Lambo's Curated Class Collection

by LamboCryBaby

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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

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.

Artificer: Galvanist

Some artificers don't know when to stop. They tinker and they fiddle and they make a mess. But sometimes it is these less refined artificers who end up changing the course of history. You must fail and fail gloriously if you want to make a real difference and that is what the Galvanist knows.

Conduit Caster

When you choose this archetype at 3rd level, you gain proficiency in jewelers tools and you learn the lightning lure and shocking grasp cantrips. If you already know one of these cantrips, you learn a different artificer cantrip of your choice. The cantrip doesn't count against your number of cantrips known.

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

Galvan Battery

Starting at 3rd level, you have discovered the way to create a Galvan Battery. A Galvan Battery is a small contraption of your design that gives off a dim light within a 5 ft radius and is either worn or embedded in armor and can be used as your spellcasting focus. Its function is to try to contain extreme amounts of raw arcane power so that you can attempt to borrow and channel this energy to aid you in battle.

Using jewelers tools, you can take a bonus action to begin charging your Galvan Battery. The charge lasts for 1 minute unless it is removed from your contact or until the energy explodes. The Galvan Battery starts with 0 charges and it gains 1 charge at the beginning of each of your turns while charging. You can only have up to a number of charges in your battery equal to your artificer level.

Once on your turn, after you hit with an attack or a creature fails a saving throw against a spell you cast this turn, you can deal an additional 1d8 lightning damage for each charge the Galvan Battery has to the target or to a different creature within 15 ft of the target. This damage happens simultaneously with the trigger. In addition, if you roll the same number on any of the d8s, the Galvan Battery also becomes unstable and the stored energy explodes. Each creature within 10 feet of you must make a Dexterity saving throw, taking lightning damage equal to the lightning damage rolled on a failure, or half on a success. You have disadvantage on the save.

As a bonus action, you can safely expel the energy out, removing all built up charges. Alternatively, as an action, you can choose to have your Galvan Battery explode. If you do, you do not have disadvantage on the saving throw.

Once you start charging your Galvan Battery, you can’t do 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 higher, it starts with a number of charges equal to the level of the expended slot.

Lightning Insulation

Also at 3rd level, you've found a way to protect yourself from 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.

Arcane Accumulator

At 9th level, your Galvan Battery can store and expend incredible amounts of arcane energy at a moments notice allowing you to adapt to many situations:

  • When you trigger your Galvan Battery feature, you can choose to target two creatures within 15 ft of the original target instead of one. This can include the original target. You can use this feature a number of times equal to your proficiency bonus, and regain all uses after finishing a long rest

Voltaic Surge

Once you have reached 15th level, you have learned how to make your Galvan Batteries greatest failure into your biggest success:

  • The additional damage from Galvan Battery increases to 1d10 for each charge.
  • Once per long rest if you fall unconscious while your Galvan Battery is active, you can expend all your charges to shock yourself back to life and regain consciousness with 1 hit point and an additional 1d10 temporary hit points for each charge of the Galvan Battery expended.
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 your brutality and rage with powerful necrotic energies. When you are raging you gain the following effects:

  • The first time your hit points are reduced to 0 while raging, you drop to 1 hit point instead.

  • As a bonus action, you can attempt to grapple a creature. When a creature grappled by you starts its turn, it takes poison damage equal to your barbarian level.

Necrotic Protection

At 6th level, while you are raging, at the start of your turn you gain temporary hit points equal to your Rage Damage.

Rotting Flesh

At 11th level, when you successfully grapple a creature, you can make a melee weapon attack against the grappled creature as part of the same action.

Also, when a creature fails to escape your grapple, you can use your reaction to make a melee weapon attack against them.

Defying Death

At 14th level, you have given yourself up to the ways of the undead in order to allow necromantic energies surge through your decaying body and rotting brain.

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.

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 thin line and a true student of this college knows how to tip toe around that knives edge to find the truth.

Expert Heckler

When you join this college at 3rd level, you learn the vicious mockery cantrip, which doesn’t count against the number of bard cantrips you know.

Also you may cast Vicious Mockery as a bonus action three times and regain all uses after a long rest.

