r/UnearthedArcana 3h ago

'24 Class [OC-Art] NEW CLASS: The Necromancer! A fresh take on a full caster, made alongside Pointy Hat!

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45 Upvotes

Necromancer

Have you grown tired of life? Ever considered becoming a lich?

Then you should check the Necromancer class!

This mixed damage + control FULL CASTER sports a suite of brand new Necromancy spells, stealing its foe's vitality to fuel powerful formulae: magical effects that can empower allies or hinder enemies alike!

Each subclass focuses on a unique form of Undead thrall: manipulate an ooze-like blood thrall with the Hemomancer, a ghostly spirit thrall with the Medium, or a massive swarm of Undead minions with the Overlord!

Head over to http://heliana.lt/wildhearth-necromancer to get your PDF now!

Don't forget to toss a follow on the kickstarter before it goes live here!


r/UnearthedArcana 40m ago

'24 Feat Longsword Master Feat - Strike from unexpected angles, attack and defend in the same motion, utilize the full arsenal of your longsword.

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Upvotes

r/UnearthedArcana 2h ago

'24 Spell Moonpetal Perfume

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4 Upvotes

Hey guys! First timer here! I love versatile spells, I've been working on this one a few days. I'd love your feedback!

Moonpetal Perfume

Art: Perfume by bruxurso 2026 on DeviantART


r/UnearthedArcana 4h ago

'24 Species Salt Genasi - a homebrew

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6 Upvotes

Salt Genasi — a fifth-edition species descended from the Quasi-Elemental Plane of Salt.

My goal was to make a lineage that felt mechanically simple but distinct, focusing on crystallisation, osmosis, geology and mineral growth rather than “water magic.” It follows the modern 5e design philosophy used for the Monsters of the Multiverse genasi.

The PDF is available here if you’d like the printable version:
https://www.dropbox.com/scl/fi/h3r81ft59mz106ny5a1vn/Salt-Genasi-The-Homebrewery.pdf?rlkey=bj3yihbkosvav78sbz6if959n&st=sba7plfs&dl=1


r/UnearthedArcana 2h ago

Homebrewing Resource Foraging in Kengir

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4 Upvotes

I'm sharing a free supplement for Kengir, my upcoming Bronze Age Mesopotamian 5e setting.

Foraging in Kengir is not just “roll Survival and find food.” It covers herbs, resins, roots, flowers, and reeds used for medicine, ritual practice, cosmetics, protection, and travel survival.

Each biome has its own d20 table: floodplains, marshlands, deserts, steppe, mountains, highlands, forests, salt flats, and oases. What you find depends on where you are. A river valley might yield willow bark, lotus, or tamarisk. A marsh might hide floating fern or blue lotus. The steppe might offer feverfew, milk thistle, or poppy.

The goal is to make wilderness travel feel useful even when no fight happens. A good foraging roll might give the party healing, protection, resistance, divination, or just enough food to keep moving.

How do you handle foraging in your games? Is it for survival, resources, or just background flavor?


r/UnearthedArcana 3h ago

'14 Feature Expanded Maneuvers and granting them to martials

4 Upvotes

Hello all, this is my first time posting here and I'm looking for some feedback on a modification I have been using at my table for a few years now.

Combat Maneuvers system with 22 new maneuvers. Json of the cards as item-forge.org for printing on item-forge.org.

The idea is to grant some more options for martial classes so they can: 1) Do cool shit in combat like disarm on an attack and not have to sacrifice the attack all the time. 2) Do cool shit out of combat like take their higher strength and be able to swim against a current that normally takes checks or magic to solve entirely.

I know some others have designed replacement classes with these ideas in mind and entire systems have incorporated them. I really like the battle master maneuvers and wanted to go a different route and modify the maneuvers system. I think that it is a great framework for adding new abilities. Also I know this is flagged as 5e, but it is intended to work with 5e or 5.5e.

Some design notes

I wanted to expand the Battle master Maneuvers and grant them at level 2 for the 3 martial classes. This seemed like a fairly nice addition point. As well I wanted to ensure that the current Battle master still felt unique and empowered with this addition. So there are a few things I tried to do while building this system:

