Galowynn's Guide To Subclasses

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Galowynn's Guide to Subclasses

Lobbing Fire: You launch a mass of flaming tar to one


Artificer Specialist point within 60 feet. Each creature within 5ft of the point
must make a dexterity saving equal to your spell save DC
throw or take 1d6 fire damage and is ignited. A creature that
Arsonist is ignited takes an additional 1d6 fire damage at the
Deadly, gorgeous and bright, fire is a primal force of destruction beggining of their turn, and ran remake their save at the end
that fascinates many eccentric Artificers. Some Artificers are so of each turn.
fascinated by fire that they dedicate their lives to honing and
understanding this marvelous beast. You, like many others, Scorching Ballista: You make a ranged spell attack against
have studied the chaos and beauty found inside the blaze of a a target within 30 feet. On a hit, the target takes 2d10 + your
fire and sought to harness its power, but unlike many others, Intelligence modifier (a minimum of 1) damage
your efforts have borne fruit.
Bright Burst: You create a small flame within 20 feet of
you, casting the spell Pyrotechnics centered on that point.
Frequent Exposure
When you choose this subclass at 3rd level, your experiments You regain all spent charges at the end of a long rest, or half
and constant exposure to fire has granted you some protection your maximum rounded down on a short rest, once per day.
from it. You gain resistance to non-magical fire, and you are
unaffected by magical fire you create. Thermal Convergence
When you reach 5th level, your fascination with fire has
Arsonist Spells enabled you to maximize it’s effectiveness. Your spells and
Starting at 3rd level, you always have certain spells prepared spelllike effects ignore resistance to fire damage, and creatures
after you reach particular levels in this class, as shown in the without resistance or immunity take an additional 1d6 fire
Battle Smith Spells table. These spells count as artificer spells damage from your spell and spell effects that deal fire damage.
for you, but they don’t count against the number of artificer Your fire becomes more potent at 9th level, your attacks that
spells you prepare. deal fire damage ignore immunity to fire.
Additionally, you learn the Produce flame cantrip, which
counts as an Artificer cantrip for you, but dos not count against Promethean Flame
your total number of artificer cantrips. At 9th level, the damage die of your Firespitter becomes 2d10,
and you may spend two charges to activate one of the
Arsonist Spells Firespitter’s spell like effects from the extended list below:
Artificer Level Arsonist Spells
Sun Scorch: You create a field of blazing fire 30x30 feet
3rd Burning Hands, Hellish Rebuke wide starting from a point within 60 feet. Any creature that
5th Agnazzar's Scorcher, Heat Metal starts it’s turn inside the field takes 3d6 fire damage. The
field lasts for a number of rounds equal to your Intelligence
9th Fireball, Ashardalon’s Stride modifier (a minumum of 1).
13th Elemental Bane, Wall of Fire Overheat: Your Firespitter emits overwhelming heat. All
17th Flame Strike, Immolation creatures within 20 feet must make a constitution saving
throw, taking 4d8 fire damage on a failed save or half as
much on a successful one.
Pyrotechnics
When you choose this subclass at 3rd level, you have learned to Flaming Mortar: You launch 3 masses of flaming tar to
create a tool that can generate streams of flame, called a different points within 120 feet. Each creature within 10ft of
Firespitter. The Firespitter uses the statistics of either a Heavy a mass takes 2d6 fire damage and must make a dexterity
or Light Crossbow, dealing fire damage instead of piercing saving throw equal to your spell save DC throw or becomes
damage. Your attacks made with this weapon count as magical ignited. A creature that is ignited takes an additional 2d8
for the purpose of overcoming resistances. You are proficient fire damage at the beginning of their turn, and ran remake
with this weapon, and whether or not it uses ammunition/fuel their save at the end of each turn.
is up to you and your DM. If lost or destroyed, you may create a
new Firespitter over the course of a long rest. Wildfire
Additionally, your Firespitter has a number of charges equal Upon hitting 15th level, the fires you create blaze beyond
to your Intelligence modifier + your proficiency bonus. You may control. Whenever a target takes fire damage from a magical
spend one charge to activate one of the Firespitter’s spell like attack, spell, or spell like effect you create, all creatures within
effects below. 15 feet of the target must make a dexterity saving throw equal
to your spell save DC, or catch ablaze.
Boiling Blaze: you create a 20ft cone of fire in front of you,
An ablaze creature takes 3d8 fire damage at the beginning of
forcing each creature within range to make a dexterity
their turn, and has disadvantage on attacks and skill checks. A
saving throw equal to your spell save DC or take 2d8 fire
creature can use it’s action to put itself out.
damage.

2 Re-brew | Arsonist
Barbarian Path Summoned Soul
medium or small, unaligned
Path of the Astral Beast
Barbarians that walk the path of the Astral Beast are unhinged, Armor Class 10 + Wisdom Modifier
dangerous prisons, holding captive their own explosive rage Hit Points N/A
and will. A barbarian that gives too far into their own rage can Speed 30 ft. walking, 15 ft. flying
sometimes struggle to maintain a hold upon it, causing their
own soul to become to much for them to handle. At a certain STR DEX CON INT WIS CHA
point excess amounts of the barbarian’s soul becomes capable 14 (+2) 14 (+2) 14 (+2) N/A N/A N/A
of leaving the body, acting as an extension of the wielder’s
wrath, and wreaking havoc like none other.
Incorporeal Movement. The Summoned Soul can move through
Astral Companion other creatures and objects as if they were difficult terrain, but
At 3rd level, you can spend 1 use of your rage feature to have a cannot end it's turn inside of an object.
portion of your soul leave your body, materializing into a small
beast of your choice for a number of hours equal to your
proficiency bonus. This creature uses the Summoned Soul stat
Actions
block as detailed to the right, and uses your proficiency bonus, Strike. melee unarmed attack: 2 + your proficiency bonus to
Int, Wis, and Cha scores. In combat, the Summoned Soul shares hit, Reach 5 ft., one target. Hit: 1d8 + 2 + your Wisdom
your initiative, but takes any actions after yours.
You mentally
modifier force damage.
control the projection, as it is still a part of you, and you can
move it on your turn as a free action so long as it doesn't end its
turn more than 30 feet away from you. By spending your bonus
action on your turn, you can command it to take an action, and
if you do not issue a command, it instead takes the dodge Monstrous Spirit
action.
Whenever the projection would take damage, you large, unaligned
instead take damage, as the projection has no hit points of its
own. An effect that would target both of you at the same time
Armor Class 13 + Wisdom Modifier
only deals the damage once, only any saves are only rolled once.
Hit Points N/A
Speed 30 ft. walking, 15 ft. flying
Wild Soul
At 6th level, your spirit lashes out when kept at bay. As bonus STR DEX CON INT WIS CHA
action, if your astral companion isn’t summoned, you can make
your next attack as if you had the reach property, and the attack 18 (+4) 18 (+4) 18 (+4) N/A N/A N/A
deals an extra 2d6 force damage.
Additionally, while raging, your Astral Companion gains the
Incorporeal Movement. The Summoned Soul can move through
effects of your Rage feature.
other creatures and objects as if they were difficult terrain, but
Caged Beast cannot end it's turn inside of an object.
Once you reach 10th level in this class, more of your soul pours
into your inner beast. Whenever you use your Astral Actions
Companion feature, you may instead use the Monstrous Spirit
stat block, as detailed near the end of this book. This Multi Attack. The Spirit makes 2 attacks whenever it takes the
summoned soul can be up to size medium, and can move up to attack action.
60 feet away from you, but otherwise functions the same as
detailed in the Astral Companion feature. Strike. melee unarmed attack: 4 + your proficiency bonus to
hit, Reach 5 ft., one target. Hit: 2d6 + 4 + your Wisdom
Monster Within modifier force damage.
Upon achieving 14th level in this class, your inner beast is
never truly leashed. All attacks that you and your companion
make permanently deal extra force damage equal to 1d6 + your
Wisdom modifier. While your Astral Companion isn’t
summoned, you gain a +10 to your walking speed, and your
jump distance is doubled.
You can now summon your Astral
companion without expending a use of your rage, and while
raging, your companion’s movement speeds are doubled.