Miraculous Mistake

Also at 3rd level, you are not afraid of making a fool of yourself and you know how to turn a bad situation into at least an entertaining one.

When you roll an ability check, attack roll, or saving throw and the roll is 5 or below, you can expend one of your bardic inspiration to roll a bardic inspiration die + your Charisma modifier and add that to the result.

You can use this feature a number of times equal to your proficiency bonus and you regain all uses after a long rest.

Klutzy Combat

At 6th level, you have combined your slapstick comedy with your combat, creating openings in the mistakes of you and your enemy.

When you miss with any weapon attack within 5 ft against a creature within 5 ft of you or a creature within 5 ft misses an attack against you, the creature takes bludgeoning damage equal to your Charisma Modifier.

Pratt Falls

Also at 6th level, you have fallen and picked yourself back up so many times it's considered unnatural by some. Now you have studied and you know how to physically recover and roll with the punches where others could not.

After you move on your turn, you may move an additional number of feet equal to your movement speed, then fall prone.

Failing Up

Once you reach 14th level, you have learned that in order to 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.

Cleric: Temptation Domain

Clerics of the Temptation Domain have been blessed by gods who want to bring magic and wonderment to the world. They radiate a natural magnetism that is impossibly alluring. Using their connection with their God, these clerics entrance and dance within the hypnotic realm.

Divine Charm

When you choose this domain at 1st level, you learn the friends cantrip. This cantrip doesn’t count against the number of cleric cantrips you know.

You also gain proficiency in the Performance skill and you may use your Wisdom modifier instead of Charisma when you roll for this skill.

Temptation Domain Spells

Cleric Level Spells
1st Charm Person, Tasha's Hideous Laughter
3rd Enthrall, Phantasmal Force
5th Enemies Abound, Hypnotic Pattern
7th Charm Monster, Confusion
9th Creation, Modify Memory

Enhanced Enchantment

Starting at 1st level, when you magically charm a creature, you can choose to heighten the spell and keep its effects a secret. When the spell you have heightened ends, the affected creature is unaware that it has been charmed, even if the spell says differently.

Once you use this feature you can’t do so again until you finish a short or long rest.

Channel Divinity: Arcane Empathy

Starting at 2nd level, you can use your Channel Divinity to mystify and beguile creatures that witness you.

You present your holy symbol and cast an enchantment spell from any spell list that is of a level that you can cast, expending a spell slot as normal.

Flourishing Spell

At 6th level, when you cast an enchantment spell which requires a creature to make a saving throw, you can attempt to bewilder it.

Make a Charisma (Performance) check contested by the creature's Wisdom (Insight) check. If you succeed on the check then the creature has disadvantage on the saving 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.

Narrative Weaving

Starting at 8th level, a creature takes additional psychic damage equal to your Wisdom modifier when you deal damage with any cleric cantrip.

Unnatural Charisma

At 17th level your control over creature's perception of reality and how they interact with the world is masterful.

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.

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 last thing you see before you die.

Circle Spells

Your body, mind, and spirit has been exposed to the profound feeling of becoming radioactive. This has seeped into your magic and has become part of your very being.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Radiation Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you 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 spell for you.

Circle of Radiation Spells

Druid Level Spells
2nd Bane, Ray of Sickness
3rd Melfs Acid Arrow, Ray of Enfeeblement
5th Bestow Curse, Stinking Cloud
7th Sickening Radiance, Vitriolic Sphere
9th Contagion, Negative Energy Flood

Irradiated Spellcasting

At 2nd level, once per turn, when you damage a creature you can see with a spell, you can choose to have the creature become Radioactive. A Radioactive creature emits a dim, greenish light in a 5-foot radius around them. This light makes it impossible for the creature to benefit from being invisible. A Radioactive creature must succeed on a Constitution saving throw at the end of each of their turns or take 1d6 radiant damage. On a success ending the effect is ended.

When a Radioactive creature within 30 ft of you makes a Constitution, Dexterity, or Strength saving throw, you may use your reaction to weaken them further. Roll a d4 and subtract the number rolled from the creature’s roll.

