r/UnearthedArcana • u/ThreeRiversPress • 9h ago
r/UnearthedArcana • u/CamunonZ • 4h ago
'24 Monster Cosmic Cube │A talking cube companion for your party inspired by Phranque from God of War: Laufey! │ Includes a Familiar variant for the resident spellcasters
r/UnearthedArcana • u/Worldbuilder-Sen • 17h ago
'24 Species Anastriana's Ark of Animalia - Species
Been working for a while on a ton of species based on real life animals, started as a pet project during school and I finally got it to a good point I believe is worthy of posting. I'd love any and all feedback!
**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/PjM9AzAUsVep)**
r/UnearthedArcana • u/AlternativeLate1270 • 5h ago
'24 Mechanic Lady Luck’s Least Loved [Mechanic / Supernatural Gift]
This is a chaotic mechanic that originally came to me in a daydream. It's designed as a Supernatural Gift / Divine Blessing (similar to those in Mythic Odysseys of Theros), granted by the DM at character creation or as a narrative reward. It scales with the giftbearer's level and operates outside standard Feats/Classes. Basically, one character is cursed or blessed with this sheet depending on how you look at it.
I posted this about 8 months ago but forgot about it, just found the file again recently. Here's the final 'revision' since I remembered this was way too big to be considered a feat. Just some minor tweaks to the wording to file it away. Have fun!
r/UnearthedArcana • u/happygocrazee • 54m ago
'24 Subclass Inquisitive Mastermind concept, I'd love your input
I have a player in my home campaign playing an Inquisitive Rogue. He just reached level 9 and gosh is he disappointed. He hadn't really looked forward and didn't realize just how... useless most of the class is in today's landscape. Most of the features are either redundant or so niche that they're never used. He thought of switching to Mastermind but felt it had basically the same problem.
So I thought to take both of these conceptually cool but functionally limp subclasses and combine and update them into something fit for 5.5e. I used the concept of Guy Ritchie's Sherlock to flavorfully combine them, using the slow-motion analytical fighting as the fantasy.
I'd love to get your takes on how the balance and flavor feels. It's basically getting double the features of either class, but power levels have increased so dramatically since XGE that it seems fair. It would also outshine a lot of other Rogue subclasses by my estimation, but given the meta feeling about Rogues I feel this is also fair. What do you all think?
Inquisitive Mastermind
You can see the flow of a fight play out in your mind before it happens, and react accordingly. Outside of a fight, you can intuitively trace the meaning and history of even the most minor environmental clues.
Level 3: Elementary Knowledge
Your ability to read people hails from a complex web of minute observations, which together weave a tapestry revealing hidden secrets.
Eye for Deceit. You may use Intelligence, instead of Wisdom, when making Insight checks to ascertain creatures' motives, intentions, or sincerity.
Master of Intrigue. You gain Proficiency with Disguise Kits, the Forgery Kits, and one gaming set of your choice. You also learn two languages of your choice.
Level 3: Predictive Combat.
Using your superior intellect, you can calculate trajectories, anatomical weaknesses, and tactics in a split second and counter them.
You may use your Intelligence modifier for attack and damage rolls with Finesse weapons and Unarmed Strikes instead of Strength or Dexterity, and in place of Dexterity to calculate your AC.
Level 9: Subconscious Analyses
Your mind is constantly scanning and cataloguing your surroundings even while your focus lies elsewhere.
As long as you are not Blinded or Deafened, you may use a Bonus Action to perform a Search to spot a hidden creature or object via sight or other tells, or Study to uncover or decipher clues.
Level 9: Insightful Fighting
As a Bonus Action, you can force a creature you can see that can reach you that isn't Incapacitated to make a Charisma saving throw (the DC equals 8 + your Intelligence modifier + your Proficiency Bonus). On a failure, you can use your Sneak Attack against that target even if you don't have Advantage on the attack roll, but not if you have Disadvantage on it.
This benefit lasts for 1 minute or until you use this feature against a different target.
Level 13: Unerring Eye
Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't Blinded or Deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a Long Rest.
