5e D&D Homebrew Additions 3
5e D&D Homebrew Additions 3
5e D&D Homebrew Additions 3
3rd Edition
Aiden Doss
Table of Contents
2……………………………………………………………………………………Forward
3………………………………………………………………….....Base-Class Subclasses
3…………………………………………………………...Bard: College of the Chronicler
4…………………………………………………...…..Druid: Circle of the Ancient Beasts
6……………………………………………………......Druid: Circle of the Eldritch Truth
7……...……………………………………………………......Paladin: Oath of Corruption
9…………………………………………….Wizard: Arcane Tradition of the Rune Sword
14……………………………………………………………………………….New Races
14…………………………………………………………………………....……..Scionate
15………………………………………………………………………………......Hederan
16………………………………………………………………………………...Gorgaram
22………………………………………………………………………………...New Feats
22………………………………………………………………………....Abjuration Focus
22………………………………………………………………………..Conjuration Focus
22………………………………………………………………………....Divination Focus
23………………………………………………………………………Enchantment Focus
23………………………………………………………………………….Evocation Focus
23……………………………………………………………………….........Illusion Focus
24……………………………………………………………………….Necromancy Focus
24……………………………………………………………………..Transmutation Focus
1
Forward
To those who have obtained this, first of all, you have my thanks, just knowing that
someone has not only willingly put the time and effort into looking this over makes me smile.
Thinking, perhaps this wasn’t a waste of time putting together this handy-dandy packet. Just to
make someone else’s game a little bit of a fun experience and game with these additions. The
following packet contains six subclasses for the base classes in Dungeons and Dragons 5th
edition, three custom races that you can add into your setting and world, and eight new feats that
can add some variety for your spell casters. This is the first release of mine into the Dungeon
Masters guild, and the wide variety of the D&D community, and it certainly isn’t all of my own
doing, a number of people have inspired me throughout my tabletop gaming experiences.
- The Cast of Critical Role, Travis Willingham, Laura Bailey, Sam Riegel, Liam O’brien,
Ashley Johnson, Taliesin Jaffe, Marisha Ray, and Matthew Mercer, for getting me started
in 5th Edition Dungeons and Dragons.
- My family, friends, and gamers that have been a part of my gaming groups since 2010.
If you are interested in more of my creations, I plan to release other packets like this. Thank you
for reading, now, roll a dice and tell a story.
2
Base-Class Subclasses
Bonus Proficiencies
Starting at 3rd level, you may select 2 Intelligence skills you do not already have
proficiency in, and 1 Intelligence skill you do have proficiency in. The 2 skills become proficient
skills, the 1 skill you already have proficiency in now adds double proficiency.
Researched Knowledge
Starting at 3rd level, the first time you come across a creature, you may expend one of
your Bardic Inspiration uses to recall information about the creature, adding your bardic
inspiration die to the intelligence roll with the appropriate skill (DC is determined by Dungeon
Master based on the rarity or commonality of the creature.) if you are successful, you may ask
the DM a number of questions equal to your Bard level divided by four, rounded up. (ex. Lvl 7
Bard divided by 2 rounded up = 2)
Starting at 6th level, you are able to memorize any information given to you for one
month + a number of months equal to your Intelligence modifier. In addition, you may expend
3
on use of your Bardic Inspiration and spend 10 minutes to tell a story to your allies. Doing this
grants all allies advantage on Intelligence checks for the next hour.
A Reference to Remember
Starting at 14th level, you are able to quote lines from tales you have told in the past, and
immediately re-ignite the inspiration in your allies. You can expend a use of your Bardic
Inspiration to grant a number of allies equal to your Charisma modifier, each of these allies gain
a use of a Bardic Inspiration dice of two sizes smaller.
Primal Instincts
When you choose this circle at 2nd level, you become capable of detecting creatures. You
are able to take ten minutes to meditate on your surroundings, and are able to learn what types of
creatures there are within 100ft. + 20ft. Per wisdom modifier point.
At 3rd level, you are able to determine the general location of these creatures, at 5th level you are
able to determine the number, and at 7th level you are able to determine the highest CR amongst
a specific group of creatures.