Wild Shape Mutations

Also at 2nd level, your radiation has mutated and infected your Wild Shape transformations, when you use Wild Shape, roll a and reference the Mutation Table to see what mutation your new form develops.

Once you reach 10th level you may roll a d6 on the Mutation table instead.

Alternatively, instead of rolling on the table, you may expend an extra use of your Wild Shape in order to choose any of the first four mutations on the Mutation Table to develop.

Mutation Table

Mutation Effect
Additional Body Part (1) Your animal form sprouts a additional mutated head, limb, or other natural weapon in order to aid them in battle. As a bonus action, you can make a single attack with a natural weapon. This increases to two attacks at 10th level.
Enlarged Swelling (2) The transformed creature grows to a size larger than its natural state and you gain temporary HP equal to your Druid level. This increases to two sizes larger and you gain temporary HP equal to double your Druid level at 10th level.
Elongated Limbs (3) A transformed creature's body morphs and stretches in order to make them sleek and increase the length of their gait. Your speed increases by 20 ft. This increases to 40 ft at 10th level.
Hardened Skin (4) A transformed creature develops heavy, protective scales around their body that give them a natural defense. You gain +2 to AC. This increases to +4 AC at 10th level.
Contaminated Creature (5) Your animal form emits radiation due to your excessive exposure, dealing damage to nearby creatures. As a bonus action, you may deal radiant damage equal to your Wisdom modifier to all creatures within 5 ft of you.
Maladaptive Transformation (6) Roll 2d6's on the Mutation table and you develop both mutations. Reroll all duplicates and if you roll a 6 again you may choose which mutation to 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.

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 combat styles can be subject to their gaze. They only have to see something once to be considered deadly.

Copied Proficiencies

At 3rd level, when you see a creature make a ability check, you can use your reaction to be proficient in the ability used 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 have a ability copied, you replace the last ability learned.

You can use this feature a number of times equal to your Intelligence modifier and regain all uses after a long rest.

Tactical Mimicry

Also at 3rd level, as a bonus action, you can choose a creature within 60 ft of you to be the target of your focus. You can choose to mimic either their offensive strategy or their defensive strategy. You can only focus on one creature at a time and you can switch the target as a bonus action on subsequent turns.

At the end of every subsequent turn the target takes, if you chose to mimic their offensive strategy, you gain a +1 to your attack and damage rolls when you attack the targeted creature. If you chose their defensive stance, you gain a +2 to your AC when you are attacked by the mimicked creature. This feature stacks on itself a max of three times. If you change your focus you lose all bonuses you have gained from this feature.

Copycat

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 the same attack roll that was used against you instead of rolling.

You can use this feature a number of times equal to your Intelligence modifier and regain all uses after a long rest.

Lightning Reflexes

At 10th level the first opportunity attack you make each round does not use your reaction.

Mirror Image

At 15th level, you can study and mirror your opponent with extreme precision. After a creature within 30 ft of you moves and/or takes the Attack action, you can use your reaction to take up to the same amount of movement as the creature without provoking an attack of opportunity, and if they took the attack action, you can make a weapon attack or unarmed strike.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Fighters Foresight

When you reach 18th level, you now can predict and prevent the actions of a creature before they even know what they are 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.

Way of Mortality

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There are monks who have studied for years on how to open their mind and access their Ki and are able to do incredible things. And then there are the Monks who have opted to instead become deeply in touch with their life, vitality, and corporeal existence. These Monks are naturally heartier and know how to manipulate their very life force in battle.

Corporeal Connection

At 3rd level, when you choose to commit yourself to the Way of Mortality monastic tradition, you gain these two effects;

  • You can use your Constitution instead of Dexterity for the attack and damage rolls of your unarmed strikes and for the Unarmored Defense feature.

  • Your hit dice increase to a d10 at 6th level and a d12 at 11th level and you regain all your hit dice after a long rest.


Somatic Strength

At 6th level, when a Way of Mortality monk, is healthy and invigorated, they are dangerous and extremely adept in fighting.

  • If your hit points are above 1/2 their maximum, then once per turn, when you hit a creature with an unarmed strike, you can spend 1 ki point to roll your hit die (this does not expend it) and add force damage equal to the damage dealt.

