Magatama Subclasses

by ShiningPhoenix

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Part 1 | Tutorial

Magatama Subclasses

Welcome to the Magatama Subclasses for Dungeons & Dragons: World of Pentaea homebrew!

Within the digital pages of this document, we have Far-East inspired subclasses for each class in Dungeons & Dragons 5th Edition!

Artificer - Powdermaster

Explosives are an Artificer's best friend. All across Magatama, tinkerers and engineers alike experiment with volatile powders and dangerous chemicals to create devastating detonations like no other.

Miners used dynamite to clear out caves beneath the Metal Mesas, while festival officials in Eiji light fireworks to celebrate the holidays.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Bonus Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist 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 Powdermaster Spells
3rd Burning Hands, Color Spray
5th Pyrotechnics, Shatter
9th Fireball, Melf's Minute Meteors
13th Fire Shield, Wall of Fire
17th Flame Strike, Immolation

Explosives Expert

At 3rd level, you can create bombs that you can throw at your foes. As an action, you can create an explosive and throw it at a point within 20 feet of you, which causes an explosion in a 5-foot-radius centered on that point.

Each creature within the radius must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage, taking half damage on a success. This damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).

You can make a number of these bombs equal to your proficiency bonus when you finish a long rest. Any bombs unused become inert after you finish a long rest.

Piercing Powderkegs

Beginning at 5th level, your chemicals and explosives are above and beyond the normal elements. Any spell or explosive you create ignores resistance to fire damage.

Bomb Technician

Starting at 9th level, your experimentations have expanded your Powdermaster arsenal. You learn two more artificer infusions from the Powdermaster Infusions table. These infusions do not count towards your infusions known. In addition, whenever you gain a level in this class, you can swap one of your infusions known with an infusion from the Powdermaster Infusions list.

Master Exploder

At 15th level, your explosives and spells are unparalleled. Your spell save DC increases by 2, and creatures with immunity to fire damage are treated as resistant to fire damage against your spells and explosives.

Powdermaster Infusions

Explosive Arrows

When making a weapon attack using a ranged weapon such as a heavy crossbow or longbow, you can attach a bomb from your Explosive Expert feature to the ammunition as part of the same attack.

Use the range of the weapon in place of the bomb's, and roll both the weapon's damage and the bomb's damage at the same time on a successful hit. The target makes the saving throw against your bomb as normal. Damage dealt by the bomb in this way is unaffected by critical hits.

Fireworks

At the start of your turn, you can double the range and radius of a bomb you create using your Explosives Expert feature, and add 1d6 to the damage roll.

Remote Detonation

When using your Explosives Expert feature, you can choose to delay the detonation until you so choose by using your bonus action or reaction. You can attach your explosives onto surfaces such as walls, floors, and ceilings, and can detonate multiple bombs using one bonus action or reaction.

Creatures affected by more than one explosive detonation at a time only take damage from one source of damage.

Rocket Jump

Using your Explosives Expert feature, you throw a bomb at your feet, targeting the square you occupy. You automatically succeed on the saving throw, and can jump a number of feet in a direction of your choosing equal to 5 times your Intelligence modifier (minimum of 5 feet). This movement does not provoke opportunity attacks.

Siege Master

Your bombs deal maximum damage to structures, and creatures with the construct type have disadvantage on saving throws against your bombs and spells.

Part 1 | Powdermaster

Barbarian - Sumo Wrestler

Spectator sports and martial arts go together hand-in-hand within the borders of Magatama. One of these sports is the traditional world of Sumo wrestling! By honing their bodies through practice and physical conditioning, a Sumo wrestler can face any opponent and bring them down with ease!

Sumo-Baya

Starting at 3rd level when you choose this path, your rage empowers your sumo atrength. While you are raging, you add your Rage bonus to your Strength ability checks and Strength saving throws.

Some of your sumo abilities in later levels require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Sumo Save DC = 8 + your proficiency bonus + your Strength modifier.

Yoisho!

At 3rd level when you choose this Archetype, your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

During your Rage, the size of creatures that you can grapple increases by one size. When you grapple a creature that is two or more sizes larger than you, it can move as normal, but you move with it so long as there is an unoccupied space adjacent to it.

In addition, You may use your bonus action to make a Strength (Athletics) check to Grapple or Shove a creature. While you are dragging a grappled creature that is one size larger than you or smaller, your speed isn't reduced.

