Classes

 

The new rules for dungeons and dragons have dropped in 2024 and are called 5.5e At this time, I only intend to allow you to play those classes and features that are in books listed below, or under the individual class headings. This may change as other supplements are released. If you really want to play a subclass that is part of the old rules but not included in the new, let me know and we can discuss.

 

As I become more familiar with the rules, I may add, subtract, or change information on this page, including allowing more stuff. Thanks for your patience. Also, for homebrew changes regarding things such as 2024 game play, rules, spells, combat, etc, please refer to the Rules Page.

 

Classes listed in the 2024 rules are allowed in my game, except Artificers (as listed below). Classes that are listed will have changes or clarification. Those that are not listed will be allowed as is in my world.

 

Allowed/Disallowed Classes

 

The books below are the only ones that I work with in my world. Be sure to carefully read through everything below before creating your character.

 

Player's Handbook: All classes are allowed except for the Artificer.

 

Arcana Unleashed: All classes are allowed except for the the cleric's Arcana Domain subclass. In my world, I maintain a fairly strict delineation between arcane and divine magic. Since this subclass gives an arcane class the ability to cast divine spells, it will not be allowed.

 

Forgotten Realms Heroes of Faerun: The following subclasses will be allowed: Bard College of the Moon, Fighter Banneret, Ranger Winter Walker, and the Wizard Bladesinger. All others are not allowed.

 

NOTE: Check the class descriptions below for additions and changes.

 

Artificers Fighters Sorcerers
Barbarians Monks Warlocks
Bards Paladins Wizards
Clerics Rangers  
Druids Rogues  

 

Clerics

 

New Subclass

 

Order Domain

 

Cleric Level

Prepared Spells

3rd Bless, Calm Emotions, Command, See Invisibility
5th Counterspell, Speak with Dead
7th Banishment, Locate Creature
9th Geas, Dispel Evil and Good

 

Level 3: Deceit Revealed

As a Magic action, you can choose yourself or a willing creature within 30 feet of yourself to have Advantage on their Insight roll to determine whether the target creature is being untruthful. The creature making the check must be able to understand the language of the one they are making the Insight check against. The benefit lasts until you finish a long rest of you use this feature again.

 

Level 3: Impose Order

When you or a creature you can see within 30 feet of yourself fails a saving throw against being Charmed or Frightened, you can use your Reaction to present your Holy Symbol and expend a use of your Channel Divinity to manifest concentric black rings etched with golden runes, imposing divine order upon the target's mind.

 

The creature immediately rerolls the saving throw with Advantage and must use the new roll. On a successful reroll, the creature resists the triggering effect. In addition, the creature has Advantage on saving throws against being Charmed or Frightened until the start of your next turn.

 

Level 6: Word of Law

Your divine authority strengthens, letting you restore order to both mind and body.

 

Impose order can now be used when you or a creature you can see within 30 feet fails a saving throw or ability check made to avoid or end the Grappled or Restrained condition. The creature rerolls the saving throw or ability check with Advantage and must use the new roll. On a successful reroll, the creature avoids or ends the condition, a appropriate.

 

In addition, when a creature succeeds on a reroll granted by your Impose Order, you utter a divine admonishment against the creature that caused the triggering effect. If that creature is within 60 feet of you, it takes Psychic damage equal to 2d10 plus your wisdom modifier.

 

Level 17: Justice Served

As a Magic Action, you wreath yourself in righteous black flames for 1 minute or until you dismiss them (no action required). The flames create a 30-foot emanation originating from you.

 

When an enemy enters the emanation for the first time on a turn or starts its turn there, it takes 2d10 Necrotic damage. The first time a creature takes this damage, it must also make a Wisdom saving throw against your spell save DC. On a failed Save, the creature has the Blinded condition.

 

A creature Blinded by this feature remains Blinded while it is within the Emanation. Once the creature is outside the Emanation, it can repeat the saving throw at the end of each of its turns, ending the Blinded condition on itself on a success.

 

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Druids

 

Subclass Change

 

Wild Shape Spellcasting

 

At 8th level, a druid has enough experience using their wild shape form that they can cast prepared spells that only require a verbal component.

 

As per the 2024 PH, at 18th level, the druid's elevated experience has allowed them add spells that require somatic, as well.

 

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Monks

 

New Subclass

 

Warrior of Balance (for worshippers of Gharan-Dis)

 

Your goal is to learn about true balance while honing your body, mind, and spirit. To become a monk, you must study as an initiate until you’ve reached adulthood (usually 17 years). At that time, you commune with Gharan-Dis in a ritual called a “Trial.” If He deems you fit to become a Walker of the Light, the mark of a white eye will appear on the inside of your right forearm. At this point, you leave the monastery to strike out into the world and learn everything you can about the concept of good from any perspective you can. This doesn’t mean you must “be” good, merely study and understand it. To more easily facilitate this, however, most monks at this stage will follow a good aligned path. This can take months, even years, to accomplish (levels 1-6).

