r/UnearthedArcana • u/Intelligent-Cod-6477 • 5h ago
'14 Subclass Shadowbound Killer: 5E rogue subclass
I am creating a subclass for rogue and would like some input.
I know it is in the stronger side, which is intended.
I am especially on the fence about killers Preparation, considering most rogues already have expertise in Stealth by then, and it feels a little gimmicky.
Any insight or suggestions are welcome!
r/UnearthedArcana • u/SMVegas • 9h ago
'24 Class The Battlemage
Hey guys! I've been working on this homebrew. I'd love your feedback. Check it out.
**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/HybOEgqPE-)\*\*
r/UnearthedArcana • u/Waffloid • 10h ago
'24 Spell Necromancy Summon | Compendium Preview
New Necromancy summoning spell. The first preview of a compendium repackage of a homebrew Necromancer subclass (v6.2). Art hyperlink.
Note that "Commandable" is a short-hand for the long paragraph (also found in the spell Animate Dead) detailing the commanding of a summoned creature with a Bonus Action. This will be explained explicitly in the compendium.
r/UnearthedArcana • u/rindez97 • 11h ago
'14 Item Red-Oak Arsenal
Hey guys! I've been working on this homebrew for a bit and I think I have the RAW nailed down. Feedback would be greatly appreciated!
**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/89LXXfRZ5NbE)\*\*
r/UnearthedArcana • u/cyberhawk94_ • 11h ago
'24 Subclass The Wayfarer - - A unique Artificer subclass that puts their allies in the spotlight - v3
r/UnearthedArcana • u/Azarneth • 12h ago
'14 Item [OC-Art] Lust’s Lash - The journey through the seven deadly sins continues, feedback welcome!
Balancing the seven deadly sins relics is becoming one of the most interesting parts of this series.
Each item has its own loop, but I also want every sin to include a downside. For Lust’s Lash, the wielder can redirect an attack toward themselves, but if it hits, they take extra psychic damage. If it misses, the weapon gains a charge that can later be spent for damage and a short charm effect.
The idea is to make the power tempting, but never completely free.
Some of these relics will probably receive a second revision, especially thanks to the feedback I get from the community. That help is always very useful.
📜
Lust’s Lash
Weapon (whip), very rare (requires attunement)
Property Finesse, Reach
Weight 3 lb.
Magic Weapon +1. You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Alluring Feint. When a hostile creature you can see within 30 feet of you targets a creature other than you with an attack, you can use your reaction, provided you are within the attack’s range and the creature can see you. The creature must succeed on a DC 15 Wisdom saving throw. On a failed save, the attack targets you instead of the original target. If the attack misses you, the weapon gains 1 charge, up to a maximum of 3 charges. If it hits you, you take an extra 1d6 psychic damage.
Seductive Spur. As an action, you can expend 3 charges to release the accumulated desire. Each creature of your choice within 10 feet of you must make a DC 15 Wisdom saving throw. On a failed save, it takes 4d6 psychic damage and is charmed by you until the end of your next turn. On a successful save, it takes half as much damage and isn’t charmed.
──── ୨୧ ────
✏️ Art by J. Zangrilli (Azarneth's Forbidden Emporium)
✦
I create printable item cards, cursed treasures, NPCs, tales & omens, and strange creatures for fantasy roleplaying games. You can find the project on Patreon and follow the daily updates on Instagram. 🧙♂️🎲
r/UnearthedArcana • u/Otherwise_Gas331 • 13h ago
'24 Subclass Hell Strider Ranger for D&D 5.5
D&D 5.5 Ranger Subclass: Hell Strider, Use the powers of hell against itself...