Created By: Underpaid_Golbin

Art By: Somebody

Published by: Re-brew

Re-brew | Astral Beast 3


Frightful Presence
Barbarian Path When you reach 10th level in this class, your unbridled rage is
reminiscent of the wrath of your dragon ancestors. As part of
Path of the Dragonsoul the bonus action used to activate your rage, you can force each
creature within 30 feet of you to make a Wisdom saving throw.
Barbarians that follow the Path of the Dragonsoul hold the raw On a failed save, the creature is frightened of you for 1 minute,
power and intensity of the great dragons within them. The or until your rage ends, whichever comes first. A creature can
magic coursing through them can take form in elemental bursts repeat this save at the end of each of their turns, ending the
from their mouths or draconic traits. effect on a success.
Your Barbarian is somehow descended or empowered by a
great dragon, you can choose the color and type of your dragon Might of the Dragon
on the Draconic Ancestry table below. At 14th level, the power of the dragon surges through your
veins stronger than ever before. When you enter your rage
Draconic Ancestry state, you may choose two of the following effects which last till
Dragon Damage Type Saving Throw the end of your rage.
Black Acid Dexterity Powerful Wings:
You sprout a pair of large, scaly wings.
Blue Lightning Dexterity You gain a flying speed of 60 feet while you have these.
Dragon’s Vitality:
Your life force grows stronger than
Brass Fire Dexterity before. You gain Temporary HP equal to twice your
Bronze Lightning Dexterity Barbarian level.
Hardened Scales:
Your skin becomes resistant and
Copper Acid Dexterity strengthened. You gain immunity to the damage type
Gold Fire Dexterity associated with your draconic ancestry, and your AC
increases by 2.
Green Poison Constitution Empowered Elements:
The strength of your inner power
Red Fire Dexterity increases. Your Breath Weapon feature deals 4d8 damage
instead of 4d6, and your draconic fury gives a 1d8 bonus to
Silver Cold Constitution melee attacks instead of 1d6.
White Cold Constitution
Created By: DKMagic, Underpaid_Goblin, and Yampy

Art By: Slawomir Maniak

Saving Throw DC Published by: Re-brew


Some features may force a creature to make a saving throw. The
DC for the save equals 8 + your proficiency bonus + your
Constitution modifier.

Draconic Fury
When you take this subclass at 3rd level, you can choose to
endow yourself with draconic might whenever you enter your
Rage state. Until the Rage ends, your melee attacks deal an
additional 1d4 damage of the type associated with your
draconic ancestry. In addition, you gain resistance to the
associated damage type until you end your rage. The extra
damage die increases to 1d6 of the associated type at 10th
level.
If a racial trait would already give you resistance to the
chosen element, you may roll a 1d6, reducing the damage by
that additional amount.

Breath Weapon
At 6th level, you have learned to channel your rage into a
powerful breath attack like that of the great dragons. While
raging, you can use an action to expel elemental energy in
either a 15 ft. cone, or a 5 by 30 ft. line. Any creature caught in
this area must make the relevant saving throw (a s shown on
the Draconic Ancestry table) or take an amount of damage
equal to 2d6 + half your barbarian level of the type associated
with your draconic ancestry.
The damage die for your breath weapon increases to 4d6 at
10th level. You may use this a number of times equal to your
proficiency bonus, and you regain all uses after a long rest.

4 Re-brew | Dragonsoul
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the Coast LLC.
Vesuvian Rage
Barbarian Path When you reach 10th level in this subclass, the bonus damage
you inflict while raging deals fire damage, and you gain
Path of Eruption resistance to fire damage until your rage ends.
Barbarians that follow the path of Eruption contain within Pyroclastic Fissure
them a primal connection to ancient volcanoes, channeling
By spending one use of your rage, you may strike the ground in
their anger into intense, volcanic heat. Spewing magma and
front of you and causing fissures of magma to spread across the
ash, Eruption barbarians are as powerful, explosive, and
ground. Choose up to 5 points within 60 feet, each point must
dangerous as the volcanoes they channel.
have at least 10 feet between them.
A geyser of lava bursts from each point, forcing each creature
Saving Throws
within 10 feet to make a dexterity saving throw. On a failed
Some features may force a creature to make a saving throw. The
save, a creature takes 4d10 fire damage, or half as much on a
DC for the save equals 8 + your proficiency bonus + your
successful save.
Wisdom modifier.
Created By: Underpaid_Golbin

Overflow Art By: Jason Chan

At 3rd level, When your rage ends, you may spend a reaction to Published by: Re-brew
release your remaining fury as an explosion of heat. Each
creature within 10 feet of you must make a Dexterity saving
throw or take 2d6 fire damage.

Smoke Screen
Also at 3rd level, you can expel a thick cloud of ash and smoke
from within. You create a cloud shaped as an unmoving 20 foot
diameter sphere centered on you. The sphere remains for a
number of rounds equal to your proficiency bonus, and the area
inside of it is considred heavily obscured. Wind of moderate or
greater speed (At least 10 miles per hour) disperses the cloud.

Volcanic Shell
At 6th level, an aura of blazing embers surrounds your body
while you are raging. When a creature hits you with a melee
weapon while adjacent to you, that creature takes 2d4 fire
damage. If you end your rage early, you can harden the embers
into a protective layer of volcanic ash, gaining +2 AC for 1
minute or until hit.

Re-brew | Eruption 5
Living Canvas
Bard College When you reach 14th level, when you ingrain a spell, you can
instead put that spell on a piece of armor or equipment.
College of Canvases Whenever a creature is holding or wearing the ingrained
object, they may cast that spell as if they knew it, using your
Bards that study under the College of Canvases let magic flow
spellcasting ability as the modifier for any saving throws or
from their heart and onto a page, releasing their creativity into
spell attacks the spell creates. You may only have one ingrained
a visual medium, rather than song. While this doesn’t restrict a
spell placed on equipment at a time.
bard from channeling their magic through music, bards of the
canvas tend towards painting, sketching, or some other physical
Created By: Underpaid_Goblin

medium to cast wondrous spells.


Art By: Sandara

Spirit of Creativity Published by: Re-brew


Starting at 3rd level, you gain a set of Painting Supplies or
Calligrapher’s Supplies, your choice. (A DM might allow you to
choose alternative tools such as Woodcarver’s or Potter’s
Tools.) You also gain proficiency with the chosen tools. You can
consider your chosen tool the spellcasting focus for your Bard
spells.
Your magic inhabits specially designed symbols that invoke
the arcane. To cast a Bard spell that requires somatic
components, you illustrate or produce a pre-drawn icon that
represents the spell. This image channels your spell through it,
and burns itself away after the spell ends.

Arcane Artistry
When selecting this subclass at 3rd level, you may choose to
specially ingrain one spell you know into a small portable
surface such as a piece of parchment or wood over the course
of a long rest. The ingrained spell must be of a level equal to or
less than a third of your Bard level. When you cast this
ingrained spell, the mark burns away and the spell is cast
without consuming a spell slot. You may have one of ingrained
spell at a time, and creating a new one causes the oldest mark
to fade.
You may have up to 2 ingrained spells when you reach 6th
level, and 3 ingrained spells at 9th. Any time you ingrain more
than one spell, each spell must be a different spell of a level
lower than the one before it.

Vibrant Inspiration
Also at 3rd level, you may use your Bardic Inspiration feature as
an action to draw or affix a symbol onto a creature that is
adjacent to you. Whenever this creature rolls your Bardic
Inspiration die, they add an amount to the roll equal to your
Charisma Bonus.

Walking Ink
At 6th level, you craft a little helper from an image you create.
As an action, you can animate the likeness of a tiny creature or
object you have drawn or sculpted, as if you had cast the spell
Tiny Servant on it. You bring the creature, called a scribbled
servant, into three dimensions if it was 2-dimensional, and give
it limited sentience. The scribbled servant uses the same stat
block as the Tiny Servant spell, and lasts up to 1 hour. If you
create more than 1 scribbled servant this way, it halves the
remaining time of all previous servants
You may use this
feature a number of times equal to your proficiency bonus, and
you regain all spent uses after a long rest.

