# Weirdo Whoever Plays D&D: D&D Wiki Special WThis document of *Weirdo Whoever Plays D&D* introduces homebrew materials, specifically random subclasses and feats I previously made and posted on D&D Wiki. When I first started my experience with 5th edition, I looked up for some resources I could use with my campaigns. It was then when I stumbled upon a particular site known as [D&D Wiki](http://www.dandwiki.com), where I spent about half a year, homebrewing and occasionally modifying others' works. (Being a wiki has its advantage.) Not until some time later did I found out that the site was, er, unfortunately (in)famous for quality control. There were only a handful of admins and experienced users, and too much anonymous users who were, alas, too eager to make homebrew materials. (Being a wiki has its disadvantage, too.) The result was so many posts that, as I would put it a bit generous, have many rooms to be improved upon. It was my joy to take gear from some abandoned and troubled pages and improve them as I see fit, but I could not continue it all along. I had my real life issues and whatnots, and the site's server somehow did not enjoy my access, so naturally I am now half away from D&D Wiki. However, I still have good memories with that site, and I do not regret spending my time there (why should I?). So here are my past creations, originally posted in D&D Wiki, now modified and streamlined to fit in this very *WWPD&D* article. They are mostly subclasses, with a bit of other stuffs here and there. #### Copyright Disclaimer This document may resemble content endorsed by, sponsored by, and/or affiliated with *Dungeons and Dragons* franchise, and/or include content directly affiliated with and/or owned by Wizards of the Coast. Weirdo Whoever neither claims nor implies any rights to *Dungeons and Dragons* copyrights, trademarks or logos, nor any owned by Wizards of the Coast. This document is for non-profit use only. Furthermore, the following content is a derivate work that falls under and the use of which is protected by the [Fair Use](https://en.wikipedia.org/wiki/Fair_use) designation of U.S. Copyright and Trademark Law. #### Feedbacks and Suggestions This document presents homebrew materials by Weirdo Whoever. These game mechanics are in draft form, usable in your campaign but not refined by design iterations or full game development. If you have any comments or suggestions concerning the materials, please contact Weirdo Whoever ([weirdowhoever@gmail.com](mailto:weirdowhoever@gmail.com)). ``` ``` ## Barbarian Primal Path At 3rd level, a barbarian gains the Primal Path feature. Here are two options for that feature: the Path of the Bloodstained Knight and the Path of the Survivor. ### Path of the Bloodstained Knight **The Bloodless Court** is a group of criminal individuals led by the cryptic entity known as the **Bloodstained King**, forming a mockery of royal court. The "knights" of the Bloodless Court are actually murderers, pillagers, and violators; the Court's "bishops" are charlatans and blasphemers; the Court's "jesters" are assassins and cutthroats. The Path of the Bloodstained Knight is the barbarian's oath to the cryptic entity known as the Bloodstained King, the self-proclaimed king of the Bloodless Court. Clad in heavy armors with the victims' blood splattered upon, the savage knights of the Bloodless Court rides to the corners of the Material Planes, killing and looting in the name of the Bloodstained King. #### Restriction: The Bloodless Court Barbarians who chooses the path of the Bloodstained Knight must join the Bloodless Court and swear their loyalty to the Bloodstained King. **Path of the Savage Knight** serves as the generic name for this subclass if you use it in other campaign settings or to model other barbarians with no connection to the Bloodless Court. #### Page of the Bloodless Court Starting at 3rd level, as a member of the Bloodless Court, you are trained to fight in a proper set of plate armors and similar heavy armors. You gain proficiency in heavy armors. Additionally, while you wearing heavy armor, you gain the following effects: - While you are raging, you have advantage on Strength saving throws. - When you enter the rage, choose one of the following damage type: bludgeoning, piercing, slashing. While you are raging, you gain resistance to the chosen damage type. - When you make a melee weapon attack using Strength while raging, you gain a +1 bonus to the damage roll. The bonus increases to +2 when you reach 16th level. - When you gain the Fast Movement feature, you can gain the benefit from the feature even if you are wearing heavy armor, but only while you are raging. If you start your rage while you are wearing heavy armor, you suffer one level of exhaustion when your rage ends.