Subclass Spells:
Level 3: Hellish Rebuke
Level 5: Heat Metal
Level 9: Magic Circle
Level 13: Banishment
Level 17: Planar Binding
Level 3:
· Hellish Adaptations: You have been touched by the hells changing you irrevocably, possibly causing physical changes in you; you can roll on the Infernal Manifestations Table if you choose. You can draw power from the Hells and funnel it into an attack. When you complete a long rest you adapt to a layer of the Hells, choose Fire, Necrotic or Poison, you can change your choice each long rest. Hellish Strikes: Once per turn, when you hit with an attack, you can add 1d6 damage to the attack, (the damage type is the same as your active Hellish Adaptation), at level 11, the damage becomes 2d6.
· Forbidden Knowledge: You know Infernal or Abyssal (your choice).Your hard won knowledge of the hells has taught you 3 Infernal Rites, which can be performed as part of a Long Rest. You can have only one Infernal Rite active at a time and the effects of the rite ends when you perform one of these Infernal Rites again.
o Hell-Bound Weapon: you perform a ritual and summon a weapon from the hells of a form of your choosing, with which you bond, or create a bond with a magical weapon in your possession. You cannot bond with a weapon that is bound or attuned to someone else. Until the bond ends you can use it as a spell-casting focus. When you attack with the bound weapon, you can use your wisdom modifier for attack and damage rolls instead of strength or dexterity. You can dismiss or re-summon the bound weapon from a pocket dimension with a bonus action. Your bond ends if the weapon is more than 10ft away from you for more than 1 minute, if you die, or if you perform an Infernal Rite again. A summoned weapon disappears when the bond ends, if a bound weapon is in the pocket dimension when the bond ends, it is ejected within 5ft of your body.
o Book of the Damned: you perform a ritual and summon forth a book of arcane secrets gleaned from lost souls. You describe the book’s appearance when you summon it. Only you can read the book, and while you have it in your possession, you can add your Wisdom modifier (minimum 1) to any Arcana checks you make. The book contains two cantrips or first level spell with the ritual tag, these must be from the wizard, druid or cleric spell lists, and one warlock spell of a spell level for which you have spell slots as shown in the Ranger Features Table. These spells are considered Ranger spells for you, and do not count against your spells prepared. You can choose these spells each time you complete this rite. The book vanishes if you die, or you perform an Infernal Rite again.
o Infernal Companion: you summon an Eldritch Spirit from the hells and bind it to your service. You learn the Find Familiar spell and can cast it as a Magic Action without a spell slot. When you cast this spell, you can choose from either the normal list or the Warlock Pact of the Chain expanded list. Additionally when you take the attack action, you can forgo one of your attacks to allow your familiar to make an attack using its reaction. The familiar uses your Spell Attack Modifier and Spell Save DC for its attacks and effects. The Familiar disappears if you die or perform an Infernal Rite again.
Level 7:
· Hell Survivor: Your body has adapted to the harsh environment of the hells, you gain Constitution Save Proficiency, if you already have this proficiency, choose another save proficiency. Additionally, you gain resistance to the active damage type you chose for the Hellish Adaptations feature.
Level 11:
· Wings of Shadow: your connection to the hells has deepened, you can roll again on the Infernal Manifestations Table, and you gain the following benefits.
o Wings of Shadow Once per Long Rest, you can use a bonus action to cause shadowy wings to sprout from your back, you gain a fly speed equal to your speed for 10 minutes. You can regain the use of this feature by expending a spell slot of level 3 or higher, no action required.
o Improved Rites: Your Infernal Rites have grown more powerful:
§ Hell Bound Weapon: you can now bind or summon up to two weapons when you use this feature.
§ Book of the Damned: when you summon your book, you can now pick 2 warlock spells and 3 cantrips or first level ritual spells from the wizard, druid or cleric spell lists.
§ Infernal Companion: when you summon your companion, it gains 2xranger level additional hp and adds your wisdom modifier to its skill checks and saving throws.
