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Galowynn's Guide To Subclasses
Galowynn's Guide To Subclasses
Galowynn's Guide To Subclasses
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.
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
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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
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
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
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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.
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
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.
8 Re-brew | Sanguiphage
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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
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.
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.
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.
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
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.
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:
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:
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
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.
Keep Faith. Trust in yourself, your allies, and your god to get Number One. You are the most valuable person in your life.
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
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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.
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.
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.
Also at 3rd level, when you use your Cunning Action, you may Art By: Craig Spearing
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
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.
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.
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.
WWW.GMBINDER.COM
This document was lovingly created
using GM Binder.