Putting Our Heads Together

At 6th level, when grappling two creatures at once (one in each hand), you may use one of your Attack actions to target one of the two creatures with an unarmed strike.

If the attack hits, both creatures take damage equal to your unarmed strike as you crash both targets into each other.

In addition, your unarmed strikes count as magical for the purposes of overcoming resistances and immunities to nonmagical attacks and damage.

Tawara Nage

At 10th level, you can use your immense strength to throw your friends and foes. As an Action, you can choose one creature you are grappling and throw it to an unoccupied space you can see within 30 feet of yourself. The target takes damage equal to your unarmed strike damage, plus 1d6 bludgeoning damage for every 10 feet it was thrown and is knocked prone. Allies moved take no damage and are not knocked prone.

If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your Sumo Save DC or take the same damage and be knocked prone.

If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Yokozuna

Reaching 14th level, you have become an immovable Sumo champion! You gain the following features:

  • When you roll for Initiative, you may choose to stomp the ground at your feet with earth-shaking power. Creatures of your choice within 30 feet of you must make a Strength saving throw or be knocked prone, taking damage equal to your unarmed strikes.
  • As an Action, you can force a creature you have grappled into the ground and knock them prone, ending your grapple. The target takes 4d6 bludgeoning damage plus your Strength modifier and Rage bonuses (if applicable). You may choose to fall prone with the creature, applying the Restrained condition to both the target and yourself and maintaining your grapple.
  • Targets that are grappled by you must succeed on a Strength saving throw against your Sumo Save DC in addition to a Strength (Athletics) or Dexterity (Acrobatics) to escape your grapples.
  • You have advantage on saving throws against being knocked prone, and you cannot be forced to move against your will.
Part 2 | Sumo Wrestler

Bard - College of Exorcism

It takes a lot of willpower and strength to fight the malevolent forces that bleed from the Messatsu Mountains.

Armed with talismans and incense to protect themselves, these spirit hunters spend their time hunting and purging the malevolent spirits rather than keeping them at bay.

Inspirational Counterattack

At 3rd level, your inspiring power retaliates against enemy forces. When an ally you can see within 60 feet is forced to make a saving throw, you can use your reaction to grant them a Bardic Inspiration die.

In addition, whenever you or an ally succeeds on a saving throw using Bardic Inspiration, the enemy that caused the saving throw takes force damage equal to the roll of the Bardic Inspiration die plus your Charisma modifier.

Ofuda Occultist

Starting at 3rd level, your magic drains the energy of your foes. When you deal damage to a creature with a spell using a spell slot of 1st level or higher, you can choose one of the targets of the spell and force it to subtract a d4 from the next attack roll or saving throw it makes until the start of your next turn.

Blinding Order

Beginning at 6th level, an Exorcist can call upon heavenly light with their talisman magic. Whenever you deal damage to a hostile creature on your turn, you can force them to make a Wisdom saving throw. On a failed save, the target is Blinded until the end of their next turn.

You may use this ability a number of times equal to your proficiency bonus. You regain uses of this ability when you finish a long rest.

Scion of Sanctification

Starting at 14th level, your exorcism power is unparalleled. Whenever you or an ally add your Bardic Inspiration die bonus against a saving throw, reroll both the saving throw and the Bardic Inspiration Die, taking the higher result of both die.

If the saving throw succeeds, double the damage of your Inspirational Counterattack.

Part 3 | College of Exorcism

Cleric - Shrine Guardian

Sacred shrines, as the name implies, are found in sacred areas around Magatama. These areas can be locations of natural beauty, such as a lake or mountaintop; or be a location of holy sanctuary, like the grave of an Emperor.

High quantities of Zen flow through these areas, and these clerics seek to keep these locations (and Magatama as a whole) safe from the corruption of Negative Zen that is sure to follow it.

Cleric Level Exorcism Spells
1st Level Bless, Ceremony
3rd Level Prayer of Healing, Spiritual Weapon
5th Level Glyph of Warding, Magic Circle
7th Level Locate Creature, Aura of Purity
9th Level Commune, Hallow

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in the Knowledge (Religion), Knowledge (Arcana), or Insight skill (your choice).

Unarmored Defense

Your ceremonial robes and spiritual faith guards you from the extraplanar invaders around you. Beginning at 1st Level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Channel Divinity: Profane Cleanse

Starting at 2nd level, your Channel Divinity can purify even the darkest spells from profane creatures.

