath At 7th level your honor is frequently recognized. You gain advantage on any Charisma (Persuasion) checks made to convince a creature of objective truth. Beyond this, your word is highly regarded, should it remain undisgraced. A standard bearer who dishonors himself loses all standard bearer features.
Stalwart Defender Beginning at 7th level, if you are not incapacitated and within 5 feet of your standard, it cannot be damaged or knocked over.
Coordinated Assault Starting at 10th level, you can rally your allies into a concentrated assault. After initiative is rolled, you can designate an ally that can hear and see you. The designated ally treats their initiative result as equal to your own. Your ability to coordinate increases and at 18th level and you may designate up to two allies.
Inspired Standard At 15th level, the standard you bear carries a more powerful reputation. You and allies within 20 feet of your upright standard gain a +1 bonus to damage and can reduce incoming damage by 2, rather than 1.
Bastion Beginning at 18th level, if you are not incapacitated, the armor class of any adjacent ally is considered 17, if it is not higher.
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Your favorite class was probably anatomy and your favorite organ to stab is the stomach.
improvise any of the following tools and more at the DM’s discretion. Blanket, Caltrops (10), Candle, Climber’s Kit, Hammer, Healer’s Kit, Ink, Mess Kit, Piton, Rations (1 day), Rope (20 feet), Sack, Soap, Waterskin. It’s highly unlikely any merchant will want to buy your blanket made out of human skin.
MEDICAL PROFESSIONAL
Questionable Practice
Rogue Medical Professional
Rogue Level 3rd 9th 13th 17th
Feature Field Medic, Professional Opinion Home Brew Recycling Questionable Practice
Field Medic Starting at 3rd level, you can use your bonus action granted by Cunning Action to stabilize a dying creature. You are always considered to have a healer’s kit whether or not you actually do.
Professional Opinion Starting at 3rd level, you can identify the cause of death of any creature whose body you can see. You can discern the type of damage the victim sustained before death and the type of creature that inflicted it.
When you reach 17th level you can perform quick and dirty surgery. If a creature is below half hit points you can use your bonus action to allow it to roll and expend a single hit die, as if taking a short rest. You can use this ability on yourself. You do not need a healer’s kit for this ability; don’t ask why.
Sadist Pain is pleasure and you are person of pleasure. You can exploit other’s sense of pain and use your own to your advantage.
SADIST Rogue Level 3rd 9th 13th 17th
Feature Sadistic Sneak Attacks Interrogator, Shield of Pain Flagellation Vengeful Attacks
Home Brew Starting at 9th level, you can’t legally write prescriptions but you understand your own body chemistry enough to make some powerful drugs. Choose one of the following effects when you gain this feature. Stamina. Gain 4d8+4 temporary hit points; these temporary hit points are lost after 1 minute. Cure. Gain 2d8+2 hit points. Speed. You gain the extra attack feature for 1 minute. Quick. Gain +4 Dexterity for 1 minute, this can increase your score above 20. Strong. Gain +4 Strength for 1 minute, this can increase your score above 20. Thick. Reduce incoming damage by 4 for 1 minute. Aware. Gain blindsight out to 20 feet for 1 minute. Only you can benefit from taking the drug. You can use your bonus action to imbibe a dose or trigger the reaction once. You brew up additional doses or the reaction readies itself whenever you complete a long rest.
Recycling By 13th level you have an incredible knowledge of all parts of living creatures. You can spend one minute harvesting parts from the corpse of a living creature and make equipment. You can improvise a single tool from each medium or small corpse, each additional size category doubles the amount of tools available. You can
Sadistic Sneak Attacks Starting at 3rd level, you can deal your sneak attack damage to any creature at or below half hit points.
Shield of Pain Starting at 9th level, you gain a +1 to armor class whenever you are at or below half hit points. This bonus increases to +2 armor class whenever you are at or below one quarter hit points. You can only benefit from this feature while you wearing light armor or no armor.
Interrogator Starting at 9th level, you gain proficiency with torturer’s tools. You are at advantage when torturing a creature as long as it is not as full hit points.
Flagellation By 13th level you can use your bonus action to wound yourself and block out other pain. Roll any number of your sneak attack dice and take that much damage. You gain twice the damage dealt as temporary hit points. These temporary hit points fade after 1 minute.
Vengeful Attack When you reach 17th level you are so in tune with your own pain you can expertly recreate it in another. When a
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creature hits you with an attack and deals damage you may, as a reaction, make an opportunity attack. If this attack hits you deal the same amount of damage you just received in addition to your rolled sneak attack damage. The vengeful attack occurs before being reduced to 0 hit points but does not negate being reduced to 0 hit points. If you deal damage with this ability, you must complete a long rest before you use it again.
Self-Modification You are version one point 'O. You can modify your body to perfectly fit your needs. You experiment on yourself and constructed companions to aid you on your quest. You use hidden weapons to strike your enemies quickly and powerfully. You change. You adapt. You destroy.
SELF-MODIFICATION Rogue Level 3rd 9th 13th 17th
Feature Integrated Weapons, Beta Point One Two Point ‘O Three Point ‘O, Beta Point Two Battery
Integrated Weapons At each level you gain a Rogue Style feature, you also gain an integrated weapon. Integrated weapons are hidden in your body and are drawn as a free action. If you attacked with a weapon that was stowed at the beginning of your turn, you can apply your sneak attack damage. Each stowed weapon can gain the sneak attack damage once per creature. After use, an integrated weapon is no longer considered stowed, until you expend an action to stow it again. You can still only use sneak attack once per round. You can only integrate light weapons.
INTEGRATED WEAPONS Rogue Level 3rd 9th 13th 17th
Integrated Weapons 1 2 3 3
Beta Point One You have the knowledge to assemble simple creatures. You may study a creature for an entire day, noting its anatomy and physiology in your research journal. Once you have studied a creature, you may create it at any time in the future should you have access to appropriate materials. You may have one companion, beta, at a time. While studying the creature you also create it. Recreating a previously studied creature takes only 1 hour. It
understands complex commands in a language you know. It must power off for 6 hours every 24 hours. Beta has no attacks by default. Beta has the following features, one frame and one extra feature by default.
Beta Features Proficiency in a skill of your choice, the bonus equals your proficiency bonus, or the knowledge to speak one language. Bonus to attack rolls equal to your proficiency bonus. Bonus on saving throws equal to your proficiency bonus.
Beta Frames Below is a list of frames. Choose one. Lightweight. Beta has 2 hit points for each rogue level you possess, either a fly or land speed of 60 feet, and an armor class of 12. Tiny creature. Welterweight. It has 4 hit points for each rogue level you possess, a land speed of 40, and an armor class of 12. Small creature.
Beta Extra Features Below is a list of extra features. Choose one. Mobile. When beta makes a melee attack against a target, it doesn't provoke opportunity attacks from that creature for the remainder of its turn. Armed. Beta gains an attack. The attack is with any light weapon if the frame is small or any non-heavy weapon if the frame is medium. Should the weapon be ranged beta can carry five pieces of ammunition. After that you must reload it as an action. Fast. Beta’s speed increases by 20 feet. Accurate. Beta gains your Intelligence modifier to attack rolls. Armored. Beta gains your Intelligence modifier to armor class. Stealthy. Beta adds your Intelligence to stealth checks. Violent. Beta adds your Intelligence modifier to damage. Perceptive. Beta adds your Intelligence to perception checks. Bandolier. Beta has double ammo capacity.
Two Point 'O You now have the knowledge to modify your body, allowing you to add a utility modification. You can activate the feature with your bonus action. Select one of the following. All Terrain. You ignore first tier difficult terrain until the start of your next turn. Climber. You gain a climb speed equal to your land speed until the start of your next turn. Insulated. You gain a resistance until the start of your next turn. You must choose fire, cold, lightning, or acid resistance when you take this modification.
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Sensor Array. Your Wisdom (Perception) checks are never at disadvantage. Agile. You can move through enemy occupied squares until the start of your next turn.
Three Point 'O Your understanding of construction has become destructive. You apply your new knowledge to the deconstruction of your enemies. Select one combat modifier from below. Dangerous. The damage die of integrated weapons increases by one size. Optimized. When making the revealing attack of an integrated weapon, you add your Intelligence bonus to the attack roll. Sturdy. You gain proficiency with one saving throw. You must choose which saving throw this feature applies to when you take this feature.
Beta Point Two Your expanding knowledge of creatures besides yourself enables you to enhance your test subject. You can choose an additional extra feature for Beta.
Battery By 16th level, all your components work in deadly harmony. As an action, you can reveal, and attack with all of your integrated weapons. Any previously stowed weapon can deal sneak attack damage. This applies sneak attack damage multiple times in one round. You cannot apply sneak attack damage to an attack from a single weapon more than once.
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Blood Flow
Sorcerer Blood Bound Your sorcerous blood is derived from more blood. You have an unearthly connection the essence within and at times you can tap its power.
Cryomancer
BLOOD BOUND Sorcerer Level 1st 6th 14th 18th
When you have little blood it is easy to move around what remains. Starting at 18th level, if you are at or below one quarter of your maximum hit points you can expend 1 sorcery point as a bonus action and gain resistance to all damage types besides psychic until the start of your next turn.
Feature Blood Magic, Red Conduit Shield of Blood Essence Conversion Blood Flow
Blood Magic All spells you cast can be imbued with the power of your blood. Beginning at 1st level, when you cast a spell of 1st level or higher, you can choose to make a blood sacrifice and take necrotic damage equal to the spell’s level + 2. You cannot reduce the damage taken due to this feature. When you make a blood sacrifice, the spell is casted as if it were one level higher, even if you could not normally cast spells of the newer, higher level. You recover hit points lost due to this feature when you complete a long rest.
Red Conduit Beginning at 1st level, when you cast a spell that does not require a saving throw or attack roll, you can affect a creature by targeting a vial of its blood, rather than the creature itself.
Shield of Blood Your blood is subconsciously animated and it tries its best to protect you. Starting at 6th level, while at or below half hit points, you can use your reaction when you are targeted by a melee or ranged attack to impose disadvantage on the attack roll. You need not be aware of the attacker to use this feature.
Essence Conversion You better understand the power of your own blood and can convert it into a useable medium. However, this procedure is not painless. Beginning at 14th level, you can use your bonus action to draw your own blood. You take 2d6 points of necrotic damage, that cannot be reduced, and you regain 1 sorcery point. You can use this feature a number of times equal to your Constitution modifier (minimum of one). You regain all expended uses of this feature and hit points lost due to this feature when you complete a long rest.
An aura of chill follows you wherever you go. Is your heart carved of ice or do you just have a body temperature problem? Notable cryomancers include Elsa of Arendelle, The Lich King, and my ex-wife.
CRYOMANCER Sorcerer Level 1st 6th 14th 18th
Feature Ice Armor Inescapable Cold Solid Frost, Cold Blooded Crystalize
Ice Armor Beginning at 1st level, you reactively condense shields of ice to block incoming attacks. You have a pool of damage reduction equal to your sorcerer level plus your Charisma modifier. You can use your reaction to reduce the bludgeoning, slashing, piercing, or fire damage of an attack by expending points from your pool. Damage is reduced equal to the number of points expended. The pool refreshes whenever you complete a long or short rest.
Inescapable Cold Starting at 6th level, your ice approaches absolute zero and even momentary contact can be deadly. Whenever targets succeed on a saving throw and take half damage from a spell that deals cold damage, they take additional damage equal to your half your sorcerer level, to a maximum of dealing full damage with the spell.
Solid Frost Beginning at 14th level, the ice of your spells lingers to root your foes in place. When a creature fails a saving throw and takes cold damage from a spell you cast, it must break out of a layer of ice. The creature must spend 15 feet of movement to break free or their speed is reduced to 0 until the start of their next turn. Flying creatures fall if they do not break free. The frost may melt naturally; otherwise the creature is affected by this feature until it uses its movement to break free.
Cold Blooded Your body temperature is below freezing. Starting at 14th level, you are immune to cold damage and long term cold effects.
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Crystalize
Low Resistance
You could freeze solid if you lost control of your power but maybe that isn’t such a bad thing. Starting at 18th level, when you are reduced to 0 hit points, your body turns to solid ice. While unconscious at 0 hit points taking damage that is not fire or thunder type does not cause a death saving throw failure. You also gain advantage on your death saving throws.
