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Thread: The Homebrewer's Extended Signature

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    Default Re: The Homebrewer's Extended Signature

    Games
    Hoard of the Dragon Queen: OOC, IC, PC
    Phandelver: PC

    5e D&D Homebrew:
    My 5e minimalist Ranger Fix
    Rules for various sporting events, including Archery, Jousts, Races, and Wrestling, Fishing and Shoving sports
    Additional Backgrounds

    5e D&D subclasses:
    Artificer
    The Extraplanar Researcher, a traveler of the planes
    Bibliothecary, with superior casting compared to the other magical craftspeople
    The Runecaster, with the knowledge to craft the least of the runes of the giants
    A Minimalist Alchemist Fix (plus some additional infusions)
    The Vault Builder: a trap based artificer
    Using exotic thrown weapons, the Grenadier
    Barbarian
    The Path of the Seer, a clever caster able to work around the worst limits of their class
    Expanded options for Totem Warriors and Storm Heralds
    Path of the Guardian Protector, a combat healer diving into the fray for a heroic rescue
    For the Hangry Barbarian, the Path of the Endless Hunger
    The Path of Whirling Steel, a subclass focusing on the otherwise weakest fighting style
    Bard
    The College of Hymns, converted from 3.5e to sing the praises of the gods
    The College of Birdsong, who flies to freedom
    The College of Marshaling. The amateurs discuss tactics; the professionals discuss logistics. These bards master both
    To hamstring your foes and ease your allies, the College of Karma
    Cleric
    The Travel Domain, always on the road again
    The Rivalry Domain, as there's nothing better to inspire allies than having them count kills
    The Protection Domain and The Destruction Domain, each based on one of the 4e Rune Priest's Rune States
    The Celebration Domain, a controller party cleric. Functional replacement for the love domain?
    The Tremor Domain, channeling the terrors of the earth
    Druid
    Expanded options for Land Druids
    The Circle of Reclamation, who can't bother waiting for civilization to crumble before nature swallows it again
    The Circle of Spirit Guidance, in tune with the elements and fey. Based on the 3.5e spirit shaman
    Circle of Seeking, using ranged weapons to deliver spells. Based on the 4e Seeker class
    The Circle of Storms, a very pushy controller druid
    Fighter
    The Corruption Touched, tainted by forces that are demonic, illithid, vampiric, or yuan-ti
    The Vaunt Knight, a master of manipulation converted from 3.5e
    The Ghostwalker, whose body and soul stand apart
    Monk
    The Way of Jotunslag, trained to fight in the manner of the mighty giants
    Way of the Iron Mountain, for your invulnerable monk
    Way of the Desert Wind, a hot and cold subclass based on ToB and the 4e Monastic Tradition
    Way of the Bounding Wind, monks of airborne evasion
    Paladin
    The Oath of Study, a student of all, including arcane power
    The Oath of Horror, a soldier of the far realm
    The Mercenary Oath of Fortune, dedicated to maximum profits
    The Oath of Oration, a subclass for orators and postmen, here
    Ranger
    Faerie Irregular, trained to directly invoke the powers of the fey
    The Warden, a melee controller from 4e
    The Trailblazer, fighting from their mount
    The evasive and aquatic Wave Breaker
    The Drakeslayer, which reuses their dragon fighting techniques against other foes
    Rogue
    Shadow Commander, never truly alone
    The Silencing Blade, the bane of casters and the minds of everyone else
    The Divine Avenger, converted from 4e to bring judgement from the gods
    The Trapbreaker, a reactive and slightly AD&D rogue
    Sorcerer
    Oozeblood sorcerer, soft but less squishy
    The Starmarked Sorcerer, imbuing the power of the heavens
    A melee oriented undead sorcerer, the Touched of the Tomb
    Soul of the Astral Wind, a movement heavy Sorcerer
    Warlock
    The Dragon Patron, giving their aid martial power
    The Winter Lord, surpassing on the slipperiness of a rogue
    The Forest Guardian, taking control on the battlefield
    For Neutrally Aligned Patrons, The Keeper of Balance, granting power over fundamental ordering principles of motion
    Wizard
    The School of the Sha'ir, drawing on the elements for more flexibility
    School of Hedges, an arcane student of druidic magics
    A reworked School of Necromancy to focus on weakening the living, and a separate School of Pale Mastery which retains all the effects the PBH version uses to focus on undead

    Spoiler: Poor Subclasses Archive
    Show
    The Empowered Bastion. See the Keeper of Balance for an updated version
    The Circle of the Outer Planes, a druid tied to Aberrations and Monstrosities
    The Possessed. See the Ghostwalker for an updated version
    The Circle of avenging, a combat brawler. You should probably just stick with a Moon druid
    The Way of the Weavemold, an anti-magic monk. See the Silencing Blade for an updated version
    The Combat Medic, a fighter with healing abilities
    The Way of the Seven Heavens, a Celestial Monk
    The Professor Explorer, a UA artificer subclass with a poor memory, excellent luck and terrible luck. I guess the Vault Builder can serve as an update
    The Blackblot Herbalist, a venomous ranger
    The Master of Plagues, a disease-bringer artificer
    For a more defensive and pious favored monk, the Way of the Serene Grace
    The Mutilator of Magic, a spellcasting anti-mage.

