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Galowynn's Guide to Subclasses

Lobbing Fire: You launch a mass of flaming tar to one


Artificer Specialist point within 60 feet. Each creature within 5ft of the point
must make a dexterity saving equal to your spell save DC
Arsonist throw or take 1d6 fire damage and is ignited. A creature that
is ignited takes an additional 1d6 fire damage at the
Deadly, gorgeous and bright, fire is a primal force of destruction beggining of their turn, and ran remake their save at the end
that fascinates many eccentric Artificers. Some Artificers are so of each turn.
fascinated by fire that they dedicate their lives to honing and
understanding this marvelous beast. You, like many others, Scorching Ballista: You make a ranged spell attack against
have studied the chaos and beauty found inside the blaze of a a target within 30 feet. On a hit, the target takes 2d10 + your
fire and sought to harness its power, but unlike many others, Intelligence modifier (a minimum of 1) damage
your efforts have borne fruit.
Bright Burst: You create a small flame within 20 feet of
you, casting the spell Pyrotechnics centered on that point.
Frequent Exposure
When you choose this subclass at 3rd level, your experiments You regain all spent charges at the end of a long rest, or half
and constant exposure to fire has granted you some protection your maximum rounded down on a short rest, once per day.
from it. You gain resistance to non-magical fire, and you are
unaffected by magical fire you create. Thermal Convergence
When you reach 5th level, your fascination with fire has
Arsonist Spells enabled you to maximize it’s effectiveness. Your spells and
Starting at 3rd level, you always have certain spells prepared spelllike effects ignore resistance to fire damage, and creatures
after you reach particular levels in this class, as shown in the without resistance or immunity take an additional 1d6 fire
Battle Smith Spells table. These spells count as artificer spells damage from your spell and spell effects that deal fire damage.
for you, but they don’t count against the number of artificer Your fire becomes more potent at 9th level, your attacks that
spells you prepare. deal fire damage ignore immunity to fire.
Additionally, you learn the Produce flame cantrip, which
counts as an Artificer cantrip for you, but dos not count against Promethean Flame
your total number of artificer cantrips. At 9th level, the damage die of your Firespitter becomes 2d10,
and you may spend two charges to activate one of the
Arsonist Spells Firespitter’s spell like effects from the extended list below:
Artificer Level Arsonist Spells
Sun Scorch: You create a field of blazing fire 30x30 feet
3rd Burning Hands, Hellish Rebuke wide starting from a point within 60 feet. Any creature that
5th Agnazzar's Scorcher, Heat Metal starts it’s turn inside the field takes 3d6 fire damage. The
field lasts for a number of rounds equal to your Intelligence
9th Fireball, Ashardalon’s Stride modifier (a minumum of 1).
13th Elemental Bane, Wall of Fire
Overheat: Your Firespitter emits overwhelming heat. All
17th Flame Strike, Immolation creatures within 20 feet must make a constitution saving
throw, taking 4d8 fire damage on a failed save or half as
Pyrotechnics much on a successful one.
When you choose this subclass at 3rd level, you have learned to
Flaming Mortar: You launch 3 masses of flaming tar to
create a tool that can generate streams of flame, called a
different points within 120 feet. Each creature within 10ft of
Firespitter. The Firespitter uses the statistics of either a Heavy
a mass takes 2d6 fire damage and must make a dexterity
or Light Crossbow, dealing fire damage instead of piercing
saving throw equal to your spell save DC throw or becomes
damage. Your attacks made with this weapon count as magical
ignited. A creature that is ignited takes an additional 2d8
for the purpose of overcoming resistances. You are proficient
fire damage at the beginning of their turn, and ran remake
with this weapon, and whether or not it uses ammunition/fuel
their save at the end of each turn.
is up to you and your DM. If lost or destroyed, you may create a
new Firespitter over the course of a long rest. Wildfire
Additionally, your Firespitter has a number of charges equal Upon hitting 15th level, the fires you create blaze beyond
to your Intelligence modifier + your proficiency bonus. You may control. Whenever a target takes fire damage from a magical
spend one charge to activate one of the Firespitter’s spell like attack, spell, or spell like effect you create, all creatures within
effects below. 15 feet of the target must make a dexterity saving throw equal
to your spell save DC, or catch ablaze.
Boiling Blaze: you create a 20ft cone of fire in front of you,
forcing each creature within range to make a dexterity An ablaze creature takes 3d8 fire damage at the beginning of
saving throw equal to your spell save DC or take 2d8 fire their turn, and has disadvantage on attacks and skill checks. A
damage. creature can use it’s action to put itself out.

