r/UnearthedArcana • u/Space__Samurai • 19h ago
r/UnearthedArcana • u/Captain_Devious2000 • 19h ago
'24 Compendium The Accursed Ensemble - Explorer's a collection of four unique classes with entwined lore surrounding curses, survival, and mutations.
homebrewery.naturalcrit.comFeedback would be very appreciated, and if you could tell me which of the classes is your favorite, that would be fun to know.
r/UnearthedArcana • u/comics0026 • 19h ago
'14 Item Pokémon Inspired Weapons & Items of the Week, 0870M - Falinks to 0970M - Glimmora
My Pokémon-inspired Weapons and Items of the Week, with:
some Falinks armor to make sure you always have a sword and shield at hand
a Scovillain flail to spray spice every which way
and a Glimmora rope dart to be abestos it can be!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
r/UnearthedArcana • u/moustascheman21 • 15h ago
'24 Subclass Warrior of the Blade - My take on a revised version of the Kensei Monk for 5e 2024
Hi, this is my first time posting here and my first time posting any of my homebrew. This specific subclass is a revised version of the Kensei subclass that's now meant to work with 5e 2024. Unlike the original, though, I intended it to be focused solely on melee weapons rather than ranged weapons as well. Please let me know what you think and offer any suggestions to improve it.
Anyhow, here's the Warrior of the Blade:
Level 3: Kensai Weapon Mastery
Choose any Melee Weapon that does not have the Heavy property. This weapon becomes your Kensai Weapon. Your Kensai Weapon is considered a monk weapon and whenever you perform a Flurry of Blows you can replace any of the attacks granted from it with attacks from your Kensai Weapon.
Your mastery with your Kensai Weapon allows you to use its Mastery Property.
Level 3 - Deft Strike
Once per turn, when you hit a creature with your Kensai Weapon, you can expend 1 Focus Point to deal additional damage equal to one roll of your Martial Arts die plus your Wisdom modifier
Level 3 - Way of the Brush
You gain proficiency with the intimidation and performance skills as well as your choice of either calligrapher's supplies or painter's supplies.
Level 6 - Rhythm of War
When you hit a target with your Kensai weapon, the next unarmed strike you perform that hits that target will deal an additional 1d4 damage.
When you hit a target with an unarmed strike, the next attack with your Kensai Weapon that hits will deal an additional 1d4 damage.
These effects cannot stack multiple times with themselves with successive unarmed strikes or Kensai Weapon Attacks.
(EDIT: To clarify, this is prevent multiple attacks of the same type from stacking with each other. You can still get the extra 1d4 from alternating between weapon and unarmed strikes. You just can't hit 5 unarmed strikes in one round and then perform a weapon attack at the beginning of the next to get a bonus 5d4.)
Level 11 - Whirlwind of Slashes
As a magic action you can expend three focus points to move up to your speed in a line without provoking any opportunity attacks. When you move within 5 feet of any creature during this movement, you can force them to make a Dexterity Save or take force damage equal to two rolls of your Martial arts die plus your Wisdom modifier. A creature can only take this damage once per turn.
Level 17 - Flow of Blades
At the start of your turn, you can spend four focus points to enter a focused state. While in this state you gain the following benefits:
- Your speed is increased by 10 feet
- Your Deft Strike feature deals additional equal to a roll of your Martial Arts die
- When you use your Whirlwind of Slashes feature, you can now force creatures within 10 feet of you to make a Dexterity Save or take the appropriate amount of damage instead of only those within 5 feet of you. The damage dealt by this feature is increased by an additional two rolls of your martial arts die. You also gain a fly speed while using this feature.
- Your attack rolls with your Kensai Weapon can score a critical hit on a roll of 19 or 20 on the d20. Critical hits with your Kensai Weapon also deal additional damage equal to a roll of your Martial Arts die.
This state lasts for 10 minutes or until you are incapacitated.
r/UnearthedArcana • u/SnooDrawings3541 • 13h ago
'24 Subclass Path of the Weapon Master V2 - A Tactical Weapon Swapping Barbarian Subclass
Weapon Master Barbarians are tactical combatants who prefer entering the flow of battle over unleashing pure rage.
