Lambo's Curated Class Collection

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 23

Lambo's Curated Class Collection

Preface
Lambo's Curated Class Collection is a compendium of 12
subclasses (one for each class) created by LamboCryBaby.
None of these have been play tested yet but that is hopefully
the next step. If you decide you want to play one of these
classes please feel free to let me know and send me a
message at u/LamboCryBaby! I would love to hear how it
goes.
The contents of this compendium are intended to be
balanced for play in a regular Dungeons and Dragons Fifth
Edition group.
Table of Contents
Artificer: Galvanist ..........................................................................2
Barbarian: Path of Decay ..............................................................4
Bard: College of Slapstick ............................................................. 5
Cleric: Temptation Domain ...........................................................6
Druid: Circle of Radiation ..............................................................7
Fighter: Mimic Knight ..................................................................10
Monk: Way of the Mortality ......................................................... 11
Paladin: Oath of Penance ............................................................12
Ranger: Storm Chaser .................................................................14
Rogue: Eldritch Scoundrel ..........................................................15
Sorcerer: Temporally Touched ...................................................18
Warlock: Bountiful Beast ............................................................19
Wizard: Malediction .....................................................................21
Special Thanks
I want to thank everyone who has commented and critiqued
these subclasses. Hopefully I have done them justice. I also
want to give a special shout out to u/BedrocksTheLimit for
always being willing to help me Homebrew and balance all
things 5e!
 

Other Formats
This book can be found in PDF format.
Discussion and feedback about the book can be
found on Reddit.

1
Artificer: Galvanist

Some artificers don't know when to stop. They tinker and Galvan Battery
they fiddle and they make a mess. But sometimes it is these Starting at 3rd level, you have discovered the way to create a
less refined artificers who end up changing the course of Galvan Battery. A Galvan Battery is a small contraption of
history. You must fail and fail gloriously if you want to make a your design that gives off a dim light within a 5 ft radius and
real difference and that is what the Galvanist knows. is either worn or embedded in armor and can be used as your
spellcasting focus. Its function is to try to contain extreme
Conduit Caster amounts of raw arcane power so that you can attempt to
borrow and channel this energy to aid you in battle.
When you choose this archetype at 3rd level, you gain Using jewelers tools, you can take a bonus action to begin
proficiency in jewelers tools and you learn the lightning lure charging your Galvan Battery. The charge lasts for 1 minute
and shocking grasp cantrips. If you already know one of unless it is removed from your contact or until the energy
these cantrips, you learn a different artificer cantrip of your explodes. The Galvan Battery starts with 0 charges and it
choice. The cantrip doesn't count against your number of gains 1 charge at the beginning of each of your turns while
cantrips known. charging. You can only have up to a number of charges in
your battery equal to your artificer level.
Galvanist Spells
Artificer Level Spells
3rd Thunderous Smite, Witch Bolt
5th Hold Person, Mirror Image
9th Call Lightning, Thunder Step
13th Dimension Door, Storm Sphere
17th Destructive Wave, Synaptic Static
2
Once on your turn, after you hit with an attack or a creature Arcane Accumulator
fails a saving throw against a spell you cast this turn, you can
deal an additional 1d8 lightning damage for each charge the At 9th level, your Galvan Battery can store and expend
Galvan Battery has to the target or to a different creature incredible amounts of arcane energy at a moments notice
within 15 ft of the target. This damage happens allowing you to adapt to many situations:
simultaneously with the trigger. In addition, if you roll the
same number on any of the d8s, the Galvan Battery also When you trigger your Galvan Battery feature, you can
becomes unstable and the stored energy explodes. Each choose to target two creatures within 15 ft of the original
creature within 10 feet of you must make a Dexterity saving target instead of one. This can include the original target.
throw, taking lightning damage equal to the lightning damage You can use this feature a number of times equal to your
rolled on a failure, or half on a success. You have proficiency bonus, and regain all uses after finishing a
disadvantage on the save. long rest
As a bonus action, you can safely expel the energy out,
removing all built up charges. Alternatively, as an action, you Voltaic Surge
can choose to have your Galvan Battery explode. If you do, Once you have reached 15th level, you have learned how to
you do not have disadvantage on the saving throw. make your Galvan Batteries greatest failure into your biggest
Once you start charging your Galvan Battery, you can’t do success:
so again until you finish a short or long rest or until you
expend a spell slot. If you expend a spell slot of 2nd level or The additional damage from Galvan Battery increases to
higher, it starts with a number of charges equal to the level of 1d10 for each charge.
the expended slot. Once per long rest if you fall unconscious while your
Galvan Battery is active, you can expend all your charges
Lightning Insulation to shock yourself back to life and regain consciousness
with 1 hit point and an additional 1d10 temporary hit
Also at 3rd level, you've found a way to protect yourself from points for each charge of the Galvan Battery expended.
the constant electricity you work with. You have resistance to
lightning damage.
Alternating Current
Starting at 5th level, when you are hit by an attack you can
use your reaction to reduce the damage taken by your
Intelligence modifier and then you can choose to have a
branch of electricity shoot back to the attacker if they are
within 5 ft of you and they take lightning damage equal to
your Intelligence Modifier.
You can use this feature a number of times equal to your
proficiency bonus and you regain all uses after a long rest.
Barbarian: Path of Decay