6
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the Coast LLC.
Arcane Couplet
Bard College Also at 3rd level, you recite a poem of bravery and victory in
battle. As an action, you may spend one inspiration die to give
College of Poesy any number of creatures of your choice within 30 feet a +1 to
any one attack roll or saving throw made in the next minute.
Bards of the College of Poesy study ancient odes and sonnets,
You may use this ability a number of times equal to your
searching old poems for incantations laced within the words by
proficiency bonus, regaining all uses after a long rest.
bard poets of old. Their understanding of how words can
influence the soul allows them to not influence only the mind,
but the heart as well. A poesy bard knows the value of words
Ancient Refrain
When you reach 6th level, you learn of an ancient sonnet
and the magic of verse.
riddled with hidden incantations of warding. As an reaction,
you may spend one inspiration die to take the dodge action.
Elevated Verse
When you pick this college at 3rd level, your prose weaves
Broken Elegy
enchanting magic through each syllable. Whenever you succeed
Also at 6th level, attacks you make are infused with the remorse
on a Deception or Persuasion check against a creature with a
and regrets of dead poets and kings. As a bonus action, you can
lower Charisma score than yours, the creature is charmed for a
incant over a weapon you are holding, causing the next attack
number of minutes equal to your proficiency bonus, or until
made with it to deal an additional 2d8 necrotic damage.
you or a party member harms it.
This effect may only be applied once to one weapon at a time
If you use this feature to successfully charm the same
and lasts for a number of rounds equal to your charisma
creature more than once, it may make a Charisma saving throw
modifier, so long as you are concentrating on this effect as if you
equal to your spell save DC, becoming permanently immune to
were concentrating on a spell. This effect also ends if you land a
this feature on a successful save.
hit with the infused weapon.
You may use this feature a number of times equal to your
proficiency bonus, regaining all uses after a short or long rest.

Ode of Undoing
At 14th level, the spells resonating within your verse wrack the
minds of your foes. As an action, you speak in a cacophony of
voices, up to 10 creatures within 60 feet of you must make a
Wisdom saving throw, taking 4d10 psychic damage, or half as
much on a successful save. A creature that fails its save is also
sapped of its fighting spirit, and all weapon damage done by the
creature is halved till the end of their next turn.

Created By: Underpaid_Goblin

Art By: Lily Abdullina

Published by: Re-brew

Re-brew | Poesy 7
Vampiric Mark
Bloodhunter Order At 18th level, whenever a feature would require you to roll your
hemocraft die and reduce that amount from your hit points, you
Order of the Sanguiphage may instead reduce the hit points of a creature branded by your
Brand of Castigation instead. You can use Brand of Castigation
The extent of Hemocraft can be a mystery even to experienced
three times before needing a short or long rest, and you may
practitioners, and many are constrained to the use of their own
have up to 3 creatures branded at a time, not counting those
blood as fuel for their spells.
marked by the Parasitic Brand feature.
Sanguiphages, often referred to as blood mages, have learned
to substitute their own blood for the blood of others in their
spells, as learned in the scrawlings of ancient vampires and
Blood Curse of Letting
blood-obsessed sorcerers. Prerequisite: 15th level, Order of the Sanguiphage

As an action, you force a creature you can see within 15 feet to


Seeping make a Constitution saving throw or be covered in sensitive
When you choose this subclass at 3rd level, you learn ancient open wounds. For the next minute, the target bleeds from the
hemocraft spells designed to draw lifeforce from your enemies. wounds, taking 2d6 necrotic damage at the beginning of their
Whenever a creature takes extra damage from your Crimson turn. The target may remake the save at the end of each turn,
Rite feature as shown on the Blood Hunter table, you may ending the effect on a successful save.
regain hit points equal to half the extra damage dealt. Amplify. The target gains weakness to all physical attacks
for the duration.
Maledictive Substitute
Also at 3rd level, you may draw the blood of a creature near you Created By: Underpaid_Golbin

to grow the power of your curse. As part of the action used to Art By: sagasketchbook

activate a Blood Curse, you may force a creature adjecent to you Published by: Re-brew
to make a Constitution saving throw. On a failed save, you may
cause the creature to lose a number of hit points equal to your
hemocraft die, and amplify your Blood Curse.

Pureblood
At 7th level, you have the ability to alter the content of blood,
purifying it or pumping it with adrenaline when need be. You
gain immunity to the poisoned condition. As an action, you can
end any disease currently affecting you or a creature you touch.
Additionally, you may reduce your hit points by an amount
equal to a roll of your Hemocraft die to clear one level of
exhaustion. Once you use this ability to clear exhaustion, you
cannot do so again until after a short or long rest.

Parasitic Brand
At 11th level, when a creature that you have hit with an attack
since the last round deals damage to you, you may use your
reaction to force a constitution saving throw. On a failed save,
the creature is branded as detailed in the Brand of Castigation
feature, without expending a use of the feature. Only one
creature can be branded this way at a time, and the brand lasts
for 1 minute or until you use this feature to force a different
creature to make the saving throw.

Blood Curse of Letting


At 15th level, you discover an ancient, debilitating hemocraft
spell. You gain the Blood Curse of Letting (detailed below) for
your Blood Maledict feature. This does not count against the
number of Blood Curses known.

8 Re-brew | Sanguiphage
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the Coast LLC.
Benefactor's Blessing
Cleric Domain Once you reach 6th level, whenever you cast the Eldritch Blast
cantrip, you can change the damage type to Psychic.
Otherworldly Additionally, when you use your action to cast Eldritch Blast,
you can use your bonus action to cast it again.
There exist deities that preside over the unknown and strange,
entities that work to preserve the mysteries of the dark and
unnatural. These deities often enlist the help of those who have
Bizarre Strike
At 8th level, your weapons are corrupted by strange energy.
peered into their domains and have lived to tell the tale. These
Once on each of your turns when you hit a creature with a
clerics have their whole perspective on life changed, and often
weapon attack, you may roll a 1d4 on the table below, your
devote themselves to the occult and ritualistic in an attempt to
weapon deals an extra 1d8 of that damage type. When you
find meaning.
reach 14th level, the extra damage increases to 2d8.
An Otherworldly Cleric’s holy symbol is a token from their
presiding entity, some souvenier they picked up from the realm Bizarre Strike Damage Table
of their deity. This token might be a strange rock or element
Roll Damage Type
from a mysterious plane, a pulsating heart made of writhing
blue vines, or another peculiar artefact that is unmistakably not 1 Thunder
of this world.
2 Necrotic
Otherworldly Domain Spells 3 Force
Cleric Level Spells
4 Psychic
1st Arms of Hadar, Cause Fear
3rd Crown of Madness, Wither and Bloom Share the Vision
Upon obtaining 17th level, you give the gift of dark
5th Hunger of Hadar, Life Transference enlightenment to all creature’s of your choice within 30 feet.
7th Evard’s Black Tentacles, Summon Abberation Each creature chosen must make a Wisdom saving throw or
take 4d12 psychic damage, or half as much on a successful save,
9th Contact other Plane, Far Step as you show them a vision of the incomprehensible realm in
which your deity resides. A creature that fails their save is
Strange Gifts blinded for 1d4 turns, and they may remake the save at the end
When you choose this subclass at 1st level, you learn the of each of their turns to end the effect early. A creature that
Eldritch Blast cantrip. succeeds on this save becomes immune to it for 24 hours.
You may use this feature twice before needing to take a long
See the Beyond rest to use it again.
Starting at 1st level, you have gained a new kind of sight after
staring into the void. As a bonus action, you may gain Created By: Underpaid_Goblin

darkvision out to 120 feet and see in magical darkness for 10 Art By: Borja Pindado

minutes. Published by: Re-brew


You may use this a number of times equal to your proficiency
bonus, regaining all uses after a long rest.

Eldritch Investiture
Also at 1st level, your body is infused with eldritch power while
you rest. When you finish a short rest, you can restore a single
used spell slot.
Additionally, when you cast a spell that deals psychic
damage, you may deal an extra 1d6 psychic damage once per
turn.

Channel Divinity: Planar Rift


At 2nd level, you can use your Channel Divinity to open a rift
between planes.
As an action, you present your holy symbol to up to 8
creatures within 60 feet. Each creature must make a Dexterity
saving or be pulled into a rift. A creature pulled into a rift takes
2d10 Psychic damage as they are hurtled through a realm of
unimaginable horrors, and are teleported to a random
unnocupied space within 60 feet, as determined by the DM.