2 Re-brew | Dragonsoul
Frightful Presence
Barbarian Path When you reach 10th level in this class, your unbridled rage is
reminiscent of the wrath of your dragon ancestors. As part of
Path of the Dragonsoul the bonus action used to activate your rage, you can force each
creature within 30 feet of you to make a Wisdom saving throw.
Barbarians that follow the Path of the Dragonsoul hold the raw On a failed save, the creature is frightened of you for 1 minute,
power and intensity of the great dragons within them. The
or until your rage ends, whichever comes first. A creature can
magic coursing through them can take form in elemental bursts repeat this save at the end of each of their turns, ending the
from their mouths or draconic traits.
effect on a success.
Your Barbarian is somehow descended or empowered by a
great dragon, you can choose the color and type of your dragon Might of the Dragon
on the Draconic Ancestry table below. At 14th level, the power of the dragon surges through your
veins stronger than ever before. When you enter your rage
Draconic Ancestry state, you may choose two of the following effects which last till
Dragon Damage Type Saving Throw the end of your rage.
Black Acid Dexterity Powerful Wings:
You sprout a pair of large, scaly wings.
Blue Lightning Dexterity You gain a flying speed of 60 feet while you have these.
Dragon’s Vitality:
Your life force grows stronger than
Brass Fire Dexterity before. You gain Temporary HP equal to twice your
Bronze Lightning Dexterity Barbarian level.
Hardened Scales:
Your skin becomes resistant and
Copper Acid Dexterity
strengthened. You gain immunity to the damage type
Gold Fire Dexterity associated with your draconic ancestry, and your AC
increases by 2.
Green Poison Constitution
Empowered Elements:
The strength of your inner power
Red Fire Dexterity increases. Your Breath Weapon feature deals 4d8 damage
instead of 4d6, and your draconic fury gives a 1d8 bonus to
Silver Cold Constitution
melee attacks instead of 1d6.
White Cold Constitution
Created By: DKMagic, Underpaid_Goblin, and Yampy

Art By: Symbolikon

Saving Throw DC Published by: Re-brew


Some features may force a creature to make a saving throw. The
DC for the save equals 8 + your proficiency bonus + your
Constitution modifier.

Draconic Fury
When you take this subclass at 3rd level, you can choose to
endow yourself with draconic might whenever you enter your
Rage state. Until the Rage ends, your melee attacks deal an
additional 1d4 damage of the type associated with your
draconic ancestry. In addition, you gain resistance to the
associated damage type until you end your rage. The extra
damage die increases to 1d6 of the associated type at 10th
level.
If a racial trait would already give you resistance to the
chosen element, you may roll a 1d6, reducing the damage by
that additional amount.

Breath Weapon
At 6th level, you have learned to channel your rage into a
powerful breath attack like that of the great dragons. While
raging, you can use an action to expel elemental energy in
either a 15 ft. cone, or a 5 by 30 ft. line. Any creature caught in
this area must make the relevant saving throw (a s shown on
the Draconic Ancestry table) or take an amount of damage
equal to 2d6 + half your barbarian level of the type associated
with your draconic ancestry.
The damage die for your breath weapon increases to 4d6 at
10th level. You may use this a number of times equal to your
proficiency bonus, and you regain all uses after a long rest.

Re-brew | Dragonsoul 3
Ode of Undoing
Bard College At 14th level, the spells resonating within your verse wrack the
minds of your foes. As an action, you speak in a cacophony of
College of Poesy voices, up to 10 creatures within 60 feet of you must make a
Wisdom saving throw, taking 4d10 psychic damage, or half as
Bards of the College of Poesy study ancient odes and sonnets,
much on a successful save. A creature that fails its save is also
searching old poems for incantations laced within the words by
sapped of its fighting spirit, and all weapon damage done by the
bard poets of old. Their understanding of how words can
creature is halved till the end of their next turn.
influence the soul allows them to not influence only the mind,
but the heart as well. A poesy bard knows the value of words
and the magic of verse. Created By: Underpaid_Goblin

Art By: Lily Abdullina

Elevated Verse Published by: Re-brew


When you pick this college at 3rd level, your prose weaves
enchanting magic through each syllable. Whenever you succeed
on a Deception or Persuasion check against a creature with a
lower Charisma score than yours, the creature is charmed for a
number of minutes equal to your proficiency bonus, or until
you or a party member harms it.
If you use this feature more than once on the same creature,
it must make a Charisma saving throw equal to your spell save
DC, becoming permanently immune to this feature on a
successful save.