A barbarians rage can manifest itself in many ways. Some


shine with radiant energy and have the Gods on their sides
while others find bestial strength. A Path of Decay barbarian
has instead decided to manifest their body and play with the
line between life and death. When they rage, their bodies
become undead and unfeeling as they tear their foes down.
Undead Rage
At 3rd level, when you choose this path, you have connected Rotting Flesh
your brutality and rage with powerful necrotic energies. At 11th level, when you successfully grapple a creature, you
When you are raging you gain the following effects: can make a melee weapon attack against the grappled
The first time your hit points are reduced to 0 while creature as part of the same action.
raging, you drop to 1 hit point instead. Also, when a creature fails to escape your grapple, you can
use your reaction to make a melee weapon attack against
As a bonus action, you can attempt to grapple a creature. them.
When a creature grappled by you starts its turn, it takes
poison damage equal to your barbarian level. Defying Death
At 14th level, you have given yourself up to the ways of the
Necrotic Protection undead in order to allow necromantic energies surge through
At 6th level, while you are raging, at the start of your turn you your decaying body and rotting brain.
gain temporary hit points equal to your Rage Damage. If you are raging at the start of your turn you may choose to
become immune to all damage besides radiant until the start
of your next turn.
Once you use this feature, you can’t do so again until you
finish a short or long rest.

4
Bard: College of Slapstick

A student of the College of Slapstick has dedicated their lives


to finding the humor in all things. Tragedy and Comedy are a Klutzy Combat
thin line and a true student of this college knows how to tip At 6th level, you have combined your slapstick comedy with
toe around that knives edge to find the truth. your combat, creating openings in the mistakes of you and
your enemy.
Expert Heckler When you miss with any weapon attack within 5 ft against
When you join this college at 3rd level, you learn the vicious a creature within 5 ft of you or a creature within 5 ft misses
mockery cantrip, which doesn’t count against the number of an attack against you, the creature takes bludgeoning
bard cantrips you know. damage equal to your Charisma Modifier.
Also you may cast Vicious Mockery as a bonus action three
times and regain all uses after a long rest. Pratt Falls
Also at 6th level, you have fallen and picked yourself back up
Miraculous Mistake so many times it's considered unnatural by some. Now you
Also at 3rd level, you are not afraid of making a fool of have studied and you know how to physically recover and roll
yourself and you know how to turn a bad situation into at with the punches where others could not.
least an entertaining one. After you move on your turn, you may move an additional
When you roll an ability check, attack roll, or saving throw number of feet equal to your movement speed, then fall
and the roll is 5 or below, you can expend one of your bardic prone.
inspiration to roll a bardic inspiration die + your Charisma
modifier and add that to the result. Failing Up
You can use this feature a number of times equal to your Once you reach 14th level, you have learned that in order to
proficiency bonus and you regain all uses after a long rest. succeed you must fail miserably. You have found the joke and
joy in everything and this profound discovery has led to you
creating incredible opportunities out of devastating losses.
When you roll a 1 on the die for a ability check it is instead
treated as if you have rolled a 20.

5
Cleric: Temptation Domain

Enhanced Enchantment
Clerics of the Temptation Domain have been blessed by gods Starting at 1st level, when you magically charm a creature,
who want to bring magic and wonderment to the world. They you can choose to heighten the spell and keep its effects a
radiate a natural magnetism that is impossibly alluring. secret. When the spell you have heightened ends, the affected
Using their connection with their God, these clerics entrance creature is unaware that it has been charmed, even if the
and dance within the hypnotic realm. spell says differently.
Once you use this feature you can’t do so again until you
Divine Charm finish a short or long rest.
When you choose this domain at 1st level, you learn the Channel Divinity: Arcane Empathy
friends cantrip. This cantrip doesn’t count against the
number of cleric cantrips you know. Starting at 2nd level, you can use your Channel Divinity to
You also gain proficiency in the Performance skill and you mystify and beguile creatures that witness you.
may use your Wisdom modifier instead of Charisma when You present your holy symbol and cast an enchantment
you roll for this skill. spell from any spell list that is of a level that you can cast,
expending a spell slot as normal.
Temptation Domain Spells
Cleric Level Spells Flourishing Spell
1st Charm Person, Tasha's Hideous Laughter At 6th level, when you cast an enchantment spell which
3rd Enthrall, Phantasmal Force
requires a creature to make a saving throw, you can attempt
to bewilder it.
5th Enemies Abound, Hypnotic Pattern Make a Charisma (Performance) check contested by the
7th Charm Monster, Confusion creature's Wisdom (Insight) check. If you succeed on the
check then the creature has disadvantage on the saving
9th Creation, Modify Memory throw forced by the spell.
You can use this feature a number of times equal to your
Wisdom modifier and regain all uses after a long rest.