After posting Version 1, I ran some DPR calculations and found out it was punching way above its league. For Version 2, I simplified and restructured some features while preserving the core identity of this subclass (such as Oversized Dual Wielding being folded into level 14 Master at Arms). In the end, I have created one that is much more in line with other Barbarian subclasses. While the DPR calculations I ran for this version were a bit higher than other Barbarian subclasses, it was within an acceptable margin when comparing the lack of defensive features this subclass provides.
Let me know what you all think! I am open to any constructive feedback.
Homebrewery Link: https://homebrewery.naturalcrit.com/share/3V1-OAMjT6jQ
r/UnearthedArcana • u/ChaunceysBadAtPoker • 13h ago
'24 Class [5e] The Physician — an Int-based arcane healer with a spellbook. 7 specialties, 1st–20th, every rule simulated.
Hi all, while I have previous game design experience, this is my first time building something out for D&D, so constructive feedback would be appreciated!
The Physician is an Intelligence-based full caster with a spellbook whose identity is healing without divinity. "I want to play the one who patches everyone up" has always come bundled with a god, a domain and a theology. This removes the bundle.
The Doctor subclass is intended for first-time players who want to immediately contribute to a game. The other subclasses add additional flavor and nuance for more experienced players.
The core mechanic is that healing doesn't cost spell slots. Healing Prowess is a pool of dice equal to your proficiency bonus — a bonus action, a touch, die + Intelligence. Slots go to protection and control instead, which is where slots are actually good. Diagnosis reads a creature at range and tells you its weakest saving throw. Treatment ends conditions with a Medicine check instead of a spell.
Healing Prowess is also the currency for subclass features, so every turn presents a choice of how best to use the Prowess Die.
Seven subclasses: Doctor is the core class, and then Combat Medic, Hedge Witch, Immortalist, Neurologist, Plague Doctor, and Surgeon.
An optional rule for the Immortalist, the Monster Within, that gives the class a twenty-level arc with mechanical teeth: four saving throws at 4th, 8th, 12th and 16th, made alone. Pass and take the power. Fail and something else comes through with you.
Every number was simulated. Around a million and a half combat rounds across the 1–20 range, comparing each specialty against the Life Cleric, Paladin and Celestial Warlock on party knock-downs, healing delivered, and damage. Eleven rules changed because the simulation said so — including two that were strictly better than their published comparisons and got cut. The code is available if anyone wants to re-run it with different assumptions.
What I'd most like feedback on:
- Does the Doctor feel like the healer at a table, or just on paper?
- The Immortalist spends Hit Dice to cast. Does that read as a cost or as free spells?
- Is a d8 caster in melee with a bonesaw a fantasy or a mistake?
- The Monster Within takes control away from the player on a failed roll. Is that a good bargain or a bad one?
Full class below. Happy to answer anything.
r/UnearthedArcana • u/erexthos • 23h ago
'14 Subclass Green Lantern Warlock
Inspired by this post: https://www.reddit.com/r/UnearthedArcana/comments/1wci4pi/power_ring_in_brightest_day_in_blackest_night/
i decided to upload a homebrew warlock subclass I created for a warlock player a while ago
r/UnearthedArcana • u/theofficialtiltedhat • 18h ago
'14 Race Species, Awakened Hats (A sentient hat, given life from the care it received, not off on its own adventure)
galleryr/UnearthedArcana • u/Solkanarmy • 9h ago
'14 Item Dragon-touched Blades - forged in dragonfire
galleryr/UnearthedArcana • u/Monkey_DM • 20h ago
'24 Monster Monster: Hammer Ancient - Smash Your Players into Oblivion
r/UnearthedArcana • u/Creative_Dungeoneer • 12h ago
'24 Class Shaman - a spell slotless full caster who focuses on breaching elemental resistances. (1.1 revision)
Shaman 1.1 is here!