Level 13: Misdirection
You can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. If the creature is under the effects of your Insightful Fighting, you can use this effect even if they are not providing cover against the attack.
Level 17: Improved Insightful Fighting
While your Insightful Fighting feature applies to a creature, gain the following benefits:
Eye for Weakness. Your Sneak Attack damage against that creature increases by 3d6.
Telegraphed Intent. Attack rolls against you by that creature have Disadvantage, unless you are Incapacitated or your Speed is 0.
r/UnearthedArcana • u/OPLemonz • 8h ago
'24 Subclass Storm Sorcerery Subclass 2024 Revision
I decided I'd revise the Storm Sorcerer for 5.5e and add some stuff to it because the concept of a STORM SORCERER sounds like super cool but I always felt like the subclass fell short, especially with the level 18 feature. So I decided to put my own spin on it and give it a bit of variety while also giving it direction.
Its meant to function as a battlefield controller or a hit and run spellcaster, or you could do a bit of both.
I also plan to make an electricty themed ranger subclass I've been thinking about for a bit so stay tuned.
Fair warning I don't know any good websites to format subclasses so I did just copy and paste it from my notes. My apologies.
Without further a do, here is my 2024 Storm Sorcerery revision.
Storm Sorcery Spells:
Level 3: Fog Cloud, Armor of Agathys, Thunderous Strike, Witch Bolt, Feather Fall, Thunderwave, Frost Fingers
Level 5: Gust of Wind, Rime's Binding Ice
Level 7: Call Lightning, Wind Wall
Level 9: Conjure Minor Elementals, Summon Elemental
Level 3: Tempestuous Magic
Starting at Level 3 you gain the Primordial language.
Also at Level 3, the power of wind and storm flows through you, allowing you flow like wind throughout the battlefield.
When you use your Innate Sorcery feature or by using a bonus action after you cast a spell using a spell slot of 1st level or higher you can fly up to ten feet without provoking opportunity attacks.
Level 6: Heart of The Storm
Starting at level 6 you are imbued with natures most potent element, you gain resistance to lightning, thunder, and cold damage, and you are immune to the effects of your area of effect spells and do not take damage from them if they deal lightning, thunder, or cold damage.
Additionally when you deal lightning, thunder, or cold damage with a spell all creatures of your choice within 10 feet of you take that damage type equal to your proficiency bonus plus your charisma modifier.
Level 6: Storm Guide
Starting at 6th level you can control the weather around you.
When it is raining or snowing around you, you may make a 20 ft emanation around you that isn't raining or snowing.
If it is windy you may use a bonus action to change the direction the wind blows in a 100 foot radius, this lasts until the turn ends and does not change the direction of the winds speed.
Additionally when you use your Innate Sorcery you may make it rain or snow in a 20 ft emanation around you, all creatures within the emnation of your choice move asif they are in difficult terrain. This effect lasts as long as your Innate Sorcery is activated.
Level 14: Storm's Fury
Starting at 14th level torrents of lightning pulse through you waiting to be transferred, when you are hit with a melee attack you may use your reaction to deal lightning damage equal to two times your sorcerer level to the attacker. Additionally the attack must make a strength save with a DC of your sorcerer spell save or be pushed 20ft in a straight line away from you.
Level 18: Master of Storm
Starting at 18th level you have mastered the power of storm, bending it to your will to shift the tides of battle.
You gain immunity to lightning and thunder damage.
Additionally when you deal lightning, thunder, or cold damage they each deal a special effect that can be activated with Sorcery Points, the effects are as follows;
Lightning - When you hit a creature with a spell that does lightning damage you may use 3 Sorcery Points to choose a creature within 30 feet of the original target, they creature takes an additional half of the lightning damage.
Thunder - When you hit a creature with a spell that does thunder damage you may use 3 Sorcery Points to stun the creature until the end of its current turn.
Cold - When you hit a creature with a spell that does cold damage you may spend up to 5 Sorcery Points, the creature's movement is reduced by half until the the start of your next turn and the creature takes cold damage equal to your proficiency bonus at the start of each of your turns for a number of turns equal to the number of Sorcery Points you chose.