  • If you are at half your hit points or below, you gain +2 AC.

Unbreakable Fortitude

At 11th level, you can tap into your deep well of stamina and health to have your body attempt to overpower incoming 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.

Paladin: Oath of Penance

Sacred Oath

At 3rd level, a Paladin gains the Sacred Oath feature. The following option is available to a Paladin, in addition to those offered in the Player's Handbook.

Oath of Penance

There are those who have done wrong and their moral compass is shattered. When one finally hits rock bottom and the severity of their sins are too much to bear, you might find yourself praying for the first time, asking any god to help with this unbearable weight of guilt.

There are gods who are willing to help, but they demand that you should that you are worthy of redemption. True forgiveness can only come from one who is willing and penance is the way you have learned to show the world that you might just be a symbol of justice and peace one day.

Tenets of Penance

Honesty. The road of redemption must first start with admitting your sins and owning your actions.

Amends. If you are capable of righting a wrong that you have once committed then you must.

Forgiveness. You must seek forgiveness from others, but you must also learn to forgive yourself.

Oath of Penance Spells

You gain oath spells at the paladin levels listed in the Oath of Penance Spells table.

Spell Level Spells
1st Hellish Rebuke, Sleep
2nd Silence, Tasha's Mind Whip
3rd Life Transference , Slow
4th Confusion, Raulothim's Psychic Lance
5th Hallow, Synaptic Static

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Forced Penance. As an action, you can present your holy symbol and force a creature within 30 ft to succeed on a Strength saving throw or be forced to their knees, they are considered prone, and their movement is reduced to 0. The creature must repeat this saving throw at the end of each of its turns, regaining their movement on a success. You must concentrate on this effect (as if you were concentrating on a 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.

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.

Ranger: Storm Chaser


Nature Calls

Beginning at 3rd level, you gain expertise in either Nature or Survival as well as proficiency in Cartographer tools.

Additionally, during the course of a long rest you can commune with your spellcasting focus to accurately predict the natural weather patterns within 3 miles of you for the next 24 hours.

Explorer Spells

Ranger Spells Spells
3rd Fog Cloud
5th Gust of Wind
9th Thunder Step
13th Storm Sphere
17th Cone of Cold

Climate Control

At 3rd level, your knowledge of weather starts to weave with the arcane. As a bonus action, you can choose any point within 60 ft of you where you create a thunderous storm with a 30 ft radius. The storm hovers above the space and lasts for 1 minute. You can use your bonus action to move the storm 20 feet in any direction. The center of the storm must stay within 60 feet of you. or it dissipates. (Write about a room)

  • Once per turn when you hit a creature that is within your storm you can imbue the strike with the storms rage dealing 1d6 cold, lightning, or thunder damage (your choice damage).

  • You can use your bonus action to stir the storm causing the ground beneath it to be difficult terrain for creatures of your choice until the start of your next turn.

You can form an amount of storms equal to your Wisdom modifier and regain all uses after a long rest or if you expend a spell slot to use this feature.

Nimbus Nebula

At 7th level, while you are within your storm you can start to manipulate and control your storm in order to give yourself an advantage in battle;

  • Winds - If you are the target of a ranged attack while you 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 makes a Constitution saving throw to maintain concentration, you can call down a heavy downpour attempting to break the creatures concentration giving it disadvantage on the saving throw.
  • Hail - When a creature within your storm is knocked prone you can use your reaction to have the earth freeze around them. The creature is considered grappled until the end of their next turn.

Storm Strike

At 11th level, when you take the Attack action, you can also call down a bolt of lightning as oart if the action. You choose a creature that you can see under your storm cloud, and a bolt of lightning flashes down from the cloud to that creature.

The target must make make a Dexterity saving throw against your spellcasting save DC. On a failed save the creature takes 1d12 lightning damage, and it and all creatures within 5 ft of the target can’t take reactions until the start of its next turn

Dancing Winds

At 15th level, you and your Storm have become part of each other. While you are within your storm if a hostile creature attempts to come within 10 ft of you, your Storm protects you and the winds attempt to make it impossible to get closer.