Re-brew | Otherworldly 9
Champions Armament
Cleric Domain Upon reaching 6th level, your deity infuses your weapon with a
fraction of their might. As a bonus action, you may enchant a
Vessel weapon you are touching for up to 1 hour. Till the duration
ends, you are the only creature capable of picking up the
Clerics and paladins are the hands and feet of gods and
weapon, and you can make it appear in your hand as a bonus
goddesses thoughout the world, but some deities feel
action if it is ever away from you. While enchanted, your
discontented with giving orders and sitting back. A vessel is a
weapon deals radiant or necrotic damage, your choice, and
chosen mortal, one who has been tasked to serve as an avatar
counts as a magical weapon for the purpose of overcoming
for a great deity so that they might see and feel through the
resistances. Additionally, after making an attack with this
eyes of a lesser being. A vessel is not merely granted power by
weapon, you may use your bonus action to attack again with it.
the one they worship, but is given the honor of holding their
After using this feature once, you must take a short or long rest
deity within them. A deity might do this if they feel their goals
to use it again.
require a more hands-on approach, or if they simply get bored.
Any deity is capable of creating a vessel.
Divine Strike
Vessel Domain Spells At 8th level, you gain the ability to infuse your weapon strikes
Cleric Level Spells with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to deal
1st Shield, Divine Favor an extra 1d8 radiant damage. When you reach 14th level, the
3rd Branding Smite, Levitate extra damage increases to 2d8.

5th Crusader’s Mantle, Spirit Guardians Communal Blessing


At 17th level, your deity lends their power to those you
7th Divination, Guardian of Faith
consider allies, temporarily granting them abilities such as your
9th Commune, Summon Celestial own. As an action, you can select up to 8 creatures within 60
feet that are your level or higher, granting them Divine power
Chosen for a number of turns equal to your Wisdom bonus. Until this
At 1st level, you no longer need a Holy Symbol as a spellcasting effect ends, each empowered creature gains the Divine Strike
focus, and can now cast your spells innately. You also gain and Avatar’s Boon feature.
You may use this ability once,
proficiency in the Insight or Perception skill, your choice. regaining its use after a long rest.

Avatar's Boon Created By: Underpaid_Golbin

Also at 1st level, your deity empowers your body, making you Art By: Anthony Sun

faster and stronger to serve their needs. If your deity is good, Published by: Re-brew
you may add your Wisdom modifier to damage rolls against
creatures with an evil alignment, and vice versa.
Additionally, you may use your bonus action once per short
or long rest to gain a number of hitpoints equal to 1d6 + your
Wisdom modifier.

Channel Divinity: Divine Emergence


When you reach 2nd level, you can use your channel divinity to
summon a fraction of your deity into the material plane. As an
action, you may choose to summon either the arms, heart, or
face of your deity, as detailed below:

Divine Arms: You may choose up to 6 creatures within 30


feet of you. Each creature must make a strength or dexterity
saving throw or become grappled for a number of turns
equal to your Wisdom modifier. Each creature can remake
the save at the end of their turn, ending the effect on a
success.
Divine Heart: Each creature of your choice within 30 feet
gains 2d8 temporary hitpoints.
Divine Face: You summon the visage of your deity at a
point within 30 feet. Any creature within 30 feet that has
line of sight to the visage must make a Wisdom saving throw
against your spell save DC or take 2d6 psychic damage and
become frightened for 1 minute.

10 Re-brew | Vessel
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
Leviathan's Reprieve
Druid Circle At 6th level, you channel the hearty spirit of the Mountain
Giants. You and up to 3 other creatures of your choice within 30
Circle of Stones feet gain 2d8 temporary HP and +1 AC for 1 minute.
Druids under the order of the Circle of Stones are empowered Unbreaking Palisade
by the strength and grandeur of the great mountains. These
At 10th level, you may expend one use of your Wildshape to
druids live and thrive in cliff communities, and are experts at
harden your skin, enveloping yourself with the durability of
traversing the dangerous mountain ranges that they call home.
boulders. For 1 hour, or until you end the form as a bonus
Like the stones they walk upon, they are strong, sturdy, and
action, your movement speed is reduced by 5 feet, and you gain
persistent.
a +1 to all damage rolls. Also while in this form, you have
resistance to all bludgeoning, piercing and slashing damage.
Circle Spells
When you choose this circle at 2nd level, you learn the Magic
Earth Shaper
Stone cantrip. This cantrip doesn’t count against the number of
When you reach 14th level, you have befriended the earth
cantrips you know. Additionally, you have additional spells
below you, convincing it to assist you at times. You may cast
prepared at certain levels as shown on the Circle of Stones Spell
Maxamilian’s Earthen Grasp twice per day at 2nd-level without
table below.
expending a spell slot. Additionally, you may spend an action to
Once you gain access to a circle spell, you always have it
gain tremorsense to a range of 120 feet for 1 minute. You may
prepared, and it doesn't count against the number of spells you do this a number of times equal to your Wisdom modifier.
can prepare each day. If you gain access to a spell that doesn't
appear on the druid spell list, the spell is nonetheless a druid
Created By: Underpaid_Golbin

spell for you


Art By: Bryan Sola

Circle of Stones Spells Published by: Re-brew

Druid
Level Circle Spells
2nd Earth Tremor, Feather Fall
Immovable Object, Maximilian’s Earthen
3rd
Grasp
5th Erupting Earth, Meld into Stone
7th Freedom of Movement, Stone Shape
9th Transmute Rock, Far Step

Cliff-Walker
At 2nd level, you are adept at traversing steep and rocky
terrain. You gain a climbing speed equal to your walking speed.
Additionally, walking through non-magical difficult terrain
costs no extra movement.

Mountainous Endurance
At 2nd level, whenever you roll a hit die to regain HP, you may
roll an additional 1d4 per die spent to gain that much extra.
Additionally, you have advantage on Constitution saving throws
and Strength (Athletics) checks.
The additional hit die increases
at 10th level (1d6) and 14th level (1d8).

Re-brew | Stones 11
Brewing Storm
Druid Circle At 6th level, the storms you make only seem to grow larger and
more powerful. As a bonus action, you may merge two adjacent
Circle of Storms Static Clouds of the same size to form a cloud one size catagory
larger. Each small Static Cloud inside the merged cloud counts
Druids within the Circle of Storms feel awe and respect towards towards your maximum number of clouds allowed at once.
the elements, knowing that even strongest swords and shields Additionally, the attack range and number of die used in attacks
are nothing to a stormy gale. Harnessing powers of wind and increases by 5 feet and 1 die for each size category your cloud
lightning, a Circle of Storms druid channels lingering electricity goes above small.
within themselves and their environment to unleash
devestating storms. Cloudmaster
At 10th level, you have a higher level of mastery over the
Circle of Storms Spells storms you create. You may have up to 6 Static Clouds at one
Druid Level Circle Spells time, and you regain all uses of Storm Keeper after a short or
2nd Shocking Grasp long rest.

3rd Absorb Elements, Fog Cloud Electrified


When you reach 14th level, the electricity coursing through
5th Levitate, Warding Wind
your veins gives you immunity to Lightning damage.
7th Call Lightning, Thunderstep Additionally, you are immune to the stunned and paralyzed
condition.
9th Elemental Bane, Storm Sphere
Created By: Underpaid_Golbin

Storm Keeper Art By: Bea Jackson

At 2nd level, you learn to form a small sized dark cloud, called a Published by: Re-brew
Static Cloud, as an action within a space you can see within 30
feet. The Static Cloud lasts for a number of rounds equal to your
proficiency bonus, hovering in place till dispelled. You can
mentally command a single cloud to move up to 15 feet at the
beginning of your turn, no action required. You may have up to
3 clouds at a time, and each cloud has the following features:

As a bonus action, you may shock a creature adjacent to a


Static Cloud, making a ranged spell attack against them. On a
hit, the creature takes 1d6 lightning damage.

AS an action, you form an arc between 2 Static Clouds within


30 feet of eachother, creating a 5ft wide line of lightning
starting and ending at one of the clouds. A creature in this
area must make a dexterity saving throw or take 2d6
lightning damage.

The damage die for your Static Cloud attacks increases to a


d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.
You may use this feature to summon a Static Cloud a number
of times equal to your proficiency bonus + your Wisdom
modifier. You regain all uses after a long rest.

Living Conduit
At 2nd level, you allow arcane electricity to flow through your
body. As an action, you can expend a use of your Wild Shape to
charge yourself, rather than transform into a beast form. While
charged, you gain a flying speed of 15 ft, as well as the following
benefits:

Your Static Cloud attacks deal an additional die of lightning


damage, and you regain up to half your expended uses of
Storm Keeper, rounded down.

If you cast a spell that deals lightning damage, the target


takes an additional 1d6 lightning damage.