Old Beast
Starting at 2nd level, your Wild Shape ability changes from the normal Druid’s Wild
Shape.
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Level Max CR Limitations Example
Starting at 3rd level, you may select one additional spellcaster class (bard, cleric, paladin,
ranger, sorcerer, warlock, wizard) and select two spells from that class to add to your spell list.
Unlike other Druid spells, these do not change at the beginning of each day. At 5th, 7th, and 9th
level you may select an additional spell from that class’s spell list, and may change out the
current spells selected for a different spell.
Resistance of Ages
Starting at 6th level, when you wake up and select your druid spells for the day, you may
also select an energy type, until you awaken and change the energy type, you have resistance to
all damage of that energy type.
Ancient Body
Starting at 10th level, when you utilize your Druid Wild Shape ability, you are always
under the effect of Enlarge, and gain all the effects of the Enlarge spell, however instead of +1d4
extra damage, you deal an additional 1d6. In addition, while in your Enlarged Beast Form, your
hit points increase equal to double your Druid level.
Eternal Energy
Starting at 14th level, you may release a powerful burst of energy built up within. This
can be done a number of times a day equal to half your Constitution modifier rounded up (min.
1). The burst of energy can either be dealt in an 80ft. Line or a 40ft. Cone with you as the
emitter, or a 15ft. Radius circle with you at the center. The creatures caught within must make a
Dexterity saving throw (DC equal to your spell saving throw), those that fail take 3d8 fire
damage, 3d8 radiant damage, and 3d8 force damage, and must make a Constitution saving throw
(DC equal to your spell saving throw), those that fail this take an additional 1d6 fire and 1d6
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radiant damage at the beginning of their turn for 1d10 rounds. Those that succeed take only half
damage, and do not have to make the Constitution saving throw.
Eldritch Knowledge
When you choose this circle at 2nd level, if you are not already proficient in Arcana, you
become proficient, and when making Arcana checks or History checks about information on
secrets, magic, or ancient knowledge, you gain double proficiency.
Eldritch Forms
Starting at 2nd level, you can use your Wild Shape to transform into a an Aberration with
a challenge rating as high as 1, but must abide by the other limitations there.
Starting at 6th level, you can transform into a beast with a challenge rating as high as your Druid
level divided by 3, rounded down.
Tendrils of Madness
Starting at 6th level, you are able to enhance your abilities with the truth of the Eldritch
Horror, a number of times a day equal to your Wisdom modifier, you are able to force a creature
within sixty feet of you to make an Intelligence saving throw (DC is equal to your standard spell
DC.) If they fail, they become horrified at the prospect of the eldritch secrets you are forcing
upon them. They take a negative to their Wisdom equal to your Wisdom modifier, and will
attack the creature nearest to them. If two creatures are within attacking distance, the creature
attacked will be rolled randomly. At the end of it's turn, the creature may make an additional
Intelligence saving throw to attempt to end the effect early, otherwise it will last for a number of
rounds equal to your 1d4+Wis.
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True Mind, True Body, True Eyes
Starting at 10th level, you have advantage on all saving throws against Illusion and
Enchantment spells, and creatures have disadvantage when casting an Illusion or Enchantment
spell targeted at you.
Elder Speech
Starting at 14th level, you are constantly under the effects of Comprehend Language, and
can make Intelligence checks (DC is set by DM based on the rarity of the language) in order to
be able to instinctively speak the language in return. You also have advantage on Insight checks
made to determine if someone is lying.
The tenets of the Oath of Corruption are not selected, but are inherit traits of those that wish to
spread chaos, or to corrupt and see their web of influence spread.
- Chaos: Do not let those in command tell you what to do.
- Aggression: Sometimes, the best way to get what you want is to burn their house down,
or beat it out of them. Don’t let the morals of lesser people stop you.
- Control: Gaining power over the corrupted forces, those you sway or bend to your will,
and use them to your advantage.
- Advantage: Seek whatever advantage you can find, use yourself, others, or even the
dead.