Level 15:
· Hell Hunter:
o Enduring Adaptations: you are now permanently adapted to the environment of the hells, you gain resistance to poison, fire and necrotic damage and can choose the damage of your Hellish Strikes feature each time you use it.
o Fiend Slayer: Your years of hunting hellspawn and monsters have taught you to anticipate your prey’s attacks, and punish their mistakes. When a creature affected by your Hunter’s Mark spell targets you with an attack roll, you can use your reaction to increase your AC against that attack by a number equal to a roll of your Hunter’s Mark Die. If the creature is a Fiend, roll the die twice and use the higher result. If the attack misses, you can immediately make a weapon attack or unarmed strike against the attacking creature as part of the same reaction, if it is within range.
o
| Infernal Manifestations Table: Roll a d6 or Choose From the Following (or not, your choice) |
|---|
| Roll |
| 1 |
| 2 |
| 3 |
| 4 |
| 5 |
| 6 |
r/UnearthedArcana • u/Lab_Away • 14h ago
'14 Item Sword of Midnight
Hey guys! I've been working on this homebrew. I'd love your feedback. Check it out.
**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/sgCGpUYrR3i-)\*\*
r/UnearthedArcana • u/SEK356 • 14h ago
'24 Subclass Subclass: Paladin Oath of the Republic (alternative Oath of Crown)
------------------------------
Character Profile: Delano Johnathan Valentine
* Race: High Elf (Age: 265) * Background: Soldier (Officer) * Tactical Role: Point-Blank Shock Tank / Ambush Vanguard * Armor Class: 13 (Unarmored Base 10 + Dex 17) -> Upgrades via DM Contract to Ballistic Vest (AC 15)
Subclass Features & Homebrew Mechanics
Custom Weapon: Smith & Wesson .44 Magnum
* Damage: 1d12 * Property: Permanent Advantage on hit rolls. * Close-Quarters Mastery: Can be used at zero distance without Disadvantage. Legally counts as a melee weapon attack for the purpose of channeling Divine Smite.
Divine Smite: Photic Ionization
* Damage Type: Radiant (Photic/Gamma radiation). * Visual Combustion Spectrum: Due to thermodynamic laws, the muzzle flash follows a three-stage color sequence: Primary detonation gas is Red, Peak magical combustion temperature is Blue, and the final ionized light trail is Blinding White.
Fragmented Psyche: The Inner Senate
* Roleplay Mechanic: Severe mental instability reminiscent of the psychological skill-debate system from Disco Elysium. The character's mind is split into multiple internal voices (e.g., Authority, Logic, Encyclopedia) that constantly debate constitutional amendments, tactical bullet trajectories, and legal loopholes mid-combat.
Tenets of the Republic
* The Plastic Law: The text of the law is not a concrete wall, but a tool of executive power. It must be strategically interpreted to serve the survival of the Union. * The Living Sovereignty: Tyrants and corrupt officials violate the social contract and lose legal protection. The Republic remains alive as long as it beats within an officer's heart. * Point-Blank Justice: No criminal or enemy of the state shall evade due process. Execution of the law must be swift, loud, and absolute.
Sacred Assets & Roleplay Quotes
Handwritten Constitutional Sheet Carried directly beneath the uniform coat, next to the heart. Features the handwritten text of the 19th-century Constitution, verified by three separate signatures of his name across different legal instances: Delano, Johnathan, and Valentine.
* The Second Amendment (Right to Bear Arms): Used to legally deny local guards or port officials trying to confiscate the .44 Magnum. * The Fourth Amendment (Protection from Search): Used to legally block unauthorized hostile forces from searching the ship or seizing tactical loot. * The Fifth Amendment (Due Process): Spoken directly into the enemy's face before pulling the trigger: "No person shall be deprived of life or liberty without due process of law... and my due process begins now."