If a creature within 5 ft damages you with an attack, you


may use your reaction to make a ranged spell attack against
that creature, dealing 2d6 lightning damage on a hit.
12 Re-brew | Storms
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
Duplicity
Fighter's Martial When you reach 15th level, you have discovered how to be in
multiple places at once. When you make more than one attack
Archetype during a turn, the additional attacks can be made against any
creature within 45 feet of the original target that you can see
Untethered and have access to. This feature does not move your character.

Usually, a soul is bonded to the plane it was created on, but a Boundless
few ancient warriors discovered ways to change that. A fighter At 18th level, you have learned to move near freely through
that studies the way of the Untethered has learned to separate reality. You gain a flying speed equal to your movement speed.
their souls from the material plane, and their bodies along with Additionally, as a bonus action, you can make your body
them. Untethered move through the bounds between planes, incorporeal, allowing you to move through creatures and
skipping through them like stones on the water, allowing them objects as if they were difficult terrain. You take 1d10 force
to move freely through space in ways beyond physics. damage if you end your turn inside an object, and becoming
corporeal while inside someone or something shunts you to the
Loose closest unoccupied space, with you and any creature you were
Upon selecting this archetype at 3rd level, your movement of inside taking 1d10 force damage.
speed increases by 10 feet, as your connection to the material
plane is weaker.
Created By: Underpaid_Golbin

Art By: Alexandr Elichev

Drifting Blade Published by: Re-brew


Also at 3rd level, your body and blade move seamlessly through
space as one. When you take the Dodge action, you may make a
single melee attack against one creature you pass adjacent to.
This attack cannot benefit from Extra Attack or other similar
features.

Warped Space
At 7th level, you can fold the space between you and another
target. If you have not yet moved on your turn, you may spend
any amount of your movement speed to teleport that distance.
If you would land adjacent to a creature, you may make a single
attack with advantage. This attack cannot benefit from Extra
Attack or other similar features.
You may use this feature a
number of times equal to your proficiency bonus, regaining all
uses after a long rest.

Ethereal Shift
At 10th level, your body can fade out of reality to escape danger.
If a creature makes an attack roll against you, but before
knowing the result of the roll, you may use your reaction to
enter the ethereal realm till the end of your next turn. While in
the ethereal realm, you can see an overlay of the material plane,
but you are unable to interact with it. You may move up to 15
feet while inside the ethereal plane, appearing in the same spot
relative to it in the material plane when the effect ends, but are
unable to take any other actions whilst inside.
You may use this
feature twice, regaining both uses after a short or long rest.

Re-brew | Untethered 13
Monastic Traditions Way of the Weave
Monks that study the Way of the Weave connect with the
Way of the Soaring Blade ancient arcane force surrounding them called the weave. By
using their Ki as a connection between the physical and the
Monks that follow the training of the Way of the Soaring Blade immaterial, monks that follow this path can directly influence
learn to treat their missile weapons as an extension of their the weave and cast magic, albeit in a primitive way.
body. A monk of the Soaring Blade allows the implement to
flow from out of the open hand and into their target as if there Ki Casting
is no space between them, hitting with supernatural speed and At 3rd level, you have learned to alter the weave around you
accuracy. using your inner Ki. When you reach certain levels as shown on
the table below, you may pick two of the three spells listed to
Serrated Combat learn. Additionally, you know the Booming Blade and Magic
At 3rd level, when you make a ranged attack roll using a
Stone cantrips.
weapon with the thrown property, you may ingore
When you cast a spell, you spend a number of Ki points equal
disadvantage from being within 5 feet of your target.
to the spell’s level. When casting a spell at a higher level, you
Additionally, when you use your flurry of blows, you may forgo
spend 2 additional Ki points for each level higher the spell is
making your unarmed attacks to instead make ranged attacks
cast. You may only spend Ki points on spells learned through
with a thrown weapon.
this subclass.
Kinetic Blade Tradition Spells
At 6th level, you can infuse your energy into your thrown
Monk Level Tradition Spells
weapons. When you make a ranged attack with a thrown
weapon, you may use your bonus action to spend a number of 3rd Chromatic Orb, Feather Fall, Magic Missile
Ki points up or equal to your proficiency bonus. For each Ki
5th Blur, Enhance Ability, Misty Step
point you spend, you gain +1 to the attack roll and deal an
additional 1d6 damage on the attack. 9th Fly, Haste, Pulse Wave
The additional damage increases to 1d8 per Ki point spent at
13th Arcane Eye, Death Ward, Elemental Bane
11th level.
17th Far Step, Steel Wind Strike, Telekenesis
Master of Daggers
At 11th level, the Stunning Strike and Ki-Empowered Strike Wisdom is your spellcasting ability for your spells, and
features apply to your thrown weapon attacks. Addionally, determines your spellcasting modifier and spell save DC, as
whenever you use a thrown weapon to take the attack action, shown below.
you can make an additional attack using your unarmed attack Spell save DC = 8 + your proficiency bonus + your Wisdom
or monk weapon. modifier
Also when you gain this feature, If you deal a critical hit to a Spell attack modifier = your proficiency bonus + your
marked target, they take three times the amount of damage Wisdom modifier
from the attack.
Arcane Adjustment
Unfailing Mark At 6th level, you may spend 2 Ki points as a bonus action to
At 17th level, your aim is unparalleled. As a bonus action, you enchant one monk weapon you are holding. Choose one: fire,
can mark one creature within 60 feet as your target. Until you cold, lightning, necrotic, or radiant. For the next minute, attacks
stop marking this target, or they leave your line of sight, you made with that weapon are considered magical and deal the
have advantage on all ranged attacks agains them. chosen damage type.
Additionally, if a ranged attack against your target would
miss, you may spend 7 Ki points as a bonus action to instead hit Gnosis
your target. At 11th level, you have learned to bend the weave in order to
replicate the effects of a spell another has cast. As a reaction to
Created By: Underpaid_Goblin
seeing a spell cast within 60 feet that is the same level as a spell
Art By: Marty Duff
you already know, you may save the knowledge of that spell’s
Published by: Re-brew casting to use in the future. Until you take a short or long rest,
or until you memorize another spell this way, you add the
memorized spell to your list of spells knows, and can cast it as
normal.

Mastered Arcanum
At 17th level, you have ingrained a familiar spell into your ki,
making it effortless to use. Choose one spell you have gained
through this subclass. The Ki points required to cast this spell
are halved, and the duration of the spell, if it has one, is
doubled. You may change the spell you choose to ingrain at the
end of a long rest.

14 Re-brew | Soaring Blade & Weave


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oath of Avarice
Paladin Oaths The Oath of Avarice is taken by a self serving Paladin, one who
Oath of Hope has chosen to bind themselves to themselves. Avarice Paladins
prioritize their own well being and success first, doing whateer
The Oath of Hope binds a paladin to serve as an unrelenting necessary to further their own goals. These Paladins usually
force of positivity and strength. Paladins of Hope embody faith, only serve dieties that they believe will further their goals, or
perseverance, and a constant drive to succeed. They act as an that have a similar mindset of self preservation.
inspiration for their allies, and an unfaltering force for their
enemies. Tenets of Avarice
What’s Mine is Mine. You have no obligation to sacrifice your
Tenets of Hope resources for others.

Positive Outlook. Do not let negativity cloud your thinking


Everything and More. Your wants are your needs.

Keep Faith. Trust in yourself, your allies, and your god to get Number One. You are the most valuable person in your life.

you through any trial.