In addition to the default effects of Turn Undead, your Channel Divinity can also affect Abberations, Fiends, Fey, and Monstrosities. You choose the creature type when you perform Channel Divinity. If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Channel Divinity: Purify Soul

At 6th level, when an ally within 30 feet fails a saving throw against the Charmed or Frightened conditions, or becomes possessed, you may expend one use of your Channel Divinity as a reaction to grant an ally a new saving throw against the effect.

If the saving throw is successful, the ally gains temporary hit points equal to 2d8 + your Wisdom modifier. This increases to 3d8 + your Wisdom modifier at 11th level, and then increases to 4d8 + your Wisdom modifier at 17th level.

Guardian's Gavel

Beginning at 8th level, you pass judgment on all who oppose your protective code. On each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Spiritual Order

Starting at 17th level, you can choose to extricate your foes from your presence. When you hit a creature with a weapon or spell attack, you can choose to cast the Banishment spell on the same creature as a Bonus Action without using a spell slot. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses of this ability when you finish a long rest.

Part 4 | Shrine Guardian

Druid - Circle of Geomancy

The Mystics of Magatama channel the power of the elements that flow in nature around them. The Zen in the world is broad and versatile, and Geomancers can open themselves into the world to wield it. With a diverse spell list at their disposal, a Geomancer adapts to their battlefield as does their magic.

Geomantic Magic

When you choose this Archetype at 2nd level, your Wild Shape feature does not change your form into another creature. Instead, expending a use of your Wild Shape allows you to cast a spell from the Geomancy Table based on your current location.

Spells cast in this way can only be cast if you meet the level requirement to cast the spell and are currently located in the terrain listed.

Spells marked with ᴷᴳᴱ are denoted as spells from Kibble's Generic Elemental spells.

As a result of channeling such wild power, your Wild Shape uses return on a long rest instead of a short rest.

Geomancy Table

Arctic/Cold Spells
3rd Level Cold Snapᴷᴳᴱ, Spike Growth
5th Level Flash Freezeᴷᴳᴱ, Slow
7th Level Ice Storm, Freedom of Movement
9th Level Commune with Nature, Cone of Cold
Coast/Thunder Spells
3rd Level Dancing Waveᴷᴳᴱ, Misty Step
5th Level Water Breathing, Tidal Wave
7th Level Control Water, Echoing Lanceᴷᴳᴱ
9th Level Maelstrom, Scrying
Desert/Fire Spells
3rd Level Blur, Flaming Sphere
5th Level Create Food and Water, Fireball
7th Level Fire Shield, Hallucinatory Terrain
9th Level Immolation, Wall of Stone
Forest/Piercing Spells
3rd Level Barkskin, Spider Climb
5th Level Conjure Animals, Plant Growth
7th Level Grasping Vine, Freedom of Movement
9th Level Commune with Nature, Tree Stride
Grassland/Slashing Spells
3rd Level Become Windᴷᴳᴱ, Pass Without Trace
5th Level Vortex Blastᴷᴳᴱ, Haste
7th Level Aero Barrageᴷᴳᴱ, Freedom of Movement
9th Level Tornadoᴷᴳᴱ, Control Winds
Mountain/Bludgeoning Spells
3rd Level Become Stoneᴷᴳᴱ, Earth Rippleᴷᴳᴱ
5th Level Erupting Earth, Meld into Stone
7th Level Stone Shape, Orbital Stonesᴷᴳᴱ
9th Level Passwall, Wall of Stone
Swampland/Acid Spells
3rd Level Darkness, Melf's Acid Arrow
5th Level Erodeᴷᴳᴱ, Stinking Cloud
7th Level Freedom of Movement, Locate Creature
9th Level Insect Plague, Acid Rainᴷᴳᴱ
Subterranian/Poison Spells
3rd Level Poison Dartᴷᴳᴱ, Web
5th Level Spider Biteᴷᴳᴱ, Stinking Cloud
7th Level Poison Puffᴷᴳᴱ, Stone Shape
9th Level Cloudkill, Contagion

Worldwalker

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

Font of Zen's Flow

When you reach 10th level, while you are present in the terrain associated with the Geomancy Table, you gain resistance to the damage type associated with the terrain listed.