Beginning at 18th level, when a creature reduces any lightning damage dealt by you as part of immunity or resistance, it loses its immunity or resistance to lightning damage for the next minute. Whenever you cast a lightning spell that affects a designated area (such as a line or cone), you can add a 10foot cube or 25-foot line to the affected area. This additional area must be adjacent to the original area.
Electromancer A field of static is constantly ruining your date’s hair but she still loves you because you are a master of arcane electricity. Notable electromancers include Static Shock, The Phantom Virus, and the Storm.
ELECTROMANCER Sorcerer Level 1st 6th 14th 18th
Feature Overcharged Magnetic Repulsion High Voltage, Conduit Low Resistance
Overcharged Starting at 1st level, you can add your Charisma modifier to the damage of any attack or spell that deals lightning damage. You can also supply power to a single small electronic device until the start of you next turn, such as a flashlight, as your bonus action.
Magnetic Repulsion Beginning at 6th level, when you cast a spell of 1st level or higher that deals lightning damage, you can expend 1 sorcery point and impose disadvantage on the next melee or ranged attack made against you before the start of your next turn.
High Voltage At 14th level, your lightning disrupts the movement of those it damages. When you deal lightning damage to a creature, it cannot take reactions until the start of its next turn.
Pyromancer The fire burns in your heart and very soul. Will you master its destructive power or will it master you? Notable pyromancers include Dark Souls Speed Runners, Heat Miser, and Tim.
PYROMANCER Sorcerer Level 1st 6th 14th 18th
Feature Cauterize Lingering Flames Flame’s Embrace, Burning Heart True Fire
Cauterize At 1st level, you find comfort in the flames and the flames find comfort in you. Your magical fire licks backwards to burn shut your wounds. When you cast a spell that deals fire damage, you heal hit points equal to the spell’s level. Cauterize cannot increase your current hit points above half of your maximum hit points.
Lingering Flames Starting at 6th level, your flames hunger and will linger in the material plane to feast. When a creature fails a saving throw and takes fire damage from a spell you cast, the creature takes an additional 1d4 fire damage at the end of its next turn for every 10 fire damage taken.
Flame’s Embrace Beginning at 14th level, some like it hot and you like it really hot. You gain immunity to fire damage and long term heat effects.
Conduit Starting at 14th level, you gain immunity to lightning damage. Additionally, whenever you succeed on a saving throw to resist taking lightning damage, you can expend your reaction conduct the effect. You can subject a different creature within 30 feet to the same saving throw. If the creature fails, it suffers the effects of the failed saving throw as if it were the original target. Once you use this feature to conduct an effect, you must complete a long rest before you may use it again to conduct an effect.
Burning Heart Starting at 14th level, your mortal soul is the only thing holding back a storm of flame. When you are reduced to 0 hit points and fall unconscious, you can immediately cast fireball without expending a spell slot. Once you use this feature, you must complete a long rest before you can use it again.
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True Fire Beginning 18th level, you deal an additional point of fire damage whenever a fire damage die shows maximum result. When you deal fire damage with a spell, you can convert half of it into radiant damage. The radiant damage is considered fire damage for all Pyromancer features.
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Warlock
Once you use this feature, you must complete a long rest before you can use it again.
Shadow Pact
Spirit Bound
Shadow pact warlocks are bound to a powerful entity of the Shadowfell. These entities range in both potency and mystery but typically thirst for power from the material plane.
Spirit bound warlocks have found themselves in a sticky situation. Their mortal souls are bound to an incorporeal spirit. This spirit typically has something strongly in common with the warlock, such as meeting similar demise or sharing a common enemy. Sometimes this spirit is benevolent and sometimes it is malicious but it often takes a more active role in the warlock’s life than the patrons of alternate pacts.
SHADOW PACT Warlock Level 1st 6th 10th 14th
Feature Shadow Step Shadow Craft Ebon Embrace Shadow Cast
SHADOW PACT SPELLS Spell Level 1 2 3 4 5
Spells Dissonant Whispers, Find Familiar Blindness/Deafness, Locate Object Phantom Steed, Clairvoyance Evard’s Black Tentacles, Phantasmal Killer Creation, Seeming
Shadow Step Your form can meld into shadow and slip between the folds of the material plane. Starting at 1st level, when you expend a warlock spell slot to cast a spell on your turn, you can teleport to an unoccupied location you can see within 30 feet. You can choose to teleport before or after the action used to cast the spell.
Shadow Craft Through your link to the Shadowfell you can craft effigies of useful items. At 6th level, you can use your action to materialize objects on the equipment table. You can materialize any nonmagical equipment with a value less than 2 gold pieces. Only one object can be materialized at a time and when a new one is created, the old one disappears. Materialized objects fade away after 24 hours.
SPIRIT BOUND Warlock Level 1st 6th 10th 14th
Feature Reaction Surge Ethereal Step Wraith’s Resistance Duality
SPIRIT BOUND SPELLS Spell Level 1 2 3 4 5
Spells False Life, Shield Blur, Magic Weapon Bestow Curse, Animate Dead Dominate Beast, Locate Creature Animate Objects, Dominate Person
Reaction Surge You can channel the physical form of your bound spirit to lash out quickly. Starting at 1st level, you can take an additional reaction in addition to your regular reaction during a round. Once you use this feature, you must complete a short or long rest before you can use it again.
Ethereal Step Corporeal flesh fades away into an ethereal visage of your bound spirit and you can move unhindered. At 6th level, you can move through the space of any other creature and movement through occupied space is not treated as difficult terrain.
Ebon Embrace Beginning at 10th level, when you are at or below your warlock level in hit points, you are shrouded in magical darkness. Attacks made against you are at disadvantage while you are shrouded.
Shadow Cast Starting at 14th level, you can expend a warlock spell slot and cast any spell of 5th level or lower.
Wraith’s Resistance Beginning at 10th level, you can expend your reaction immediately before you take damage to fade into the ethereal plane until the start of your next turn. While faded you gain immunity to all damage that is not force or psychic damage and appear as a ghostly visage of your bound spirit.
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Once you use this feature, you must complete a long rest before you can use it again.
Duality Starting at 14th level, your spirit form can manifest to aid you in combat. On your turn, when you take the attack action or cast a spell with a casting time of 1 action, you can cause your spiritual companion to lash out, making one attack as a bonus action with a weapon you are wielding. This attack is considered a melee spell attack if the wielded weapon is a melee weapon or a ranged spell attack if the wielded weapon is a ranged weapon. If the attack hits it deals force damage equal to the damage of the wielded weapon.
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Terrifying Visage. Pseudonatural creatures gain advantage on Charisma (Intimidation) checks made against creatures that are not aberrations.
Wizard Alienist Study of the far realm has twisted your mind beyond recognition. Strange insights and premonitions plague your sleep as you immerse yourself further into the study of the beyond.
ALIENIST Wizard Level 2nd 6th 10th 14th
Generalist Generalists are the jack of all trades amongst wizards. None of their tools are particularly sharp but they always have the right one.
GENERALIST Feature Weird Insight Pseudonatural Summoning Unnatural Ascent Manic Lash
Wizard Level 2nd 6th 10th 14th
Feature Outstanding Retention Impromptu Spell Endless Experience Infinite Knowledge
Weird Insight
Outstanding Retention
Starting at 2nd level, you can choose to gain advantage on a saving throw. When you use this feature, your Wisdom score temporarily decreases by 2. When you complete a long rest, your Wisdom score increases by 2, up to its original value.
You always push the limits on your spell retention abilities. Starting at 2nd level you can prepare an additional wizard spell for every three wizard spells you can prepare normally.
Impromptu Spell Pseudonatural Summoning At 6th level, you add conjure animals to your spellbook. Creatures summoned by this spell gain the pseudonatural template and are considered aberrations, rather than fey.
Beginning at 6th level, you can cast any wizard spell of 6th level or lower that you are high level enough to cast. You must expend a spell slot of the chosen spell’s level. Once you use this feature, you must complete a long rest before you may use it again.
Unnatural Ascent Starting at 10th level, you gain the pseudonatural template. Additionally, you cease aging. At the end of your natural life span, unknown beings abduct you, and you are never seen again.
Endless Experience
Manic Lash
Infinite Knowledge
At 14th level, when you take damage from another creature, you can deal psychic damage equal to your Wisdom penalty (minimum 1) to the attacker. One you use this feature; you cannot use it again until the start of your next turn.
At 14th level, you no longer need a spellbook to prepare spells. You can prepare any wizard spell you are high enough level to cast. If you do not know a spell exists, you cannot prepare it as part of this feature.
Pseudonatural Template Any animal or humanoid can inherit the pseudonatural template. Pseudo natural creatures appear twisted and strange in appearance, sporting additional limp appendages, constantly shifting growths, and irregular skin coloration. When a creature becomes pseudonatural, it retains all of its statistics except where noted below. Resistances. Pseudonatural creatures and their alien minds gain resistance to psychic damage. Unnatural Insight. The creature gains and can cast the true strike cantrip targeting only itself. The creature can cast this spell as a bonus action once between long rests.
Starting at 10th level, you can recognize the casting of any spell you can see being cast. If you would not know of the spell, you can still determine its effects.
Metamagus You see no reason a scholarly spellcaster such as yourself must be barred from the power of metamagic. Spells you cast are retooled in a more improvised manner and this works well for you, most of the time.
METAMAGUS Wizard Level 2nd 6th 10th 14th
Feature Metamagic Rapid Preparation Expert Application Residual Magic
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Metamagic
“Science” Spells
At 2nd level, you learn one sorcerer metamagic and can apply it to any wizard spell you cast as if you had the sorcerer Metamagic feature (use your Intelligence modifier in place of Charisma modifier). Additionally, you gain metamagic points, which you can expend in place of sorcery points, to apply metamagic effects. You have a number of sorcery points equal to half of your wizard level (rounded up) plus half of your Intelligence modifier (rounded up). When you reach 6th, 10th, and 14th level, you learn an additional sorcerer metamagic. You regain any expended metamagic points when you complete a long rest.
Beginning at 6th level, creatures cannot gain advantage on saving throws to resist a spell you cast. Your spells are unaffected by antimagic fields. Attempts made to dispel or counterspell a spell you cast treat the spell as one level higher thanks to the resilience of “science”.
Brain Blast Starting at 10th level, creatures have difficulty comprehending your “science”. Once per round when you deal damage with a spell, you can maximize the result of a single damage die, after knowing the die’s result. You may use this feature a number of times equal to your Intelligence modifier before you must complete a long rest to regain all uses.
Rapid Preparation Beginning at 6th level, when you could prepare an additional spell, you can expend your bonus action to page through your spellbook and prepare any spell within. You can use this feature a number of times equal to your Intelligence modifier. Once you complete a long rest, you regain all expended uses of this feature.
Expert Application At 10th level, the cost of applying metamagic to 1st level spells is reduced by one. This can reduce the cost to zero.
“Science” Guy At 14th level, you can impart on another creature an understanding of “science”. After tutoring a creature for 1 minute you expend a 1st level spell slot and choose one 1st level spell you know. The tutored creature gains one 1st level spell slot and can expend it to cast the chosen spell. The creature uses its own ability scores to determine the effects of the spell but may benefit from your fantastic contraption. A creature can only retain a single spell slot from this feature and loses its old spell slot when it gains a new one.
Residual Magic Starting at 14th level, immediately after you cast a spell of 5th level or higher that you applied a metamagic to, you regain an expended metamagic point.
Technomancer Magic? Your skills are derived from the power of “science”. Your spells never fail and weave their way around traditional defenses thanks to their nonabstract nature. Technomancers often feature reflavored spells that mimic normal spells.
TECHNOMANCER Wizard Level 2nd 6th 10th 14th
Polymorpher You have begun to master your own form and the form of others. Your own skin is just a cocoon waiting to burst with a stronger, faster creature. Polymorph is the name of the game and through the study of its mechanics and concepts you become an ever changing tool and weapon.
POLYMORPHER Wizard Level 2nd 6th
Feature Fantastic Contraption “Science” Spells Brain Blast “Science” Guy
Fantastic Contraption By 2nd level, you have constructed a device capable of unleashing powerful “science”. Choose one spell you can cast of at least 1st level and either Distant, Extended, Subtle from the sorcerer metamagic options. As long as your fantastic contraption is on your person, “science” allows you to apply the chosen metamagic to your chosen spell at no cost.