6
Narrative Weaving Unnatural Charisma
Starting at 8th level, a creature takes additional psychic At 17th level your control over creature's perception of reality
damage equal to your Wisdom modifier when you deal and how they interact with the world is masterful.
damage with any cleric cantrip. If a creature within 60 ft of you would have their charmed
condition ended you can use your reaction to attempt to
continue the charm. The charmed creature must make a
Charisma saving throw against your spell save DC. On a
failure the creature continues to be charmed.
On subsequent turns, when you start your turn you can use
your reaction to maintain the charm effect, extending its
duration until the end of your next turn.
Once the effect ends, or if the creature succeeds on its
initial saving throw against this effect, you can't use this
feature on that creature again until you finish a long rest.
Once you use this feature you can’t do so again until you
finish a short or long rest.

7
Druid: Circle of Radiation

Radiance does not always bring healing and good tidings.


Everything has a half life, and the Circle of Radiation druid
tries to find that number of years left for every creature,
place, and thing. After all It is said that a point of light is the Irradiated Spellcasting
last thing you see before you die.
At 2nd level, once per turn, when you damage a creature you
Circle Spells can see with a spell, you can choose to have the creature
become Radioactive. A Radioactive creature emits a dim,
Your body, mind, and spirit has been exposed to the profound greenish light in a 5-foot radius around them. This light
feeling of becoming radioactive. This has seeped into your makes it impossible for the creature to benefit from being
magic and has become part of your very being. invisible. A Radioactive creature must succeed on a
At 3rd, 5th, 7th, and 9th level you gain access to the spells Constitution saving throw at the end of each of their turns or
listed for that level in the Circle of Radiation Spells table. take 1d6 radiant damage. On a success ending the effect is
Once you gain access to one of these spells, you always have ended.
it prepared, and it doesn't count against the number of spells When a Radioactive creature within 30 ft of you makes a
you can prepare each day. If you gain access to a spell that Constitution, Dexterity, or Strength saving throw, you may
doesn't appear on the druid spell list, the spell is nonetheless use your reaction to weaken them further. Roll a d4 and
a druid spell for you. subtract the number rolled from the creature’s roll.
Wild Shape Mutations
Circle of Radiation Spells Also at 2nd level, your radiation has mutated and infected
Druid Level Spells your Wild Shape transformations, when you use Wild Shape,
2nd Bane, Ray of Sickness roll a and reference the Mutation Table to see what mutation
3rd Melfs Acid Arrow, Ray of Enfeeblement
your new form develops.
Once you reach 10th level you may roll a d6 on the
5th Bestow Curse, Stinking Cloud Mutation table instead.
7th Sickening Radiance, Vitriolic Sphere Alternatively, instead of rolling on the table, you may
expend an extra use of your Wild Shape in order to choose
9th Contagion, Negative Energy Flood any of the first four mutations on the Mutation Table to
develop.
8
Mutation Table
Mutation Effect
Your animal form sprouts a additional mutated
head, limb, or other natural weapon in order to
Additional
aid them in battle. As a bonus action, you can
Body Part (1)
make a single attack with a natural weapon. This
increases to two attacks at 10th level.
The transformed creature grows to a size larger
than its natural state and you gain temporary HP
Enlarged
equal to your Druid level. This increases to two
Swelling (2)
sizes larger and you gain temporary HP equal to
double your Druid level at 10th level.
A transformed creature's body morphs and
stretches in order to make them sleek and
Elongated
increase the length of their gait. Your speed
Limbs (3)
increases by 20 ft. This increases to 40 ft at 10th
level.
A transformed creature develops heavy,
Hardened Skin protective scales around their body that give
(4) them a natural defense. You gain +2 to AC. This
increases to +4 AC at 10th level.
Your animal form emits radiation due to your
excessive exposure, dealing damage to nearby
Contaminated
creatures. As a bonus action, you may deal radiant
Creature (5)
damage equal to your Wisdom modifier to all
creatures within 5 ft of you.
Roll 2d6's on the Mutation table and you develop
Maladaptive
both mutations. Reroll all duplicates and if you
Transformation
roll a 6 again you may choose which mutation to
(6)
develop.

Nuclear Nullification
At 6th level, you gain resistance to radiant damage.
Lethal Radiation
Also at 6th level, your control over the emission of radiation
has led to you being able to inflict great pain and sickness on
your enemies. The radiant damage dealt by the Radioactive
effect is increased to 2d6 at 6th level and 3d6 at 14th level.
Additionally when a creature fails their Constitution saving
throw to remove the Radioactive effect all creatures of your
choice within 5 ft of them take radiant damage equal to your
Wisdom modifier.
Radiation Sickness
At 10th level, creatures have disadvantage on saving throws
to remove the Radioactive effect.
Arcane Half Life
Starting at 14th level, as a bonus action, you can start to emit
radioactive waves from your body. Once activated, you glow
with dim greenish light in a 5-foot radius. This light makes it
impossible for you to benefit from being invisible.
When a creature ends their turn within 10 feet of you, they
become Radioactive and must immediately make the saving
throw to end the effect or take damage as normal.
Once you use this feature you cannot do so again until you
have completed a short or long rest.