Oath Spells
Level Spells
7
3rd Command, Charm Person
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Pillar of Chaos: As an action, you can use your Channel Divinity to cause a number of
creatures that are within 30ft. Of you equal to your Charisma modifer or less to make a
Wisdom saving throw. Those that fail must immediately attack the creature nearest to
them, regardless of their feelings toward that creature. If there is more than one creature
within the same distance from it, it will attack the one it has most recently been attacked
by or attacked. This lasts for a number of rounds equal to your Charisma modifier. The
creatures may make an additional saving throw at the end of each of their turns to attempt
to break free of your influence.
- Abyssal Chains: You can use your Channel Divinity to summon forth a set of chains that
latch onto target creature within 60ft. Of you. You must make a spell attack roll, against
the creature. If successful, the creature is considered grappled, and must take an action to
break free, the DC equal to your spell DC. For each round that they are grappled by the
Abyssal chains they take 1d6+CHA necrotic damage. The Paladin that cast the Abyssal
Chains gain a number of hit points equal to damage dealt. This effect lasts until the
chains are dispelled, the creature breaks free, or for a number of rounds equal to the
Paladin’s level.
Agent of Chaos
At 7th level, you may charge your attacks with your hatred of the pure, for one minute, damage
dealt to Good or Lawful creatures is increased by an additional 1d6 necrotic damage. Any
creatures summoned by you, raised by you, or animated by you also deal an additional 1d4
necrotic damage toward good or lawful creatures.
Corrupting Tongue
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Starting at 15th level, if you do not already have persuasion and deception as a proficient skill, it
becomes proficient, and you have advantage on persuasion and deception rolls when made
toward other people who are of different alignments to you.
Blade of Chaos
At 20th level, you become a herald of corruption, and a bad influence to children and young
women in small villages.
- You have double proficiency on all deception checks.
- Your Pillar of Chaos ability now targets a number of creatures equal to double your
Charisma Modifer.
- Creatures under the influence of a spell or ability of yours (ex. Dominate person, charm
creature, charm person.) deal additional 1d6 points of necrotic damage.
You can activate this ability as a bonus action, and it lasts for 1 minute. You cannot use it again
until after a long rest.
Specialized Training
When you choose this arcane tradition at 2nd level, you gain proficiency in Light Armor
and gain proficiency in one martial weapon of your choice.
Rune crafting
2nd 2 1
9
5th 3 1
8th 4 1
12th 5 2
15th 6 2
18th 7 3
Starting at 2nd level, you unlock the ability to pain runes onto your blade to temporarily
imbue them with magical effects. At 2nd level you may select two runes, these are the runes you
have memorize and can craft with temporary magic, and are able to activate one rune at time.
These runes take one minute to craft, and last for one hour. You are able to craft a number of
runes a day equal to your Intelligence modifier.
At 5th, 8th, 12th, 15th, and 18th level, the number of runes you know increases by 1, and
at 12th and 18th level, the number of runes you are able to have active at once increases by 1.
Extra Attack
Starting at 6th level, you are able to attack twice, instead of once, when you take the
attack action on your turn.
Spell Striker
Starting at 10th level, once per turn, if you make an attack action and succeed on an
attack you may use it as a vessel to cast a touch spell, with a casting time of 1 action or 1 bonus
action, without requiring a spell attack roll, this does not interfere with your second attack.
Starting at 14th level, you are able to attack once with your weapon and cast a spell with
a casting time of 1 action or 1 bonus action. If you have already attacked the target of your spell
this turn, you have advantage on the spell attack roll or they have disadvantage on the spell
saving throw.
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- Hunger Rune-
The blood that soaks your sword is drunk into the steel. Your weapon deals an
additional +1d4 necrotic damage. You regain hit points equal to the amount of
this additional damage was dealt to the target.
- Swift Rune-
The rune sinks into the weapon, leaving grooves in their shape, and the weapon
becomes lighter. The weapon temporarily becomes a Finesse weapon, allowing
you to use your DEX for attacks and damage.
- Defensive Rune-
Shimmering dark iron color of the rune seems to project itself over your arm as
well. The Rune grants a shield bonus to your AC equal to 1 + ½ your INT
modifier.
- Flurry Rune-
The blade acts of its own accord striking out with extreme speed.You may make
an additional weapon attack against a creature as a bonus action.
- Projection Rune-
Your weapon’s reach extends for an additional 5 ft. as a quasi-real astral
projection.
