Dandiil's Homebrew Collection
Dusk Warden
The Ranger Subclass Dusk Warden is similar to a class that I created for my homebrew 2e campaign.
The Dusk Wardens originated in the elven communities, their primary purpose was to protect their homes and people from the dangers that appear in the dark. Over the years, the Dusk Wardens began experimenting in Herbalism and the newer Alchemical skills to improve the survivability of their job. With these improvements, along with newer magics to draw on from nature, the Wardens learned that they no longer needed to travel as a group to take on the abominations that prefer the darkness. They became solo protectors, primarily working alone or with their apprentice successor.
Dusk Wardens are a Ranger Archetype that focuses on the subtleties of the heavier chain armor, as well as employing magic and alchemy to supplement their sword and archery skills.
Subclass Features include
- Warden Spells - Increased spell list and bonus spells
- Alchemical Savant - Proficiency in Alchemy Kit, and increased weapon damage.
- Specialty Training - Chain Mail is considered Medium armor for you, and doesn't apply disadvantage to stealth rolls. Some Versatile can use DEX for attacks and damage
- Hardy - Immunity to Disease, Resistant to Poison, and have on advantage on checks and saves versus the Frightened Condition
- Sword & Sorcery - Can make a bonus action attack with a weapon when you cast a spell
- Spellsinger - Select spells can be cast as a bonus action
Dusk Warden
GM Screen
I have a GM screen laid out for personal use, I guess I can share that here.
GM Screen
Versatile Mastery
A feat that was created for a player that prefers to wield versatile weapons.
Feat-Versatile Mastery
Mutant
The first draft of the Aberrant, but more balanced as a Fighter Subclass.
A Mutant has been severely altered by alchemical products. Whether it was an illness that required extensive medicine to cure or an injury that wouldn't heal without an expansive variety of potions, Perhaps you were born this way. Any number of things could have triggered a severe physical or metabolic change. You decided to focus on the Mutations that reside within you, granting you abilities that exceed those of the normal adventurer. As a Mutant, and cast aside by most of the world, you stick to your training, and continue to work on your martial skills... particularly with a weapon that allows you showcase your ability to get the job done.
- Potion Habit - use a potion as a bonus action, resistant to poison
- Martial Prowess - additional weapon damage
- Heightened Senses - darkvision and perception advantage
- Relentless Attacks - a situational extra attack
- Unyielding Resistance - Advantage on CON checks and saves, Immunity to poison
- Superior Focus - apply vulnerability to an attack
Mutant
The Aberrant
The Fighter Subclass The Aberrant is a special homebrew request and collaboration with Phantasm. This work is loosely based upon the Witcher series. It hasn't been extensively play-tested at this time, it is definitely on par with other Fighter Archetypes.
Strange things are happening to my body... Is it caused by the extensive number of potions and magics that aided in my healing from that severe injury or illness? Is it something that was passed down to me from my parents? Something has severely altered my body. I have begun training myself to take advantage of these unnatural changes. I can manipulate my body to overpower my enemies with my strength, or summon arcane energy through my body. These changes take time, and sometimes coming back is painful.
The Aberrant is a Fighter Archetype that can manipulate his body and some benefits to his needs. The alterations that were made to his Metabolism increase his potency in combat and travel.
Subclass Features include
- Adaptations - a list of 20 options for the character to take, changing them has a cost
- Inhuman Lethality - Option to deal extra weapon damage
- Mutations - The Adaptations start becoming permanent
- Relentless Attacks - a situational extra attack.
- Adapting to the Adaptations - getting a little help when changing adaptations
- Enhanced - Increasing the Critical Range of your attacks and increasing ability scores.
The Aberrant
Tinkering in 5e
I have been working on a masterwork crafting system for 5e for a couple of years. It's not quite complete, but I did find great sources to influence my tinkering artisan skill. It's not as complicated as some of the projects a true tinker would come up with. I feel the basics are pretty well covered in this document. As with all things, it is constantly growing and evolving.
An example of something that could be crafted with this document
- A carriage that has a searchlight and restraining net launcher... oh and by the way it floats
- A Machine that turns Logs into lumber while it plays music... oh and it uses its saws and sawdust to attack
Tinkering
Orak
What would orcs be like if they weren't the savage monsters that we all know and hate. The Orak is a race that I have designed for my homebrew land of Eldrune.