Preface
The following Subclasses are ones meant to work with my Revised Classes and originally intended for use with my normal 5E group of players. The intent of this document is both to give them easy access to these Subclasses and to share them with the Dungeons & Dragons community.
It should be noted that not all of these Subclasses will fit every setting; as a player, it is impolite and unwise to approach your GM expecting them to accept these subclasses. You should always speak to your Dungeon Master about any homebrew they themselves did not provide you; it's polite, and prevents any sort of internal conflict within a group.
That said, these subclasses are generally catered to my style of Game Mastering and my style of play as a player; they might not fit your taste, and if so then you needn't use them; I'm sharing these for the sake of more options for players and DMs alike.
A final warning: this document is intended to be used with my Revised Classes. Do not use them with the standard Classes from the Player's Handbook or Tasha's Cauldron of Everything!
Artificer
Bodysmith
A Bodysmith Artificer treats their own body as a canvas, their tools a brush (though not literally). They modify their bodies with artifice, enhancing their natural abilities. Some use mechanical parts, even entire limbs, to enhance their bodies, while others create biological modifications such as extra limbs or new organs that protect them from poisons.
Specialization Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Specialization Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level | Spells |
---|---|
3rd | expeditious retreat, jump |
5th | alter self, enlarge/reduce |
9th | fly, water walk |
13th | guardian of nature, stoneskin |
17th | enervation, greater restoration |
Bonus Proficiency
At 3rd level, you gain proficiency with Leatherworker's tools. If you are already proficient with Leatherworker's Tools, you may pick another set of Artisan's Tools to gain proficiency with.
Bodysmithing
Also at 3rd level, you choose two options from the list below. You gain the benefits of these two body modifications. You may change which body modifications you have at the end of a long rest by spending 1 hour per body modification you change altering your body. At 5th, 9th, and 15th level you gain an additional Body Modification from the list below.
Adamantine Skeleton. You have resistance to bludgeoning damage and any critical hit against you becomes a normal hit. At 10th level, whenever you hit an object with a melee attack, the hit is a critical hit and when you land a critical hit on a creature you roll an additional damage die.
Additional Limb. If you take the Attack action on your turn, you may use your bonus action to deal 1d6 Bludgeoning damage to the target of your Attack. At 10th level, you gain another arm that can hold a Shield or Focus, but not a weapon.
Augmented Spine. You count as one size larger when determining your carrying weight and the weight you can push, drag, or lift. You also have advantage on saving throws made against a spell or effect that would inflict the Paralyzed condition and against being knocked prone. At 10th level, you are immune to the Paralyzed condition and cannot be knocked prone.
Artificial Heart. You have resistance to Poison damage and advantage on saving throws against the Poisoned condition. At 10th level, you are immune to poison damage and the poisoned condition.
Claws. You have claws that you can retract or grow from your knuckles as a bonus action. While you have these claws out, your Unarmed Strikes do 1d8 Slashing damage and use your Intelligence modifier for your Attack and Damage rolls with these claws. Additionally, you gain a climbing speed equal to your walking speed. At 5th level, these count as magical for piercing Resistance and Immunity. At 10th level, you treat any 1 you roll for damage with these claws as a 2 and they score a critical hit on a roll of 18-20.
Enhanced Vision. You gain 60 feet of darkvision if you do not already have any darkvision. If you already have darkvision, you instead gain 30 additional feet of darkvision. Additionally, you have advantage on Wisdom (Perception) checks that use sight. At 10th level, this increases to 120 feet and you can see in both magical and non-magical darkness.
High-Speed Regeneration. As a bonus action, you can roll 1d6 + Your Intelligence Modifier and regain that many hit points as long as you are missing at least half of your hit points (rounded up). You may use this modification a number of times equal to your proficiency bonus and regain all expended uses at the end of a Long Rest.
Magical Organ. You no longer require a focus or materials for spells that lack a cost or consume the materials required when cast. At 10th level, you treat any 1s you roll on damage dice for a spell of 1st-level or higher you cast that lacks a cost and doesn't consume the materials required as a 2.
Radiant Blast. When you take the Attack Action, you can replace one attack with a brilliant blast of radiant energy. This burst has a range of 60 feet, deals 1d8 Radiant damage, and uses your Intelligence Modifier for attack and damage rolls. At 10th level, the range is doubled to 120 feet and the damage increases to 2d8 Radiant damage.
Reinforced Legs. Your movement speed is increased by 10 feet, your jumping distance and height are doubled, and the distance before you take falling damage is increased by 10 feet. At 10th level, you can take the Dash action as a Bonus Action, your movement speed is increased by another 10 feet, and your jumping distance and height are tripled instead of doubled.
Silent Feet. You make no noise when you move, and have advantage on Dexterity (Stealth) Skill Checks so long as you aren't wearing armor that would impose disadvantage on that skill check. At 10th level, you gain the benefits of this feature whehter you are wearing armor that would impose disadvantage on Dexterity (Stealth) skill checks or not.
Specialized Modifications. Choose two Skills you lack proficiency in. You gain proficiency in those skills. At 10th level, you also double your proficiency bonus whenever you make a Skill Check with those skills.