Geomaster

Starting at 14th level, you can bend the elements around you and morph them to your will. Once per long rest, you may cast any spell from the Geomancy Table, regardless of your current location.

Part 5 | Circle of Geomancy

Fighter - Stylish

Warriors of all kinds fight their way through rolling plains, bamboo forests, underground tunnels, and haunted pagodas; all in the name of proving themselves and seeking glory. Glory found in over-the-top moves, an appealing persona, and good old fashioned combat.

Wild Fighters swing an arsenal of deadly armaments in a matter of seconds, effortlessly flowing across the battlefield as weapon masters.

Cool Fighters stay true to their name, never so much as walking to their next foe before cutting them down with unparalleled accuracy.

Combat Style

Beginning at 3rd level when you choose this Archetype, you fall into one of two fighting forms that dictate your combat style. Choose from one of the two below.

Wild: You gain proficiency in the Persuasion skill and your movement speed increases by 10 feet. In addition, swapping weapons does not use your free item interaction.

Cool: You gain proficiency in the Intimidation skill. In addition, you learn the Misty Step spell and may cast it a number of times equal to your proficiency bonus. Once you expend all of your uses of this ability, you can’t cast Misty Step in this way again until you finish a long rest.

Style Points

Starting at 3rd level, the momentum of your combat accelerates as you land consecutive blows. You gain a bonus to your rolls based on which Combat Style you chose when you selected this subclass.

Wild: You gain a d4 bonus to one melee damage roll you make once per turn. This bonus increases by one size at the start of each turn (d6 on your following turn, up to a d12 on your fifth turn). If you make a weapon attack using the same weapon on your turn, you lose this bonus.

Cool: You gain a +1 bonus to your melee attack rolls for each attack you land on your turn. This number cannot exceed your proficiency bonus. If you move more than half your walking speed during your turn, you lose this bonus. Teleporting does not remove this bonus.

At the start of your next turn, if you did not successfully land a melee attack on your previous turn, your bonus decreases by one stage (lower dice size for Wild, -1 to Cool's attack bonus).

Crazy Cutthroat

At 7th level, your most savage salvo of attacks add to your fiery flair. Whenever you use your Action Surge ability, your Style Points bonus immediately increases by one stage.

In addition, you gain a bonus based on your chosen Combat Style.

Wild: Your weapon attacks score a critical hit on a roll of 19 or 20.

Cool: You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Badass Brawler

Starting at 10th level, performing clean consecutive hits grants you a surge of stylish power. You gain one of the following features based on your Combat Style.

Wild - Jackpot: You gain an additional use of your Action Surge ability.

Cool - Motivated: You can cast the spell Steel Wind Strike. You may use Strength or Dexterity (your choice) as the spellcasting ability for this spell.

Once you use this feature, you cannot do so again until you finish a long rest.

Awesome Ascension!

Starting at 15th level, your Style can transform you into an avatar of power. You can cast the spell Tenser's Transformation once per long rest. The duration lasts only for one minute, but you gain a flying speed equal to your movement speed and you have Advantage on concentration checks to maintain the spell.

Supreme Style!!

At 18th level, you've mastered the art of building your style. Whenever you land a successful melee weapon attack, your Style Points bonus increases by two stages instead of one.

Part 6 | Stylish Fighter

Monk - Way of the Ninja

Behind every Emperor's palace, noble household, and wealthy gathering of criminals, ninjas lie in wait. Whether they have been assigned to take out a high-profile target or defend their post from opposing forces, a ninja will strike without mercy to their foes using every tool at their disposal.

Improved Shadow Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells.

As an action, you can spend 2 ki points to cast Blur, Darkness, Invisibility, Mirror Image, Pass without Trace, or Silence without providing material components. You gain the Minor Illusion cantrip if you don't already know it.

In addition, you see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Ninja Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

In addition your Ninja powers have granted you fluid control over written magics. You ignore the class restrictions for using spell scrolls.

If the level of the spell on the scroll is equal to half your monk level or below (rounded down), you must make an ability check using your Wisdom modifier to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other Effect.

Shadow Strike

By 11th level, your Ninja Arts have empowered your combat prowess. Once during your turn, you can deal extra damage equal to your monk level to one creature you hit with an Attack. The attack must use your unarmed strikes or a monk weapon with which you are proficient.

Opportunist

At 17th level, you can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your Reaction to make an attack of opportunity against that creature.