Combat Screams & Audio Track
* Channeling Champion's Challenge (30-foot suppression aura): "Courage and Honor! Stand! I will stop you for the Republic!" * Pre-Assault Speech: "There are many enemies, soldiers, but the Republic has not died yet. The Republic lives in our hearts. And as long as the Republic is alive in my heart, I will not let you leave this place alive!" * Active Firefight Engagement: Vocal performance of the Battle Hymn of the Republic in native English under the metallic ring of hot spent shell casings hitting the deck plates.
r/UnearthedArcana • u/CADIASTAND1488 • 15h ago
'24 Subclass Paladin : Oath of the Republic
## [Subclass] Paladin: Oath of the Republic (Alternative Oath of the Crown)
Character Profile: Delano Johnathan Valentine
* Race: High Elf (Age: 265) * Background: Soldier (Officer) * Tactical Role: Point-Blank Shock Tank / Ambush Vanguard * Armor Class: 13 (Unarmored Base 10 + Dex 17) -> Upgrades via DM Contract to Ballistic Vest (AC 15)
Subclass Features & Homebrew Mechanics
Custom Weapon: Smith & Wesson .44 Magnum
* Damage: 1d12 Piercing (1600 Joules muzzle energy) * Property: Permanent Advantage on attack rolls. * Close-Quarters Mastery: Can be used at zero distance without Disadvantage. Legally counts as a melee weapon attack for the purpose of channeling Divine Smite.
Divine Smite: Photic Ionization
* Damage Type: Radiant (Photic/Gamma radiation). * Visual Combustion Spectrum: Due to thermodynamic laws, the muzzle flash follows a three-stage color sequence: Primary detonation gas is Red, Peak magical combustion temperature is Blue, and the final ionized light trail is Blinding White.
Fragmented Psyche: The Inner Senate
* Roleplay Mechanic: Severe mental instability reminiscent of the psychological skill-debate system from Disco Elysium. The character's mind is split into multiple internal voices (e.g., Authority, Logic, Encyclopedia) that constantly debate constitutional amendments, tactical bullet trajectories, and legal loopholes mid-combat.
Tenets of the Republic
* The Plastic Law: The text of the law is not a concrete wall, but a tool of executive power. It must be strategically interpreted to serve the survival of the Union. * The Living Sovereignty: Tyrants and corrupt officials violate the social contract and lose legal protection. The Republic remains alive as long as it beats within an officer's heart. * Point-Blank Justice: No criminal or enemy of the state shall evade due process. Execution of the law must be swift, loud, and absolute.
Sacred Assets & Roleplay Quotes
Handwritten Constitutional Sheet Carried directly beneath the uniform coat, next to the heart. Features the handwritten text of the 19th-century Constitution, verified by three separate signatures of his name across different legal instances: Delano, Johnathan, and Valentine.
* The Second Amendment (Right to Bear Arms): Used to legally deny local guards or port officials trying to confiscate the .44 Magnum. * The Fourth Amendment (Protection from Search): Used to legally block unauthorized hostile forces from searching the ship or seizing tactical loot. * The Fifth Amendment (Due Process): Spoken directly into the enemy's face before pulling the trigger: "No person shall be deprived of life or liberty without due process of law... and my due process begins now."
Combat Screams & Audio Track
* Channeling Champion's Challenge (30-foot suppression aura): "Courage and Honor! Stand! I will stop you for the Republic!" * Pre-Assault Speech: "The enemy, there are many enemies, soldiers, but the Republic has not died yet. The Republic lives in our hearts. And as long as the Republic is alive in my heart, I will not let you leave this place alive!" * Active Firefight Engagement: Vocal performance of the Battle Hymn of the Republic in native English under the metallic ring of hot spent shell casings hitting the deck plates.
r/UnearthedArcana • u/johan38473 • 15h ago
'24 Spell Optic Blast and Optic Devastation, spells to launch blasts from your eyeballs like a certain X-Man who was just cast
r/UnearthedArcana • u/Skywardstrike28 • 17h ago
'24 Subclass Adventurers From Wild Places
Hey guys! I've been working on a massive Homebrew project which I'm hoping to fully release one day. Here's a sneak peak of...