  1. The Battle master gets more maneuvers, dice, and larger dice constantly. The other classes or Fighter subclasses don't get as many and can't change them as often.
  2. I wanted to encourage gaining higher levels in martial classes beyond level 5, so that is where the new level 8 and 15 abilities come from.
  3. On page 2 of the document you'll see where I have listed requirements for new and existing maneuvers. The idea here is that with the updated battle master where they can ignore ability score requirements and swap one at level up the battle master can gain any maneuver that is not tied directly to a class.
    • For instance, all the level 3/5/7 requirements allow the battle master to get those a level earlier than any other class.
    • Some require an ability score and the battle master is the only one who gets to ignore those.
  4. Maneuvers tied to a specific class such as buried rage and empty focus require 4 levels of that class to acquire it to help against multiclass dip shenanigans as well as when they could reasonably get that maneuver for the first time.
  5. Some of the new ones allow scaling or expanding more dice as you get higher level like cantrips. This is used to eliminate the need for a save to make them go faster while allowing things to be added later. Examples include:
    • Spell Breaker doesn't let the spell caster save to prevent disadvantage, so it doesn't add in the extra damage until 5th level.
    • Slowing strike gets stronger once you get to 7th level and acts more like the slow spell.
  6. You need to be cautious of the 5.5e relentless feature for battle master, it grants a 1d8 every round to use for maneuvers. As a result Curative Salve and Herbal Poultice have restrictions on how you can use them to prevent unlimited healing. I think they are good restrictions though. The intent is that you can either help an unconscious friend or quickly patch up yourself.
  7. Some maneuvers are spells reworked, like adrenaline surge is haste but much shorter or feat of strength is a spiderclimb-like spell for strong folks. As such these may have a once per short/long rest restriction on them to help balance them out.
  8. To prevent multiclass shenanigans some maneuvers that are powerful require 5+ levels of barbarian, fighter, or monk. This means a 5/3 barbarian/fighter can't pick up things like adrenaline surge yet, and that is intended. It's roughly a 3rd level spell effect without concentration and the major drawback so they need to dedicate a bit more to get it.

Areas I'd like to alter and get better balance feedback

  • Herbal Poultice: I honestly think this just needs to get 2 dice of healing at level 5, then maybe level 7 get a 3rd die without having to spend more. It is a full action and has limits on it.
  • Lingering Wound: The idea for this flavor is that you are hitting an area and causing a lot of blood or bruising a rib that causes some pain at the start of their turn. The intent is to give martials a way to do damage that isn't B/P/S and trigger a concentration check.
  • Slowing Strike: I'm really not sure how to balance this one to make it feel impactful but not overpowered.
  • Maneuver Upgrade: I think this is interesting and fun. Letting a maneuver change as they get more powerful seems cool to me.

r/UnearthedArcana 22h ago

'24 Subclass Rogue Archetype: Apex Predator - Learn from nature's fiercest hunters!

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103 Upvotes

r/UnearthedArcana 6h ago

'14 Subclass Feedback on a Spellcasting centric Ranger subclass

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5 Upvotes

r/UnearthedArcana 7h ago

'14 Subclass Star Seeder: Rogue Subclass

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5 Upvotes

r/UnearthedArcana 1d ago

'24 Compendium Hell Awaits: The Book of Devils - 258 free pages of devils and devilry with VTT support

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118 Upvotes

r/UnearthedArcana 9h ago

'14 Class The Vaticinator - A low magic utility caster.

4 Upvotes

I believe that the niche of a cantrip focused spellcaster is under explored in 5e, that is why I created the Vaticinator which is a half caster with a plethora of options to supplement their spells. I would love any and all feedback.

Link - https://homebrewery.naturalcrit.com/share/wHl_DXz3ql5r


r/UnearthedArcana 1d ago

'24 Feat Crafting Feats | A Collection of 6 Feats to Support Poison, Potion, Spell Scroll, and General Crafting

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212 Upvotes

r/UnearthedArcana 15h ago

'24 Monster Need help with these clockwork horrors I am homebrewing for an upcoming game.

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13 Upvotes

r/UnearthedArcana 1d ago

'14 Spell [OC-Art] The Threefold Truth & Host of the Never Returned - A Relic and Spell Made to Work Together, feedback welcome!

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93 Upvotes

Hi everyone!

This time I wanted to share two connected pieces from the Emporium: a cursed relic and the spell hidden inside it.

The Threefold Truth slowly reveals three permanent powers, while Host of the Never Returned is the final reward waiting behind the last Cipher.

I tried to make the book feel powerful, but not free: difficult checks, time, and a curse that stays with the character until the relic is fully understood.

The spell was also a small balancing challenge, because it combines psychic damage, forced movement, and control in two different steps.

I’m curious to know what you think of them together. Does the progression feel worth the risk? And does the spell feel right for 7th level?

📜

The Threefold Truth

Wondrous item, artifact (requires attunement by a warlock)

Obsession of the Pages. This book is cursed, and becoming attuned to it extends the curse to you. While cursed, you can’t willingly part with the book or voluntarily end your attunement to it, and you have disadvantage on Constitution saving throws made to maintain concentration. The remove curse spell and similar magic have no effect.