Arcane Couplet
Also at 3rd level, you recite a poem of bravery and victory in
battle. As an action, you may spend one inspiration die to give
any number of creatures of your choice within 30 feet a +1 to
any attack roll or saving throw made in the next minute.
You may use this ability a number of times equal to your
proficiency bonus, regaining all uses after a long rest.

Ancient Refrain
When you reach 6th level, you learn of an ancient sonnet
riddled with hidden incantations. As an action, you spend one
inspiration die, adding half the number rolled, rounded down,
to your AC till the beginning of your next turn, or until hit.
You may use this feature once per day, regaining it’s use after
a short or long rest.

Broken Elegy
Also at 6th level, attacks you make are infused with the remorse
and regrets of dead poets and kings. As a bonus action, you can
incant over a weapon you are holding, causing the next attack
made with it to deal an additional 2d8 necrotic damage.
This effect may only be applied once to one weapon at a time,
and lasts for a number of rounds equal to your charisma
modifier, so long as you are concentrating on this effect, as if
you were concentrating on a spell. This effect also ends if you
land a hit with the infused weapon
You may use this feature a number of times equal to your
proficiency bonus, regaining all uses after a short or long rest.

4
This 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.
Duplicity
Fighter's Martial When you reach 15th level, you have discovered how to be in
multiple places at once. When you make more than one attack
Archetype during a turn, the additional attacks can be made against any
creature within 60 feet of the original target. This feature does
Untethered not move your character.

Usually, a soul is bonded to the plane it was created on, but a Boundless
few ancient warriors discovered ways to change that. A fighter
At 18th level, you have learned to move near freely through
that studies the way of the Untethered has learned to separate reality. You gain a flying speed equal to half your movement
their souls from the material plane, and their bodies along with
speed. Additionally, as a bonus action, you can make your body
them. Untethered move through the bounds between planes, incorporeal, allowing you to move through creatures and
skipping through them like stones on the water, allowing them
objects as if they were difficult terrain. You take 1d10 force
to move freely through space in ways beyond physics.
damage if you end your turn inside an object, and becoming
corporeal while inside someone or something shunts you to the
Loose closest unoccupied space, with you and any creature you were
Upon selecting this archetype at 3rd level, your movement
of inside taking 1d10 force damage.
speed increases by 10 feet, as your connection to the material
plane is weaker. Created By: Underpaid_Golbin

Art By: Alexandr Elichev

Drifting Blade Published by: Re-brew


Also at 3rd level, your body and blade move seamlessly through
space as one. When you take the Dodge action, you may make a
single melee attack against one creature you pass adjacent to.
This attack cannot benefit from Extra Attack or other similar
features.

Warped Space
At 7th level, you can fold the space between you and another
target. If you have not yet moved on your turn, you may spend
any amount of your movement speed to teleport that distance.
If you would land adjacent to a creature, you may make a single
attack with advantage. This attack cannot benefit from Extra
Attack or other similar features.
You may use this feature a
number of times equal to your proficiency bonus, regaining all
uses after a long rest.

Ethereal Shift
At 10th level, your body can fade out of reality to escape danger.
If a creature makes an attack roll against you, you may use your
reaction to enter the ethereal realm till the end of your next
turn, before knowing the result of the roll. While in the ethereal
realm, you can see an overlay of the material plane, but you are
unable to interact with it. You may move up to 15 feet while
inside the ethereal plane, appearing in the same relative spot in
the material plane when the effect ends, but are unable to take
any other actions.
You may use this feature once, regaining its
use after a short or long rest.

Re-brew | Untethered 5
Wild Brawl
Roguish Archetype Beginning at 17th level, whenever you take the attack action,
you may make one additional attack against another creature
Ruffian within range. If the first attack had advantage, you may use
your bonus action to make another attack against the original
You've had your fair share of scraps in the streets, and the
target, without advantage.
numerous scuffs have only honed your skills. You've learned
that not all fights can be planned for, and knowing how to use Created By: Underpaid_Goblin, Shortburn

your environment to make weapons and cover can save your Art By: Yama Orce

hide. Stealth and subterfuge are the staples of a Rogue, but Published By: Re-brew
Ruffians know that sometimes stealth isn't an option, and they
know how to handle themselves when the fists start flying.