Hoard. Having excess is the standard, you never know when
Embody Hope. Always strive to be a beacon of hope and you’ll need it.
salvation to those around you.
Oath Spells
Oath Spells Paladin Level Spells
Paladin Level Spells
3rd Charm Person, Expeditious Retreat
3rd Shield of Faith, Heroism
5th Invisibility, Jim’s Glowing Coin
5th Enhanced Ability, Warding Bond
9th Incite Greed, Vampiric Touch
9th Beacon of Hope, Life Transference
13th Fabricate, Locate Creature
13th Aura of Purity, Death Ward
17th Dominate Person, Antilife Shell
17th Greater Restoration, Skill Empowerment
Channel Divinity
Channel Divinity When you take this oath at 3rd level, you gain the following two
When you take this oath at 3rd level, you gain the following two channel divinity options.
channel divinity options. Envy. As an action, you spark an feeling of raging jealousy in
Inspiring Sermon. As an action, you bring inspiration to the those around you. Up to three hostile creatures of your choice
hopeless. Choose up to 3 creatures within 60 feet. Each within 30 feet must make a Wisdom saving throw against your
creature rolls a 1d10 and can add the number rolled to any spell save DC, or attack the nearest creature of your choice.
attack roll, check, or saving throw made within the next minute. Lay Claim. As an action, you mark a 15 foot radius circle
Silver Lining. As an action, you empower one creature you around you as your territory. If a creature you wish to evacuate
can touch. When an empowered creature misses with an attack, starts or ends it's turn in the circle, it must succeed on a
they may instead choose to hit, halving the damage dealt by Wisdom saving throw or be moved to the closest space outside
their attack. This effect lasts for 1 minute, or until the of it. This circle lasts for a number of rounds equal to your
empowered creature uses this ability. Wisdom modifier

Aura of Faith Aura of Greed


At 7th level, you and friendly creatures within 10 feet of you At 7th level, when a hostile creature takes damage within 15
gain an additional 2d6 HP from healing spells. feet of you, it must succeed on a Wisdom saving throw or take
At 18th level, the range of the aura increases to 20 feet. an additional 1d6 damage.
At 18th level, the range of the aura increases to 30 feet.
Guidance
At 15th level, whenever a creature you can see within 60 ft Ambition
makes a skill check or attack roll, you can use your reaction to At 15th level, after knowing the result of an attack roll or skill
assist them as if you took the help action next to them. You may check you make, you can use your reaction to give yourself a
do this twice before needing to take a short or long rest. bonus to the roll equal to your Charisma modifier. You may do
this three times before having to take a short or long rest.
Avatar of Hope
At 20th level, you have become a patron for the hopeless. Once All for One
par day, as an action, your faith can flow through you and At 20th level, you draw from the strength of others, using their
others, manifesting in the following ways for 10 minutes: might as your own. When you make an attack, you may use
- You and all creatures of your choice within 30 feet gain your bonus action to add an amount to the attack and damage
resistance to nonmagical slashing, piercing and bludgeoning rolls equal to the amount of medium or larger creatures within
damage. 15 feet.
- Whenever a creature within 30 feet regains hit points, they
gain an additional 2d8 temporary hit points.

Re-brew | Hope & Avarice 15


Kismet
Ranger Conclave At 7th level, you can spend 3 luck points to mark one creature
within 60 feet as either lucky or unlucky as an action, inflicting
Destined them with the following effects. An unwilling creature must
make a Wisdom saving throw, resisting this feature on a
Rarely, a creature will be born with a singular purpose in mind,
successful save.
a being who has their entire future laid out before them by
Lucky - The chosen creature has a +1 to all attack and
some supernatural decree. These creatures are often given a
damage rolls they make for the next minute. Additionally, they
divine duty, destined to carry out their charge till their purpose
can give themselves advantage on a single attack roll or skill
is fulfilled. Those chosen few seem to dodge death and defy
check they make within the next minute as a reaction. This
odds and chance, overcoming obstacles that most could not.
creature cannot benefit from the Fated feature until the effects
end.
Magical Luck Unlucky - The chosen creature has a -1 to all attack and
At 3rd level, you learn additional spells at certain levels, as damage rolls they make for the next minute. Additionally, you
shown on the table below, sometimes manifesting in instances can choose to give the target disadvantage on a single attack
of luck and happenstance. These spells count as ranger spells roll or skill check they make within the next minute as a
for you, but do not count against the number of ranger spells reaction. This creature cannot benefit from the Fated feature
you know. until the effects end.

Destined Spells Supernatural Providence


Ranger Level Spells once you reach 11th level, you become far more likely to
succeed at your efforts thanks to your gift. Choose 3 skills you
3rd Heroism have proficiency in. Whenever you make a skill check using one
5th Fortune's Favor of those chosen skills, you can treat any roll between 14-17 as
an 18.
9th Protection from Energy
13th Death Ward Rewritten
At 15th level, the story unfolds in your favor, events changing
17th Skill Empowerment before they ever happen. As a reaction to a creature finishing
their turn, you may spend 7 luck points, forcing that creature to
Fated make a Charisma saving throw.
At 3rd level, your ability to alter fate is embodied by luck On a failed save, that creature’s turn and all actions and
points. You gain a number of luck points equal to your Wisdom consequences of those actions, such as damage dealt and spells
modifier plus your Proficiency Bonus. When you or another cast, is undone as if it never happened, and their turn is skipped
creature within 30 feet makes an attack roll, skill check, or in the initiative till the next round.
saving throw, you may use your reaction to spend one luck
Created By: Underpaid_Golbin

point and alter the roll in one of the following ways:


Art By: BillCreative

The target gains a +1 to the triggering roll. Published by: Re-brew


The target receives a -1 to the triggering roll.

Left to Chance
Also at 3rd level, your influence on chance can impede your
foes. As a bonus action, you can spend 2 luck points to create a
disabling field around you in the shape of a 15 foot radius
sphere. The sphere lasts till the beginning of your next turn.
All creatures of your choice within this sphere cannot benefit
from advantage.

16 Re-Brew | Destined
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the Coast LLC.
Arcane Duelist
Roguish Archetype At 9th level, spell attacks may also benefit from your Sneak
Attack feature. Additionally, you learn one spell that makes a
Astral Artisan spell attack from the Wizard or Warlock spell lists. This spell
must be of 2nd-level or lower.
Some jobs require a special set of skills, ones that enable a
rogue to harness the magic of the astral plane and travel
Sudden Shift
beyond the physical. Astral Artisans bend astral energy through
When you reach 13th level, when you use your Uncanny Dodge
the weave, warping space and powering themselves with the
against an attack made with disadvantage, you may spend two
energy of dead celestials and gods, a near-limitless source.
Aeon Charges to instead take no damage.
Astral Casting Dying Breath
When you take this subclass at 3rd level, you acquire the ability
Upon reaching 17th level in this subclass, you open a rift to the
to cast spells through your connection to the Astral Plane. You
astral plane, releasing a torrent of energy from a decomposing
learn the Blade Ward and Mind Sliver cantrips. Additionally, you
god. As an action, and by spending 6 Aeon Charges, you may
may choose certain spells at the levels shown on the table
force each creature within a 30 foot cone of you to make a
below, picking two spells from the list of three at each level.
Constitution saving throw.
On a failed save, a creature takes
To cast one of these spells, you must spend a number of Aeon
3d12 necrotic damage and is stunned till the end of their next
Charges, as detailed below, equal to the level of the spell. You
turn. On a successful save a creature takes half as much damage
may cast spells at higher levels by spending additional Aeon and is not stunned.
Charges, but cannot cast them at a level higher than spells you
know. Created By: Underpaid_Goblin

For example, if you know the 1st-level spell Charm Person Art By: Anna Podedwarna

you must spend 1 Aeon charge to cast the spell, or 2 charges to Published By: Re-brew
cast it at 2nd-level.

Astral Artisan Spells


Rouge
Level Spells
Dissonant Whispers, Magnify Gravity, Zephyr
3rd
Strike
7th Blur, Magic Weapon, Vortex Warp
13th Blink, Clairvoyance, Pulse Wave
Dimension Door, Freedom of Movement,
19th
Gravity Sinkhole

Spellcasting Ability
Charisma is your spellcasting ability for your Astral spells, as
the strength of your connection to the Astral plane fuels your
magic. You use your Charimsa whenever a spell refers to your
spellcasting ability.
In addition, you use your Charisma modifier when setting the
saving throw DC for a spell you cast and when making a spell
attack roll.

Spell save DC = 8 + your proficiency bonus + your Charisma


modifier

Spell attack modifier = your proficiency bonus + your


Charisma modifier

Planar Energy
At 3rd level, you draw from a pool of Astral energy, called Aeon
Charges. You have a number of Aeon Charges equal to your
Proficiency bonus + half your rouge level, rounded down.
Additionally, whenever you roll maximum damage with your
sneak attack die, you regain 1 Aeon Charge, if you are missing
any. You regain all spent charges at the end of a long rest.

Re-Brew | Astral Artisan 17


Streetwise
Roguish Archetype Starting at 13th level, you are immune to being surprised, and
you have advantage on any perception or insight checks made
Ruffian to notice criminal intent or activity.
Additionally, you have learned to create distractions and
You've had your fair share of scraps in the streets, and the
obstacles using your environment. As an action, you use
numerous scuffs have only honed your skills. You've learned
surrounding objects and debris to create a 10x10 square of
that not all fights can be planned for, and knowing how to use
difficult terrain starting adjacent to you. A creature that falls
your environment as a tool can save your hide. Stealth and
prone in this area must use all of their movement to stand up. A
subterfuge are the staples of a Rogue, but Ruffians know that
creature can spend their action to clear the difficult terrain.
sometimes stealth isn't an option, and they know how to handle
themselves when the fists start flying.
Wild Brawl
Beginning at 17th level, whenever you take the attack action,
Street Fighting
you may make one additional attack against another creature
When you take this subclass at 3rd level, you learn one Fighting
within range. If the first attack had advantage, you may use
Style from the fighter class.
your bonus action to make another attack against the original
If another feature would give you this option, the Fighting
target, without advantage.
Style you choose must be one you do not already know.