Way of Shadow Rework

Way of Shadow is a bit underwhelming, and the fact that you cannot see through magical darkness makes casting the spell a lot less practical. With a bit of extra flavor and fine-tuning, this rework attempts to make Shadow Monks more useful in a variety of situations instead of performing well in specific circumstances.

Part 7 | Way of the Ninja

Paladin - Oath of the Emperor

You have chosen to serve as a warrior in the name of of the the Four Emperors. An ancestor may have served alongside one of The Legendary Four, or perhaps a great heroic deed that saved the kingdom long ago has earned a blessing to your family and its future generations.

The power of the Emperor is real, and those compelled may wish to start their own royal crusade in the Emperor's name.

Tenets of the Emperors

Depending on which Emperor you serve, your tenets and code of honor may vary.

Emperor Laohu (Harmony): "Take pride in this world and your beautiful life, joy will surely follow."

Empress Midoryu (Honor): "To serve as my blade is the ultimate honor. To serve me is to serve the people."

The Dark General (Adversity): "When you face death without fear, death will be too afraid to take you."

Emperor Phoenix (Glory): "Few things in this world are immortal. Make your legacy one of them."

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Level Divine Favor, Heroism
5th Level Enhance Ability, Prayer of Healing
9th Level Motivational Speech, Crusader's Mantle
13th Level Find Greater Steed, Freedom of Movement
17th Level Dispel Evil and Good, Holy Weapon

Channel Divinity

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

Crusader's Duel: As a bonus action, you issue a challenge that compels other creatures to do battle with you. Choose a hostile creature of your choice that you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature must use its movement to move towards you if it cannot attack you at the start of its turn, and has disadvantage on attack rolls against targets other than you. This effect ends on the creature if they reach 0 hit points, you are incapacitated, or you die.

Stand Our Ground: As a bonus action, choose a number of creatures you can see equal to your Charisma modifier which can include you (minimum of 1). Those creatures gain temporary hit points equal to your Paladin level plus your Charisma modifier.

Valorous Duelist

At 7th level, your honorable spirit bolsters your combat prowess. Whenever you kill a hostile creature, you gain a +1 bonus to your attack and damage rolls. This bonus cannot exceed half your proficiency bonus, and this bonus ends when you complete a long rest.

Under the Emperor's Banner

Beginning at 15th level, your dueling prowess inspires your allies. Friendly creatures within 30 feet of you share the bonus granted by your Valorous Duelist feature.

Avatar of the Emperor

At 20th level, your devotion to your Emperor reaches its final peak, allowing you to embody their strength. As an action, you can transform into an avatar of your Emperor, gaining the following benefits for 1 minute:

  • Your movement speed doubles, and you are unaffected by difficult terrain, spells, and other magical effects that reduce your speed or cause you to be paralyzed or restrained.

  • You can make two additional weapon attacks as part of your attack action.

  • The bonuses granted by your Valorous Duelist feature doubles, and the radius of your Under the Emperor's Banner feature extends to 60 feet.

Part 8 | Oath of the Emperor

Ranger - Conclave of Mounted Combat

In both the Metal Mesas of the West and the bamboo forests of the East, archery and horseback riding were common practices for military and commoners alike. So ingrained were the two traditions, that it held a spot at yearly festivals as a competitive sport between the four provinces of Magatama.

Mounted archers were capable of striking down a foe from far across the battlefield, before passing their foe's remains as they hit the ground. The Dark General's Obsidian Knights struck with blades at blinding speed, galloping away before a counterattack could be made.

Mounted Companion

Starting at 3rd level when you enter this Conclave, you summon or bond with an animal and ride it into battle. The mount must be one size larger than you. While mounted, you can make any spell you cast that Targets only you also target your mount.

In combat, the mount acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the mount to take the Attack action. If you are incapacitated, the mount can take any action of its choice, not just Dodge.

If the mount has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The mount returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different mount. The new mount appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a mount from this feature, it vanishes when the new mount appears. The mount also vanishes if you die.

Magic Whistle

At 3rd level, your trusty steed is always by your side. While your mounted companion is on the same plane of existence as you, you can summon your mount as an action, appearing in an unoccupied space within 5 feet of you. As part of the same action, you can instantly mount your companion using 5 feet of your movement.

You may use this ability a number of times equal to your proficiency bonus, unless you spend a 1st level spell slot or higher. You regain all uses of this ability when you finish a long rest.