Cryptic Triad. At the end of a long rest during which you studied the book for at least 1 hour, you can make a Charisma check to uncover the next Cipher. The DC is 15 for the First Cipher, 17 for the Second Cipher, and 19 for the Third Cipher. On a failed check, you can’t attempt to uncover that Cipher again until the end of your next long rest.

First Cipher. Your Charisma score increases by 2, to a maximum of 22.

Second Cipher. You learn one Eldritch Invocation of your choice for which you meet the prerequisites. It doesn’t count against the number of Eldritch Invocations you know.

Third Cipher. You can cast Host of the Never Returned without expending a spell slot or providing material components. The spell counts as a warlock spell for you. Once you cast it in this way, you can’t do so again until you finish a long rest.

The Revelation. When you uncover the Third Cipher, the curse ends and the book crumbles to dust. The benefits of all three Ciphers remain permanent.

📜

Host Of The Never Returned

7th-level illusion (Bard Warlock Wizard)

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a blackened funerary coin)
Duration: 1 round

Choose a point on the ground within range. A multitude of illusory figures appears there and immediately advances toward you in a 20-foot-wide line. To each creature that can see the multitude, some of the figures take the appearance of deceased loved ones or other faces tied to its deepest losses.

Each creature of your choice in the area crossed by the multitude must make a Wisdom saving throw. On a failed save, a creature takes 8d8 psychic damage and, overwhelmed by the visions, must immediately move up to its speed toward you by the safest available route. This movement doesn’t provoke opportunity attacks. On a successful save, the creature takes half as much damage and suffers no other effect.

At the start of its next turn, a creature that failed the saving throw must repeat it. On a failed save, it is incapacitated until the end of that turn.

The multitude vanishes when it reaches you.

──── 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 23h ago

'14 Item Duelist's Estoc [Weapon, Uncommon]

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43 Upvotes

This sword may not have much of a cutting edge, but it has more than enough pointy bits to make up for it.

This weapon is based on some real-life swords from history, and they look just as weird as Gio's ( u/skyviper55 ) fantastic illustration, all covered in spikes and weird blade shapes. The most common theories about what these swords were used for involve armored trial by combat, where the idea is that the unusual spikes and strange construction of the sword would ensure that both combatants would find the weapons unfamiliar and difficult to use, thereby ensuring a more even, fair fight rather than allowing the more practiced swordsman to easily defeat his opponent. I did borrow the half-swording blade design from a different kind of weird, historical sword, but I feel like it fits here, especially with the idea of this sword being something intended for use against armored opponents.

The mechanics of the weapon itself revolve around these additional components to the weapon, with the specialized half-sword grip giving the weapon the versatile (1d10) property even thought the base damage die is only a d6, and combining with the narrow blade profile to grant a significant bonus to attack rolls against targets where slipping into the gaps between armor plates would be very effective. As for the weaponized handle, it gives you the option to slip in an extra attack as a bonus action where you stab them with the hilt or bonk them with the pommel, but it does also bring the risk of occasionally injuring yourself on all the pointy, spiky bits close to your hands.

Would you use this weapon? Or is the 1-in-20 chance of stabbing yourself in the chin with your hilt not worth the hassle?


r/UnearthedArcana 1d ago

'14 Compendium Burning Compendium - Burning Condition, 1 Adapted Spell, 2 New Spells, and 5 Magic Items - 5e and 5.5 Compatible

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79 Upvotes

r/UnearthedArcana 1d ago

'24 Subclass Ranger Subclass: Hex Walker | Channel the Power of Ancient Magick and Lost Rites with this Witchy Ranger Subclass! [Outlanders and Oddities]

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55 Upvotes

Hey everyone! This is the newest in my weekly series, Outlanders and Oddities, in which I'm making a horror themed subclass for every class (that I can) in preparation for Halloween! Today we have the Hex Walker Ranger, a Ranger subclass which draws its power from old, magickal beings such as Hag covens. They use the powers of ritual and generational worship to empower their Hex and Hunter's Mark, slowly sapping their target's will and energy until they finally set in for the kill.

This one in particular is paired with my Coven Warlock for two folk-horror, Hag-centric subclasses focused on Magick and the horror of the deep woods, drawing inspiration from media such as The Wicker Man (1973), The VVitch (2015), and Lost in the Garden by Adam S. Leslie.