Dirty Tricks Created By: Underpaid_Goblin, Shortburn

Also at 3rd level, when you use your Cunning Action, you may Art By: Craig Spearing

instead choose from the list below: Published By: Re-brew

You throw debris into the face of an opponent. A creature


within 10 feet makes a DC 12 Constitution saving throw or
becomes blinded till the beginning of their next turn or until
hit with an attack. This feature only works on creatures with
eyes.
You use an unwilling creature as cover. You attempt to
grapple one adjacent creature your size or smaller. While
grappling a creature this way, you have half cover, and a
creature that misses you with an attack must make a new
attack roll with disadvantage against the grappled creature.
You create or repair a makeshift weapon using materials
around you, if available. This weapon deals 1d6 Slashing,
Piercing or Bludgeoning damage and has the Finesse
property. You are proficient with this weapon. You may have
up to 2 makeshift weapons at a time.

Jury-Rigged
At 9th level, your hastily constructed weapons are of higher
quality. You may add your proficiency bonus to the damage
rolls of Makeshift Weapons you create with your Cunning
Action, and the weapon may be made with either the Reach or
Light property.
Additionally, after landing an attack with your Makeshift
Weapon, you may have the weapon intentionally break,
creating shrapnel and dealing an additional 1d8 piercing
damage, rendering the weapon useless till repaired.

18 Re-Brew | Ruffian
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property of Wizards of the Coast. ©Wizards of the Coast LLC.
Empowered Bond
Sorcerous Origin Also at 6th level, your ability to bind a soul has greatly
improved, granting the following options to choose from when
Soul Weaver you use your Binding feature.
Not all souls are made equal, and a choice few creatures are Weaken: By choosing this effect, the bound creature takes
born with a unique awareness and connection to their soul, and an additional 2d6 Necrotic damage from attacks made by
the souls of others. Some creature gain these powers through you.
chance, others were born at the time when the ethereal plane Rejuvenate: By choosing this effect, you may restore 2d4
was closest to the material, and others still through intense hit points to one of the creatures bound by this option once
training and practice. No matter how you gained these powers, per turn.
the actions you take with them can bring both beautiful
creation and terrible destruction. Additionally, the range for Binding increases to 60 feet.

Binding Fascimile
At 1st level, you learn to weave threads of your soul together When you reach 14th level, you may spend 6 sorcery points an
with another creature. As a bonus action, you can bind your action to touch the intact corpse of a creature that you have
soul to one of a living creature you can see within 30 feet. This seen at any point while they were living. You craft an artificial
effect fails against undead and constructs that do not possess soul based on the shape of their own, awakening them at 1 hit
souls. An unwilling creature must succeed on a Wisdom saving point and changing their creature type to undead. An awakened
throw against your spell save DC to resist this effect. You may corpse has all the knowledge that they held when they were
choose one of the effects below when you first bond with the living up until moments before their death and retains the same
creature, and this effect cannot be changed until a new bond is personality, desires, and affiliation towards the party as they
made. did in life. The creature lacks any racial features and ability to
cast spells if they had it before, and any physical damage dealt
Division: Whenever you or the creature with this bond by them is halved, as their body is weakened from death.
option have their health reduced or increased, you can An awakened corpse may or may not be aware that they are
choose to have the healing or damage split evenly between undead, or that they ever died at all, as determined by the DM.
both creatures, with any uneven remainder going to the This effect ends after 10 minutes, if the awakened corpse dies
original target. once more, or if you end this effect as a bonus action.
Leech Sheild: Whenever a creature bound through this
option takes damage, you may gain 1d4 temporary hit Puppet Master
points. Upon reaching 18th level, your mastery and efficiency at soul
manipulation increases dramatically. Whenever you hit a
The bond ends if you or the target end your turn more than
creature with an attack, you can attempt to bind their soul, as
30 feet away from each other, a minute passes, you end it as a
described in the Binding feature. Whenever a soul bond ends
bonus action, or if the bonded creature dies. When a bond ends
on a creature, they can be rebound to after only 1 minute.
on a creature, they cannot be bonded to again for 24 hours.
The
Additionally, you gain the following effects as options that
number of creatures you can bond with at a time increases
you can take on any creature you are soul bonded to, regardless
from 1 to 2 at 7th level, 3 at 11th level, 4 at 15th level, and 5 at
of the effect you chose upon binding with them.
18th level.
Mass Leech: You may select any number of creatures you
Disorienting Wave have bound as an action, dealing 1d8 damage to each of
At 1st level, you can distort a creature’s soul, making them feel them, and gaining HP equal to that amount. After using this
uneasy and uncoordinated. As an action, you point to one three times, you may regain its use at the end of a short or
creature within range, forcing them to make a Wisdom saving long rest.
throw. On a failed save, the target’s skill checks and attack rolls Mass Reduction: As a reaction to you or a creature you are
are reduced by an amount equal to your Charisma modifier till bound to taking damage, you may spread the damage taken
the end of their next turn.. evenly between any number of creatures you are bound to.
If the damage is not enough to affect all bound creatures of
Life Sense your choosing, the damage is negated. After using this once,
At 6th level, you have learned to feel for the presence of souls
you may regain its use at the end of a short or long rest.
around you. As an action, you can detect the presence of any
creatures with a soul such as spirits, some undead, and the
Created By: Underpaid_Golbin

living within 100 feet till the end of your turn. This sense goes
Art By: Jason Chan

through walls, but not into other planes. Creatures with


Published by: Re-brew
artificial souls or constructs are not affected by this spell unless
ruled otherwise by your DM. You know the exact location of the
creature from this effect, but not their race, size, or other
identifying features. You may use this feature a number of times
equal to your

Re-Brew | Soul Weaver 19


Extraction
Sorcerous Origin Also at 6th level, whenever you see a spell cast within 60 feet of
you that deals damage to a creature, you can expend 4 sorcery
Spell Leech points as a reaction to half the damage the spell deals and form
one bead of arcane energy, as detailed in the Coalesce feature.
Some sorcerers are powerful fonts of magic-infused with
arcane power, but others are parasites, possessing magic by
Arcane Defenders
leeching it from the weave around them. The souls of most spell
When you reach 14th level, your orbs of arcane energy can be
leeches act like voids, constantly draining magic around them
utilized in more creative ways. By spending 3 sorcery points as
and filling themselves with borrowed power. A spell leech
an action on your turn, you may launch an orb at a target within
sorcerer might have been born with a sort of opposite affinity
120 feet, making a ranged spell attack against them. The
to magic, or might have been cursed by a deity or god of magic.
creature is affected in different ways depending on the type of
orb thrown at them, as shown below.
Siphon
At 1st level, whenever you are affected by a spell attack or spell Type Effect
effect, you can draw some of the residual magic energy around
yourself as a reaction, gaining 1d4 temp HP till the end of the On a hit, the creature takes 3d8 damage of either
round.
This temp HP increases at 4th level (1d6), 8th level
Power the Fire, Lightning, Cold or Poison type and is
(1d8) and 16th level (1d10). pushed 10 feet away from you.
On a hit, you restore 3d6 HP to the creature, and
Binding Vitality
one condition currently affecting them is cleared.
Also at 1st level, when you hit a creature with a spell attack, you
may use your bonus action to force that creature to make a
On a hit, the creature takes 2d8 necrotic
Draining damage, and you gain temp HP equal to half that
Constitution saving throw against your spell save DC. On a
amount.
failed save, you can choose one of the following effects below to
apply to a target. If the duration of an an ability isn’t specified, it On a hit, the creature takes 2d8 force damage,
Arcane
ends after 1 minute. and you regain 2 sorcery points.
The target has a -1 to their AC till the end of your next turn.
The target’s next attack deals half damage.
The target has Nullify
disadvantage on their next attack. Upon reaching 18th level, you can create a field of anti-magic,
sapping the power from your foes. Once per day, you can spend
Coalesce 8 Sorcery points as an action to create a 30-foot dome around
At 6th level, you have learned to store excess energy as beads of you for 1 minute. Whenever a spell or magical effect is activated
mana. Whenever you activate your siphon ability and you while inside the dome, you may use your reaction to end the
already have temp HP, you may instead form a tiny, glowing effect before any dice rolls or abilities are applied, and you may
intangible bead of arcane energy next to you. This bead hovers form one bead of arcane energy as detailed in the Coalesce
around you until you activate it as a bonus action, or until you feature.
take a short or long rest. You can choose what type of bead you
form when you use this feature from the list below.
Created By: Underpaid_Golbin

Type Effect Art By: Bram Sels

Published by: Re-brew


When activated, the next spell attack you make
Power on this turn deals 2d6 extra damage of either
Fire, Lightning, Cold, or Poison.
Vitality When activated, you regain 1d4 HP
When activated, one creature that you can see
within 15 feet must make a Wisdom saving
Draining
throw or the next attack you make against them
has advantage.
When this orb is formed, you may choose one
Arcane cantrip that you know. When activated, you may
cast that cantrip.

