Classes
Homebrew classes and subclasses for Dungeons & Dragons 5E.
Fighter: Pioneer Martial Archetype
Overview
An archetypical Pioneer is a hardy outdoorsperson that leads or guides a group as they push back nature's frontier. Tending to favor defensive styles, many of the Pioneer's abilities focus on support capabilities as they work to maintain their group's safety. As with any fighter, a Pioneer offers a versatile suite of multi-role functionalities.
Pioneer Identities
Leading a wagon train, building a fort or carving out a town from the untamed wilderness, Pioneers are a determined sort of people. Their goals are to get things built, keep their people safe and stay alive while doing it. Pioneers tend to be humans, half-orcs or half-elves but any race can feel the call of exploration. Personalities range from gruff individualists to charismatic leaders. Roll a d8 or choose from the below list of quirks.
You sleep best under the stars.
You only wear boots or shoes when absolutely necessary.
You're terrified of stinging insects.
You love showing off in front of less hardy individuals.
You live on the frontier because you're hiding from something in the city.
You are extremely anxious of large gatherings.
You let yourself get lost in the wild just to test your skills.
You explore the frontier to expand civilization.
Bonus Skill Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, Survival, Nature or Medicine.
Bonus Tool Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following tools of your choice: Smith's Tools, Mason's Tools, Carpenter's Tools, Cook's Utensils or Leatherworker's Tools.
Circle the Wagons
Beginning at 3rd level, you gain a bonus to your initiative roll equal to your Constitution modifier, minimum 1.
Additionally, you can use your reaction to grant a bonus equal to your Constitution modifier, minimum 1, to the AC of a creature you can see that ends its turn within 5ft of you until the end of its next turn.
Callused Skin
Beginning at 7th level, your exposure to the outdoors has hardened you to the minor inconveniences of the world.
Whenever you make a saving throw, roll 1d4 and add the die to your saving throw total.
You ignore disadvantage on ability checks caused by the first level of exhaustion.
Additionally, you suffer no environmental harm from temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Tough Gut
Starting at 10th level, when you use your Second Wind feature, you can give a number of creatures that you can see equal to your Constitution modifier, minimum 1, temporary hit points equal to half your fighter level rounded up that expire after one hour.
You have advantage on saving throws against poison, and you have resistance against poison damage.
Experienced Hunter
You're an experienced hunter with a keen eye and knowledge of where to attack to quickly put down your quarry.
At 15th level, as a bonus action, you can reveal weakness enabling you and your allies within 30 feet to viciously strike your prey. For the next minute, a target's weapon attacks score critical hits on rolls of 19 or 20. You can use this feature twice, and you regain all uses when you finish a long rest.
Familiar Ground
Starting at 18th level, you've mastered making the most of the land in a pinch.
As an action, you can quickly build a 5ft square defensive structure with 50 hit points and an AC of 17 that lasts for one minute. The structure is immune to psychic and poison damage. A creature that ends their turn in the structure receives total cover and may chose to spend up to your Constitution modifier in Hit Dice to heal as a reaction at the end of its turn.
Once you use this feature, you must finish a short rest before you can use it again.
Paladin: Oath of the Cycle
Overview
The Oath of the Cycle is a difficult path for a paladin. Unlike many other oaths, the Cycle recognizes that life and death are inexorably linked. These paladins commit themselves to maintaining that life, death and rebirth rhythm at all costs. Members of this oath often find themselves either becoming deeply invested in living in the moment and maximizing experiences or drifting into a state of disconnected aloofness as they recognize the repetition of existence. They frequently find themselves identifying with druids, rangers and individuals that align with nature. Occasionally known as Preservers, paladins of the Oath of the Cycle tend towards lawful neutral or true neutral alignments.
Tents of the Cycle
The tenets of the Oath of the Cycle are often tattooed in a circle on the forearm of a paladin as a reminder of their unending duties.
Life. Life invites death and is meaningless without end. Sustain life and abhor undeath.
Death. Death is a natural part of life. Accept it when necessary but control it when possible.
Rebirth. The Cycle must continue. Life and death are symbiotic phases of existence to be defended.
Oath Spells
You gain oath spells at the paladin levels listed in the Oath of the Cycle Spells table. See the Sacred Oath class feature for how oath spells work.
3rd: False Life, Inflict Wounds
5th: Blindness/Deafness, Gentle Repose
9th: Plant Growth, Vampiric Touch
13th: Blight, Death Ward
17th: Creation, Reincarnate
Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Decay. You can use your Channel Divinity to rot your enemies. As an action, you force a number of creatures equal to up to your Charisma modifier of your choice that you can see within 30 feet of you to make a Constitution saving throw. On a failed save, a creature takes necrotic damage equal to your paladin level.
Growth. You can use your Channel Divinity to regenerate your allies. As an action, you restore a number of hit points equal to twice your paladin level to a number of creatures equal to up to your Charisma modifier of your choice that you can see within 30 feet of you.
Aura of Balance
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on death saving throws and cannot be unwillingly magically aged, even while you are unconscious.
At 18th level, the range of this aura increases to 30 feet.
Death and Rebirth
At 15th level, you’re able to directly channel the forces of life and death. You gain a pool of d12s equal to 1 + your Charisma modifier to power this feature.
Once on each of your turns when you make a weapon attack, you may expend one of these dice. Roll the die then add necrotic damage to the attack’s damage equal to the number rolled. You also restore a number of hit points to a creature you can see within 30 feet of you equal to the number rolled.
If you use this feature on the same turn as your Divine Smite feature, you may cause your weapon attacks and Divine Smite damage to do necrotic damage until the start of your next turn, instead of their normal damage types.
Your pool regains all expended dice when you finish a short rest.
Inevitability
At 20th level, you gain the ability to master the cycle of life and death as an action. For one minute, you may cast Reincarnate as an action once per turn without the need of material components and an aura of blight extends from you in a 30-foot radius. Creatures of your choice in the aura take necrotic damage equal to your Charisma modifier at the start of their turn, can’t regain hit points and make Constitution saving throws at disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.