- Life Rune-
Your weapon’s doesn’t deal damage, instead it heals the target when it hits equal
to the damage that would have been dealt.
- Giant’s Rune-
Your weapon grows one size category, dealing an additional damage dice of it's
type, but you have disadvantage to hit creatures of small size or smaller.
- Infernal Rune-
The paint sparks to life with flame, dealing an additional 1d6 points of fire
damage.
- Tempest Rune-
The paint brightens with shocking light, dealing an additional 1d6 points of
lightning damage.
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- Biting Rune-
The paint crackles and covers with a layer of frost, dealing an additional 1d6
points of cold damage.
- Shaking Rune-
The hums with energy ready to be released, dealing an additional 1d6 points of
thunder damage.
- Hissing Rune-
The paint sizzles and bubbles, dealing an additional 1d6 points of acid damage.
- Bright Rune-
The paint engulfs the weapon with pure untainted light, dealing an additional 1d4
points of radiant damage and emmits 20 ft. of light.
- Beam Rune-
The damaging piece of your weapon disappears, exchanged for a small ball of
light that extends outward. You can make your attack at a 120 ft. range, but don’t
add any of your modifiers to your damage.
- Mind-Blade Rune-
The weapon reacts to your mental prowess. You add your intelligence in addition
to your Strength/Dexterity to your attack and damage.
- Shadow Rune-
The rune bleeds and runs over your weapon like liquid shadow, coating it in
darkness. Your weapon becomes invisible, giving you the ability to conceal it.
This rune is active for an hour instead of a minute.
- Anti-Magic Rune-
The rune shimmers in the presence of magic users. It deals an additional 2d4
damage to magic wielders.
- Paralysis Rune-
The rune flashes with a dim yellow light. Creatures struck by the weapon must
make a CON saving throw. Those that fail become paralyzed for 1d4 rounds.
Creatures that succeed become immune to the effects of the rune for 24 hours.
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- Nightmare Rune-
The rune gives off a sickly green mist with violet lights dancing inside. Creatures
hit by the weapon must make an INT saving throw, if they fail they take a -1d6 to
their Intelligence skill (min. 1) and gain 1 point of exhaustion. Those that succeed
become immune to the effects of the rune for 24 hours.
- Sleeping Rune-
The rune fades into a dim blue glow, dancing with specks of dust. Creatures hit by
the weapon take no damage but must make a CON saving throw, if they fail they
they fall asleep for one minute. IF they succeed they become immune to the
effects of the rune for 24 hours.
- Seeking Rune-
The rune flashes when the weapon is in use, drawing the aim of the wielder
toward their target. You have advantage on attacks with your weapon.
- Void Rune-
The rune seems to emanate a blackness equal to nothing scene before, that no
light can penetrate. Emmits 20 ft. of Darkness, grants disadvantage to attacks
toward you.
- Bloody Rune-
The rune seem to shimmer like fresh blood. Living creatures hit by your weapon
take an additional 1 point of bleeding damage each round for 1 minute. This
bleeding damage stacks with each successful attack.
- Rampaging Rune-
The rune flashes with a hateful dark red glow. You may re-roll 1’s on damage
with this weapon (you must take the second roll even if it is a 1.)
- Flashing Rune-
This rune doesn’t seem to affect the weapon until it is activated, then is flashes to
life with bright energy. As a free action, you can summon the weapon back into
your hand. If the weapon was inside of a creature (such as been stuck into the
creature or thrown into the creature) the creature takes 2d6 points of force damage
+ the damage dice of the weapon.
- Awakened Rune-
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The rune becomes invisible once the paint is applied, but while activated, it coats
the weapon in a dim light-blue light. As a bonus action, you can activate the
Awakened weapon, it will float on it's own and can take basic commands (utilize
Spiritual Weapon rules for how to use the Awakened weapon.)
- Feral Rune-
This rune emits a dull green-blue hue, not-unlike a bioluminescent organism.
Beasts, Monstrous Humanoids, and Monstrosities hit by this weapon must make a
Wisdom saving throw. If they fail, they become afraid of you. If they succeed
they become immune to the effects of the rune for 24 hours.