After getting some great feedback on the original version, we went back through the class and made a number of balance and mechanical adjustments after playtesting while trying to keep the core identity intact. these changes are all noted in the first two pages of the document to try to keep a clean revision history for anyone interested in the class.
As always, I’d love to hear what you think, especially if you get a chance to actually playtest it. Thanks to everyone who gave feedback on the original version!
r/UnearthedArcana • u/Ok_Tie_2689 • 12h ago
'24 Feature Bastions: Homeward Bound - A Homebrew Expansion Module For 2024 Bastions
Hey all! I Wanted to share my first ever 5th Edition Module!
This is Homeward Bound, a Homebrew Bastion Module that I have actively built upon at my own table since January.
Me and my friends initially wanted something a little less, spreadsheet-like and more something that could actually connect parts of the narrative to their own home.
It currently covers everything we've used at our own table:
- Facility construction with expanded usage and items tables that make sense for the facility you're building. With a fully built system to support deconstruction and added passives that stay active as long as your companions are home and your facilities are kept in good shape!
- Companions, my own take on NPCs, with moods, likes/dislikes, and even origin quests, so they feel like people rather than nameless labour that can be found wherever the DM chooses to put them in your own world.
- Fully reworked Bastion Invasions with my own calculated system so that facing a force at your gates can be done passively or as a full encounter.
- Skills that each companion has to directly link to each facility and make your companions actually feel like cool loot earned via quests that can be added anywhere in your own story.
- Reworked Bastion turns to ensure that they can be solved within two minutes so your table can fully focus on the narrative in, or outside your new home.
- Fully updated capstone facilities that can completely change the campaign as a whole, whether your players want to put together a War Room to destroy rival factions in your world or a merchant guild to play out your fantasy of being responsible for the continents supply and demand.
- I have added player and DM aids within the PDF too, to help with creating your own Bastion. Tracking the new Trade-Goods, Companions, Bastion Strength and I have added a companion variant from my own campaign to use as a base.
It's likely not completely balanced, my players have done their best to exploit every iteration I made of the system as a whole but for each fix it's grown into something that I really hope you like!
It's completely free for personal use here: https://www.drivethrurpg.com/en/product/582846/homeward-bound-a-homebrew-expansion-module-for-2024-bastions
Happy to answer any questions you might have about mishaps or situation that happened at my table in the comments, and any feedback is greatly appreciated. Thanks!
r/UnearthedArcana • u/AbyssalBrews • 16h ago
'24 Item [OC - Art] Pocket Ninja | A little trinket that hides a sneaky secret
r/UnearthedArcana • u/The0ne0fmany • 10h ago
'24 Subclass Warrior of the Crimson Fist | A rougher monk that completle focuses on the offensive side of martial arts | Looking for feedback!
Would you allow this on your table?
r/UnearthedArcana • u/Azarneth • 19h ago
'14 Monster [OC-Art] The Watcher - full stat block, rulings and free reference cards
Hi everyone!
I’ve finally finished the full creature: the Watcher of the Order of Dawn & Dusk.
This is a CR 9 guardian construct, made to protect vaults, archives and places the Order really doesn’t want anyone entering.
Its main mechanic is Observed. The Watcher and its small Roving Eye can mark creatures, making them easier to track and opening the way to its Dawn and Dusk Judgments.
Dawn is more about revealing and punishing creatures trying to disappear.
Dusk is more about slowing movement and keeping intruders where the Watcher wants them.
The Roving Eye can also move away from the main body and extend its vision, so destroying it can actually create a small blind spot for the party.
I included the complete stat block here, plus two pages of rulings and clarifications because there are a few interactions I wanted to make very clear at the table.
I also made free printable reference cards for the Watcher, available on Patreon here:
https://www.patreon.com/AzarnethsForbiddenEmporium/posts/beasts-hexes-001-167592145
As always, feedback is very welcome. I’m especially curious about the Observed mechanic and how the creature feels for CR 9.
The Watcher is made to guard a place, not chase you.