9
Fighter: Mimic Knight

A Mimic Knight would appear as if they are a master of each


and every unique fighting style, when in reality they are just
expert mimics. They study and analyze what they see in a
way that should be considered impossible. All weapons and Copycat
combat styles can be subject to their gaze. They only have to
see something once to be considered deadly. At 7th level, If you attack a creature who hit you with an
attack since your last turn, you can use your reaction to use
Copied Proficiencies the same attack roll that was used against you instead of
rolling.
At 3rd level, when you see a creature make a ability check, You can use this feature a number of times equal to your
you can use your reaction to be proficient in the ability used Intelligence modifier and regain all uses after a long rest.
in the ability check for the next hour. You can only copy a
single ability at one time. If the feature is used while you still Lightning Reflexes
have a ability copied, you replace the last ability learned.
You can use this feature a number of times equal to your At 10th level the first opportunity attack you make each
Intelligence modifier and regain all uses after a long rest. round does not use your reaction.
Tactical Mimicry Mirror Image
Also at 3rd level, as a bonus action, you can choose a creature At 15th level, you can study and mirror your opponent with
within 60 ft of you to be the target of your focus. You can extreme precision. After a creature within 30 ft of you moves
choose to mimic either their offensive strategy or their and/or takes the Attack action, you can use your reaction to
defensive strategy. You can only focus on one creature at a take up to the same amount of movement as the creature
time and you can switch the target as a bonus action on without provoking an attack of opportunity, and if they took
subsequent turns. the attack action, you can make a weapon attack or unarmed
At the end of every subsequent turn the target takes, if you strike.
chose to mimic their offensive strategy, you gain a +1 to your You can use this feature three times. You regain all
attack and damage rolls when you attack the targeted expended uses of it when you finish a long rest.
creature. If you chose their defensive stance, you gain a +2 to
your AC when you are attacked by the mimicked creature. Fighters Foresight
This feature stacks on itself a max of three times. If you When you reach 18th level, you now can predict and prevent
change your focus you lose all bonuses you have gained from the actions of a creature before they even know what they are
this feature. going to do themselves. When a creature within 60 ft of you
starts their turn, you may use your reaction to act before
them. You can use an action, bonus action, and move up to
your speed. When you do this, you cannot take movement,
actions or reactions on your next turn.
Once you use this feature you can not do so again until you
finish a short or long rest. 10

Way of Mortality
<div
Somatic Strength
There are monks who have studied for years on how to open
their mind and access their Ki and are able to do incredible At 6th level, when a Way of Mortality monk, is healthy and
things. And then there are the Monks who have opted to invigorated, they are dangerous and extremely adept in
instead become deeply in touch with their life, vitality, and fighting.
corporeal existence. These Monks are naturally heartier and If your hit points are above 1/2 their maximum, then once
know how to manipulate their very life force in battle. per turn, when you hit a creature with an unarmed strike,
Corporeal Connection you can spend 1 ki point to roll your hit die (this does not
expend it) and add force damage equal to the damage
At 3rd level, when you choose to commit yourself to the Way dealt.
of Mortality monastic tradition, you gain these two effects;
If you are at half your hit points or below, you gain +2 AC.
You can use your Constitution instead of Dexterity for the
attack and damage rolls of your unarmed strikes and for Unbreakable Fortitude
the Unarmored Defense feature. At 11th level, you can tap into your deep well of stamina and
Your hit dice increase to a d10 at 6th level and a d12 at health to have your body attempt to overpower incoming
11th level and you regain all your hit dice after a long rest. damage.
As a bonus action, you can spend a number of Ki points up
to your proficiency bonus. Roll a hit die (this does not expend
it) for each Ki point spent and regain hit points equal to the
total result. All points that heal above your hit point
maximum become temporary hit points.
Once you use this feature, you can not do so again until you
finish a long rest.
Impossible Vitality
At 17th level,your life force exceeds that of any natural
creature. Your vitality and health has risen to supernatural
levels.
When you are reduced to 0 hit points but not killed
outright, you can make a DC 10 Constitution saving throw. If
you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC
increases by 5. When you finish a long Rest, the DC resets to
10.