10th 14th
Feature Regeneration Reactive Augmentation, Specialty Spell Remorph Natural Form
Regeneration Through experimentation or natural ability your body can quickly mend its own wounds. Starting at 2nd level, you can expend two hit dice as an action and regain hit points equal to a single hit die roll, as if taking a short rest. Hit dice expended through this feature function exactly as those lost due to short rests.
Reactive Augmentation Beginning at 6th level, you can thicken your skin harden your bones and even shift your own internal organs in
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response to an attack. As a reaction you can reduce incoming damage by your Intelligence modifier. This reduction occurs before applying damage resistances.
Specialty Spell Beginning at 6th level, you always have the spell evolve prepared. Evolve does not consume a spell preparation slot.
Natural Form At 14th level, choose one feature from the evolve spell. You gain this feature in your natural form and when you cast the evolve spell you are considered to have already chosen the feature once without expending a point to choose it.
Remorph Starting at 10th level, during the duration of an evolve or polymorph spell you can use your bonus action to choose and change into a new form once during the duration of the casted spell.
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Fighting Styles
actually is. If, due to an Ability Score Increase, your Dexterity becomes 16 or greater, you can choose a new fighting style.
Below is a compiled list of homebrew fighting styles. They are all subject to change at the will of the DM.
Run and Gun
New Fighting Styles Battle Vigor Fighter, Paladin At the start of combat when initiative is rolled you gain temporary hit points equal to twice your fighter level. These temporary hit points fade at the start of your turn.
Empty Handed Fighter, Paladin, Ranger If you wield a weapon in one hand and nothing in the other and take the attack action (attacking with your wielded weapon) you can use your bonus action to make a single attack with your unarmed strike.
Improvised Fighter, Ranger You gain proficiency with improvised weapons and their damage die is always at least 1d6.
Leader Fighter, Paladin After initiative is rolled, you can designate an ally that can see and hear you. The designated ally treats their initiative result as equal to your own.
Longarm Fighter, Paladin If a weapon has both the two-handed and reach properties, you can reduce the damage die size by one and ignore the two handed property. For example, the damage die of a glaive would change from a d10 to a d8.
Fighter, Ranger When you use the attack action to make only ranged attacks you can use your bonus action to take the dash action. When dashing in this manner your speed only increases by one half of your normal speed.
Throw Anything Fighter, Ranger All melee weapons without the two-handed property gain the thrown (20/60) property. You can throw weapons with the versatile property but not while wielding them in two hands.
Throwery Fighter, Ranger You gain a +2 bonus to ranged attack rolls with weapons that have the thrown property.
Utilitarian Companion Fighter, Ranger You can venture into the wild or a pet store for 24 hours and through food based bribery or cash transaction return with a utilitarian companion. Your utilitarian companion can be any beast of 0 challenge rating. Certain environment restrictions may apply. Your companion can understand basic commands, like attack target, guard, come, and fetch. You can make a handle animal check to attempt to issue a complex command. Should you go unconscious your companion will complete its last command and then attempt to warn a known ally. You can only keep one utilitarian companion.
Watchful Fighter, Ranger You gain a +1 to attack rolls when attacking creatures with armor class 16 or higher.
Low Blows Fighter, Paladin, Ranger When you hit a creature with a melee or ranged attack its speed is reduced by 5 until the end of its next turn.
Practiced Archery Fighter, Paladin, Ranger When calculating your ranged attack bonus your Dexterity score is considered to be 16, whether or not it
Weapon Master Fighter, Paladin, Ranger Choose a single melee weapon. When you roll damage with the chosen weapon, roll 1d4. You can replace the result of the weapon’s damage die (replace all dice if multiple) with the result of the d4.
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Metamagic The following is a compiled list of homebrew metamagic. All of the following is subject to change at the slightest whim of the Dungeon Master.
New Metamagic Options Admixture Spell When you cast a spell that deals fire, lightning, cold, or acid damage you can expend 1 sorcery point to convert half of the damage to fire, lightning, cold, or acid damage.
Artillery Spell When you cast a spell that has a range of 5 feet or greater, you can expend 2 sorcery points to increase the range to 1000 feet. The spell takes effect at the beginning of your next turn.
Formless Spell When you cast a spell with duration of instantaneous and an area of cone, cylinder, sphere, or cube, you can expend 1 sorcery point to choose a new shape. The new shape can be a cone, cylinder, sphere, or cube of the original dimension. For cylinders, the height equals the radius. When converting from a cone, use half the original dimension.
Non-Lethal Spell When you reduce a creature to 0 hit points with a spell, you can expend 1 sorcery point to cause the creature to be unconscious and stable instead of dying or dead. NonLethal Spell cannot stop a creature from being killed outright unless the cause of outright death is damage (ex. Disintegration, Power Word: Kill, etc.).
Persisting Spell When you cast a spell that requires concentration you can expend 1 sorcery point. You gain a +5 bonus on checks made to remain concentrating on the spell.
Piercing Spell When you cast a spell that deals damage you can expend sorcery points equal to the spell level (1 for cantrips) to ignore targeted creatures’ damage resistances or immunities.
Zombifying Spell When you kill at least one creature with a spell, you can expend 4 sorcery points to cause one creature slain by the spell to rise as zombies under your control (as animate dead) for the next minute. You can expend additional sorcery points to animate additional slain creatures.
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Backgrounds Engineer By Chris The pursuit of science is your only mistress. You ply your trade to invent and build useful creations. Many an engineer gets his start and training from military service, as any military worth its salt will invest in technology as a means to gain an advantage. You may have learned your trade from a mentor, or even taught yourself. When you choose this background, work with your Dungeon Master to determine the specifics of your engineering background, origin and prior inventions. Use of this background may be setting specific. The presented incarnation is geared towards a steampunk setting. Skill Proficiencies: Engineering, Investigation Tool Proficiencies: One type of vehicle (land, air or sea), one type of artisan’s tools Equipment: Calipers, compass, a notebook filled with your notes, a set of fine clothes, and a belt pouch with 10 gp. D12 1 2 3 4 5 6 7 8 9 10 11 12
Specialty Vehicles (Air) Vehicles (Land) Vehicles (Sea) Vehicles (Space) Manufacturing Electrical Steam Structural (Air) Structural (Sea) Structural (Subterranean) Weaponry (Light) Weaponry (Heavy)
Feature: Networking As a professional engineer, you have built a network of colleagues who cooperate (at least somewhat) on projects. When you need assistance, you may utilize this network. Your colleagues aren’t likely to drop everything to come to your aid as they have projects of their own, so don’t expect an immediate response. It’s also important to remember rule one of networking: your colleagues aren’t only a means to an end. A working relationship is a twoway street and a favor goes a long way to getting someone to help you. Depending on the favor you ask for, your colleague may want a specialized piece of information that only you possess.
In addition to this informal network, your colleagues meet infrequently to collaborate and share recent discoveries at conferences. In addition to fellow scientists and engineers, other prominent members of society frequent these events. This makes them a perfect place to gather new allies or colleagues.
Suggested Characteristics Engineers tend to be logical and methodical when it comes to problem solving. The nature of their work often leads to competition and many are very secretive about their inventions. Engineers who don’t have any qualms about questionable activities will try to steal their colleague’s work. D8 Personality Trait My projects are never finished until every part 1 is absolutely perfect. 2 I like to talk at length about my profession. I take apart mostly anything that isn’t bolted 3 down, and then hide the pieces that I can’t put back in place. I am easily excited, whether because of a 4 discovery or simply good news. I protect my work with my life and will give it 5 up only as a last resort. I’ve spent so much time hidden in books and 6 my lab that I am horribly awkward in social situations. I often build up the difficulty of a problem so I 7 will get more praise when I solve it. I’m well known for my work, and I want to make sure everyone appreciates it. I’m always 8 taken aback when people haven’t heard of me. D6 Ideal Cooperation. Knowledge should be shared for 1 the betterment of all. (Good) Determination. Nothing should impede the 2 growth of knowledge, least of all mortal laws. (Chaotic) Entitlement. I should take credit for other’s 3 ideas. After all, I would have thought of them eventually. (Evil) Logical. Emotions must not cloud our sense of 4 what is right and true, or our logical thinking. (Lawful) Obligation. It is my duty to ensure that my 5 inventions are never used for evil porpoises. (Good) Aspiration. I seek to win the approval of my 6 mentor and compare my accomplishments to theirs. (Any)
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D6 D6 Bond My laboratory is the only place I truly feel safe 1 and I would do anything to preserve it. My life’s work is a series of papers written 2 about a specific topic. I discovered something dangerous that should 3 never fall into the wrong hands. I owe my career to a wealthy patron who 4 funded my work. I will do anything to prove myself superior to 5 my hated rival. My greatest accomplishment was stolen from 6 me and I will get revenge.
1
2 3 4 5 6
Flaw I often forget that some people don’t have my intellect and schooling, so I sometimes speak in terms too complicated for them to understand. I am all but obsessed with my work and let it get in the way of even my closest relationships. I overlook obvious solutions in favor of more complicated ones. I’m only concerned with making more money. I’d sell my sister if I could. I am wary of anyone whose intelligence rivals my own. Everywhere I go, I’m surrounded by rivals. I am easily distracted by the promise of information.
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Equipment Steampunk Weapons All steampunk weapon needs can be satisfied in this section. Not all weapons may exist in your current campaign as they do not all originate from the same steampunk era.
Weapons Name Simple Weapons
Cost
Damage
Breech Rifle
125 gp
1d12 piercing
Breech Carbine Breech Pistol
100 gp 150 gp
Hand Grenade
100 gp
1d10 piercing 1d8 piercing 3d6 bludgeoning and piercing 6d6 bludgeoning
Dynamite 200 gp Martial Weapons Arc Carbine 150 gp Rail Rifle 200 gp Repeating Rifle 150 gp Repeating Carbine 125 gp Repeating Pistol 175 gp Repeating Crossbow 50 gp Steamsword 200 gp
1d8 lightning 1d12 piercing 1d10 piercing 1d8 piercing 1d6 piercing 1d8 piercing 1d8 fire
Gatling Gun
750 gp
2d8 piercing
Volley Rifle
500 gp
2d12 piercing
Machine Repeater 500 gp Ammunition Bullets (20) 10 gp Special (20) 10 gp
1d8 piercing
Properties Ammunition (range 100/400), loading, precise, two-handed, heavy Ammunition (range 80/320), loading, precise, two-handed Ammunition (range 40/160), loading precise, light Thrown (range 30), splash 15, shrapnel Thrown (range 30), fuse (1+), splash 20 Ammunition (range 80/320), two-handed, arc Ammunition (range 120/480), two-handed, loading, precise Ammunition (range 80/320), two-handed, heavy Ammunition (range 60/240), two-handed Ammunition (range 30/120), light Ammunition (range 80/320), two-handed – Stationary, ammunition (range 60/240), fully automatic, overheat 10 Ammunition (range 30/120), two-handed, precise, action reload (5) Ammunition (range 40/160), fully automatic
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AUGMENTATIONS Name Cutlass Integrated Suppressed Scoped Folding High Tolerance
Extra Cost 15 gp 100% 1000 gp 500 gp 100% 50%
Weapon Properties Steampunk weapons have special properties related to their use. Action Reload. You must use the indicated number of actions in order to ready the weapon to be fired. Arc. Rather than targeting a single creature with an arc weapon, you can target two adjacent creatures. Use a single attack roll targeting each creature’s armor class. Roll damage once and deal half damage to each creature. Fully Automatic. Use an attack to target a 5-foot square within range. Affected creatures must make a Dexterity saving throw. The DC is 8 + your attack bonus with the weapon. If a creature fails, it takes damage from the weapon and if it succeeds it takes half. Extra attacks made with a fully automatic weapon must target an adjacent 5foot square. Firing in this manner expends 5 bullets for every attack made. Fuse. This weapon detonates at the start of your next turn if the fuse value is 1. An additional turn must pass for every fuse point. A user can cut a fuse short and ignore the property but there is a 30% chance the weapon detonates as it is being thrown. Overheat. Heat becomes a problem with this weapon’s use. The overheat value indicates how many continuous attacks can be made before the weapon must cool for 1 minute and not be operated. Using the weapon while it is overheated has a 50% chance of destroying the weapon. Precise. Roll damage dice an additional time for every extra attack forgone as part of the weapon’s loading property when you use your action to attack with the weapon. These extra dice are considered part of the damage dice for critical damage. Shrapnel. Part of this weapon’s damage is from high speed metal fragments. Creatures that succeed on their saving throw and have at least half cover have resistance to the weapon’s damage and only take bludgeoning damage. Splash. These weapons affect all creatures within the indicated splash range. Each creature must make a Dexterity saving throw equal to 8 + your attack bonus or take the damage of the weapon. Creatures who succeed take half damage. Creatures benefit from cover between themselves and the detonation point. Stationary. This weapon is not intended to move. When not properly mounted, attacks are made with disadvantage
and saving throws against this weapon are at advantage due to its unwieldy nature.