Once you have gained the insight you feel qualifies you to understand what good is (7th level), you return to your monastery and commune with Gharan-Dis again. If He feels you’ve mastered the concept of good, then the mark of a black eye will appear on the inside of your left forearm, signifying that you have become a Stalker of the Night. This time, when you leave, your task is to learn everything you can about the concept of evil in the world. This is a difficult time for, exposure to evil temptations causes most monks to forget their monastic vows and remain evil and self-indulgent from that point on.

Those who maintain their discipline return for a final Trial (at level 14) to determine if they are fit to become masters by attending another Trial. If successful, the mark of a gray eye in the center of their chest, signifying balance, appears. Masters have achieved balance, having grasped good and evil. They strike out again, using their knowledge of balance by doing all they can to maintain it wherever they see an imbalance. Once they’ve reached 20th level, they return to their monastery to teach unless something dire or pressing keeps them away.

Level 3: Walker of the Light


Power of Light: At 3rd level, you can use your focus to duplicate the effects of certain spells. As a bonus action, you can spend a focus point to cast the following cantrips: light, and starry wisp without using material components.

As an action, you can spend 2 focus points to cast Protection from Evil and Good without using material components.

Level 6: Stalker of the Night


Shadow Step: While entirely within Dim Light or Darkness, you can use a Bonus Action to teleport up to 60' to an unoccupied space you can see that is also in Dim Light or Darkness. You then have Advantage on the next melee attack you make before the end of the current turn..

Shield of Night: At 11th level, you have learned to utilize the darkness as protection. When you are in dim light or darkness, you can use 2 focus points as a bonus action to weave yourself through the shadows to make yourself harder to see and, therefore, harder to hit. During this time, attackers who do not have blindsight, blind-fighting (feat), blindsense, or tremorsense attack you at disadvantage. The effect lasts until you attack, cast a spell, move into an area of bright light, or a number of rounds equal to your proficiency bonus have passed. At 15th level, the effect lasts for 1 minute.

Level 14: Master


Focus Mastery: At level 17, your mastery of your focus has increased so that you shape it for different uses. Each requires concentration. As a bonus action, you can spend 3 focus points to do one of three things:

 

Force Whip: As a reaction you can spend 3 focus points to create a shimmering whip of bluish light that snaps outward up to 15’ as a melee attack. A successful hit on a target causes them necrotic damage equal to your unarmed strike plus your level, and they must make a DC 14 constitution save or be stunned for 1 minute. Also, they are considered grappled and restrained. The focus strike lasts a number of rounds equal to your proficiency. The target can make a new save at the end of their round.

 

Force Shield:  As a reaction, you can spend 2 focus points to surround yourself with a barrier of invisible force that lasts a single round. Any damage you take during that time will be halved.

 

Force Telekinesis: As an action, you can spend 3 focus points to cast the Telekinesis spell. The duration is for a number of rounds equal to your proficiency bonus.

 

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Rangers

 

Quite frankly, the 2024 rules didn't do the ranger class any favors. Below are things I'll be using to help make it a more usable class. I'll start with base class features only and then add a section regarding any subclass changes/additions.

 

Base Class Changes

 

Archery Expertise

 

At 2nd level, a ranger that chooses the archery fighting style will, in addition to the fighting style feature, add an extra hp of damage per their proficiency bonus to the target with their ranged weapons.

 

Natural Explorer

 

When you forage, you find twice as much food as you normally wood.

 

When you travel alone, you can move stealthily at a normal pace.

 

Your group cannot get lost except by magical mean when you are with them.

 

At 3rd level, your knowledge of natural terrain allows you to move across it (when it is considered difficult) without penalty. This does not apply to any difficult terrain that is created through manmade or magical obstacles what would impose difficult terrain penalties.

 

At 8th level, any ally within 20' of you can also gain the benefits from above. The range increases to 30' at 13th level, 40' at 18th level, and 50' at 20th level.

 

Subclass Change

 

Gloomstalker

 

Dread Ambusher

 

Starting at 3rd level, on your first turn of a new combat, you gain advantage on your first attack. Also, the first time you hit a creature with a weapon on your first turn of combat, you deal an extra hp of damage per your ranger level. So, a 15th level ranger hitting on the first round of combat with a longbow would do an additional 15 points of piercing damage to the creature he/she hits. This cannot be used again until the first turn of your next combat.

 

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Wizards

 

 

 

 

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