Homebrew Subclasses
Artificer: Soulforged
Crafting a Legendary Weapon
A weaponsmith that can forge items of a magical caliber is exceptionally rare. These artificers, known as soulforges, are believed to have been chosen by the heavens, their hands and fingers blessed by divinity itself. These individuals use their skills to make weapons that would make even the gods envious.Bonded Weapon
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest and requires smith's tools. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can use this weapon as a spellcasting focus for your artificer spells. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.Soulforged Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Soulforge Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. SoulForge Spells| Level | Associated Spells |
|---|---|
| 3rd | Heroism, Wrathful Smite |
| 5th | Branding Smite, Magic Weapon |
| 9th | Blinding Smite, Elemental Weapon |
| 13th | Fire Shield, Staggering Smite |
| 17th | Flame Strike, Steel Wind Strike |
Bonus Proficiencies
When you adopt this specialization at 3rd level, you gain proficiency with martial weapons. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choiceImproved Critical
At 3rd level, your bonded weapons become honed to deal more damage. Your attacks with a bonded weapon score a critical hit on a roll of 19 or 20.Forge Tactician
Starting at 5th level, if you use your action to cast a cantrip, you can make one weapon attack as a bonus action.Empowered Strikes
At 9th level, your bonded weapons can be infused with an otherworldly power. After finishing a long rest, choose one of the following damamge types for each bonded weapon: psychic, necrotic, or radiant damage. Your bonded weapon now deals an additional 1d6 of this damage type on a successful hit. This amount increases to 2d6 at 15th level Adding this extra damage counts as a single infusion for both weapons; however, your bonded weapons can now carry up to 2 infusions at a time.Mythic Weaponry
Beginning at 15th level, your weapons enter the realm of legend. You ignore all resistances and immunities when making attacks with your bonded weapons; the damage you deal when you make an attack with your bonded weapon cannot be reduced in any way.Barbarian: Heculean Path
Some individuals are born with seemingly impossible strength, exhibiting rippling muscles even before they learn to speak or walk. Such men and women quickly learn that every good thing in this world may be obtained through the exercise of overwhelming might. Others may scorn them and call them “barbaric,” but what are words but useless noise to be choked out of the speaker’s windpipe?
As one such individual, you know that strength is what determines one’s worth in the world: strength to crush your enemies—and to impress your allies. You savor the opportunity to show off your great strength, whether it be in battle or in friendly competition. Your incredible strength allows you to accomplish Herculean feats that will leave your foes wailing in anguish.
Thunderous Shot. When you make a ranged attack, you may choose to add the effect of thunderwave to the projectile, centered on the location that the projectile hits. The DC for this effect is 8 + your proficiency bonus + your Strength modifier. Once you have used this feature, you may not use it again until you complete a short or long rest.
Precocious Wrestler
Starting at 3rd level, you have learned to take advantage of your innate strength to wrestle foes into submission. You are proficient in the Athletics skill, and you are capable of grappling and shoving creatures that are up to two sizes larger than you. On your turn, you may use a bonus action to attempt to grapple a creature. While you are grappling a creature with one hand, you may use your free hand to attack that creature with two-handed weapons as if you were using both hands.Mighty Marksman
Starting at 6th level, you leverage your immense strength when using ranged weapons. You can use heavy weapons without incurring disadvantage due to your size. Additionally, you may choose to use your Strength modifier for attack and damage rolls with longbows. When you make ranged attacks with longbows or thrown weapons while raging, you may add your rage damage bonus to the damage rolls.Thunderous Shot. When you make a ranged attack, you may choose to add the effect of thunderwave to the projectile, centered on the location that the projectile hits. The DC for this effect is 8 + your proficiency bonus + your Strength modifier. Once you have used this feature, you may not use it again until you complete a short or long rest.