Weapon Augmentations Weapon augmentations are additional properties a weapon can have if the conditions are met. Augmentations are nonmagical in nature. Cutlass. A cutlass weapon is a ranged firearm and can also be used as a dagger if it has the light property or short sword if it does not have the light property. The weapon added as part of cutlass inherits the two-handed property if the firearm it is attached to has the two-handed property. Integrated. Integrated weapons are more accurately two weapons. The cost of an integrated weapon is twice the cost of the sum of both weapons used. Only one weapon of an integrated weapon is available at a time. A wielder can use their interaction to change which weapon is available. A light and a heavy weapon cannot be integrated together. Suppressed. Any firearm can be suppressed. Suppressed firearms are difficult to hear but not silent. They make noise comparable to the sound of a heavy crossbow. Scoped. A firearm that is scoped does not impose disadvantage on attack rolls when firing at long range, so long as you’ve used your action on your previous turn to line up your shot. Folding. Folding weapons can be reduced in size by half. It is useless in its reduced size but may be easier to conceal. The weapon’s state can be altered with an interaction and can be unfolded as part of your drawing interaction. High Tolerance. A firearm or crossbow with this augmentation is designed to function in even the poorest of conditions. The weapon always functions underwater and easily endures other extreme circumstances.
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Feats This section contains a compiled list of homebrew feats. Keep in mind that the following content is entirely experimental and subject to change at the DMs slightest desire.
Homebrew Feats Alphamorpher Prerequisite: The ability to cast at least one spell You transform into deadlier a version of the typical creature. When you cast the spell Evolve, you can choose an additional feature at no cost. When, you cast Evolve you gain temporary hit points equal to twice the spell’s level. These temporary hit points fade when the spell’s duration ends.
Axeman You’re a master of the axe and your heavy blows cleave through your foes. The following benefits apply only to the handaxe, battleaxe, and greataxe. When you reduce a creature to 0 hit points or score a critical hit with an axe, you can use your bonus action to make a single attack with an axe. When the weapon damage die result of an attack made with an axe does not show a maximum result, you deal an additional 1 point of damage with the attack.
Blunt Weapon Master You’re a master of blunt weaponry and know exactly where to land heavy blows. The following benefits apply only to the club, greatclub, mace, flail, maul, and warhammer. When you damage a creature with any of the listed weapons, their speed is reduced by 5 feet until they regain hit points. The effect of this feature is not cumulative with itself. When you roll damage for any of the listed weapons, you deal an additional 1 damage if a damage die shows maximum result. If a damage die of any of the listed weapons shows a result of 1, you can instead treat the result as the maximum of the die. You can use this feature 3 times and you regain all expended uses when you complete a long rest. You must choose to use this feature before the DM announces the result of the damage.
Brawler You have fists of iron and your enemies won’t be forgetting any time soon. Your unarmed strike deals 1d6 + your Strength modifier damage, rather than 1 + your Strength modifier. After initiative is rolled, you gain advantage when attacking with your unarmed strikes. You lose this benefit after you hit a creature with your unarmed strike or 1 minute has passed.
Brutal Killer You’re piss ugly and that’s scary. You gain proficiency in Charisma (Intimidation) A negative Charisma modifier functions as a positive Charisma modifier on Charisma (Intimidation) checks. When an attack you make reduces a creature to hit points less than or equal to twice your proficiency bonus, it is instead reduced to 0 hit points.
Brutal Rogue Prerequisite: Sneak Attack You land powerful blows in the right places. You can apply sneak attack damage to all melee weapons. You cannot benefit from this feature and the Great Weapon Fighting Fighting Style simultaneously. You can treat sneak attack damage die rolls of 1 as 2.
Bullet Proof You eat lead for breakfast, with no milk. When you succeed on a Dexterity saving throw to take half damage from a fully automatic attack, you take no damage. As your reaction, you can reduce the damage of a firearm attack by 3.
Caller Prerequisite: The ability to cast 3rd-level spells You’re well-studied in the varieties of conjuration magic. You add the spell Conjure Animals to the list of spells you know or can prepare. You can expend your bonus action to teleport an unattended object you can see within 30 feet, weighing 5 pounds or less, to your hand. Creatures summoned by you gain a +1 bonus to attack rolls.
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Charismatic
Double Tapper
Rooms never go unalerted to your presence. Spells and other effects infrequently override your force of will. Your Charisma score increases by 1, to a maximum of 20. When you would make a Wisdom saving throw, you can instead make a Charisma saving throw. You can use this feature a number of times equal to you Charisma modifier. You regain all expended uses of this feature when you complete a long rest.
You can pull the trigger in half the time, to the dismay of your enemies. When you miss a ranged attack on a creature, the next time you hit the same creature with a ranged attack made before the end of your next turn, you deal an additional 2 points of damage. The additional damage of this feature is only applied once for each attack.
Deadly Illusionist Prerequisite: The ability to cast at least one spell Your illusions invade the deepest crevice of your enemies’ minds and leave them scarred. You add one Illusion spell of a level you can cast, from your class spell list to the list of spells you can prepare or cast. Creatures who fail their initial saving throw or ability check against an Illusion spells of 1st level or higher you cast take psychic damage equal to the spell’s level + your spell casting ability modifier, if the spell does not already deal damage.
Dervish Standing still is boring! You’re always on the move. Your speed increases by 5 feet. When you hit a creature with a melee attack, you can move 5 feet at no movement cost as part of the attack. When you hit a creature with a melee attack that you have not already attacked on your current turn, you deal 2 additional points of damage.
Dexterous Grappler You don’t waste any time when apprehending criminals, monster or a combination of the two. When you attempt to grapple a creature on your turn, you can use a bonus action to attempt to grapple the target. Your speed increases by 10 feet while you are grappling another creature. You can use Dexterity (Acrobatics) to grapple, not just to resist or escape a grapple.
Diehard It’s never quite your time. You refuse to die. You gain a +1 bonus to death saving throws. When you are reduced to 0 hit points, you can immediately move half your speed. Movement due to this feature does not provoke attacks of opportunity.
Duelist One on one is the name of the game and when you excel. You gain a +2 to melee damage rolls when only one creature (excluding yourself) is within 5 feet of you. Your dueling prowess is apparent or known and many are willing to settle their disputes with you by duel. Once between rests, when a creature misses you with a melee attack they provoke an attack of opportunity from you.
Einhander The hot blood of a duelist flows through your veins. Even your misses are placed with intention and you slowly but surely lure your opponent into the perfect position for the perfect strike. You become more mobile and can present a narrower profile with one hand empty. When wielding a longsword or rapier in one hand, and nothing in the other, you gain a +2 bonus to armor class. You deal 1 additional point of damage when you hit for every attack you miss before hitting a single creature, while wielding a longsword or rapier in one hand and nothing in the other. If you attack a different target, damage your target or spend your turn not attacking the target, you lose any accumulated bonus damage. The extra damage cannot exceed your proficiency bonus.
Elocater Space is constantly shifting around you as you contort through its folds. Your speed increases by 5 feet. If you have not expended movement on your turn, you can reduce your speed to 0 and expend your bonus action to teleport up to 30 feet in a line to an unoccupied location you can see. Using this feature creates a bright light, tracing your path. Additionally, roll on the Elocater Mishaps table. If you would land in an occupied location, you move backwards along your path to the nearest unoccupied location.
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ELOCATER MISHAPS 1d6 1-2 3-4 5-6
Mishap Arrive 5 feet short of destination Arrive at destination Arrive 5 feet past destination
Enchanting Illusionist
Allies within 50 feet of you must fail an additional death saving throw to die. You can use your bonus action to move half your speed towards an unstable creature. This movement does not provoke attacks of opportunity. You automatically succeed on the Wisdom check to stabilize a dying creature, even if you do not have a healer’s kit.
Prerequisite: The ability to cast at least one spell
Gadgeteer
You’ve unlocked the true potential of mixing Illusion and Enchantment magic. You can add 1 Illusion spell and 1 Enchantment spell from your class spell list, of a spell level you can cast, to the list of spells you know or can prepare. When you make a Charisma (Persuasion) or Charisma (Intimidation) ability check, you can replace your Charisma modifier with your spellcasting ability modifier. A creature charmed or frightened by a spell you cast gains disadvantage on the next saving throw or ability check made to resist an Illusion spell of equal or higher level you cast.
You have managed to scrap together a useful gadget. You gain pneumatics, gyros, or distributors from the Exoskeleton subclass. You gain proficiency in Intelligence (Engineering).
Escape Artist Your pursuers swear you bath in grease; no one can keep their hands on you. If you add your proficiency bonus to an ability check made to end the grappled or restrained condition on yourself, you can instead add twice your proficiency bonus. When you escape a creature’s grapple on your turn, you can immediately use your bonus action to attack the creature you escaped.
Expert Grappler Prerequisite: Proficiency in Strength (Athletics) Every part of your body is a weapon and you wield it expertly. When you add your proficiency bonus to an ability check made to grapple, you can instead add twice your proficiency bonus. You benefit from half cover while you grapple a creature. You can expend your bonus action to deal your Strength modifier in damage to any creature you currently grapple.
Field Medic
Hemophobic Prerequisite: Not immune to fear effects You have a large number of phobias and fears but your greatest is seeing your own blood. When you take damage, you can use your reaction to move 5 feet away from the source. This movement does not provoke attacks of opportunity. Your speed increases by 10 feet while you are at or below half hit points. You deal an additional 1 point of damage with melee attacks while at or below half hit points.
Light Armor Master Prerequisite: Proficiency with light armor You know how best to use the thin armor that protects you. Your speed increases by 5 feet while wearing light or no armor. While wearing light armor, you gain a +1 bonus to armor class whenever you are at least 20 feet from where you started your turn. This bonus lasts until the start of your next turn.
Light Weapon Master Light weapons are weightless in your hands, allowing them be exactly where you need them. When you make a weapon attack, you can immediately draw a light weapon and make the attack with it, without expending your interaction to draw the weapon. When the result of a light weapon damage die is 1, you can roll a d6 and add it to the damage result.
You’re an expert of saving people in the direst of circumstances.
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Master Swordsman Your expertise with the blade is unmatched and few rival your skill. While wielding a sword, when you take the dodge action, you can use your bonus action to make a single melee attack at disadvantage. While wielding a sword and attacking at disadvantage, you can choose to ignore the disadvantage and instead attack with advantage. Once you use this feature you must complete a long rest before you can use it again. When attacking with a sword, you can choose to deal bludgeoning, piercing, or slashing damage, rather than the normal damage type. You must choose the damage type of the attack before making the attack roll.
Marksman You only need one bullet when others would need 5. Attacking at long range does not impose disadvantage on your attack rolls. When you deal damage with a weapon with the precise property, add your Dexterity modifier to each extra die roll gained due to the precise property.
Metamagician
level + your spellcasting ability modifier. You can choose not to inflict the damage. When all creatures affected by an Enchantment spell you cast, succeed on a saving throw to resist the spell and the spell has no effect, you do not expend the spell slot used to cast the spell. Once you use this feature, you must complete a long rest before you can use it again.
Mustachioed You have a beautiful mustache that may be accompanied by an equally beautiful beard. Those incapable of growing a facial hair may supplant their long and flowing head hair. In this case, all strokes are replaced with hair flipping. Your facial hair is immune to all damage and cannot be removed from your face. You gain advantage on Charisma (Persuasion) checks made relevant to the best interests of other mustachioed creatures’ facial hair. You can stroke your facial hair introspectively and gain a greater insight of the world around you. When you do something badass, you can stroke your facial hair using your next bonus action and gain 5 hit points. Sick burns, epic leaps, and clutch saves all qualify as badass.
Prerequisite: The ability to cast at least one spell You gain a deeper understanding of the functioning of metamagic. You gain 1 sorcery point. You can only use this sorcery point on metamagic unless you have another feature that allows you to use sorcery points. You gain one sorcerer metamagic option.