Water Adapted. You have a swimming speed equal to your walking speed and can breathe in air and underwater. At 10th level, you have advantage on saving throws against any spell that targets you while you are completely submerged in water.
Extra Attack
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Enhanced Durability
At 9th level, when you are hit with a Melee Weapon Attack you can use your reaction to roll 1d8 + your Intelligence Modifier and reduce the damage taken by the amount rolled. If you reduce this damage to 0, you can immediately make a Melee Weapon Attack or Unarmed Strike against the creature that attacked you as part of the same reaction.
Immutable Body
At 15th level, the changes to your body are now extensive. If you are targeted by a spell or effect that would alter your form, you can choose to treat yourself as immune to its effects.
Additionally, you have advantage on Death Saving Throws.
Monk
Way of the Desperado
Monks who follow the Way of the Desperado focus on maintaining a sharp focus in combat while disrupting the focus of their foes. They use scathing words and provocative gestures to coax their foes into making mistakes, and use that distraction to strike with brutal blows.
Provocateur
At 3rd level, you gain proficiency with the Deception skill and Disguise Kits.
Ki-Infused Taunt
At 3rd level, you can spend 2 Ki as a Bonus Action to Taunt. Choose one creature within 30 feet of you. That creature must make a Wisdom saving throw against your Ki Save DC. Any creature that fails this saving throw is afflicted with the following effects for 1 minute:
- Attacks you make against that creature have advantage.
- Attacks those creatures make against any creature other than you have disadvantage.
- If you reduce a creature under the effects of this feature to 0 HP, you regain 1 point of Ki.
If a creature succeeds on the saving throw against this feature, they are immune to its effects for 24 hours. A creature with 4 or less Intelligence is immune to this effect.
Improved Taunt
At 6th level, creatures under the effect of your Ki-Infused Taunt feature now have disadvantage on saving throws made against creatures other than you.
Expert Provocateur
At 11th level, if you roll a 9 or lower on a Charisma (Deception) or Wisdom (Insight) Skill Check, you treat that roll as a 10.
Superior Taunt
At 11th level, you may now target a number of creatures up to your Proficiency Bonus within 30 feet of you when you use your Ki-Infused Taunt feature.
Masterful Taunt
At 17th level, creatures under the effect of your Taunt treat any damage they take from you as if they had weakness to that damage.
Paladin
Oath of Justice
Paladins who follow the Oath of Justice hold ideals of justice and fair play above all else. They protect not only the innocent, but the rights of the guilty to be treated fairly as per the wrongs they have committed.
Tenants of Justice
The tenets of the Oath of Justice focus on a paladin's attempts to be fair but firm with all they meet.
Objectivity. Justice is blind; it matters not who commits evil, they must pay the price for their deeds.
Swiftness. Justice is swift to those who do evil.
Fairness. The punishment must match the evil done.
Vigilance. One must always keep an eye out for misdeeds and deliver swift justice when evil is found.
Oath Spells
You gain oath spells at the paladin levels listed.
Paladin Level | Spells |
---|---|
3rd | protection from evil and good, zone of truth |
5th | blindness/deafness, see invisibility |
9th | bestow curse, remove curse |
15th | banishment, divination |
17th | commune, legend lore |
Channel Divinity: Disheartening Truth
You can use your Channel Divinity to force every hostile creature within 15 feet of you to make a Wisdom Saving Throw against your Spell Save DC. On a failure, those creatures have disadvantage on attack rolls against creatures other than you for 1 minute.
Channel Divinity: Cry of Justice
You can use your Channel Divinity to bolster your allies. As a Bonus Action, you can expend your use of your Channel Divinity feature to grant all allied creatures within 30 feet of you 1d6 + your Charisma Modifier (minimum of 1) temporary hit points.
Aura of Justice
At 7th level, once per turn when a creature within 10 feet of you misses an attack roll, they can add half of your Charisma Modifier (rounded down, minimum 1) to the amount rolled, potentially turning a miss into a hit.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Justice Sees All
At 15th level, you gain true sight out to 10 feet, and if a creature within 10 feet of you gains the invisible condition you can use your reaction to force that creature to take 2d8 Radiant Damage.
When you reach 18th level in this class, the range of this feature increases to 30 feet.
Form of Justice
At 20th level, you become an avatar of truth and justice. You can use your bonus action to gain the following benefits for 1 minute:
- You gain resistance to Necrotic damage. This resistance is treated as immunity if the creature dealing it is a Fiend or Undead.
- You and any allies within 30 feet of you are immune to the blinded condition.
- You know if a creature within 30 feet of you is telling a lie. If a creature in this range is omitting something or being evasive, you know this but do not know what they are omitting or how they are being evasive, only that they are.
- If a creature you deal damage to has Proficiency in Deception, they take an additional 1d8 Radiant damage that ignores resistance and immunity.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Credits
Art (In Order)
Other
Changes: Me, SmugCoffeeMan
New Spells: Me, SmugCoffeeMan
Fan Content Policy
This work 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.
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Changelog
1.01
- All of the Body Mods from Bodysmith have been improved. They all now gain additional abilities at 10th level.
- Improved Body is now Immutable Body and the wording has been changed.