11
Paladin: Oath of Penance

Sacred Oath
At 3rd level, a Paladin gains the Sacred Oath feature. The Oath of Penance Spells
following option is available to a Paladin, in addition to those You gain oath spells at the paladin levels listed in the Oath of
offered in the Player's Handbook. Penance Spells table.
Spell Level Spells
Oath of Penance
1st Hellish Rebuke, Sleep
There are those who have done wrong and their moral
compass is shattered. When one finally hits rock bottom and 2nd Silence, Tasha's Mind Whip
the severity of their sins are too much to bear, you might find 3rd Life Transference , Slow
yourself praying for the first time, asking any god to help with 4th Confusion, Raulothim's Psychic Lance
this unbearable weight of guilt. 5th Hallow, Synaptic Static
There are gods who are willing to help, but they demand
that you should that you are worthy of redemption. True Channel Divinity
forgiveness can only come from one who is willing and
penance is the way you have learned to show the world that When you take this oath at 3rd level, you gain the following
you might just be a symbol of justice and peace one day. two Channel Divinity options.
Forced Penance. As an action, you can present your holy
Tenets of Penance symbol and force a creature within 30 ft to succeed on a
Honesty. The road of redemption must first start with Strength saving throw or be forced to their knees, they are
admitting your sins and owning your actions. considered prone, and their movement is reduced to 0. The
Amends. If you are capable of righting a wrong that you creature must repeat this saving throw at the end of each of
have once committed then you must. its turns, regaining their movement on a success. You must
Forgiveness. You must seek forgiveness from others, but concentrate on this effect (as if you were concentrating on a
you must also learn to forgive yourself. spell).
Repentant Sight. You can use your Channel Divinity to see
the true intent of the creatures you interact with. As a bonus
action, you grant yourself a +10 bonus to Wisdom (Insight)
checks for 1 hour.

12
Crushing Guilt
Starting at 7th level, you radiate an aura with a 10 ft radius
that holds the weight of your guilt. When you or a friendly
creature hit a creature within your aura with an attack of
opportunity, you can choose to reduce the creature's speed to
0.
At 18th level, the range of this aura increases to 30 feet.
Divine Martyr
At 15th level, as a reaction to taking damage, you can give
yourself vulnerability to the damage. If you do so the creature
who dealt the damage takes an equal amount of the total
damage dealt to you as psychic damage.
Once you use this feature you can’t do so again until you
finish a short or long rest.
True Redemption
At 20th level, you have been redeemed and you are no have
been blessed to show others the way. As a bonus action, you
gain the following benefits for 10 minute:
Creature's within 30 ft of you can not lie.
When a creature of your choice within 30 ft of you takes a
hostile action, they must make a Charisma saving throw
against your spell save DC or lose the action without any
effect.

13

Ranger: Storm Chaser
Nature Calls Nimbus Nebula
Beginning at 3rd level, you gain expertise in either Nature or At 7th level, while you are within your storm you can start to
Survival as well as proficiency in Cartographer tools. manipulate and control your storm in order to give yourself
Additionally, during the course of a long rest you can an advantage in battle;
commune with your spellcasting focus to accurately predict
the natural weather patterns within 3 miles of you for the Winds - If you are the target of a ranged attack while you
next 24 hours. are within your storm you can use your reaction to impose
disadvantage on the attack roll.
Rain - As a reaction, when a creature within your storm
Explorer Spells makes a Constitution saving throw to maintain
Ranger Spells Spells concentration, you can call down a heavy downpour
3rd Fog Cloud attempting to break the creatures concentration giving it
5th Gust of Wind
disadvantage on the saving throw.
Hail - When a creature within your storm is knocked
9th Thunder Step prone you can use your reaction to have the earth freeze
13th Storm Sphere around them. The creature is considered grappled until
17th Cone of Cold the end of their next turn.

Climate Control Storm Strike


At 3rd level, your knowledge of weather starts to weave with At 11th level, when you take the Attack action, you can also
the arcane. As a bonus action, you can choose any point call down a bolt of lightning as oart if the action. You choose
within 60 ft of you where you create a thunderous storm with a creature that you can see under your storm cloud, and a
a 30 ft radius. The storm hovers above the space and lasts for bolt of lightning flashes down from the cloud to that creature.
1 minute. You can use your bonus action to move the storm The target must make make a Dexterity saving throw
20 feet in any direction. The center of the storm must stay against your spellcasting save DC. On a failed save the
within 60 feet of you. or it dissipates. (Write about a room) creature takes 1d12 lightning damage, and it and all
creatures within 5 ft of the target can’t take reactions until
Once per turn when you hit a creature that is within your the start of its next turn
storm you can imbue the strike with the storms rage
dealing 1d6 cold, lightning, or thunder damage (your Dancing Winds
choice damage). At 15th level, you and your Storm have become part of each
You can use your bonus action to stir the storm causing other. While you are within your storm if a hostile creature
the ground beneath it to be difficult terrain for creatures attempts to come within 10 ft of you, your Storm protects you
of your choice until the start of your next turn. and the winds attempt to make it impossible to get closer.
The creature must succeed on a Strength saving throw
You can form an amount of storms equal to your Wisdom against your spell save DC or they are unable to get through
modifier and regain all uses after a long rest or if you expend the winds and can not come within 10 ft of you. This feature
a spell slot to use this feature. does not trigger if a creature starts their turn within 10 ft of
you.