Metamagic Reservoir Prerequisite: The ability to cast at least one spell Your metamagic pool increases in size or you gain a metamagic pool if you did not have one. You gain 2 sorcery points.
Mystic Reservoir Prerequisite: The ability to cast at least one spell You have tucked away a bit of extra magic in the back of your mind, ready to be used in dire straits. You gain an additional spell slot of the second highest level you can cast, to a maximum of 4th level. This bonus spell slot changes as the highest level spell you can cast changes. The spell slot given by this feature can only be used to cast a single spell, designated when you regain spell slots after a long rest.
Necromantic Prerequisite: The ability to cast at least one spell
Mind Breaker Prerequisite: The ability to cast at least one spell Your enchantments scar their victim’s minds. The wound left behind is easily recognizable by those who know where to look. You are aware of all creatures within 10 feet that have been affected by a 1st level or higher Enchantment spell you cast. When the effects of a 1st level or higher Enchantment spell, with duration 1 minute or greater, end on a creature, it takes psychic damage equal to the spell’s
You’ve recently got in touch with your dead side. Aside from slowly rotting, things are pretty great. You add 1 Necromancy spell from your class spell list, of a spell level you can cast, to the list of spells you know or can prepare. When below one quarter of your maximum hit points, you can reduce incoming damage by half the spell level of the highest level Necromancy spell you know or have prepared. As an action, you can detach or reattach one of your hands. While detached, your hand functions as a
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Crawling Claw (Monster Manual, pg. 44) that obeys your commands.
One Step Ahead You are fast and smart; not only can you predict your enemies’ movements but you can act on your predictions too. You can shift your initiative up enough to act before the creature that acts before you in the initiative count. Once you use this feature you must complete a long rest to use this feature again. You gain a +5 bonus to initiative rolls.
Hooked Weapon Master While unconventional weapons, you have found picks and sickles suit your fighting style well You do not need a free hand to grapple while you are wielding a war pick or sickle. When you hit a creature with a war pick or sickle on your turn, you can use your bonus action to attempt to grapple the targeted creature. If you successfully grapple the creature while wielding a sickle or a war pick, the creature takes damage equal to your Strength modifier. The damage is slashing if you use a sickle and bludgeoning if you use a war pick.
Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit point. When another creature within 5 feet hits you with a melee attack, you can use your reaction to subtract your proficiency bonus from your AC, potentially causing the attack to hit you. If the attack hits and deals damage, you can make a melee attack with a weapon you wield against the creature who attacked you, after the attack is resolved.
Savant You’ve discovered a natural gift in a single skill You gain proficiency in a skill of your choice. You gain a +1 bonus to any ability check to which you apply your chosen skill’s proficiency. The ability score most relevant to the skill increases by 1, to a maximum of 20.
School Specialist Prerequisite: The ability to cast at least one spell
You’ve been in tighter situations and a lack of range never prevents you from striking true. You are not at disadvantage when making a ranged attack while an enemy is within 5 feet. When a damage die of a ranged weapon you wield show a result of 1 or 2, the result is instead treated as a 3 if the target is within 5 feet of you.
You’ve spent most of your time researching a specific school of magic. When you cast a spell of a chosen school of magic at a higher level, the saving throws and attack rolls gain a +1 bonus. You add 1 spell from your class spell list, of a level you can cast, of the school of magic chosen, to the list of spells you know or can prepare. You can cast a spell from your chosen school as one level higher at no additional cost. You must be able to cast spells of the new, higher, level. Once you use this feature, you must complete a long rest before you can use it again.
Quick Witted
Scribe
Great ideas come to you naturally, often when they would save your life. Your Intelligence score increases by 1, to a maximum of 20. When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this feature a number of times equal to you Intelligence modifier. You regain all expended uses of this feature when you complete a long rest.
You may not possess any spellcasting ability but you know much of arcane scripture. You learn two spells of 1st level or below. This does not grant you the ability to cast spells. You can inscribe a scroll of a spell you know by spending hours equal to the spell level of the scroll being inscribed. If the combined level of your scrolls exceeds one quarter of your level (round up), or the number of scrolls you have exceeds your Intelligence modifier, the oldest scroll you have turns to dust until the limit is reached.
Point Blank Shooter
Reckless You fight with reckless abandon, but not to your disadvantage. Countless wounds have desensitized you to pain.
Shadow Caster Prerequisite: The ability to cast at least one spell
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You draw your magic from the shadow weave and may have pledged yourself to one of its dark patrons. Your physical appearance shifts to mimic the plane of shadow. When you cast a spell while in dim light or darker, you can gain a +2 bonus to a single attack roll made as part of the spell. Once you use this feature, you must complete a long rest before you can use it again. The bodies of creatures slain by your spells are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment. You can cause a spell you cast to require a Wisdom saving throw, rather than its normal type. Once you use this feature, you must complete a long rest before you can use it again. You can see normally in magical darkness out to 5 feet.
Shadow Rogue You signed a pact with a Shadow Lord and at the charge of ferrying him your victims you gain the powers of darkness. You can see normally in magical darkness out to 5 feet. The bodies of creatures slain by you are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment. You can attempt to hide even in dim light. You can use your action to extinguish a lantern or any similarly or less bright light source that you can see within 50 feet.
Shadow Warrior You signed a pact with a Shadow Lord and at the charge of ferrying him your victims you gain the powers of darkness. The bodies of creatures slain by you are transported to the shadow plane in tribute to your dread lord. You can optionally send their equipment. You gain 5 temporary hit points when you start your turn in dim light or darker. These temporary hit points fade as soon as you enter bright light. You gain Darkvision out to 60 feet.
Skirmisher Your uncanny dexterity pervades throughout your combat style. Your speed increases by 5 feet. When a creature misses you with a melee attack, they expend 5 feet of movement. A creature does not expend movement if it has none to expend. If you are 20 feet from where you started your turn, any melee weapons held by you gain the finesse property until the start of your next turn. You cannot benefit from this feature and the Great Weapon Fighting Fighting Style simultaneously.
Sniper Given the time to line up your shot, you inflict grievous wounds. Attacking at long range with a ranged weapon does not impose disadvantage on the attack roll. At the start of your turn, you can reduce your speed to zero and deal an additional 2 damage with your next ranged weapon attack made before the start of your next turn.
Spearman You can make quick and accurate jabs with spears that often catch your foes off guard. When you make an attack of opportunity with a spear, pike, or trident, you gain advantage on the attack roll. When you attack a creature who expended movement on its last or current turn, you deal an additional 2 damage. You must attack with a spear, pike, or trident to benefit from this feature.
Spell Breaker Your tolerance to magic is notable and spells can’t keep a grip on you for long. You can add half your proficiency bonus to a saving throw made against a spell, if you do not already add your proficiency bonus.
Stalwart Shield Bearer Sometimes others can benefit from your skill with a shield more than you could. Your Strength or Constitution score increases by 1, to a maximum of 20. You can choose to impose disadvantage on any attack of opportunity made against a creature within 5 feet of you.
When you hold position, your defenses become near impenetrable. At the start of your turn, you can reduce your speed to zero and impose disadvantage on the next melee attack made against you before the start of your next turn. When an effect causes you to move without expending your movement, you can choose to move half of the distance instead. Round down to the nearest 5-foot interval.
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Standard Bearer Prerequisite: Past or current affiliation with a notable militant faction You hold the honor of carrying the flag of your unit, regiment, or army. The flag inspires those who fight around it with the tales of its loyal warriors. The standard has an AC of 10, 10 hit points and can be carried upright in one hand. A creature can topple the standard or upright it as an action. While you or any of your allies are within 20 feet of the upright standard, they can reduce incoming damage by 1. If you are within 5 feet of the upright standard, you can reduce incoming damage by 2, rather than 1. You can plant your standard in the ground as a bonus action and it remains upright until removed as an action or destroyed. Creatures cannot damage or topple your standard while you are within 5 feet of it and not incapacitated.
necrotic damage (this damage cannot be reduced), immediately before you cast the spell.
Thesis Spell Prerequisite: The ability to cast at least one spell You’ve spent a good portion of your time researching and perfecting a single spell. Designate a single spell of 3rd level or lower that you can cast as your thesis spell. You can reroll an attack roll or cause a creature to reroll a saving throw against your thesis spell after you have seen the result. Once you use this feature, you must complete a long rest to use it again. You can cast your thesis spell at its lowest level once after completing a long rest without expending a spell slot if you have casted your thesis spell twice after the same rest. You always recognize a casting of your thesis spell should you have the sensory abilities to do so.
Thrown Weapon Master Studied Warrior Your devotion to fighting transcends simple practice. You have studied the masters and learned their techniques. You learn one fighting style that you do not already know.
Tactically Armored Prerequisite: Proficiency with medium armor For some reason you decided medium armor is awesome. Why? I have no idea. You can sleep in medium armor as well as you could no armor. You gain a +1 bonus to armor class when wearing medium armor. Your stealth is not at disadvantage due to wearing medium armor. You can convince anyone that medium armor is the superior armor category.
Telekinetic The natural world bends slightly to your will. You can apply minor forces with your mind. Your natural reach is considered 15 feet for the purpose of using your interaction. Should an interaction require an action to perform, you do not benefit from this feature. You can cast shield as a 1st level spell. You can cast shield twice as part of this feature before you must complete a long rest to regain all uses. When you expend the second use of this feature, you take 10
You have an uncanny knack for throwing things to deadly effect. Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attacks made with thrown weapons. When you miss a creature within 20 feet with a thrown weapon, you can cause the weapon to immediately bounce back into or return to your hand. When you take the attack action and attack with a thrown weapon, you can draw the weapon as part of the attack made with it, without expending your interaction.
Whip Master A whip in your hands becomes a deadly weapon. When you hit a large or smaller creature with a whip, the creature’s speed is reduced by 10 feet until the start of your next turn. Whips you wield gain the light property. The damage die of whips you wield increases from 1d4 to 1d6. You gain a +5 bonus to BDSM.
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Spellbook Spells by Level If you are viewing virtually, clicking on a spell name will take you to its location in the document.
Cantrips Chromatic Bolt Claw Growth Concussive Chord Festering Sore Ice Jet Mind Thrust Push Summon Staff of Striking
Casting Curse Cat’s Grace Chains That Bind Crisis of Breath Death Urge Evolve Flash of Intelligence Fox’s Cunning Miser’s Envy Named Shot Owl’s Wisdom Shield, Greater Sexy Ass Bitch’s Charisma Shredding Wind Surge of Dexterity Telekinetic Burst Torrent of Wisdom Wind Wall
1st Level Conjure Cadaver Dark Veil Disguise Undead Draw Blank Sculpt Ice Skill Assumption Snowshoes Wind Cage
2nd Level Arc-tech Recharge Decay into Undead Freeze Flesh Harrowing Ice Web Interposing Shield Polymorph Telekinetic Toss Tracer Tongue Tie Whirling Shield Wither Limbs
4th Level Conjure Volatile Undead Holy Weapon Illusory Terrain Imbue with Spell Ability In Another’s Shoes Lightning Fireball Meriele’s Lightning Strike Mind Blast Retributive Defense Static Strike Summon Block of Ice Vampiric Leech
5th Level Evolve Undead Vortex
6th Level 7th Level
3rd Level Arc-tech Overcharge Baleful Teleportation Bear’s Endurance Bull’s Strength Burning Blade Burst of Strength
8th Level 9th Level Power Word: Orphan Sharknado
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Bear’s Endurance
Spells by Name Arc-Tech Overcharge 3rd-level transmutation Casting Time: 1 minute Range: 5 feet Duration: 24 hours Components: V, S Spell List: Wizard You cast this spell on an arc-tech magic item that mimics a spell of level one. The magic item gains an additional charge. The extra charge can exceed the maximum charges on the weapon. A single weapon can only hold a single over charge at a time. At Higher Levels: For every level spell slot used above 3rd an additional spell level can be restored to the target magic item.
Arc-Tech Recharge 2nd-level transmutation Casting Time: 1 minute Range: 5 feet Duration: Permanent Components: V, S Spell List: Wizard You cast this spell on an arc-tech magic item that mimics a spell of level one. The magic item gains an additional charge. The extra charge cannot exceed the maximum charges on the weapon. At Higher Levels: For every level spell slot used above 2nd an additional spell level can be restored to the target magic item.