Herculean Rage
Starting at 10th level, your rages take on legendary qualities and grow more powerful the longer they endure. At the beginning of each of your turns, if you are already raging, your rage damage bonus increases by +1, up to a maximum of your Strength modifier. Additionally, while raging, you are immune to poison damage and you cannot be frightened.Earthshaker
Starting at 14th level, your colossal strength causes the ground itself to tremble and quake. On your turn, you can use your action to strike the ground and create the effects of an earthquake with a 40 ft. radius, centered on your location. This area becomes difficult terrain. Each creature on the ground in the affected area that is concentrating must make a Constitution saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature's concentration is broken. At the end of your turn, each creature on the ground in the area must make a Dexterity saving throw with the same DC as the previous one. On a failed save, the creature is knocked prone. You have advantage on this saving throw. At the beginning of each of your subsequent turns, you may use your bonus action to stomp the ground and continue the effects of the earthquake until the begin- ning of your next turn, for a maximum duration of 1 minute. Once you have used this feature, you may not use it again until you complete a long rest.Fighter: Hoplite Soldier
The rank-and-file warriors of large cities are sometimes trained to fight in large armies of identically-outfitted soldiers called hoplites. Hoplites fight behind heavy shields, which have notches to accommodate the use of spears and javelins. Additionally, they may carry a sword called a xiphos for close quarters combat. Hoplites are famous for the use of the phalanx formation, which allows many soldiers to band together closely, benefiting from the protection of their neighbor’s shield.
Optional Fighting Style: Hoplite
When you select your fighting style at 1st level, you may choose this one. While you are wielding a shield, you are alert to attacks made against nearby allies. Whenever a creature attacks an ally standing within 5 feet of you with a melee attack, you may use your reaction to make a melee opportunity attack against the offending creature.Phalanx (Shield Wall)
Starting when you choose this archetype at 3rd level, you can use a bonus action to activate your Shield Wall ability. You may use this ability once, and you regain the ability to do so after completing a long rest. Shield Wall. For 1 minute, you and every ally who can see or hear you gains +2 AC as long as they are standing within 5 feet of an ally who is using a shield. Additionally, your allies wielding shields gain an addi- tional +1 AC from their own shields (this includes you). This ability does not stack with itself.Spear Mastery
Starting at 7th level, your damage dice with spears, tridents, and javelins increases to d8 (d10 when wielded with two hands), and your melee attack range with these weapons is increased to 10 feet. When you make an attack with one of these weapons, you may use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.Disciplined Defense
Starting at 10th level, you are practiced at using your shield to intercede and protect allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to add your proficiency bonus to the target's AC until the beginning of your next turn. You must be wielding a shield.Shield Buster
Starting at 15th level, your attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a melee weapon, you knock away your target’s shield if they are wielding one. The shield lands in a free space up to 10 ft. away. If your target is not wielding a shield, then they suffer an additional d6 damage from the sheer force of your weapon attack.Phalanx Wrecker
Starting at 18th level, you have become a whirling machine of death in close quarters combat. When you take the Attack action, you can forgo one of your attacks to make a single melee attack against any number of creatures within 5 feet of you, with a sepa- rate attack roll for each target.Monk: Way of the Stoic
Silent Stoicism
Monks that take up this tradition are typically the strong, silent types. They are calm, even in the face of overwhelming adversity, and they discipline themselves to remain stalwart until the fight is over. These monks radiate calm and assurance in otherwise turbulent situations.Bonus Proficiency
Starting at 3rd level, you gain proficiency in your choice of the Insight or Perception skills.Steel Sentinel
Upon adopting this monastic tradition at 3rd level, you learn how to stand defiant when hit with tremendous amounts of pain. Whenever you take damage from an attack or spell, you can use your reaction to spend 2 ki points and give yourself resistance to all damage types, except psychic damage, until the end of your next turn.Stillness of Mind
At 6th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.Master of Emotion
Beginning at 11th level, your self discipline and regulation gives you mastery over your own emotions. You have advantage on saving throws against being charmed and frightened. You can also use your Stillness of Mind feature as a bonus action.Defiant to the End
Starting at 17th level, your resolve strengthens to confront overwhelming odds. If you attack a creature that has attacked you since your last turn, you deal an additional amount of damage to that creature equal to double your martial arts ki.Rogue: The Odyssean
Odysseans are legendary tricksters who at first glance seem like common soldiers. They carry spears and shields like any rank-and-file hoplite, but rather than moving in strict formations or honing their discipline, Odysseans hone their minds. When two armies smash together, shields bursting under the strain of a perfect phalanx, the Odyssean is the soldier who stands back and searches for weaknesses in the enemy’s defenses. Even when badly outnumbered, they may find a way to exploit conditions on the battlefield to turn the tide in the favor of their allies.
Soldiers who exhibit such a sharp mind quickly grow in notoriety and fame, but being famed for your cleverness is a double-edged sword. Odysseans are often drawn into conflicts that take them far from home, where monsters and other dangers are a constant threat. Such harrowing odysseys are the namesake of the Odyssean, who may be forced to survive several such journeys in their lifetime.