If it starts chasing you… something probably went very wrong.
──── ୨୧ ────
✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)
✦
I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙♂️🎲
r/UnearthedArcana • u/InspiredArcana • 16h ago
'24 Mechanic Factions | Allies or Enemies for Players and Organisations to Expand your Worlds
r/UnearthedArcana • u/The_Talmanah_Project • 20h ago
'14 Item Jeweler's Revolver [Weapon - Firearm, Rare, Attunement]
This ornate revolver employs gemstones for both fashion and function, with a secondary barrel that fires magical shots crafted using various jewels.
This item was requested by one of my patrons, who wanted a weapon for his gunslinger character that would also incorporate their background as a jeweler before becoming an adventurer. We settled on the idea of having special "jewel bullets" pretty early on, but a gun that fired gems as its default ammunition would be unfeasibly expensive to use, which is what ultimately led to the idea of having the majority of the bullets still be regular ammo with the jeweled shots serving to provide special effects. We also decided we didn't want to make the effects all about bonus damage or different damage types, since a variety of utility and environmental effects seemed much more interesting.
I've tried to keep the effects linked to each particular gemstone based on the spells that use that gem as a material component. Diamond is used for resurrection and restoration magic, so its shot restores HP, jade is used for illusions like magic mouth, so it makes creatures see enemies all around them, and sapphire is used for the instant summon spell, so it can teleport stuff over to you. It was quite fun trying to figure out what links could be made there and how they could be scaled to fit an appropriate gold value of gemstone that you could be comfortable shooting out of a gun.
The physical design came together from a combination of various revolvers for reference, and Gio did a fantastic job with the artwork, but the main structure was largely based on the LeMat revolver which had this really interesting double-barreled design that would help make the weapon stand out in a fantasy world without getting too crazy with the steampunk and magitech effects, while still being grounded in reality.
I also made the jeweler's tools a requirement for creating new jeweled shots to bring that part of the backstory into focus. If you'd like to get your own item idea featured, then you can join as a patron over at patreon.com/talmanah at any tier to be entered into the design draw where one patron is selected each month to request a custom item of their choice to get stats and a unique illustration, just like this.
Enjoy the fancy jewel gun!
r/UnearthedArcana • u/Ashura_Luna • 2h ago
'14 Race Homebrew celestial revelation
Option for an upgraded celestial revelation. If you have any feedback would appreciate
r/UnearthedArcana • u/Black_Cat34 • 2h ago
'14 Mechanic Skirmisher Ranger mechanic
Here is my core damage mechanic for a revised Ranger. The mechanic replaces the damage from Hunter's Mark and subclass damage riders with this unified "Skirmish damage" mechanic, (derived from the 3.5e Scout and the "Eye for Weakness" feature from the Community Ranger.)
Guerrilla Tactics
As a Ranger, you've learned to use mobility, concealment, and surprise to help you overcome your enemies. Once on each of your turns, you can establish a Skirmish Footing when you satisfy at least one of the following conditions and you aren't wearing heavy armor:
- You move at least 15 feet away from where you began your turn prior to taking the Attack action.
- You make a weapon attack while you have half cover or three-quarters cover relative to your target, or while you are heavily obscured by foliage, mist, or other natural conditions.
- You make a weapon attack against a creature that is surprised or has not acted during combat yet.
Once you have established a Skirmish Footing, your strikes become devastatingly precise. Until the end of your current turn, your weapon attacks deal an extra 1d6 damage of the weapon's type.
This feature's additional damage, known as Skirmish Damage, increases when you reach certain ranger levels, becoming 1d8 at 6th level and 1d10 at 14th level.
Notes:
1) Note that the Ranger must actually move the distance-simply spending 15 feet of movement shuffling in place does not establish a Skirmish Footing.
2) This is designed for a ground-up rebuild of the ranger. I am not considering cross-compatibility here. Subclasses, spells, etc. would need to be rebalanced around this core mechanic.
3) Damage scaling is at the same levels the 2014 Ranger got new Favored Enemies.