Baleful Teleportation 3rd-level conjuration Casting Time: 1 action Range: 5 feet Duration: Instantaneous Components: V, S Spell List: Sorcerer, Wizard You designate a creature within 5 feet and teleport it 30 feet into an unoccupied space in which it can safely stand. The location need not be safe to occupy in the future. Teleporting the creature off a cliff would not be possible but teleporting the creature onto unstable floor boards is within the bounds of the spell.
3rd-level transmutation Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute Components: V, S Spell List: Bard, Cleric, Druid, Sorcerer, Wizard, Ranger The target of this spell has its Constitution score increased to 20 for the duration of the spell. A target may gain hit points with this spell but loses the same amount when the spell ends.
Bull’s Strength 3rd-level transmutation Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute Components: V, S Spell List: Bard, Cleric, Druid, Sorcerer, Wizard, Ranger The target of this spell has its Strength score increased to 20 for the duration of the spell.
Burning Blade 3rd-level evocation Casting Time: 1 bonus action Range: Self Duration: 3 rounds Components: V, S Spell List: Bard, Cleric, Druid, Sorcerer, Wizard, Ranger A gout of flame leaps from the top of your closed fist. The fire coalesces into a burning blade of growing intensity. You can use your action to make a melee spell attack against a target within 5 feet for the duration of this spell. On the first round the blade deals 3d6 fire damage and increases by 2d6 each additional round it burns. At Higher Levels: The duration of this spell increases by one round for every spell levels above 3rd.
Burst of Strength 3rd-level transmutation Casting Time: 1 bonus action Range: 5 feet Duration: 1 round Components: V, S Spell List: Bard, Cleric, Sorcerer, Wizard, Ranger A single willing target of this spell receives a massive rush of muscular power on the turn this spell is casted. Their Strength score becomes 24. At Higher Levels: You can affect an additional target for every two spell levels above 3rd.
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Casting Curse
Chromatic Bolt
3rd-level enchantment
Evocation Cantrip
Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute Components: V, S Spell List: Bard, Sorcerer, Wizard
Casting Time: 1 action Range: 60 feet Duration: Instantaneous Components: V, S Spell List: Sorcerer, Wizard
Designate a single target within range. The target must succeed a Wisdom saving throw or be affected by the casting curse. A creature affected by the casting curse casts a randomly chosen spell from their prepared spells when they attempt to cast a spell. The new spell casted must have the same casting time as the original.
Make a ranged spell attack against a single creature within range. On a hit the target takes damage indicated by rolling on the table.
Cat’s Grace 3rd-level transmutation Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute Components: V, S Spell List: Bard, Cleric, Druid, Sorcerer, Wizard, Ranger The target of this spell has its Dexterity score increased to 20 for the duration of the spell.
Chains That Bind 3rd-level conjuration Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute Components: V, S, M (a foot of sturdy chain) Spell List: Cleric, Wizard Pull the chain tight and a spectral version chain forms between two creatures within range that are no more than 30 feet apart should they both fail Dexterity saving throws. If one or both targets succeed the spell ends. While the creatures are bound by the chain they cannot move further apart than they were when the spell is cast. One creature can drag the other along with it, expending its own movement to move the other creature. For every 5 feet a target is pulled 2d6 force damage is dealt to the pulled creature. A creature can use its action to make a Strength saving throw to break free and end the spell. Other creatures can pass through the chain. The chain cannot be damaged but once the chain deals 50 damage the spell ends At Higher Levels: The chain deals an additional 1d6 damage when pulled and it can deal an additional 25 damage for every spell level expended above 3rd level.
1d6 1 2 3 4 5 6
Damage 1d10 Fire 1d10 Acid 1d10 Lightning 1d10 Poison 1d10 Psychic 1d10 Cold
At Higher Levels: You may roll on the table an additional time and use both results when you reach 5th level (2 rolls), 11th (3 rolls), and 17th (4 rolls).
Claw Growth Transmutation Cantrip Casting Time: 1 action Range: Self Duration: 1 round Components: V, S Spell List: Druid, Sorcerer, Wizard Claws quickly grow from your arms or hands. Make a melee spell attack against a creature within 5 feet. On a hit the target takes 1d8 slashing damage. The claws remain until the start of your next turn and you can use them to make opportunity attacks. At Higher Levels: You can make an additional attack with the claws when you reach 5th level (2 attacks), 11th (3 attacks), and 17th (4 attacks).
Concussive Chord Evocation Cantrip Casting Time: 1 action Range: 60 feet Duration: Instantaneous Components: V or S Spell List: Bard You release a blast of sound with your voice (verbal component) or your instrument (somatic component). Make a ranged spell attack against a creature within range. On a hit the creature takes 1d8 thunder damage. Creatures with keen senses can be targeted a range of 120 feet.
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At Higher Levels: The damage of the chord increases when you reach 5th level (2d8), 11th (3d8), and 17th (4d8).
Conjure Cadaver 1st-level necromancy Casting Time: 1 minute Range: 5 feet Duration: Instantaneous Components: V, S, F (A forged medical license) Spell List: Cleric, Sorcerer, Wizard Spitting on the work of a good gravedigger, a laid to rest corpse appears at your feet. The corpse is of any common humanoid race or gender you specify. The conjured corpse is otherwise random and nonrefundable. At Higher Levels: You may summon an additional cadaver for every spell level above 1st.
Conjure Volatile Undead 4th-level necromancy Casting Time: 1 action Range: 5 feet Duration: Concentration, up to 1 minute Components: V, S Spell List: Wizard, Cleric Speaking the words of necromantic magic laced with evocation you conjure before yourself 3 volatile zombies. They act on the same turn you cast this spell on your initiative count and can follow simple mental commands, given as part of your action. When a volatile zombie is killed it releases a burst of necromantic energy, dealing 4d6 necrotic damage to all creatures within reach of the zombie. A creature may attempt a Constitution saving throw for half damage. The statistics of the volatile zombie are identical to that of a normal zombie except the volatile undead have 1 hit point, do not defend themselves, and have no Zombie Fortitude. A volatile zombie may detonate itself as an action and always detonates when reduced to zero hit points. The spell ends when all zombies are destroyed or when the duration expires. If you cease concentration early or the duration expires the remaining zombies immediately detonate on their turns. At Higher Levels: You may summon an additional volatile zombie for every two spell levels above 4th.
Crisis of Breath 3rd-level enchantment Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute Components: V, S Spell List: Sorcerer, Wizard
Exhale softly and choose a medium or smaller creature that must breathe within range. The air within the creature’s lungs is violently expelled if they fail a Wisdom saving throw. On the creature’s turn it must gasp for air with its action or make a Constitution saving throw at the end of its turn. If the save fails, the target falls unconscious and automatically fails its death saving throws for the duration of the spell. If a creature used its action to breathe on its previous turn it makes its Constitution saving throw with advantage. At Higher Levels: The size category of creature that may be affected by this spell increases by one for every spell level above 3rd.
Dark Veil 1st-level illusion Casting Time: 1 action Range: 120 feet Duration: Concentration, up to 1 minute Components: V, S, M (A translucent piece of fabric) Spell List: Sorcerer, Wizard, Warlock An inky black veil forms around a creatures face. If the creature fails a Wisdom saving throw everything greater than 10 feet away is shrouded in magical darkness, but only for the affected creature. Space within 10 feet is dimly lit. Creatures that can see in magical darkness or do not rely on vision to see are unaffected. An affected creature can make a Wisdom saving throw at the end of its turn to end the spell early. At Higher Levels: You may target an additional creature for every spell level above 1st.
Death Urge 4th-level enchantment Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 round Components: V, S Spell List: Sorcerer, Wizard You speak dark and disturbing words under your breathe to a single target. The target must succeed on a Wisdom saving throw or, on its turn, attempt to end its life in the quickest way possible. Leaping into pits of fire, hurdling off cliff faces and simple stabbing oneself to death all qualify. Should the target choose to attack itself it uses its action and deals maximum weapon damage. If the target is unarmed, it moves adjacent to the nearest enemy and provokes and attack of opportunity. Should an immediate hazard not be nearby the target simply berates itself. At Higher Levels: The duration of this spell increases by one round for every spell level above 4th.
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Decay into Undead 2nd-level necromancy Casting Time: 1 action Range: Self Duration: Concentration, up to 1 hour Components: V, S, M (The bone or flesh of an undead creature) Spell List: Cleric, Wizard You can transform into a skeleton or zombie. You gain the capabilities and limitations of the new form and lose the capabilities and limitations of your previous form. You retain your mental ability scores and hit points. You continue to wear any equipment wearable by the new form. Otherwise it melds into your new form and is nonfunctional until the spell ends. If you are reduced to zero hit points you die immediately, as if you were an undead creature.
Disguise Undead 1st-level illusion Casting Time: 1 action Range: Touch Duration: 1 hour Components: V, S, M (a patch of skin from a living creature) Spell List: Wizard You mask a willing undead creature in a veil of illusory flesh. They appear as the creature they were in life. The illusion does not hold up to physical inspection and anyone who touches the creature or interacts with it for more than a minute may make a Wisdom saving throw and see through the illusion. Another creature that sees through the illusion may use an action to allow one creature to attempt to resist the illusion.
Draw Blank 1st-level enchantment Casting Time: 1 action Range: 30 feet Duration: Concentration, up to 1 minute Components: V, S, M (a blank piece of parchment) Spell List: Bard, Sorcerer, Wizard A single creature within range must succeed on a Wisdom saving throw or be affected by this spell for the duration. A creature under the effect of this spell no longer acknowledges the existence of one other creature within range. The affected creature rationalizes any events that occur due to the creature it no longer acknowledges. The spell ends early if an affected creature takes any damage. At Higher Levels: Each spell level used above 1st increases the number of creatures that can be affected by
this spell by one or increases the number of creatures the affected creatures forget about by one.
Evolve 3rd-level transmutation Casting Time: 1 bonus action Range: Self Duration: 1 minute Component: V, S, M Spell List: Druid, Sorcerer, Wizard As you cast this spell your form begins to mutate and change rapidly, gaining new capabilities. Choose three features from below. Some features can be chosen multiple times in place of a different feature. The effect of choosing a feature multiple times is listed in its description. Claws: You gain a melee claw attack that deals 1d6 slashing damage. Choosing this feature again increases the damage by 1d6. The claw attack is considered finesse. Quills: You gain a ranged quill attack that deals 1d6 piercing damage. The quills have a range of 30/90. Choosing this feature again increases the damage by 1d6. Muscle: Your Strength score becomes equal to your spellcasting ability score minus 2. Choosing this feature twice makes your Strength score equal to your spellcasting ability score. Form: Your Dexterity score becomes equal to your spellcasting ability score minus 2. Choosing this feature twice makes your Dexterity score equal to your spellcasting ability score. Jaws: You gain a melee bite attack that deals 1d8 piercing damage. Choosing this feature again increases the damage by 1d8. Tendrils: You gain a melee tentacle attack that deals 1d4 bludgeoning damage and grapples a hit target. Choosing this feature again increases the damage by 1d4. Hide: Your armor class equals 13 + Dexterity modifier. Choosing this feature twice sets your armor class equal to 14 + Dexterity. Large: Your size increases to large and your natural reach becomes 10 feet. Small: Your size changes to small and you may move through the squares of hostile creatures as if they were difficult terrain. Chitin: Your armor class equals 17. Choosing this feature twice sets your armor class equal to 18. Wings: You gain a fly (hover) speed of 30 feet. Choosing this feature again gives you a fly speed of 30 feet. Hooves: You gain a land speed of 40 feet. Eyes: You gain Darkvision out to 60 feet. Choosing this feature twice gives you Darkvision out to 120 feet. At Higher Levels: You may choose an additional feature for every spell level above 3rd.
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Evolve Undead 5th-level necromancy Casting Time: 1 minute Range: Touch Duration: 24 hours Components: V, S, M (see spell description) Spell List: Cleric, Wizard Choose an undead creature created by your casting of animate dead and not already under the effect of this spell. The creature created gains one of the following special abilities. Self-Healing. The creature heals hit points equal to your spellcasting modifier at the start of its turn. Killer. The creature deals additional damage equal to your spellcasting modifier on melee attacks. Hardened. The creature’s armor class equals 10 + your spellcasting ability modifier + Dexterity modifier. Toughened. The creature gains hit points equal to three times your spellcasting ability modifier. Battle-Ready: The creature can make 2 attacks with the attack action. Warrior. The creature gains proficiency with martial weapons and adds your spellcasting ability modifier to attack rolls. At Higher Levels: This spell bestows an additional ability to for every two spell level expended above 5th.