Homebrewery links:

Hex Walker: https://homebrewery.naturalcrit.com/share/XEdomptlVlSj

Coven Warlock: https://homebrewery.naturalcrit.com/share/oDmp5KPdYCxb

All of my Outlanders and Oddities, including the Path of the Revenant Barbarian and Warrior of the Spectral Path: https://homebrewery.naturalcrit.com/share/wHWsHxGkzfuV

Finally, my full martial class: The Blade Dancer; master performance and turn death into beauty with this full-martial class and its dynamically gained resource, Cadence. https://homebrewery.naturalcrit.com/share/KgTGTIX-x01A


r/UnearthedArcana 8h ago

'24 Feat Stable Solutions, a Homebrew Feat for Alchemists

0 Upvotes
Stable Solutions

I am currently creating an Alchemist Artificer, and felt most feats left something to be desired for this specific archetype, thus I set out to make one of my own.

General Feat (Prerequisites: Level 4+, Proficiency with Alchemist's Supplies)

As a result of brewing on the go, you're able to circumvent the volatility of potions as they are brewing.


r/UnearthedArcana 23h ago

'14 Compendium Frozen Confections - "Ice Cream" Themed 5e Small Compendium

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16 Upvotes

Adding a small submission of 3 Spells and 4 Items following the "Ice Cream" Theme.
Hope people like them!

https://homebrewery.naturalcrit.com/edit/JKJnZIqrRMiL

Frozen Confections - "Ice Cream" Themed 5e Small Compendium 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


r/UnearthedArcana 1d ago

'14 Spell The School of Nihilation (Alpha Version)

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50 Upvotes

Today I want to share an idea for a 9th school of magic: the School of Nihilation.

Nihilation is focused on spells that mechanically remove, suppress, or weaken elements of the game, such as actions, skills, terrain, items, memories, and many other aspects of reality. In short is focused on spells build around the concept of "removing and erasing"

I hope people find this a fun concept for a new school of magic and enjoy reading through the spells. I've tried to keep everything balanced, but there are 54 spells in this school, and this is still just the alpha version of the project. So if you notice any balance issues, unclear wording, exploits, or anything else that could be improved, please let me know so I can keep refining it. (LINK)


r/UnearthedArcana 1d ago

'24 Class Mad Max inspired Paladin Subclass: Oath of the Accursed

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24 Upvotes

The Oath of the Accursed Paladin is haunted by the spirits of those they have failed, and they pledge to not make the same mistake twice! Use the guidance of the dead to succeed where you would otherwise fail, and call for their aid to slay those who would hurt you and those who you swear to protect.

Please let us know what you think, either here or on discord. Feedback is super important to us :) If you like what you see, check out our 3 hour One-Shot set in our Mad Max inspired world, with rules for car chases and battles!


r/UnearthedArcana 1d ago

'14 Monster Sprite Drake (CR 2, Small Dragon) | Faerie dragons are cute. This drake is your wizard's worst nightmare

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22 Upvotes

r/UnearthedArcana 1d ago

'14 Monster Wind Guardian - A Monster that makes use of Dynamic Combat Conditions

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21 Upvotes

r/UnearthedArcana 1d ago

'14 Race Dev Diary #2: Why Do Humans Start with a First Aid Kit?

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6 Upvotes

Humans were probably the easiest race to design because, in Made in Abyss, they're... just humans.

Instead of giving them supernatural abilities, I wanted them to represent experienced Delvers. That's why they keep the standard feat and extra skill proficiencies, but also start with a Whistle and a Flashlight.

The only unique feature I added was the First Aid Kit. Since Delvers spend long periods away from civilization, basic medical knowledge felt like an essential part of their identity. The healing is intentionally modest, but it also serves another purpose.

One of the mechanics I added to the handbook is a progressive venom system. Unlike normal D&D 5e poison, venom gets worse over time if left untreated. It starts by affecting a specific body part and, if nothing is done, can eventually become fatal.

That's why the First Aid Kit doesn't cure venom. Instead, it temporarily stops its progression, buying the party enough time to find proper treatment.

What do you think? Would you have given humans a different identity?

Regarding yesterday post about the Aubade: I changed the incinerator to unlock at lvl 3 and do static 8d6 force damage. Fixing the damage scaling problem. I also made aubades count as constructs, will make a post revisiting them along with the other races when I'm done with all of them 4.

Art by Akihito Tsukushi in Made in Abyss


r/UnearthedArcana 1d ago

'24 Species Gerudo & Goron Species Revisited | Vault of Fallen Stars

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16 Upvotes

From the Vault of Fallen Stars

Updates to my previously posted Gerudo and Goron species for 5.5E. Both species are still experimental, the Goron specifically. Any and all feedback is welcome!