New Races
Scionate
The Scionate, were men and women that, through some eldritch magic or powerful curse,
shaped them into some strange peoples, with slick dark grey skin similar to that of octopus or
squid, glowing eyes of various types of color. Oftentimes, they will even grow tentacles out of
their shoulders or lower backs, with small hooks like that of squids that allow them to use them
for a variety of tasks. Their heads are slightly elongated, and some will grow hair that is long
stringy and perpetually wet. Any children had by Scionates will come out as a Scionate.
Lifespan- 200 years
Mature At- fifteen years
Height- 4’4” + 2d10
Weight- 100 + (height roll x 2d6) lb
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Scionate Traits
- Ability Score Increase: Your Intelligence score increases by 2, and one score of your
choice increases by 1.
- Darkvision: Scionate’s have 60 ft. of darkvision when no light is available.
- Size: Medium
- Speed: 30 feet.
- Amphibious: Scionates are able to breathe both air and water.
- Tentacle(s): Scionates are born with 1d4-1 tentacles. These tentacles cannot be used to
wield weapons, but can be used to grasp small object, and be used as Natural Weapon
Attacks, each dealing 1d4 slashing damage. They also grant advantage on grapple checks
and checks made for climbing.
- Psionic Tolerance: Scionates have resistance to Psychic damage.
- Psionic Novice: Scionates are able to communicate telepathically with anyone within 60
ft. of them, and are able to cast Mage Hand at will (their mage hand is invisible.)
- Languages: You can speak, read, and write Common and Aquan
Hederan
The Hederans were once stone, strange stone constructs that were hollow, that secretly
were prisons for lifeforms of extreme destructive potential. But, after several millennia of them
being dormant, they have awakened, and remember, nothing. Nothing of their destructive
potential or hunger for domination and power. Only living, like newborns opening their eyes to a
new sky, they now seek out new lives, still partially encased in their stone prison, a reminder of
some unknown past that they were no part of. What few parts of their flesh that is exposed
15
appears to be hundreds of ropey tendril like appendages that bind together to form psudo-limbs
when stuck in their stone prison.
Lifespan- Unknown
Mature At- Creation
Height- 6’0” + 2d10
Weight- 250 x (height roll x 2d6) lb
Scionate Traits
- Ability Score Increase: Your Constitution score increases by 2, and Strength score
increases by 1.
- Size: Medium
- Speed: 25 feet.
- Natural Armor: Due to the stone that is formed around you, you are unsuitable for
wearing armor. But the stone provides ample protection, and it gives you a base AC of
16+Dex. You gain no benefit from wearing armor, but if you are using a shield, you can
apply the shield’s bonus as normal.
- Destructive Spark: As an action, you are able to summon forth from your ancestral
genes a burst forth a 20 ft. radius sphere of energy. All creatures must within must make
a dexterity saving throw, (DC= 8+CON+Prof.) Those that fail take 6d8+level force
damage. Those that succeed take half-damage. Once used this ability cannot be used
again until you take a long rest.
- Languages: You can speak, read, and write Common and Deep Speech
Gorgaram
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These strange giant monstrous creatures, though sentient, and even sapient, are not often
considered intelligence. However, they are extremely adaptive, and in fact, have the strange
ability to evolve throughout their lives, based on their environment, pack size, abilities, and
social standing. While naturally they have a dull brown skin, if they are from winter lands they
might grow with white skin and a layer of fur, or from the rainforest with striped green and blue
skin and bark like texture to their horns, some have even been known to breathe fire. They are
often considered to be primitive monstrous people, hungry for nothing but drink, meat, and
bloodshed, and in many ways, they are, but with their own personal ethics and codes…
sometimes.
Lifespan- 70
Mature At- 14
Height- 6’4” + 2d12
Weight- 220 + (height roll x 2d6) lb
Gorgaram Traits
- Ability Score Increase: Your Strength score increases by 2, and Constitution score
increases by 1.
- Size: Medium
- Speed: 30 feet.
- Powerful Build: You count as one size larger when determining your carrying capacity
and the weight you can push, drag, or lift.