Festering Sore Necromancy Cantrip Casting Time: 1 action Range: 60 feet Duration: 1 minute Components: V, S Spell List: Cleric, Sorcerer, Warlock, Wizard A festering sore breaks out on a creature within range. It may make a Constitution saving throw to resist gaining the sore. A creature who gains the sore immediately takes 1d6 necrotic damage. If the afflicted creature takes damage within the duration of the spell it takes an additional 1d6 damage and the spell ends. A creature automatically succeeds on its Constitution saving throw if it already has a sore. At Higher Levels: The spell’s initial and secondary damage increase by 1d6 when you reach 5th level (2d6), 11th (3d6), and 17th (4d6).
Flash of Intelligence 3rd-level transmutation Casting Time: 1 bonus action Range: 5 feet Duration: 1 round Components: V, S Spell List: Bard, Cleric, Sorcerer, Wizard, Ranger
A single willing target of this spell receives an influx of knowledge on the turn this spell is casted. Their Intelligence score becomes 24. At Higher Levels: You may affect an additional target for every two spell levels above 3rd.
Fox’s Cunning 3rd-level transmutation Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute Components: V, S Spell List: Bard, Cleric, Druid, Sorcerer, Wizard, Ranger The target of this spell has its Intelligence score increased to 20 for the duration of the spell.
Freeze Flesh 2nd-level transmutation Casting Time: 1 action Range: 120 feet Duration: Concentration, up to 1 hour; see text Components: V, S Spell List: Sorcerer, Wizard You clench your fist and shoot an icy stare at a single creature. The target slowly begins to freeze solid. The target immediately makes a Constitution saving throw. If it fails, the save its speed is halved and attacks with disadvantage. At the end of its turn it makes another Constitution save, if this save fails the target is frozen solid and incapacitated. On a success the spell ends. If the target fails, the saving throw twice more while frozen solid they may no longer make saving throws and are frozen solid for an hour and you no longer need to concentrate. If the target takes fire damage anytime while under the effect of this spell, they may make another saving throw.
Harrowing 2nd-level divination Casting Time: 1 minute Range: 5 feet Duration: 8 hours Components: V, S, M (a deck of harrowing cards) Spell List: Bard, Wizard During the casting of this spell you pull three cards from the harrowing deck indicating the fortune of a creature within range, to determine what cards are drawn roll on the below table three times. A weal indicates that for the duration of the spell the affected creature may choose to gain advantage on a d20 roll to which the ability score applies. Using a weal expends it. A woe indicates for the duration of the spell the creature takes a -1 penalty on all d20 rolls to which the ability score applies.
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1d12 1 2 3 4 5 6 7 8 9 10 11 12
Fortune Strength Woe Dexterity Woe Constitution Woe Intelligence Woe Wisdom Woe Charisma Woe Strength Weal Dexterity Weal Constitution Weal Intelligence Weal Wisdom Weal Charisma Weal
At Higher Levels: Roll an additional time on the table for every two spell levels above 2nd and discard your choice of rolls until only 3 remain.
Holy Weapon 4th-level conjuration Casting Time: 1 bonus action Range: Self Duration: 10 minutes Components: V, S Spell List: Cleric Shout a prayer of aid and vengeance and call to your hand a weapon of divine energy. This weapon often manifests itself in the form of your deity’s weapon. You wield the weapon in one hand, are proficient with it, and may use either your Strength, Dexterity, or spell casting ability modifier on attack and damage rolls. It deals 2d6 radiant damage and has a +1 bonus on attack rolls. If you are disarmed of this weapon, or it otherwise leaves your hands, the spell ends. At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, the bonus increases to +2 and the weapon deals 3d6 damage. If you use a spell slot of 8th level or higher, the bonus increases to +3 and the weapon deals 4d6 damage.
Ice Jet Evocation Cantrip Casting Time: 1 action Range: 30 feet Duration: Instantaneous Components: V, S Spell List: Druid, Wizard
this spell on your previous turn, the ice wind intensifies and the size of all damage dice increases to 1d10. If you casted this spell on your two previous turns, the small gale peaks and the size of all damage dice increases to 1d12. At Higher Levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th (3d8), and 17th (4d8).
Ice Web 2nd-level conjuration Casting Time: 1 action Range: Self Duration: 1 minute Components: V, S, M (spider webbing) Spell List: Sorcerer, Wizard A jet of ice cold water erupts from your hands in a 30-foot cone. Each creature in the cone must make a Dexterity saving throw. A creature is restrained by solidifying ice on a failed save. Creatures that succeed are unaffected. A creature who failed their save is restrained and may attempt to break free from the web with a Strength saving throw made as an action. Each web has 10 hit points. Any physical damage the creature takes is also dealt to the web. When the web is reduced to 0 hit points the creature is no longer restrained. The web has AC 12 should another creature choose to target only the webbing.
Illusory Terrain 4th-level illusion Casting Time: 1 action Range: 120 feet Duration: 1 minute Components: V, S Spell List: Wizard Your incantations craft illusory terrain within the range of this spell. You may place 100 square feet (20 5 foot squares) of illusory difficult terrain. Creatures believe it to exist and upon entering one of the tiles may make a Wisdom saving throw to disbelieve the effect. A creature may only make one of these saving throws per round. Should the creature fail this saving throw, they believe it to exist and may save again on the next turn they interact with it. You may place your tiles on top of each other, creating higher tier difficult terrain. Two tiles count as double difficult terrain, three tiles count as triple, etc. At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, you may place 5 more squares of terrain for each spell level above 4th.
A blast of icy wind shoots from your outstretched hand. Make a ranged spell attack against a single creature. If you hit the target takes 1d8 cold damage. If you casted
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Imbue with Spell Ability 4th-level abjuration Casting Time: 10 minutes Range: Touch Duration: 24 hours Components: V, S, M (a symbol of your deity carried by target of this spell, costing at least 25 gold pieces) Spell List: Cleric You transfer one of your know spells and the ability to cast it to a single target. You can transfer any divine spell you can cast of third level or lower. The spell is casted as if you casted it, using your save DC, despite the target’s ability score or proficiency. The target must have an Intelligence of at least 5 and a Wisdom score of at least 9. Depending on your deity you may be responsible for any wrong doings done with the bestowed spell. You cannot regain this spell slot through preparation until the bestowed spell is cast. When the bestowed spell is cast you do not regain the spell slot. You may revoke the bestowed spell as an action but do not regain the spell slot. You cannot imbue someone with the ability to cast this spell. At Higher Levels: You may imbue a spell of one level higher for every level higher you cast this spell.
A barrier of magical force, like a physical shield, appears to protect a creature within 5 feet. Until the start of your next turn, the creature has a +5 bonus to AC, including against the triggering attack, and takes no damage from magic missile.
Lightning Fireball 4th-level evocation Casting Time: 1 action Range: 150 feet Duration: Instantaneous Components: V, S, M (a tiny ball of bat guano and sulfur bound in copper wire) Spell List: Sorcerer, Wizard An electric blue and fiery orange streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame and lightning. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw and a Constitution saving throw. A target takes 5d6 fire damage on a failed Dexterity saving throw (half on a successful save) and/or 5d6 lightning damage on a failed Constitution saving throw (half on a successful save). At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage electricity and fire damage both increase by 1d6 for each level above 4th.
In Another’s Shoes 4th-level conjuration Casting Time: 1 reaction, which you can take when you are hit by an attack. Range: 60 feet Duration: Instantaneous Components: V, S, M (2 pairs of shoes firmly planted on the ground, one pair worn by the target and one by you, which are not consumed when you cast the spell.) Spell List: Wizard You and a creature within range swap shoes. The shoes remain in place and you and the target switch places. The creature becomes the new target of the attack. The shoes magically scale to fit your feet and the other creature’s feet. The creature is entitled to a Wisdom saving throw to resist the effect.
Interposing Shield
Meriele’s Lightning Strike 4th-level evocation Casting Time: 1 action Range: 60 feet Duration: Instantaneous Components: V, S Spell List: Sorcerer, Wizard, Druid You rub your hands together and move to clap; a moment before they connect a streak of blue lightning descends upon a single creature within range. Make a ranged spell attack against a target within range. On a hit the target takes 8d8 lightning damage. If the target is wearing metal armor like scale mail or full plate, or is otherwise highly conductive, your attack roll has advantage. At Higher Levels: This spell creates another bolt with a different target for every spell level above 4th.
2nd-level abjuration Casting Time: 1 reaction, which you can take when a creature within range is hit by an attack or targeted by the magic missile spell Range: 5 feet Duration: 1 round Components: V, S Spell List: Wizard
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Mind Blast 4th-level enchantment Casting Time: 1 action Range: 120 feet Duration: Instantaneous Components: V, S Spell List: Sorcerer, Wizard Choose a point within range. A ringing picks up in the ears of those nearby. Each creature in a 20-foot radius cloud centered on that point must make a Wisdom saving throw. A creature takes 7d10 psychic damage on a failed save, and half as much damage on a successful one. Any creature reduced to 0 hit points by this spell has their head explode. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each level above 4th.
The target may save against this effect at the end of its turn. At Higher Levels: You cause an additional creature to desire the object for every two spell levels above 3rd.
Named Shot 3rd-level divination Casting Time: 1 minute Range: Touch Duration: 1 hour, concentration Components: V, S Spell List: Ranger You cast this spell on a single piece of ammunition. You whisper the name of an individual or a creature type (beholder, human, zombie, etc.). When you use this piece of ammunition on the named target, the target receives no bonus to armor class due to cover. If the attack with the piece of ammunition hits, it is a critical hit.
Mind Thrust Enchantment Cantrip Casting Time: 1 action Range: 60 feet Duration: Instantaneous Components: V, S Spell List: Sorcerer, Wizard You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of psychic damage to it should it fail a Wisdom saving throw. Any creature reduced to 0 hit points by this spell has their head explode. At Higher Levels: The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th (3d10), and 17th (4d10).
Miser’s Envy 3rd-level enchantment Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute Components: V, S Spell List: Sorcerer, Wizard When you cast this spell, you designate a creature and a target object, both of which must be within the spell’s range. If the creature fails a Wisdom saving throw it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding it). Once the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 30 feet or otherwise appears to be trying to take the object away. This spell has no effect on undead or constructs.
Owl’s Wisdom 3rd-level transmutation Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute Components: V, S Spell List: Bard, Cleric, Druid, Sorcerer, Wizard, Ranger The target of this spell has its Wisdom score increased to 20 for the duration of the spell.
Polymorph 2nd-level transmutation Casting Time: 1 action Range: Self Duration: Concentration, up to 1 hour Components: V, S Spell List: Sorcerer, Wizard, Druid You can transform into any beast with a challenge rating of 2 or less. You gain the capabilities and limitations of the new form and lose the capabilities and limitations of your previous form. Retain your mental ability scores and hit points. You continue to wear any equipment wearable by the new form. Otherwise it melds into your new form and is nonfunctional until the spell ends. You are proficient with all attacks your new form has and should calculate your attack bonus accordingly. You are limited in the actions you can perform in your new form by the nature of your new form and cannot speak, cast spells or take other action that require hands or speech. At Higher Levels: The maximum challenge rating of a creature you can polymorph into increases by two for each spell level above 2nd.
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Power Word: Orphan
Sculpt Ice
9th-level enchantment
1st-level transmutation
Casting Time: 1 action Range: 60 feet Duration: 10 days Components: V, M (a live bat) Spell List: Sorcerer, Wizard
Casting Time: 1 minute Range: 5 feet Duration: instantaneous Components: V, S Spell List: Sorcerer, Wizard
You condemn a single creature to live the remainder of their life as the protagonist in a Disney movie. The biological parents of the target are both affected by the spell Power Word Kill. Should this spell finish off the remainder of the creature’s parents the creature is overwhelmed with grief. All d20 rolls by the creature are at disadvantage and attacks against the creature are at advantage. This spell can only affect a creature and their parents once a year. WARNING: May create the batman.
Carve a small object out of existing ice. The object cannot be intricate or complex. Moving parts are not possible and anything particularly beautiful may require an Intelligence check. The item crafted is not magical and behaves like normal ice. At Higher Levels: You may craft an object one size category larger for every two additional spell levels above 1st.