You may have up to 3 beads at a time at 6th level, increasing


to 4 beads at 10th level, and 5 beads at 16th. Trying to form a
new bead when you are at the maximum replaces any bead of
your choice with the new one.

20 Re-Brew | Soul Weaver


This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bitter Cold
Warlock Patron When you reach 10th level in this subclass, your magic is
infused with the icy cold of your patron’s power. Whenever a
The Frostmaiden spell you cast would deal acid, fire, thunder, or lighting damage,
you can choose to instead deal cold damage. Additionally, your
You have formed a pact with the Frostmaiden, queen of winter
spells that deal cold damage ignore cold resistance.
and harbinger of icy desolation. The Frostmaiden wants
nothing more than to bring balance to nature, bringing cold and
Frigid Winds
death where there is warmth and life. The Frostmaiden may be
At 14th level, the sheer cold of your Patron’s power envelops
cold, but she is not cruel, and those who follow her are
the land around you, forming it into frigid, desolate terrain. As
rewarded with her celestial breath, the Northern winds, which
an action, you form a realm of ice spanning 60 feet out in each
fill them with her power.
direction from you, this domain lasts for a number of minutes
Alternatively, you could also receive this subclass by making
equal to your Charisma modifier, and the ground inside the
a pact with Auril, Ulutiu, Thrym, Skadi, or other powerful
domain counts as difficult terrain for the duration. You must
beings such as the primordial Cryonax or minor deity Rellevar
hold concentration over this effect as if you were concentrating
Danuvien, the Frost Sprite King. on a spell, ending the effect if you lose concentration. When you
first activate the domain and by spending your bonus action on
Expanded Spell List each turn after, you can choose up to a number of creatures
The Frostmaiden lets you choose from an expanded list of
equal to your Charisma Bonus + your Proficiency bonus that
spells when you learn a warlock spell. The following spells are
have taken damage since your last turn. You may choose one of
added to the warlock spell list for you.
the following effects to inflict to all chosen creatures.
Frostmaiden Expanded Spells You seal over the wounds of the targets with frost, numbing
Spell Level Spells the pain. Each creature chosen gains 3d8 temporary
hitpoints.
1st Bane, Ice Knife
You drive freezing wind into the wounds of the targets,
2nd Moonbeam, Snilloc's Snowball Storm causing more intense pain. Each creature chosen takes 3d8
Cold damage.
3rd Bestow Curse, Sleet Storm
Additionally, a hostile creature that moves more than 10 feet
4th Conjure Minor Elementals, Ice Storm
on their turn must make a DC 13 Dexterity save or fall prone. A
5th Cone of Cold, Conjure Elemental creature that dies in this domain freezes solid.

Cloak of the Maiden


When you choose this subclass at 1st level, you call upon the
power of your patron to create a domain of ice around you. As
an action, you create a 10 ft radius dome of icy cold wind
centered on you. Each creature of your choice in the dome must
make a Constitution saving throw against your spell save DC or
take 2d6 Cold damage. This dome lasts for a number of turns
equal to your Charisma modifier, and you can use your bonus
action on each turn thereafter to force any number of creatures
within range to remake the saving throw. After using this
ability, you must finish a long rest to use it again.

Child of Winter
Also at 1st level, you learn the cantrips Ray of Frost and
Sapping Sting. They count as Warlock cantrips for you, but they
don’t count against your number of cantrips known.

Icy Endurance
At 6th level, your connection to the Frostmaiden allows you to
endure the biting cold. You gain resistance to Cold damage.
Additionally, whenever you would need to make a saving throw
to resist taking Cold damage, you make that save with
advantage.
If a racial feature would already give you resistance to cold,
you gain immunity instead.

Created By: Underpaid_Goblin

Art From: Heroes of Camelot

Published by: Re-Brew

Re-Brew | Frostmaiden 21
Wizard School Foretell
Number Effect
School of Cartomancy 1
You gain advantage on your next attack against
that target till the end of your turn.
In the hands of a skilled practitioner, the magic of Cartomancy
is not only capable of predicting events yet to come, but The target has disadvantage on all attacks against
2
influencing them as well. By drawing forth the magical power you till the end of their next turn.
lying within Tarot cards, a Wizard who studies under the school
Till your turn ends, you add an amount equal to
of Cartomancy can cast a variety of spells as dictated by the
3 your proficiency bonus to your next attack roll
cards.
against the target.
Deck of Knowledge The target has disadvantage on all
When you take this subclass at 2nd level, you gain a Deck of 4 Dexterity/Constitution saving throws triggered
Tarot cards, and gain proficient with playing cards. The Tarot by you till the end of your turn.
Deck acts as your spellcasting focus, and allows you to store the The target has disadvantage on all
knowledge of a spell inside of it. 5 Wisdom/Charisma saving throws triggered by
When you prepare your spells, you draw the cards containing you till the end of your turn.
your spells from the deck and keep them on you. Additionally,
you may use the cards to help direct your actions, you learn the You learn what action the target plans on taking
Guidance cantrip, if you didn't know it already. next, and against whom, as determined by the
6
DM. The action is subject to change if you
Altered Arcana intervene.
Also at 2nd level, whenever you cast a spell using one of your
prepared Wizard spells of a level lower than your proficiency Reverse Fate
bonus, you may choose to draw out the card in the reversed When you reach 10th level in this class, your knowledge of
position. When a spell you cast is drawn reversed, the spell future events and sway over chance allows you to alter the fate
does not expend a spell slot, but is unable to be cast using a of events as they happen. Whenever a creature within 30 ft
spell slot of a higher level. You can use this feature once per makes an attack, skill check, or saving throw, including death
long rest. saves, you may spend one use of your foretell feature to add or
subtract an amount to the roll equal to 1d6 + your Intelligence
Foretell modifier. An unwilling creature must make a Wisdom saving
At 6th level, you have learned to understand the meaning of the throw equal to your spell save DC, resisting the effects on a
cards and the knowledge they hold of the future. As a bonus success.
action on your turn, choose a target within 60 feet to divine This modifier replaces the normal modifiers for the roll and
knowledge about their next move. Roll a 1d6 on the table below can be applied before or after the roll is made. You must finish a
as you draw a random card from the deck, you gain the effects short or long rest before you can use this feature again.
of that roll as shown on the table.
You may use this feature a number of times equal to half your Tarot's Insight
proficiency bonus, rounded down, and you regain all expended At 14th level, your knowledge extends time and space, allowing
uses after a short or long rest. you to determine things that you ought not know. Once per long
rest, you may cast the spell Commune without spending a spell
slot or requiring material components.
Additionally, you learn the spell Identify and Detect Magic, if
you didn’t know them already, and can cast them both at will, as
if they were cantrips.

Created By: Underpaid_Goblin, Shortburn

Art By: Unknown, all rights belong to creator

Published By: Re-Brew

22 Re-Brew | Tarot
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are
property of Wizards of the Coast. ©Wizards of the Coast LLC.
It
Takes a
Village
I could never have made this document without
the help of numerous Discord users, Redditors,
and IRL friends. These subclasses were compiled
from the last 3 years of homebrewing, and each
has been playtested at least once by friends who
were willing to try something new. Thank you all.

- Underpaid_Goblin and the Re-brew team

Cover Art: D&D Party by David Lazzoni

Here's to many more brews to come.

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