The creature must succeed on a Strength saving throw against your spell save DC or they are unable to get through the winds and can not come within 10 ft of you. This feature does not trigger if a creature starts their turn within 10 ft of you.

Rogue: Eldritch Scoundrel

Some spell casters have approached (or perhaps been preyed upon by) a patron of great power. These patrons radiate arcane energy and they are able to bestow their gifts on creatures of their choosing. An Eldritch Scoundrel, however, makes no pact, instead subtly stealing this power from these demi-gods.

Marked Patron

At 3rd level, you have a specific entity you've marked, subtly siphoning power off of them.

Choose a warlock patron available at the end of the subclass description. Each patron has a list of spells that you gain at the rogue levels noted in the table. Once you gain a spell, you can cast it without expending a spell slot. Once you cast a spell in this way, you can’t cast that spell in this way again until you finish a long rest.

Spellcasting Ability

You can use either Intelligence or Charisma as your spellcasting ability for your spells (chosen when you get this feature). You use your choice whenever a spell refers to your spellcasting ability. In addition, you use your chosen modifier 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

Siphoned Blast

Additionally, you learn how to channel and form the energy you have stolen from a patron to create a beam of your patrons arcane energy called a Siphoned Blast, which you can use as an action to make a ranged spell attack against a creature within 120 feet. Each patron has a different effect and damage when you hit, as seen in the Siphoned Blast Table.

You are able to use your Sneak Attack feature with Siphoned Blast.

Stolen Secrets

Also 3rd level, you have gained some minor abilities thanks to the well of power you've obtained. You gain one Eldritch Invocation of your choice from the Warlock class. You must meet all of the normal prerequisites for this invocation.

Eldritch Draining

Once you reach 9th level, your subtle methods are able to drain your marked patron of energy more often.

Once per day when you finish a short rest, you regain the ability to cast a number of spells you've expended that have a combined spell level equal to half your Rogue level (rounded down).

Second Mark

At 13th level, you have dared to steal from not one but two different patrons at the same time. You may choose a second patron to steal from. You can cast each of their spells once without expending a spell slot, in addition to your first patron's spells, as per the Marked Patron feature, and you can use their Siphoned Blast.

Final Heist

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 all prerequisites and cannot choose an Invocation requiring you to be higher than 9th level. You may benefit from one invocation at a time. You may replacing this invocation with another of your selections after finishing a long rest.

Siphoned Blast

Chosen Patron Siphoned Blast
Archfey Your Siphoned Blast does psychic damage equal to 1d6 + your spellcasting modifier, and the target has disadvantage on attack rolls against you until the start of their next turn.
Celestial Your Siphoned Blast does 1d6 radiant damage, The next attack against the creature has advantage.
Fathomless Your Siphoned Blast does 1d10 cold damage + your spellcasting modifier and the target's speed is halved until the start of your next turn.
Fiend Your Siphoned Blast does fire damage equal an 2d6 + your spellcasting modifier.
Genie Your Siphoned Blast does 1d6 bludgeoning, cold, fire, or thunder (chosen when you get this feature) damage + your spellcasting modifier, and you have resistance to damage dealt by the target until the start of your next turn.
Great Old One Your Siphoned Blast does psychic damage equal to 1d10 + your spellcasting modifier, and the target cannot take reactions until the start of its next turn.
Hexblade When you take the attack action with a melee weapon, it deals force damage instead of the normal damage type and deals an additional 1d4 force damage. In addition, you can use your spellcasting ability, instead of Strength or Dexterity, for the attack and damage rolls.
Undead Your Siphoned Blast does necrotic damage equal to 1d8 + your spellcasting modifier, If the target is missing more than half its hit points, it instead takes necrotic damage equal to 2d8 + your spellcasting modifier.
Undying Your Siphoned Blast does necrotic damage equal to 2d4 + your spellcasting modifier. When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your level which last for 1 minute.

Getting Found Out

As an Eldritch Scoundrel, you are messing with some very powerful entities. Discuss with your DM how you might avoid detection from these powerful beings. Are you simply beneath their notice? Do you perform special rituals to avoid detection? Then again, some say the most subtle of plans include unknowing pawns...