As an Odyssean rogue, you have a quick mind and you can intuit the strengths of your companions. You enjoy using your intelligence to trick your enemies and impress your friends. However, you know that you must never let your mind grow dull, for when the time comes that you are again flung into the wilderness, it will be your wits alone that save you from a gruesome death.
Vagrant Soldier
Despite your roguish demeanor, you have all the training of a common soldier. When you choose this archetype at 3rd level, you gain proficiency with shields. Additionally, spears and tridents count as finesse weapons for you.Clever as the Gods
Starting at 3rd level, you are rarely outwitted on the field of battle. On your turn, you may use your bonus action to devise a clever plan to trick an enemy. Choose one creature that you can see. Make a Charisma (Deception) roll contested by that creature’s Wisdom (Insight). If you win the contest, you and your allies have advantage on attacks against that creature until the beginning of your next turn. This feature cannot be used on the same creature more than once per combat encounter.Notorious Trickster
Starting at 9th level, you are famed for your cleverness, to the point where intelligent enemies are extremely wary of you. Creatures who are aware of your presence but cannot see you become too distracted to per- form opportunity attacks until they can see you again. Additionally, when you hit a creature with a Sneak Attack, if that creature is concentrating on a spell, they have disadvantage on the roll to maintain concentration.Tenacious Survivor
At 13th level, you’ve survived through so many ordeals that you face each new challenge with grim determina- tion. You can add your Charisma bonus to your initiative rolls. Also, at the beginning of your first turn in combat, you may use a bonus action to take a deep breath and regain hit points equal to your rogue level. You may use this feature a number of times equal to your Charisma modifier, and you regain any expended uses when you finish a short or long rest.Legendary Cunning
Starting at 17th level, you are able to instantly assess every opportunity to seize the upper hand in combat. Whenever any of your allies makes an opportunity attack against a creature, you may choose to make a ranged attack against that same creature with advantage.Soreceror: Demigod Origin
Your magic springs from the divine blood that flows through your veins. The gods have often been known to consort with mortals, and such unions sometimes pro duce half-divine offspring. These individuals are called demigods, and many of them are born with a powerful aptitude for magic.
Demigods exhibit powers that are related to the domain of their godly ancestor, but their magic is not constrained by this association. Rather, they may channel the power in their blood to improve the efficacy of any spell, regardless of its type. Additionally, the divine power that courses through their blood makes demigods impressive specimens of both physical fitness and beauty.
Godly Ancestor
Starting at 1st level, choose the divine domain of your godly ancestor from the following list. You can cast each of the associated spells once without using any spell slots, and you regain the ability to do so after completing a short or long rest. Additionally, whenever you make a Charisma check when interacting with gods or celestials, your profi- ciency bonus is doubled if it applies to the check. Demigod Domains and Spells| Divine Domain | Associated Spells |
|---|---|
| Death | bane, ray of sickness |
| Knowledge | command, guiding bolt |
| Life | cure wounds, bless |
| Nature | entangle, healing word |
| Light | burning hands, faerie fire |
| Tempest | fog cloud, thunderwave |
| Trickery | charm person, hideous laughter |
| War | shield of faith, thunderous smite |
Inherited Strength
Starting at 1st level, your godly lineage bestows you with extraordinary strength for someone without martial training. You are proficient in Strength saving throws. Additionally, you may choose to add your Charisma modifier to melee attack and damage rolls instead of your Strength.Empowered Magic
Starting at 6th level, echoes of divine power flow through your spells. When you cast a spell, you may spend 1 sorcery point to increase the spell's level by 1. You cannot use this feature to increase a spell’s level by more than 1. For example, if you use a 5th-level spell slot to cast fireball as a 5th-level spell, you may spend 1 sorcery point to cast the spell at 6th level instead.Divine Resistance
Starting at 14th level, your divine blood allows you to shrug off effects that would destroy mere mortals. When you fail a saving throw, you may choose to suc- ceed instead. You may use this feature once, and you regain the ability to do so after completing a long rest.Ascendant Sorcery
Starting at 18th level, your power has begun to rival your divine ancestor’s. When you use the Empowered Magic feature, you may increase the spell’s level by more than 1. You must spend 1 sorcery point for each level that you add to the spell.Wizard: Academy Philosopher
Academy philosophers are great thinkers who do not specialize in any particular spell school, but rather spend their time analyzing the nature of reality and applying that learning to their magic. They usually spend many years studying at venerable schools where philosophers from many different disciplines gather. They enjoy participating in endless debates and dialogues, and they always seek to score points on those who champion rival schools of thought.