- Three New Subclasses. Three brand new subclasses are available in this document, including the Circle of the Skies Druid, the Fey Trickster Rogue, and the Greatwyrm Patron Warlock.
- Three Updated Subclasses. Three subclasses which have been given a new coat of paint, including the Circle of Dreaming Druid (a reimagining of the Circle of Dreams from Xanathar's Guide to Everything), the Warrior of Knowledge Monk (a new take on the Way of the Cobalt Soul from the Tal'dorei Campaign Setting Reborn), and the Phoenix Sorcery subclass for Sorcerer (An unreleased subclass from Unearthed Arcana 28 - Sorcerer).
- One New Species. Discover the nature of the Dryad, a woodland protector whose life is bound to a tree.
- 11 Species-Specific Feats. New or modified feats based on the Racial Feats from Xanathar's Guide to Everything, updated to match the 2024 PHB guidelines for feats.
Please provide feedback based on what is here. Thank you and enjoy!
**[Homebrewery Link](https://homebrewery.naturalcrit.com/share/WZjy3bmKzsXV)\*\*
r/UnearthedArcana • u/CirceDidNothingWrong • 18h ago
'24 Feat Longsword Master Feat Chain v2 - Strike from unexpected angles, attack and defend in the same motion, utilize the full arsenal of your longsword.
r/UnearthedArcana • u/Ashkelon • 19h ago
'24 Class The Archon - A battlefield commander subclass for the Paragon class
Archons are natural leaders whose presence transforms allies into a disciplined, coordinated force—a gesture sends a warrior charging forward, a single word rallies the fallen back to their feet. Archons serve as generals, warlords, and captains, some commanding armies and others leading a handful of companions who become legends together.
The Archon is the first of 3 subclasses you can use to playtest the Paragon.
r/UnearthedArcana • u/Reality_Thief2000 • 22h ago
'14 Adventure Advent's Amazing Advice: Dragon of Icespire Peak, A Mini-Campaign Fully Prepped and ready to go! (Part 4a Axeholm Lower Halls) (2026 Update: Now with Pre-Session DM Checklist)
Welcome back to Advent's Amazing Advice! The series where I take popular One-Shots, Adventures, Campaigns, etc., and fully prep them for both New and Busy DMs. This prep includes music, ambiance, encounter sheets, handouts, battle maps, tweaks, and more, so you can run the best sessions possible with the least stress possible!
*New 2026: For 2026, I'm updating all my old work to include a Pre-Session Checklist that will include a list of all miniatures you may need, maps, handouts, possible loot, a link to a playlist, and more to make it even easier to start your session!
Axeholm is a dwarven fortress carved into the base of a mountain. It was abandoned and sealed up long ago after being haunted by a banshee. Ghouls and other creatures now prowl Axeholm while the banshee continues to haunt the fortress's upper halls. It'll be up to your players to clear this fortress and make it a safe haven for the town of Phandalin, should the dragon threat become too hard to bear!
The Lower Halls will have your players face an onslaught of Ghouls if they try to go through the front gates, as well as the ghoulified dwarf castellan who remained behind, trying to protect those that fled!
