You all know about
D&DWiki, right? Home of strange, unbalanced homebrew in absurd amounts?
I've got a strange nostalgia for the place: it was where I first learned
you can make new things for RPGs.
However, most of the classes, items, and monsters can be of... variable quality. And given that they have
1031 CLASSES FOR 5TH EDITION (oh my), most people don't want to look through all of them. Because there's a lot of them.
So, I decided (thanks to a staggering lack of creativity after working on Infra-Red and Sunless Horizon) that I want to bring some of them into the light of the OSR.
All of these classes are in the GLOG format, and have links to the originals.
The Sacrae are bound to the Wheel: a world-connecting energy: they manipulate the Wheel's connection to their opponents to effect them.
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By https://www.deviantart.com/anotherwanderer |
A: Veni
B: Caeci
C: Spero
D: Terra
A: Veni
As an action, target an opponent: they must make a Charisma save or their Wheel bends, unbalancing their body in return: they lose -2 AC. The Sacrae regains use of this ability once per long rest.
B: Caeci
Once per long rest, the Sacrae slightly tears the top of the target's Wheel: they must make a Charisma save or be blinded for one round.
C: Spero
Once per long rest, the Sacrae mends the target's Wheel, removing any effects (such as poison), and restoring 2d4 HP.
D: Morta
Once per long rest, the Sacrae shatters the target's Wheel, damaging themselves in the process. The target must make a Charisma save or take 3d8 damage: the Sacrae takes half of that damage.
The Fencer is a melee glass cannon: it's able to do
way more damage than seems reasonable, but a single good hit could get him rolling on your favorite Death & Dismemberment table.
The Fencer rolls 1d4 instead of 1d6 when generating HP.
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Face net not mandatory. |
A: Improved Critical
B: Challenge, +1 Critical Margin
C: Bleed Out, +1 Critical Margin
D: Nimble Strike, +1 Critical Margin
A: Improved Critical
The Fencer's experience makes it easier for them to accurately strike: they Critical Hit on rolls of 19 or 20, decreasing with each Fencer template. (On Template D, a Fencer would Critical Hit on rolls above 16.)
B: Challenge
The Fencer can challenge opponents to duels: in combat, the target must Save or be goaded by his calls. Outside of combat, nobles, knights, bandits, mercenaries, and similar will begin combat: if the Fencer wins, he gains +3 to Charisma when persuading the duel's audience.
C: Bleed Out
Successful attacks by the Fencer deal 1d4 CON damage as well as their normal damage.
D: Nimble Strike
When using a one-handed weapon, the Fencer can make 2+DEX mod attacks per round.
The Daemon Eaters are an order of paladins that bind daemons into their own bodies: a pious body makes the greatest cage for a creature of hell. As the daemons grow, they warp the Daemon Eater's form.
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By https://www.deviantart.com/aditya777 |
A: Malevolent Form
B: Daemonic Art
C: Growing Corruption
D: Spreading Malevolence
A: Malevolent Form
The daemon within you has corrupted one of your body parts. Choose one or roll 1d4 to decide which.
Arm
One of your arms is no longer your own. It's covered in a shifting set of armored scales, and ends in a set of long talons. You do 1d4 damage with your unarmed attacks, and can make an immediate grapple check if you hit. Your STR increases by 2.
Leg
Your movement speed increases by 10 ft, and your DEX increases by 2.
Eye
Your eyes fill with fire. You can see normally in darkness up to a distance of 60 feet. Your WIS increases by 2.
Heart
Your heart pumps black oil through your body. You gain +2 on all Checks and Saves caused by poisons. Your CON increases by 2.
B: Daemonic Art
Arm
Once per short rest, the scales on your arm shift into a pointed tip
as you make an unarmed attack, dealing 2d4 damage.
Leg
Once per short rest, you can either make a leaping attack dealing 1d4 damage and flinging the target backwards.
Eye
Once per short rest, you can target someone who then must make a Wisdom save. On a failure, they are
charmed for 1d6 minutes.
Heart
Once per short rest, your blood begins to boil, returning 1d6 health instantly.
C: Growing Corruption
The daemon's influence over your body increases. You gain a new bonus based off your which body part was corrupted.
Arm
Your arm's talons grow, and start to drip a burning venom. Unarmed attacks deal 1d4 damage and the target must save or take 1d4 damage from poison.
Leg
You can anchor yourself on vertical surfaces and ceilings, although your movement speed decreases by 20 ft while on them.
Eye
The fire brightens, giving you +2 to hit with ranged weapons.
Heart
Your blood hardens, giving you +1 natural AC.
D: Spreading Malevolence
You can either choose or roll for one additional limb, which gives you the benefit of that limb's Malevolent Form.