Street Fighting
When you take this subclass at 3rd level, you learn one Fighting
Style from the fighter class.
If another feature would give you this option, the Fighting
Style you choose must be one you do not already know.

Dirty Tricks
Also at 3rd level, when you use your Cunning Action, you may
instead choose from the list below:

You throw debris into the face of an opponent. A creature


within 10 feet makes a DC 12 Constitution saving throw or
becomes blinded till the beginning of their next turn or until
hit with an attack. This feature only works on creatures with
eyes.
You use an unwilling creature as cover. You attempt to
grapple one adjacent creature your size or smaller. While
grappling a creature this way, you have half cover, and a
creature that misses you with an attack must make a new
attack roll with disadvantage against the grappled creature.
You create or repair a makeshift weapon using materials
around you, if available. This weapon deals 1d6 Slashing,
Piercing or Bludgeoning damage and has the Finesse
property. You are proficient with this weapon. YOu may have
up to 2 makeshift weapons at a time.

Jury-Rigged
At 9th level, your hastily constructed weapons are of higher
quality. You may add your proficiency bonus to the damage
rolls of Makeshift Weapons you create with your Cunning
Action, and the weapon may be made with either the Reach or
Light property.
Additionally, after landing an attack with your Makeshift
Weapon, you may have the weapon intentionally break,
creating shrapnel and dealing an additional 1d8 piercing
damage, rendering the weapon useless till repaired.

Streetwise
Starting at 13th level, you are immune to being surprised, and
you have advantage on any perception or insight checks made
to notice criminal intent or activity.
Additionally, you have learned to create distractions and
obstacles using your environment. As an action, you use
surrounding objects and debris to create a 10x10 square of
difficult terrain starting adjacent to you. A creature that falls
prone in this area must use all of their movement to stand up. A
creature can spend their action to clear the difficult terrain.

6 Re-Brew | Ruffian
This 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.
Bitter Cold
Warlock Patron When you reach 10th level in this subclass, your magic is
infused with the icy cold of your patron’s power. Whenever a
The Frostmaiden spell you cast would deal acid, fire, thunder, or lighting damage,
you can choose to instead deal cold damage. Additionally, your
You have formed a pact with the Frostmaiden, queen of winter
spells that deal cold damage ignore cold resistance.
and harbinger of icy desolation. The Frostmaiden wants
nothing more than to bring balance to nature, bringing cold and
death where there is warmth and life. The Frostmaiden may be
Frigid Winds
At 14th level, the sheer cold of your Patron’s power envelops
cold, but she is not cruel, and those who follow her are
the land around you, forming it into frigid, desolate terrain. As
rewarded with her celestial breath, the Northern winds, which
an action, you form a realm of ice spanning 60 feet out in each
fill them with her power.
direction from you, this domain lasts for a number of minutes
Alternatively, you could also receive this subclass by making
equal to your Charisma modifier, and the ground inside the
a pact with Auril, Ulutiu, Thrym, Skadi, or other powerful
domain counts as difficult terrain for the duration. You must
beings such as the primordial Cryonax or minor deity Rellevar
hold concentration over this effect as if you were concentrating
Danuvien, the Frost Sprite King.
on a spell, ending the effect if you lose concentration. When you
first activate the domain and by spending your bonus action on
Expanded Spell List
each turn after, you can choose up to a number of creatures
The Frostmaiden lets you choose from an expanded list of
equal to your Charisma Bonus + your Proficiency bonus that
spells when you learn a warlock spell. The following spells are
have taken damage since your last turn. You may choose one of
added to the warlock spell list for you.
the following effects to inflict to all chosen creatures.
Frostmaiden Expanded Spells You seal over the wounds of the targets with frost, numbing
Spell Level Spells the pain. Each creature chosen gains 3d8 temporary
1st Bane, Ice Knife hitpoints.
You drive freezing wind into the wounds of the targets,
2nd Moonbeam, Snilloc's Snowball Storm causing more intense pain. Each creature chosen takes 3d8
3rd Bestow Curse, Sleet Storm Cold damage.

4th Conjure Minor Elementals, Ice Storm Additionally, a hostile creature that moves more than 10 feet
on their turn must make a DC 13 Dexterity save or fall prone. A
5th Cone of Cold, Conjure Elemental creature that dies in this domain freezes solid.