    Spoiler: 5e Psionics Overhaul
    Show
    Psionic Disciplines Overhaul, (on the Homebrewery) to rebalance the AU mystic. Commentary on this forum here

    The Psion, a Rewrite of the Mystic backwards compatible to other homebrew subclasses
    The Battlemind, a half psionic class with 4e influence
    Order of the Wilder, a Mystic subclass for the 3.5e class of the same name
    Psychic Warrior, a fighter subclass based on the 3.5e class
    Way of the Psionic Fist, based on the 3.5e monk prestige class
    Psychic Bloodline, a psionic sorcerer subclass

    Blues, psionic goblinoids
    Maenads a psionic race from 3.5e
    Dromites, another old psionic race
    Thri-Kreen, the mantid warriors
    Psionic Gith

    Gem Dragonborn and Psionic Feats.

    5e D&D races
    Monotreme Races, based on the IRL platypus and echidna
    Arachneans, arachnid races without the extra limb problem
    Ceboids, a three-limbed race based on new world monkeys
    Desert, Jungle, & Sea Dwarves, with additional distinctions from the PHB's Mountain and Hill Dwarves
    Gnolls and Aardgnolls, based on actual hyenas rather than demonic influence
    The Dhampire, tainted by Vampiric powers
    The Bizuxxie; bumbling bee-folk
    Cynocephali, the dogfolk of Greek myth
    The shardminds, the living crystals from 4e
    Aasimar for the chaotically aligned upper planes, here

    5e Spells and Invocations: Organized here
    Warlock Spell and Invocation Options
    A bunch of spell conversions from 3.5e, mostly high level. See here
    Marine Spells for aquatic Campaigns
    Conversion of 3.5e spells from Complete Divine
    Conversion of the 3.5e spells from Complete Arcane
    Conversion of 2e spells from Al-Quadim and Complete Sha'ir
    Pile of Touch Spells, for close range casters. Mostly combat focused
    Bunch of Warlock Invocations to fill in some gaps in the options
    Spell options for non-adventuring days, with a focus for Artificers. Here
    13 Nasty Necromancies
    Options for Wild Magic Sorcerers and Wall Wizards
    Additional Divinations and Illusions
    Expanded Abjurations

    5e feats And Skills:
    Heritage Feats for characters with in-humanoid ancestry
    Volo's Racial Feats, shoring up the variety for monstrous races
    The Bodily Autonomy skill allowing for Body over Mind
    9 Genasi Racial Feats, to give the race some more interest
    A reworked grappler feat, skipping the pin effect of the published version

    5e Items:
    Medieval Exotic Weapons, Firearms, and Firearms Feat.
    Exotic Weapons II, Deft Weapons, Double Weapons, and a Dual Wielding fix with related feats for all
    Additional Low Level Potions. Cheap for a show
    Additional Giant Runes, in the style of Sky King's Thunder
    A bunch of herbs with expanded medicines, materials, and poisons to make with them
    3 dozen minor magic items, for low level play and to provide more items without significant boosts to the party's power
    A pile of magic items, I guess with a minor greek/marine theme
    NPC items for stealing. Here
    Additional Alchemical Items

    5e Monsters:
    Beast Focused: Part 1, and Aquatic, with a bunch of Summonable Fey.
    Celestials: Jewish Tradition focused, Guardinals, For Filling Out the Upper Planes, Eastern Folklore
    Expanded Golems
    Dragons: Dragonettes, Drakes, and Linnorms, Amphithere mounts
    Elemental Focused: Paraelementals & Grue, Sapient Elementals with creature of other types, An Air Elemental Focused Group
    Plant Focused: 2e Plant traps, Plant Traps II, Plant Traps III
    Aberrations: Lords of Madness and some more from a variety of sources
    Binder Monster Conversion.
    Gimmick Fights: Additional Oozes and Expanded Sorrowsworn

    4e D&D Homebrew

    4e Races
    The noble deep sea Triton, with supporting feats and utility powers.
    Cynocephaly, a race of energetic dog-folk. Here
    Lizardfolk, based primarily on the 5e version.

    4e Feats
    Channel Divinity Options for the Greek Pantheon. Here
    Extra Tribal Feats, including for the rest of the skills.
    Powers to aid saving throws for Runepriests.

    4e Monsters
    Mephits, the nasty little elementals
    Last edited by sandmote; 2024-04-16 at 09:34 AM.