Push
Greater Shield
Transmutation Cantrip
3rd-level abjuration
Casting Time: 1 action Range: 30 feet Duration: Instantaneous Components: V, S Spell List: Sorcerer, Wizard, Warlock
Casting Time: 1 reaction, which you can take when you are hit by an attack or targeted by the magic missile spell Range: Self Duration: 1 round Components: V, S Spell List: Sorcerer, Wizard
Your outstretched hand releases a blast of force targeting a single creature. If the creature fails a Strength saving throw it takes 1d6 thunder damage and is pushed 10 feet away from you. At Higher Levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th (3d6), and 17th (4d6).
A powerful barrier of magical force, like a physical shield, appears to protect you. Until the start of your next turn, you have a +10 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Sexy Ass Bitch’s Charisma Retributive Defense 4th-level evocation Casting Time: 1 action Range: Touch Duration: 1 minute Components: V, S Spell List: Cleric, Paladin Your deity looks down to protect a target by punishing its enemies. A spectral guardian looms over its shoulder, striking down offenders. Whenever the target is attacked by a creature within 5 feet, the creature must make a Dexterity saving throw or take 20 radiant damage (half damage on a successful save). This effect interrupts the creatures attack and may kill it before the attack is completed. The spell ends after it has dealt 60 damage.
3rd-level transmutation Casting Time: 1 action Range: Touch Duration: Concentration, up to 1 minute Components: V, S Spell List: Bard, Cleric, Druid, Sorcerer, Wizard, Ranger The target of this spell has its Charisma score increased to 21 for the duration of the spell.
Sharknado 9th-level conjuration Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute Components: V, S Spell List: Druid, Sorcerer, Wizard Powerful winds and hungry sharks fill a 15-foot radius cylinder within range. The cylinder is 50 feet tall and must be placed upright. Any creature that starts its turn in the area or enters the area for the first time on its turn
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must make a Strength saving throw or be knocked prone. The creature then rolls a 1d4. The result represents how many sharks attack the creature. Each shark makes a melee attack with a bonus equal to your spell attack bonus and may be at advantage due to the creature being prone. On a hit a shark deals 5d6 piercing damage. Any creatures reduced to 0 hit points by this spell are torn to ribbons by the swirling sharks. You may use your action to launch a shark from the tornado. Make a ranged spell attack on a creature within 60 feet from the cylinder’s center. On a hit, this target takes 5d6 piercing damage.
Shredding Wind 3rd-level evocation Casting Time: 1 action Range: 60 feet Duration: Instantaneous Components: V, S Spell List: Wizard You powerfully exhale or flap your arms once and a 50foot line, 10 feet wide, of wind howls from your position. Each creature inside the gust must succeed on a Dexterity saving throw or fall prone and take 5d6 thunder damage. Those who succeed on their saving throw are not knocked prone and suffer half damage. The gust travels at 40 miles per hour and disperses gases or vapors, extinguishes even protected flames. At Higher Levels: The spell deals an extra 1d6 damage for every spell level above 3rd.
Skill Assumption 1st-level divination Casting Time: 1 action Range: Self Duration: 1 minute Components: V, S Spell List: Bard, Sorcerer, Wizard You imbue yourself with knowledge of a single skill. For one minute you may add your proficiency bonus to any checks in which the skill would apply. Choosing a skill you are already proficient in causes the spell to have no effect.
Snowshoes 1st-level transmutation Casting Time: 1 action Range: Touch Duration: 24 hours Components: V, S Spell List: Druid, Ranger The affected creature can walk lightly over ice and snow without having its speed reduced. The affected creature is
not required to make a Dexterity check to walk on ice and snow without slipping and falling.
Static Strike 4th-level evocation Casting Time: 1 action Range: 60 feet Duration: Instantaneous Components: V, S Spell List: Sorcerer, Wizard, Druid You rub your hands together and move to clap; a moment before they connect a streak of blue lightning descends upon a single creature within range. The target must succeed on a Dexterity saving throw or take 5d8 lightning damage and succeed on a Constitution saving throw or be stunned until the start of your next turn. The target takes half damage on a successful Dexterity save and is not stunned. If the target is wearing metal armor like scale mail or full plate, it saves with disadvantage. Higher Levels: The spell creates an extra bolt with a different target for every spell level above 4th.
Summon Block of Ice 2nd-level conjuration Casting Time: 1 action Range: 5 feet Duration: Permanent Components: V, S Spell List: Bard, Druid, Sorcerer, Wizard Condensation rolls of your tongue as you summon forth a cube of ice from the deepest regions of Siberia. A 5-foot cube of ice appears on an unoccupied surface within range. There is nothing magical about this ice and it melts like another mass of solid water. At Higher Levels: The dimension of the cube increases by 5 feet for every two additional levels above 2nd.
Summon Staff of Striking Conjuration Cantrip Casting Time: 1 bonus action Range: Self Duration: Permanent Components: V, S Spell List: Arliden You throw double middle fingers into the sky and curse your bastard dungeon master. A staff of striking with full charges falls out of your ass. The staff exists forever. You cannot be disarmed of it and it cannot be destroyed. In fact, if anyone tries to destroy it they take 20d20 untyped damage. You may restore 62 charges to the staff as part of your action.
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If you are a dwarf cleric you automatically know how to cast this spell and can even do so in an antimagic field. At Higher Levels: The spell summons 8 additional staffs at caster level of 5th (9), 10th (17), 15th (25), and 20th (∾)
Surge of Dexterity
make a ranged spell attack at another target within range to whack it with the item (target may benefit from cover). If the attack hits the target takes 5d6 piercing, slashing or bludgeoning damage, depending on the item thrown. At Higher Levels: You may affect and hurl an additional item for every two spell levels above 2nd, creatures save to resist once per item taken.
3rd-level transmutation Casting Time: 1 bonus action Range: 5 feet Duration: 1 round Components: V, S Spell List: Bard, Cleric, Sorcerer, Wizard, Ranger A single willing target of this spell perceives time slightly slower on the turn this spell is casted. Their Dexterity score becomes 24. At Higher Levels: You may affect an additional target for every two spell levels above 3rd.
Telekinetic Burst 3rd-level transmutation Casting Time: 1 action Range: Self (10-foot line) Duration: Instantaneous Components: V, S Spell List: Wizard Telekinetic force erupts from your palms and creatures in a 10-foot line starting at you must make a Strength saving throw. On a failed saving throw targets take 8d6 force damage and are launched back 15 feet then knocked prone. If a creature in the front of another fails, it’s saving throw all the creatures behind it save with disadvantage. Any creatures in the flight path of affected creatures must pass a Dexterity saving throw or be knocked prone. On a successful saving throw targeted creatures take half damage and suffer no other effects. At Higher Levels: The range of this spell increases by 5 feet for each spell level used above 3rd.
Telekinetic Toss 2nd-level transmutation Casting Time: 1 action Range: 60 feet Duration: Instantaneous Components: V, S Spell List: Sorcerer, Wizard You tear an item from the hands of an unwitting enemy’s hand and hurl it at his best friend and/or mother. Choose an item larger than your fist weighing less than 20 pounds. If this item is attended the creature attending it may make a Strength saving throw to resist parting with it, ending the spell’s effect on the item. If the creature fails, the saving throw or the item is unattended you may
Tracer 2nd-level divination Casting Time: 1 minute Range: Touch Duration: 24 hours Components: V, S Spell List: Bard, Ranger You hold any mundane item in your hands and concentrate on it for one minute. Once you have casted this spell you may use your action to discern its cardinal direction from you (north, south, east, west) or ordinal direction (north-west, etc.) and vertical direction (up, down, level). This spell does not reveal the distance the object is away from you. Should the object be destroyed or on another plane you are unable to track it and receive no feedback. At Higher Levels: The spell may track the item for an additional 24 hours for each additional level above 2nd.
Tongue Tie 2nd-level enchantment Casting Time: 1 action Range: 60 feet Duration: 1 minute Components: V, S Spell List: Bard You perfectly utter a difficult tongue twister and tie the tongue of single creature within range. The creature cannot speak intelligibly as it stutters and trips over its own words. The creature is also unable to cast spells with verbal components. The creature may make a Wisdom saving throw as part of its action to resist the effect for the current round. If the creature succeeds on this saving throw the spell ends early. Any other creature that tries to speak with the tongue tied creature must make a Wisdom saving throw or be affected by the spell.
Torrent of Wisdom 3rd-level transmutation Casting Time: 1 bonus action Range: 5 feet Duration: 1 round Components: V, S
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Spell List: Bard, Cleric, Sorcerer, Wizard, Ranger
Whirling Shield
A single willing target of this spell gain clarity of mind and fluidity of thought on the turn this spell is casted. Their Strength score becomes 24. At Higher Levels: You may affect an additional target for every two spell levels above 3rd.
2nd-level abjuration
Vampiric Leech
A violently swirling wall of wind appears between you and an attacker. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. Any attacker who is adjacent to you must also take 2d6 bludgeoning damage. The attacker may make a Dexterity saving throw for half damage. At Higher Levels: The spell deals an extra 1d6 damage for every spell level above 2nd.
4th-level necromancy Casting Time: 1 action Range: 5 feet Duration: Concentration, up to1 minute Components: V, S, M (a drop of dried orphan blood) Spell List: Wizard Blood red light surrounds your victim and slowly teases out the last scrap of life. The target must succeed on a Constitution saving throw or take 3d6 necrotic damage. If the creature succeeds the spell ends. For the duration of the spell, at the start of your turn the creature must make a Constitution saving throw or take 3d6 necrotic damage again. If a creature succeeds on its saving the spell ends early. You gain temporary hit points equal to the damage dealt. The temporary hit points fade after 1 hour. At Higher Levels: When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d6 for every level above 4th.
Vortex 5th-level evocation Casting Time: 1 action Range: Self; see text Duration: Concentration, up to 1 minute Components: V, S Spell List: Sorcerer, Wizard, Druid You spin in a circle and a dangerous wind picks up and swirls around you. Creatures within 30 feet of you are buffeted by fast winds and an ethereal force, however; those within 5 feet of you exist in the eye of the storm and are unaffected. Creatures who enter the area for the first time on their turn or start their turn in the wind take 4d8 thunder damage on a failed Dexterity saving throw. Small projectiles like arrows and crossbow bolts are automatically deflected if they travel though the vortex. Firearm projectiles attack with disadvantage and large projectiles like ballista bolts and massive boulders are unaffected. The vortex extends 90 feet upwards and is clearly visible as the storm picks up dirt and other small objects. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher the damage increases by 1d8 for every level above 5th.
Casting Time: 1 reaction Range: Self Duration: 1 round Components: V, S Spell List: Wizard
Wind Cage 1st-level evocation Casting Time: 1 action Range: 60 feet Duration: Concentration, up to 1 minute Components: V, S Spell List: Sorcerer, Wizard You swirl your hand in small circles and a powerful dust devil picks up around a single medium or smaller creature within range. The target must pass a Strength saving throw or have his speed reduced to 0. Both the target’s attacks and attacks against the target are at disadvantage. The target may attempt to break free of the prison with a Strength saving throw made as an action.
Wind Wall 3rd-level evocation Casting Time: 1 action Range: 60 feet Duration: 1 minute Components: V, S Spell List: Wizard, Cleric, Druid A 40 foot long, 15 foot tall curtain of wind appears. Small and smaller creatures must pass a Strength saving throw to pass through the wall. Gaseous creatures are completely incapable of basing through. Small projectiles like arrows and crossbow bolts are automatically deflected. Firearm projectiles attack with disadvantage and large projectiles like ballista bolts and massive boulders are unaffected. The wall created by this spell need not be in a straight line but must be continuous and attached to a surface. At Higher Levels: The spell creates 20 additional feet of wall for every spell level above 3rd.
Wither Limbs 2nd-level necromancy
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Casting Time: 1 action Range: 10 feet Duration: Concentration, up to 1 minute Components: V, S Spell List: Wizard, Cleric You limply extend an arm and point in the direction of a single creature. The target must succeed on a Constitution saving throw or have either their arms or legs withered to the bone, caster’s choice. If the caster targets the legs, the creature falls prone and may only crawl for the duration of the spell. If the caster targets the arms, the creature drops all carried weapons and loses the use of her arms for the duration of the spell. It is impossible for the target to use objects or cast spells with somatic components. Creatures with multiple arms or legs have all of the chosen appendage type affected. The target may save again against the spell at the end of its turn. This spell has no effect on undead or constructs.
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