Mounted Training

At 7th level, your practice with your mount has strengthened the bond the two of you share. Your mount learns the Help action. When you command your mount to take the Dash or Disengage actions, you also gain the benefits of the action they take during your turn.

In addition, when you or your mount are forced to make a Dexterity saving throw, you can use your reaction to grant both you and your mount advantage on the saving throw.

Multishot

Starting at 11th level, your concentration allows you to swing your weapons and salvo your arrows with ease. You gain a third attack as part of your Attack action.

You can use this feature only if you haven't moved during this turn, and after you make this attack, your speed is 0 until the end of the current turn.

Bullseye

Beginning at 15th level, your concentration funnels into a single strike of deadly precision. Attacking a prone creature with a ranged attack no longer imposes disadvantage.

In addition, when you succeed on a weapon attack, you can use your bonus action to turn the attack into a critical hit.

You may use this feature once per long rest.


Conclave Mount

Medium/Large Beast


  • Armor Class 13 + PB
  • Hit Points 5 + five times your ranger level (the mount has a number of Hit Dice [d8s] equal to your ranger level)
  • Speed 40 ft. + 5 ft. times your PB

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 11 (0)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge -- Proficiency Bonus (PB) equals your bonus

  • Charge. If the mount moves at least 20 ft. straight toward a creature and then hits it with a trample attack on the same turn, that target takes an additional 1d8 bonus damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
  • Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the mount makes.

Actions

Trample. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB bludgeoning damage.

Part 9 | Conclave of Mounted Combat

Rogue - Yakuza

Hidden within the bustling cities and peaceful villages of Magatama, organized criminals maintain an unofficial (but very real) grasp over their territory with an iron fist. Gathering profit through various forms of racketeering, these Rogues move without fear while instilling it in others.

Irezumi

Starting at 3rd level, your body becomes inscribed with a magical tattoo that grants you power. At your option, you also gain minor physical attributes that are reminiscent of your tattoo. For example, if you have an oni tattoo, your skin may turn pale blue or red, or if your tattoo is the tiger, your fingernails may turn into claws.

Your tattoo might be an animal or other creature related to those listed here but more appropriate to your homeland. For example, you could choose a lion in place of a tiger.

Tiger: Your movement speed increases by 10 feet. In addition, your unarmed strikes count as Finesse weapons, dealing 1d6 slashing damage.

Dragon: Choose two 1st-level spells to learn from any class spell list. With this feature, you can cast each spell once at its lowest level, and you must finish a long rest before you can cast them in this way again. Charisma is your spellcasting ability for these spells.

Turtle: You gain proficiency in martial weapons, medium armor, and shields.

Oni: You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.

Phoenix: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Fear is a Weakness

At 3rd level when you select this Archetype, your intimidating presence allows you to prey on those beneath you.

You gain an additional way to use your Sneak Attack; if a creature is frightened, you don't need advantage against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Pain is a Tool

Beginning at 9th level, you learn new combat techniques that get added to your Cunning Strike feature.

Inflict Terror (Cost 3d6): Each creature of your choice within 30 feet of you must make a Wisdom saving throw or be Frightened until the end of your next turn.

Leg Break (Cost 1d6): The target's movement speed is reduced by half until the end of its next turn.

Sinister Wound (Cost 2d6): The target cannot regain hit points until the start of your next turn, this attack ignores resistances.

Horimono

At 13th level, your tattoo's power grows as you do. You gain additional features based on your tattoo of choice in the Irezumi feature.

Tiger: Creatures that are hit with your Sneak Attack have disadvantage on attack rolls against you until the start of your next turn.

Dragon: Choose a 2nd-level spell to learn from any class spell list. With this feature, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Charisma is your spellcasting ability for this spell.

Turtle: Whenever you reduce damage with your Uncanny Dodge, you gain temporary hit points equal to twice your proficiency bonus (after calculating damage).

Oni: Upon scoring a critical hit, you may choose to use two of your Cunning Strike features instead of one, even if you don't meet the requirements for Sneak Attack (you still reduce the Sneak Attack's die with both effects).

Phoenix: When you use your Irezumi Phoenix feature, you restore half your total hit points instead of dropping to 1 hit point.

Oyabun

Beginning at 17th level, your ability to overpower your foes is as natural as breathing. Your Cunning Strike effects have their die cost reduced by 2d6 (to a minimum of 0).