Cloak of the Maiden


When you choose this subclass at 1st level, you call upon the
power of your patron to create a domain of ice around you. As
an action, you create a 10 ft radius dome of icy cold wind
centered on you. Each creature of your choice in the dome must
make a Constitution saving throw against your spell save DC or
take 2d6 Cold damage. This dome lasts for a number of turns
equal to your Charisma modifier, and you can use your bonus
action on each turn thereafter to force any number of creatures
within range to remake the saving throw. After using this
ability, you must finish a long rest to use it again.

Child of Winter
Also at 1st level, you learn the cantrips Ray of Frost and
Sapping Sting. They count as Warlock cantrips for you, but they
don’t count against your number of cantrips known.

Icy Endurance
At 6th level, your connection to the Frostmaiden allows you to
endure the biting cold. You gain resistance to Cold damage.
Additionally, whenever you would need to make a saving throw
to resist taking Cold damage, you make that save with
advantage.
If a racial feature would already give you resistance to cold,
you gain immunity instead.

Created By: Underpaid_Goblin

Art From: Heroes of Camelot

Published by: Re-Brew

Re-Brew | Frostmaiden 7
Wizard School Foretell
Number Effect
School of Tarot 1
You gain advantage on your next attack against
that target till the end of your turn.
In the hands of a skilled practitioner, the magic of the Tarot is
not only capable of predicting events yet to come, but The target has disadvantage on all attacks against
2
influencing them as well. By drawing forth the magical power you till the end of their next turn.
lying within the cards, a Wizard who studies under the school
Till your turn ends, you add an amount equal to
of Tarot can cast a variety of spells as dictated by the cards. 3 your proficiency bonus to your next attack roll
against the target.
Deck of Knowledge
When you take this subclass at 2nd level, you gain a Deck of The target has disadvantage on all
Tarot cards, and gain proficient with playing cards. The Tarot 4 Dexterity/Constitution saving throws triggered
Deck acts as your spellcasting focus, and allows you to store the by you till the end of your turn.
knowledge of a spell inside of it. The target has disadvantage on all
When you prepare your spells, you draw the cards containing 5 Wisdom/Charisma saving throws triggered by
your spells from the deck and keep them on you. Additionally, you till the end of your turn.
you may use the cards to help direct your actions, you learn the
You learn what action the target plans on taking
Guidance cantrip, if you didn't know it already.
next, and against whom, as determined by the
6
DM. The action is subject to change if you
Altered Arcana intervene.
Also at 2nd level, whenever you cast a spell using one of your
prepared Wizard spells of a level lower than your proficiency
bonus, you may choose to draw out the card in the reversed Reverse Fate
position. When a spell you cast is drawn reversed, the spell When you reach 10th level in this class, your knowledge of
does not expend a spell slot, but is unable to be cast using a future events and sway over chance allows you to alter the fate
spell slot of a higher level. You can use this feature once per of events as they happen. Whenever a creature within 30 ft
long rest. makes an attack, skill check, or saving throw, including death
saves, you may spend one use of your foretell feature to add or
Foretell subtract an amount to the roll equal to 1d6 + your Intelligence
At 6th level, you have learned to understand the meaning of the modifier. An unwilling creature must make a Wisdom saving
cards and the knowledge they hold of the future. As a bonus throw equal to your spell save DC, resisting the effects on a
action on your turn, choose a target within 60 feet to divine success.
knowledge about their next move. Roll a 1d6 on the table below This modifier replaces the normal modifiers for the roll and
as you draw a random card from the deck, you gain the effects can be applied before or after the roll is made. You must finish a
of that roll as shown on the table. short or long rest before you can use this feature again.
You may use this feature a number of times equal to half your
proficiency bonus, rounded down, and you regain all expended Tarot's Insight
uses after a short or long rest. At 14th level, your knowledge extends time and space, allowing
you to determine things that you ought not know. Once per long
rest, you may cast the spell Commune without spending a spell
slot or requiring material components.
Additionally, you learn the spell Identify and Detect Magic, if
you didn’t know them already, and can cast them both at will, as
if they were cantrips.

Created By: Underpaid_Goblin, Shortburn

Art By: Unknown, all rights belong to creator

Published By: Re-brew

8 Re-Brew | Tarot
This 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.
It
Takes a
Village
I could never have made this document without
the help of numerous Discord users, Redditors,
and IRL friends. These subclasses were compiled
from the last 3 years of homebrewing, and each
has been playtested at least once by friends who
were willing to try something new. Thank you all.

- Underpaid_Goblin and the Re-brew team

Cover Art: D&D Party by David Lazzoni

Here's to many more brews to come.

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