- Languages: You can speak, read, and write Common and Giant
- Evolving Race: You begin your game as a Gorgaram, and roll 3 times on the Evolution
Trait table (or your Dungeon Master can allow you to select them.) These affect your
character and are a representation of their background of evolution. (Your Dungeon
Master can decide whether or not these are purely aesthetic or have mechanical
purposes.)
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# Evolution Trait
1 Third Eye
2 Two Tongues
3 Large Ears
4 White Skin
5 Bioluminescent Blood
7 Head Crest
11 Ram Horns
12 Long Fangs
15 Thick Hide
16 Longer Legs
17 Spinal Quills
18 Black Skin
19 Broad Tail
20 Mane of Hair
21 Extra Arm
23 Blue Skin
18
24 Venomous Bite
25 Prehensile Tail
28 Scaled Skin
29 Taloned Fingers
30 Barbed Elbows
31 Crooked Teeth
33 Gills
34 Forked Tail
35 Blue Blood
36 Metachrosis
38 Cat’s Eyes
39 Forked Tail
40 Longer Arms
42 Patagium
44 Shoulder Barbs
45 Emaciated Form
46 Deer Antlers
47 Pronounced Forehead
48 Grey Skin
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49 Hollow Bones
50 Black Blood
51 Tusks
54 Bioluminescent Eyes
56 Acid Secretion
57 Arm Quills
58 Crystalline Protrusions
59 Enhanced Scent
61 Boiling Spit
63 Large Wings
64 Long Tongue
65 Draconic Horns
66 Sensitive Smell
67 Extra-Long Claws
68 Beast Speech
69 Sunken Eyes
71 Spinal Sail
73 Thermal Vision
20
74 Enhanced Lung Capacity
75 Barbed Heels
76 Red Skin
79 Demonic Horns
80 Dislocating Jaw
83 Mist Secretion
85 Albinism
86 Burrowing Claws
90 Bloated Form
91 Brown skin
92 Black Eyes
93 Falcon Eyes
95 Crown of Horns
96 Horned Hands
97 Quilled Tail
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99 Giant-Bred +6d6 inch. To height
New Feats
Abjuration Focus
Your training in the magic school of Abjuration has granted you an increased ability to
manipulate spells of this field.
● When you cast a 1st level Abjuration spell or higher, a shred of the protective magic
remains. You gain a bonus to your AC equal to ½ the level of the spell (minimum 1).
● Abjuration spells that create an area of effect (example- 10 ft. radius of Antimagic field)
increases the area by 10 ft.
Conjuration Focus
Your training in the magic school of Conjuration has granted you an increased ability to
manipulate spells of this field.
● Creatures that are summoned by your Conjuration spells gain an additional hit dice.
● Conjuration spells that teleport you a distance increase that distance by half their total
transport distance.
Divination Focus
22
Your training in the magic school of Divination has granted you an increased ability to
manipulate spells of this field.
Enchantment Focus
Your training in the magic school of Enchantment has granted you an increased ability to
manipulate spells of this field.
● The duration of Enchantment spells that charm an enemy or an NPC increases by ½ its
original duration.
● Enchantment spells that affect creatures based on Hit Dice increases the number of hit
dice by 2.
Evocation Focus
Your training in the magic school of Evocation has granted you an increased ability to
manipulate spells of this field.
● Whenever you cast an evocation spell that deals damage, you may reroll any 1’s rolled on
the damage dice once.
● You gain advantage on saving throws against Evocation spells.
Illusion Focus
Your training in the magic school of Illusion has granted you an increased ability to manipulate
spells of this field.
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● Creatures have disadvantage on Investigation checks to disbelieve an illusion of yours.
Necromancy Focus
Your training in the magic school of Necromancy has granted you an increased ability to
manipulate spells of this field.
● Undead creations of yours add your proficiency bonus to their weapon attack rolls and
spell attack rolls.
● Hit Points or Temporary Hit Points gained through Necromancy spells increase by an
additional hit dice.
Transmutation Focus
Your training in the magic school of Transmutation has granted you an increased ability to
manipulate spells of this field.
● Transmutations spells that create an area of effect (example- 20 ft. cube of Erupting
Earth) increases the area by 10 ft.
● Transmutation spells that affect yourself or an ally, the duration increases by ½ of the
original duration.
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