Part 10 | Yakuza

Sorcerer - Spirit Medium

You have a soul that is sensitive to the spirit world. You might see or hear ghosts, or feel an unnatural chill at a graveyard when no one else does. By channeling the spirits and summoning their power, you can use their otherworldly powers to advance your goals. Just be sure to thank them for their help!

Spirit Magic

You learn additional spells when you reach certain levels in this class, as shown on the Spirit Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy spell from the sorcerer, warlock, or wizard spell list.

Sorcerer Level Spirit Spells
1st Level Dissonant Whispers, Unseen Servant
3rd Level Augury, Invisibility
5th Level Spirit Shroud, Speak with Dead
7th Level Death Ward, Phantasmal Killer
9th Level Danse Macabre, Raise Dead

Ethereal Barrier

Starting at 1st level, your magical power draws unlife into your body and dulls your pain. Whenever you cast a spell using a spell slot, you gain temporary hit points equal to the level of the spell slot plus your proficiency bonus.

Spectral Summoner

At 6th level, your spiritual soul can call the spirits into your realm and fight for you. You learn the Animate Dead and Summon Undead spells, which do not count against your spells known.

You can choose to cast these spells by spending 4 sorcery points instead of spending a spell slot.

Horrors Housed Within

Beginning at 10th level, ghosts will retaliate against attackers at your command. Whenever a creature you can see deals damage to you, you can use your reaction to impose a Wisdom saving throw on the enemy.

On a failed save, you deal necrotic or cold damage (your choice) equal to 1d8 + your Charisma modifier to the attacking creature and they are frightened of you until the start of your next turn. Creatures that succeed the saving throw take half damage and are not frightened.

You can use this ability a number of times equal to your proficiency bonus, or by spending 3 sorcery points. You regain all uses of this ability when you complete a long rest.

Necromantle

At 14th level, your spiritual power is shared with your animated allies. Whenever you gain temporary hit points from your Ethereal Barrier feature, any undead creature under your control is granted the same bonus.

In addition, you have advantage on saving throws made to concentrate on necromancy spells.

One with the Spirits

Starting at 18th level, your undead power has closed the gap between life and death. You and any undead under your control gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
  • You have a flying speed equal to your walking speed and can hover. You can move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
  • Once per turn, whenever you deal damage to an enemy, you can impose a Wisdom saving throw. On a failed save, the target is frightened of you until the start of your next turn.
Part 11 | Spirit Medium

Warlock - Negative Zen

Negative Zen, or N-Zen, is the profane and chaotic power that flows in conjunction with Zen. Passively, N-Zen is responsible for mutating the natives of the Messatsu Mountains into Oni, and transforms the souls of the recently departed into sinister Yokai.

Those truly cursed, for one reason or another, can directly channel N-Zen into supernatural abilities. Outcasts to the people around them, they bring bad luck and often live secluded lives. Whether you've made a pact with The Dark General or have been reborn as a vengeful spirit, anyone unfortunate enough to cross your path is going to find themselves unlucky indeed.

Expanded Spell List

The Negative Zen lets you learn additional spells when you reach certain levels in this class, as shown on the Negative Zen Spells table. Each spell counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know. These spells can’t be replaced when you gain a level in this class.

Spell Level Negative Zen Spells
1st Level Bane, Chaos Bolt
2nd Level Crown of Madness, Shadow Blade
3rd Level Bestow Curse, Fear
4th Level Phantasmal Killer, Shadow of Moil
5th Level Antilife Shell, Negative Energy Flood

Disrupt Harmony

Starting at 1st level, you can fill your foes with dread and despair. Whenever a creature you can see within 60 feet makes an attack roll or an ability check, you can use your reaction to give the roll disadvantage.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Share the Pain

At 6th level, hostility taken against you has a tendency to backfire. Whenever a hostile creature deals damage to you, you can use your reaction to gain resistance to the damage taken. As part of the same reaction, the hostile creature takes the same amount of damage.

Once you use this feature, you can't use it again until you finish a short or long rest.

Antilife Manipulation

Beginning at 10th level, your mastery over N-Zen grants you the power to infuse it into your attacks. When you hit a creature with an attack and roll damage against the creature, you can replace the damage type with necrotic damage.