Patron Spells

The Archfey

Rogue Level Spell
3rd Faerie Fire
5th Misty Step
9th Summon Fey
13th Charm Monster
17th Dominate Person

The Celestial

Rogue Level Spell
3rd Cure Wounds
5th Borrowed Knowledge*
9th Dispel
13th Guardian of Faith
17th Flame Strike

The Fathomless

Rogue Level Spell
3rd Thunderwave
5th Silence
9th Lightning Bolt
13th Evard's Black Tentacles
17th Cone of Cold

The Fiend

Rogue Level Spell
3rd Command
5th Darkness
9th Fireball
13th Wall of Fire
17th Contact Other Planes

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



























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.

Sorcerer Level Spells
1st Bane,Shield
3rd Arcane Lock, Hold Person
5th Haste, Slow
7th Banishment, Freedom of Movement
9th Hold Monster, Far Step

Temporal Teleportation


Starting at 1st level, you can manipulate the flow of time as you weave your spells, allowing you to blink back to somewhere you've recently been. Whenever you cast a spell of 1st level or higher you can teleport to an unoccupied space that you have occupied since the start of your turn.

You may use this feature three times and you regain all uses after a short or long rest.

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.

Parallel Lives

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 unfold before you. You may dig deep into your connection with the great temporal tides and reverse time.

After any kind of roll is made and you learn the result as a reaction you can use your temporal magic to go back 6 seconds in time. Any attack rolls, ability checks, or saving throws rolled on the turn your used your reaction are rerolled, potentially causing different outcomes. Others are unaware and unchanged from the event, and only you are aware of what happened in the other timeline.

Once you use this feature you can not do so again until you have completed a long rest or if you spend 5 sorcery points.

Chrono Conduit

At 18th level, when you roll initiative you can cast the Mirror Image spell (no action required). Your duplicates AC is 12 + your Charisma modifier.

























Warlock: Bountiful Beast

Legends says there are certain creatures of myth scattered through the planes that if found, caught, or bartered with can bring you luck and good fortune for the rest of your life. They are notoriously hard to find and even harder to engage with. But through some miracle one of these such creatures has chosen to become your patron and now the world seems to bend and twist in your favor.

Proficiencies

You gain proficiency in every Game Set. Additionally when you roll a check with a Game Set your proficiency is doubled.

Expanded Spell List

The Bountiful Beast lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Bountiful Beast Expanded Spells

Spell Level Spells
1st Heroism, Silvery Barbs
2nd Aid, Enhance Ability
3rd Fast Friends, Beacon of Hope
4th Aura of Purity, Freedom of Movement
5th Dawn, Skill Empowerment

Fortunes Fountain

At 1st level, you gain ability to tap into a wondrous Fountain of Fortune that flows through you and fills your very being. Your Fountain can hold a number of Fortune Points equal to your proficiency bonus and you regain all points after a short or long rest. These points can be used to tip the scales in your favor and help good things happen around you.

Whenever you roll for an ability check, attack roll, or saving throw you can use your reaction in order to expend Fortune Points to boost your luck and possibly change your fate. You 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 wish per reaction. Each point expended gives you 1d4 to the roll. When you take the Help action, you may also expend Fortune Points to add to the result of the roll.

Turn the Tides

At 6th level, if you roll with disadvantage and fail an ability check or saving throw you gain temporary hit points equal to your Warlock level + Charisma modifier. If you succeed on the roll the amount of temporary hit points you gain is doubled.

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.

Wizard: Malediction

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 to make an Charisma saving throw against your spell save DC. On a failure, The creatures are either be blinded, deafened, frightened, or poisoned. You must select one afflicted condition that applies to all who failed their save until the end of your next turn.

You can use this feature two times and regain all uses after a long rest.

Dreadful Infection

At 10th level, you have studied ways from ancient tomes that allow your spells to hex creature's minds and twist their reality with your arcane spells.

When you cast a spell that forces a single creature to make a saving throw you may replace the ability score used for the saving throw and make it a Charisma saving throw instead.

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.


Art Credits

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.

 

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