14
Rogue: Eldritch Scoundrel

Siphoned Blast
Additionally, you learn how to channel and form the energy
Some spell casters have approached (or perhaps been preyed you have stolen from a patron to create a beam of your
upon by) a patron of great power. These patrons radiate patrons arcane energy called a Siphoned Blast, which you
arcane energy and they are able to bestow their gifts on can use as an action to make a ranged spell attack against a
creatures of their choosing. An Eldritch Scoundrel, however, creature within 120 feet. Each patron has a different effect
makes no pact, instead subtly stealing this power from these and damage when you hit, as seen in the Siphoned Blast
demi-gods. Table.
You are able to use your Sneak Attack feature with
Marked Patron Siphoned Blast.
At 3rd level, you have a specific entity you've marked, subtly Stolen Secrets
siphoning power off of them.
Choose a warlock patron available at the end of the Also 3rd level, you have gained some minor abilities thanks to
subclass description. Each patron has a list of spells that you the well of power you've obtained. You gain one Eldritch
gain at the rogue levels noted in the table. Once you gain a Invocation of your choice from the Warlock class. You must
spell, you can cast it without expending a spell slot. Once you meet all of the normal prerequisites for this invocation.
cast a spell in this way, you can’t cast that spell in this way Eldritch Draining
again until you finish a long rest.
Once you reach 9th level, your subtle methods are able to
Spellcasting Ability drain your marked patron of energy more often.
You can use either Intelligence or Charisma as your Once per day when you finish a short rest, you regain the
spellcasting ability for your spells (chosen when you get this ability to cast a number of spells you've expended that have a
feature). You use your choice whenever a spell refers to your combined spell level equal to half your Rogue level (rounded
spellcasting ability. In addition, you use your chosen modifier down).
when setting the saving throw DC for a spell you cast from
this archetype and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
spellcasting modifier
Spell attack modifier = your proficiency bonus + your
spellcasting modifier

15
Second Mark
At 13th level, you have dared to steal from not one but two Getting Found Out
different patrons at the same time. You may choose a second As an Eldritch Scoundrel, you are messing with
patron to steal from. You can cast each of their spells once some very powerful entities. Discuss with your DM
without expending a spell slot, in addition to your first how you might avoid detection from these
patron's spells, as per the Marked Patron feature, and you powerful beings. Are you simply beneath their
can use their Siphoned Blast. notice? Do you perform special rituals to avoid
detection? Then again, some say the most subtle of
Final Heist plans include unknowing pawns...
At 17th level, you have drained a patron to the point where
you have obtained a portion of their essence that you can
shape as you wish.
You may choose three Eldritch Invocations. You must meet Patron Spells
all prerequisites and cannot choose an Invocation requiring
you to be higher than 9th level. You may benefit from one The Archfey
invocation at a time. You may replacing this invocation with Rogue Level Spell
another of your selections after finishing a long rest. 3rd Faerie Fire
5th Misty Step
Siphoned Blast 9th Summon Fey
Chosen 13th Charm Monster
Patron Siphoned Blast 17th Dominate Person
Your Siphoned Blast does psychic damage equal to
Archfey
1d6 + your spellcasting modifier, and the target has The Celestial
disadvantage on attack rolls against you until the Rogue Level Spell
start of their next turn.
3rd Cure Wounds
Your Siphoned Blast does 1d6 radiant damage, The
Celestial 5th Borrowed Knowledge*
next attack against the creature has advantage.
9th Dispel
Your Siphoned Blast does 1d10 cold damage + your
Fathomless spellcasting modifier and the target's speed is halved 13th Guardian of Faith
until the start of your next turn. 17th Flame Strike
Your Siphoned Blast does fire damage equal an 2d6 +
Fiend
your spellcasting modifier. The Fathomless
Your Siphoned Blast does 1d6 bludgeoning, cold, Rogue Level Spell
fire, or thunder (chosen when you get this feature) 3rd Thunderwave
Genie damage + your spellcasting modifier, and you have
5th Silence
resistance to damage dealt by the target until the
start of your next turn. 9th Lightning Bolt
Your Siphoned Blast does psychic damage equal to 13th Evard's Black Tentacles
Great Old
1d10 + your spellcasting modifier, and the target 17th Cone of Cold
One
cannot take reactions until the start of its next turn.
When you take the attack action with a melee The Fiend
weapon, it deals force damage instead of the normal Rogue Level Spell
damage type and deals an additional 1d4 force
Hexblade 3rd Command
damage. In addition, you can use your spellcasting
ability, instead of Strength or Dexterity, for the attack 5th Darkness
and damage rolls. 9th Fireball
Your Siphoned Blast does necrotic damage equal to 13th Wall of Fire
1d8 + your spellcasting modifier, If the target is
17th Contact Other Planes
Undead missing more than half its hit points, it instead takes
necrotic damage equal to 2d8 + your spellcasting
modifier.
Your Siphoned Blast does necrotic damage equal to
2d4 + your spellcasting modifier. When you reduce a
Undying creature to 0 hit points with this attack, you gain
temporary hit points equal to your level which last for
1 minute.