Whenever you deal necrotic damage to a target, you can reroll a number of damage die equal to your Charisma modifier (minimum of 1) and take the higher results from each die. That creature cannot restore hit points until the start of your next turn.

You can use this ability a number of times equal to your proficiency bonus. You regain uses of this ability when you finish a long rest.

Negative Presence

At 14th level, anyone brave enough to come near you will find themselves drained of energy and willpower.

Whenever a hostile creature within 10 feet of you must make a saving throw, the creature suffers a penalty to the saving throw equal to your Charisma modifier (with a minimum penalty of -1). You must be conscious to impose this penalty.

Part 12 | Negative Zen

Wizard - Scrollmaster

Calligraphy and writing are more than just styles of art in Magatama. Arcane practitioners learn how to unlock the mystery of magically inscribed scrolls, turning them into more than just single-use spells.

Scroll Scribe

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell scroll into your spellbook is halved.

In addition, copying spell scrolls into your spellbook no longer requires an Arcana check.

Scroll Keeper

Starting at 2nd level when you choose this archetype, you can create magical scrolls. When you complete a long rest, you can choose one spell from your spellbook and create a spell scroll from it. The created scroll cannot have material components with a gold cost unless you provide them when you make the scroll. The spell scroll lasts until the end of your next long rest.

Preservation of Text

At 6th level, you can preserve your magical texts. Whenever you use a spell scroll, you can choose to have the scroll not get expended. You may use this feature once per long rest.

In addition, when using your Scroll Keeper feature to create a spell scroll, you can allow your allies to use your scrolls even if they don't meet the requirements to use them.

Ingenious Inscription

Beginning at 10th level, your knowledge of written magic allows you to alter its inner workings. Whenever you cast a spell from a spell scroll, you can change the damage type of the spell and treat the spell as though it were cast at one level higher. You must be able to cast the spell at that spell level to use this feature.

Unearthed Arcana

At 14th level, secrets from the scroll become yours to discover. You ignore all class, race, and level requirements on the use and copying of spell scrolls.

In addition, you may use your Preservation of Text ability twice per long rest instead of once.

Part 13 | Scrollmaster

Patch Notes

Version 1.2

  • Powdermaster: Bombs will not critical hit when using Explosive Arrows. Edited the wording on Rocket Jump to allow vertical travel.

  • Sumo Wrestler: Putting Our Heads Together now uses one of your attacks, not both.

  • College of Exorcism: Added the ability to use Bardic Inspiration as as reaction.

  • Circle of Geomancy Removed Geomaster's ability to regain Wild Shape uses on a short rest.

  • Stylish Fighter: Reworked the subclass. Wild gets a bonus damage die that scales up each turn, Cool gets a bonus to attack rolls for each consecutive hit.

  • Oath of the Emperor: The damage bonus from Crusader's Duel has been moved to Valorous Duelist. Now procs on reducing a hostile creature's hit points to 0, and is limited by half your proficiency bonus.

  • Conclave of Mounted Combat: Reworked the Mounted Companion feature, making the mount have a custom stat block. Bullseye now removes disadvantage on ranged attacks against prone creatures.

  • Spirit Medium: Reduced the sorcery points cost of Spectral Summoner spells from 6 to 4.

  • Scrollmaster: Unearthed Arcana has only two uses now, instead of uses based on half your proficiency bonus.

Version 1.1

  • Sumo Wrestler: When you Rage, you add your Rage bonus to your Strength ability checks and Strength saving throws.

  • Way of the Ninja: Shadow Strike now uses any monk weapon and unarmed strikes instead of just Finesse weapons.

  • Oath of the Emperor: The target of your Crusader's Duel must reach 0 hit points to active your Valorous Duelist feature.

  • Conclave of Mounted Combat: Added the ability to cast Find Steed and Greater Find Steed. Reworked mount mechanics to revolve around the spell.

  • Yakuza: Using Pain as a Tool now subtracts 2d6 from Sneak Attack damage instead of removing it entirely.

Magatama

Expansion

On the eastern hemisphere of Pentaea, a world of spirits, honor, and battle lies in waiting. Waiting, that is, for you to explore it.

In this document, you'll find one homebrew archetype for each official class in Dungeons & Dragons 5th Edition.

Whether you are a noble samurai, a lowly yakuza thug, a mystical spirit channeler, or a ninja warrior, there is something in here for everyone.

I hope you enjoy my homebrew.

 

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