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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.
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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