Philosophical School
Starting at 2nd level, you choose from one of several philosophical schools to specialize in at your academy. This school becomes deeply ingrained in your way of thinking about the world.School: Cynicism
Cynics believe that one should reject material desires such as wealth and power. They advocate for an ascetic lifestyle, seeking to increase virtue by achieving har- mony with nature. Starting when you choose this school at 2nd level, the gold and time you must spend to copy a spell into your spellbook is halved. Additionally, you may spend 10 minutes foraging to locate the material components for any spell, with a total value of 50 gp or less.School: Eclecticism
Eclectics believe that no single set of doctrines can be all-encompassing. They adapt the ideas of multiple phil- osophical schools by choosing what they think is most reasonable. Starting when you choose this school at 2nd level, you learn an additional language of your choice. Starting at 5th level, choose another philosophical school. You gain the abilities of that school.School: Empiricism
Empiricists believe that the world must be observed to be understood, and that the goal of philosophy is to understand why things are as they are. Starting when you choose this school at 2nd level, you become proficient in the Perception skill. Additionally, you may cast the identify or detect magic spell once with this trait (without using a spell slot), and you regain the ability to do so after completing a short or long rest.School: Epicureanism
Epicureans believe that the world is ruled by chance and that appealing to the gods is useless vanity. They believe that happiness is achieved by minimizing pain and living simple lives. Starting when you choose this school at 2nd level, when a creature you can see attacks you, you can use your reaction to impose disadvantage on the attack roll. You may use this ability a number of times equal to your Intelligence modifier, and it recharges when you com plete a short or long rest.School: Stoicism
Stoics believe that we must develop self-control and fortitude in order to overcome our own self-destructive emotions. They advocate for humility and faith as anti- dotes to suffering. Starting when you choose this school at 2nd level, whenever you take damage that reduces you to 0 hit points or less, you may spend a spell slot of 1st level or higher to be reduced to 1 hit point instead. Once you have used this feature, you may not use it again until you complete a short or long rest.School: Sophism
Sophists specialize in developing rhetorical and aesthetic powers, and they advocate for principles of excel- lence and virtue in all endeavors. Starting when you choose this school at 2nd level, you become proficient in the Persuasion skill and double your proficiency bonus when using that skill. Additionally, you gain the friends cantrip.School: Hedonism
Hedonists believe that pleasure is the supreme good, and that everyone should seek to achieve the immediate gratification of their desires. Starting when you choose this school at 2nd level, when you regain hit points from a spell or ability, you may choose to add twice your wizard level to the number of hit points restored. Once you have used this feature, you may not use it again until you complete a short or long rest.School: Skepticism
Skeptics believe that to truly possess knowledge of things is impossible. They believe that there are univer- sal truths, but they cannot be understood well enough to shape dogmatic ideas about the world. Starting when you choose this school at 2nd level, you have advantage on ability checks to detect visual illu- sions and on saving throws against effects imposed by them. You also have advantage on saving throws against spells and effects that would charm you.Mathematical Principles
Starting at 6th level, you have spent years solving complex mathematical equations, allowing you to shape your spells with precision and create pockets of safety for allies. When you cast a spell that affects other creatures that you can see, you may choose a number of them equal to your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Additionally, when you cast a spell that has an area of effect radius, you may choose to increase or decrease the radius by 5 feet.Metaphysical Principles
Starting at 10th level, you gain new insights into the nature of causality. Whenever a creature casts a spell with a single target that you can see, you can use your reaction to choose a new target for the spell. The new target must be legal for that spell. Once you have used this feature, you may not use it again until you complete a short or long rest.Magical Paradox
Starting at 14th level, you’ve spent years studying philosophical paradoxes, which allows you to work seemingly impossible feats with magic. Whenever you would lose concentration on a spell for any reason, you may choose to maintain concentration instead, as long as you are not incapacitated. You may use this feature a number of times equal to your Intelligence modifier, and you regain any expended uses after a long rest.Remove these ads. Join the Worldbuilders Guild