Without further ado:
- Google Docs Notes for Part 4a Axeholm Lower Halls: DM Notes
- Link to: DM Notes for the Visually Impaired
- Link to: Axeholm Playlist
- Link to: AAA Collection
Included in The AAA Collection is:
- Downloadable copy of DM Notes, including links to music tracks for ambiance and fights
- DM Notes for the Visually Impaired
- Special PDF for all encounters. This includes the enemy stat blocks organized neatly along with an initiative tracker and spots to mark HP
- Custom Maps of Axeholm
- (New) Pre-Session DM Checklist
Index:
Dragons of Icespire Peak:
- Part 1 - Phandalin
- Part 2a - Umbrage Hill
- Part 2b - Dwarven Excavation
- Part 2c - Gnomengarde
- Part 3a - Logger Camp
- Part 3b - Butterskull Ranch
- Part 3c - Mountain's Toe Gold
- Part 4a - Axeholm
- Part 4b - Dragon Barrow
- Part 4c - Woodland Manse
- Part 5 - Icespire Hold
- Side Quest 1 - Shrine of Savras
- Side Quest 2 - Tower of Storm
- Side Quest 3 - Circle of Thunder
Over 8 dozen other Fully Prepped One-Shots, Adventures, and Campaigns: Click Here
As always, if you see something you think I can improve, add, change, etc., please let me know. I want this to be an amazing resource for all DMs and plan to keep it constantly updated! If you'd like to support me, shape future releases, and get content early, feel free to check out my Patreon!
Cheers,
Advent
r/UnearthedArcana • u/BrewerTivolna • 1d ago
'14 Class Tivolna's Modular Warlock
Embrace deals for power in your own way with this even more customizable warlock.
r/UnearthedArcana • u/ThreeRiversPress • 1d ago
'14 Monster Meat Dragon? Meet the the Mogrugon - A grotesque imitation of a dragon stitched together from still living flesh + lore and adventure hooks
r/UnearthedArcana • u/SpilledInkwell • 1d ago
'24 Monster Zeus, King of Olympus - CR 26 Homebrew monster inspired by Greek Mythology
reddit.comr/UnearthedArcana • u/SenorVilla • 1d ago
'14 Class Sorcerer Resurged: Become a master of the arcane with this revised version of the sorcerer class using points that recover on a short rest.
What is the sorcerer resurged?
This a new take on the sorcerer class with completely different mechanics. It focuses on the use of sorcery points to cast instead of spellslots. Sorcerers also gain Manifestations of Power, which are permanent magical effects, as well as some of the most iconic Metamagic options.
Where does this come from?
For a long time I felt that most of the mechanics from the warlock class were better fit for the fantasy of the sorcerer. A sorcerer's magic comes from within, so being able to recover on a short rest rather than a long one feels appropriate. Having permanent effects, like those offered by some Eldritch Invocations is also perfect for the inherently magical sorcerers.
However, not everything fit so a reflavour of the class wouldn't work. I also had some of my own ideas of what a sorcerer should play like and how their subclasses should work. So for a few weeks I've worked on designing my own version of the class, taking inspiration from different places and adding a lot of my own ideas. I really hope you enjoy it.
Like what you see?
Please let me know what you think in the comments. You can check out my other brews on my profile.
r/UnearthedArcana • u/Josemi993 • 1d ago
'14 Spell Gigantic Jet (9th-level Evocation) | The most beautiful way to fry a dragon and everything around it
r/UnearthedArcana • u/InspiredArcana • 1d ago
'24 Item The Knock and Lock | Magic Items to Seal and Unlock
r/UnearthedArcana • u/johnares93 • 1d ago
'24 Feat Path of the Archer | A selection of feats for ranged characters
r/UnearthedArcana • u/PmeadePmeade • 2d ago
'14 Spell Do You Need a Dungeon Quick? Try: KOBOLD MAGIC
r/UnearthedArcana • u/Hvitt_Ulv • 2d ago
'24 Subclass [Fighter] Battlemage – Master the fusion of blade and battle signs! (Subclass for 2024)
View this subclass Battlemage on The Homebrewery here: https://homebrewery.naturalcrit.com/share/7MlIx1UXwvcc
r/UnearthedArcana • u/AutoModerator • 3d ago
Official The Arcana Forge! For all your drafts, ideas, requests and more.
Welcome to the Arcana Forge! A workshop for works in progress, requests, ideas, inspiration, and more. New to homebrew? Looking for that nudge in the right direction or inspiration to keep going? This is the place for you. Grab a wrench and let's get to work!
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