16
The Genie
Rogue Level Spell
3rd Unseen Servant
5th Phantasmal Force
9th Fly
13th Phantasmal Killer
17th Creation

The Great Old One


Rogue Level Spell
3rd Dissonant Whispers
5th Detect Thoughts
9th Clairvoyance
13th Summon Aberration
17th Telekinesis

The Hexblade
Rogue Level Spell
3rd Hex
5th Shadow Blade
9th Blink
13th Shadow of Moil
17th Banishing Smite

The Undead
Rogue Level Spell
3rd False Life
5th Spider Climb
9th Summon Undead
13th Sickening Radiance
17th Enervation

The Undying
Rogue Level Spell
3rd Protection from Evil and Good
5th Blindness/Deafness
9th Speak with Dead
13th Death Ward
17th Contagion

Creating a Custom Patron


If your DM allows it, you may have your Marked
Patron be an entity not on this list, such as from
another homebrew. Your DM should choose one
spell from 1st to 5th level, preferably from the
patron's extended spell list or the warlock spell list.
Then, either choose an existing Siphoned Blast
from an existing patron or create an original
Siphoned Blast

17

Sorcerer: Temporally Touched

Chronomancy Adept
You learn additional spells when you reach certain levels in
this class, as shown on the Temporal Spells table. Each spell
counts as a sorcerer spell for you, but they do not count
against the number of sorcerer spells you know. These spells
can’t be replaced when you gain a level in this class. Parallel Lives
Sorcerer Level Spells
At 14th level you, can feel the passage of time pass you by
and you are able to actually alter a series of events that
1st Bane,Shield unfold before you. You may dig deep into your connection
3rd Arcane Lock, Hold Person with the great temporal tides and reverse time.
5th Haste, Slow After any kind of roll is made and you learn the result as a
7th Banishment, Freedom of Movement reaction you can use your temporal magic to go back 6
seconds in time. Any attack rolls, ability checks, or saving
9th Hold Monster, Far Step
throws rolled on the turn your used your reaction are
rerolled, potentially causing different outcomes. Others are
Temporal Teleportation unaware and unchanged from the event, and only you are
Starting at 1st level, you can manipulate the flow of time as aware of what happened in the other timeline.
you weave your spells, allowing you to blink back to Once you use this feature you can not do so again until you
somewhere you've recently been. Whenever you cast a spell have completed a long rest or if you spend 5 sorcery points.
of 1st level or higher you can teleport to an unoccupied space Chrono Conduit
that you have occupied since the start of your turn.
You may use this feature three times and you regain all At 18th level, when you roll initiative you can cast the Mirror
uses after a short or long rest. Image spell (no action required). Your duplicates AC is 12 +
your Charisma modifier.
Arcane Echo
Also at 6th level, you are able to cause an echo in time which
causes a moment to be redone. As an action you may imbue
someone with the ability to create an echo. On their next turn
the imbued creature may take two actions.
You can use this a number of times equal to your
proficiency bonus and regain all uses after a long rest.
18
Warlock: Bountiful Beast

Legends says there are certain creatures of myth scattered Fortunes Fountain
through the planes that if found, caught, or bartered with can At 1st level, you gain ability to tap into a wondrous Fountain
bring you luck and good fortune for the rest of your life. They of Fortune that flows through you and fills your very being.
are notoriously hard to find and even harder to engage with. Your Fountain can hold a number of Fortune Points equal to
But through some miracle one of these such creatures has your proficiency bonus and you regain all points after a short
chosen to become your patron and now the world seems to or long rest. These points can be used to tip the scales in
bend and twist in your favor. your favor and help good things happen around you.
Proficiencies Whenever you roll for an ability check, attack roll, or saving
throw you can use your reaction in order to expend Fortune
You gain proficiency in every Game Set. Additionally when Points to boost your luck and possibly change your fate. You
you roll a check with a Game Set your proficiency is doubled. choose this after you roll the die but before you know the
result of the roll and you can expend as many points as you
Expanded Spell List wish per reaction. Each point expended gives you 1d4 to the
The Bountiful Beast lets you choose from an expanded list of roll. When you take the Help action, you may also expend
spells when you learn a warlock spell. The following spells Fortune Points to add to the result of the roll.
are added to the warlock spell list for you. Turn the Tides
Bountiful Beast Expanded Spells At 6th level, if you roll with disadvantage and fail an ability
Spell Level Spells check or saving throw you gain temporary hit points equal to
1st Heroism, Silvery Barbs your Warlock level + Charisma modifier. If you succeed on
2nd Aid, Enhance Ability the roll the amount of temporary hit points you gain is
3rd Fast Friends, Beacon of Hope
doubled.
4th Aura of Purity, Freedom of Movement
5th Dawn, Skill Empowerment

