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 ArchiveThe 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 OverhaulPsionic 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