19
Favored Fighter
At 10th level, you can ask for help from your patron in battle.
Their help makes you more difficult to hit as you find that
things just work out for you on the battlefield and you seem
to just barely avoid oncoming attacks.
As a reaction when you are attacked you can spend
Fortune Points to increase your AC. Roll 1d4 for each fortune
point spent and your armor increases by the result until the
end of your next turn, including against the triggering attack,
until the end of your next turn. If a creature misses an attack
roll against you while this feature is active the next attack roll
you make against the attacking creature before the end of
your next turn has advantage.
Pay it Forward
Once you reach 14th level, when you roll with advantage and
succeed on the roll you can choose a creature within 60 ft of
you. The next roll the chosen creature makes has advantage.
If the chosen creature succeeds on that roll then you may
choose another creature within 60 ft of you and they gain
advantage on their next roll and so on and so forth. A
creature can only benefit from this feature once per use and
this feature may continue until there is a failed roll or there
are no viable creatures to be chosen.
Once you use this feature you can not do so again until you
finish a short or long rest.

20
Wizard: Malediction

Studious Hexing
Beginning when you select this school at 2nd level, you can
copy Warlock spells from Warlock spell scrolls into your spell
books.
Unbearable Odds
Also at 2nd level, when a creature within 30 ft of you makes
an attack roll, skill check, or saving throw, after you know the
result you can use your reaction to reduce the number that is
rolled by your Intelligence modifier.
You can use this a number of times equal to your
proficiency bonus and regain all uses after a long rest.
Continued Malice
At 6th level, you have uncovered ways to hinder and afflict
your foes in terrible ways.
As an action you may choose a number of creatures equal
to your proficiency bonus within 30 ft of you and force them Dreadful Infection
to make an Charisma saving throw against your spell save At 10th level, you have studied ways from ancient tomes that
DC. On a failure, The creatures are either be blinded, allow your spells to hex creature's minds and twist their
deafened, frightened, or poisoned. You must select one reality with your arcane spells.
afflicted condition that applies to all who failed their save When you cast a spell that forces a single creature to make
until the end of your next turn. a saving throw you may replace the ability score used for the
You can use this feature two times and regain all uses after saving throw and make it a Charisma saving throw instead.
a long rest. You can use this feature an amount of times equal to your
proficiency modifier and regain all uses after a long rest.
Adaptive Misfortune
At 14th level, as an action, you can create an aura of
debilitating magic with a 60 ft radius that remains centered
on you. Any creature of your choice within that aura has
disadvantage on their first attack roll or ability check on each
of their turns. The effect lasts for 1 minute or until you dispel
it as a free action.
Once you use this feature can not do so again until you
finish a long rest.
21

Art Credits
D4DnDRPG - Adam Schumpert .........................................Cover
Spilled Dice - Vgerezon .................................................................1
DND Character book- Alisha .......................................................1
League Guildmage - Svetlin Velinov .......................................... 2
Circuit Vector- Sunar.Ko ............................................................... 2
Blast of Genius: Terese Nielsen ..................................................3
Indestructible Barrier - Bobrbor ................................................ 4
Penitent Knight - Russell Dongjun Lu .......................................4
Cemetery Silhouette - Rockatansky .......................................... 4
Circus D'arc tent illustration - Nate Tabs ................................ 5
Ring Master - RC Prakash ............................................................5
Silhouette of Circus or Carnival Tent - Alfmaler ...................5
Legend of the Cryptids - Annefarine ......................................... 6
Through the Veil - Gwen Bassett ................................................7
Butterfly (China paper-cut patterns) - CaoChunhai ..............7
Let's go to play :3 - Jadeitor ..........................................................8
Will O' Barghest - Massi ...............................................................9
Greater Swordsman- Jdtmart ....................................................10
Viking Shield - Erin Gray ............................................................10
Dungeons - Rukkits ......................................................................11
Bare Knuckle Brawler Daniel Valaisis ...................................11
Neva praying - Marko Djurdjevic ...............................................12
Whip Icon Aayam 4D ...................................................................12
Ansel of Briarcliff - Simon Goinard .........................................13
Praying hands - Sergeypy Khonin ............................................ 13
Cirrus, the Cloudcloak Thief - Jake Murray ..........................14
Jace, Unraveler of Secrets - Tyler Jacobson .......................... 15
Magic with Fire Hands - ks-iva .................................................15
Purple Abstract- Deathamusesme ........................................... 16
Legend of Jingwei - William Wu ............................................... 17
Chronos- shadowverse-portal .....................................................18
Clock face Roman Numerals - DMCA ....................................18
New Beginnings Gerald Patinky .............................................. 19
Wise Dragon - Skleung ............................................................... 20
Hamsa - Elane Lane ..................................................................... 20
Witch Under Cresent Moon - VezoniaArtz ............................21
Witch's Cauldron stock illustration - Melazerg ................... 21
Pointy witch hat with Crescent Moon - Croisy ....................21
Dungeon Master - Hansel Eldor ...............................................22

The End
Thank you so much for reading! This was a large
passion project so I am glad to share it with you
all. I hope you enjoyed it as much as I enjoyed
making it.

You might also like