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\page #### Combat Superiority Also starting at 3rd level, as a member of the Bloodless Court, you have undergone an intense martial training. You learn two maneuvers of your choice from among those available to the Battle Master subclass in the fighter class. You can use these maneuvers only while you are raging. You learn another maneuver of your choice when you reach 6th level and again at 14th level. When you enter the rage, you gain two superiority dice, which are d6s. These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You lose all unused superiority dice gained this way when your rage ends. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier. #### In the Court of the Bloodstained King Beginning at 6th level, you are taught manners and etiquettes to suit yourself better as a to-be knight of the Bloodless Court. You gain proficiency in two of the following skills of your choice: Animal Handling, History, Insight, Persuasion, or Religion. Alternatively, you learn one language of your choice. #### Squire of the Bloodless Court By 10th level, you are one of the most prominent members that serves the Bloodstained King. When you enter the rage, you gain one additional superiority die. #### Knight of the Bloodless Court When you reach 14th level, you are properly knighted in front of the Bloodstained King, and gained his favor. When you start your turn while raging and have no superiority dice remaining, you regain one superiority die. ### Path of the Survivor Mother Nature is a harsh mistress, as any outlander will agree. In order to survive at the mercy of the wilderness, one has to be wise, cunning, and mostly strong. The Path of the Survivor is the barbarians' attempts to struggle for their life when everything seems to be against them. Their rage is the will to survive, the will to elongate their life for a split second, that would make an immense difference at the right moment, right place. #### Natural Survivor When you choose this path at 3rd level, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more: - Difficult terrain does not slow your group's travel. - Your group cannot become lost except by magical means. - Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. - When you forage, you find twice as much food as you normally would. ``` ``` #### Tough Rage Also starting at 3rd level, your rage gives you additional vitality to stand against harms. When a creature you can see hit you with an attack while you are raging, you can expned one use of your Rage feature as a reaction to gain temporary hit points equal to 1d12 plus your Constitution modifier (a minimum of 1), which take as much of the triggering damage as possible. You lose all temporary hit points gained this way when your rage ends. #### Tubthumper When you reach 6th level, you may get knocked down, but you will get up again, and no one could keep you down. When you are prone, standing up uses only 5 feet of your movement. Additionally, while you are raging, you cannot be shoved or knocked prone by creatures no more than one size larger than you. #### Enduring Rage Starting at 10th level, while you are raging, you do not suffer the effects of your exhaustion, although you still die when you suffer six levels of exhaustion. Additionally, when traveling for an hour or more, you and all other creatures in your group has advantage on Constitution saving throws made to resist the effect of extreme heat and extreme cold environment. #### Will to Survive Starting at 14th level, your will to overcome the inevitable fate intensifies like a sheer force. Whenever you enter your rage or succeed on the Constitution saving throw from your Relentless Rage feature, you gain temporary hit points equal to 1d12 plus your Constitution modifier (a minimum of 1). You lose all temporary hit points gained this way when your rage ends. Additionally, when you succeed on the Constitution saving throw from your Relentless Rage feature, you can expend one use of your Rage feature to let out a mighty roar that bolster your allies' morale. Each friendly creature that see or hear you within 30 feet of you gains temporary hit points equal to 2d12 plus your Constitution modifier (a minimum of 1). Each time you use this feature, you suffer one level of exhaustion, and the save DC for your Relentless Rage feature increases by 5. ## Monk Monastic Tradition At 3rd level, a monk gains the Monastic Tradition feature. Here is a new option for that feature: the Way of the Unchained Fighter. ### Way of the Unchained Fighter A "tradition" chosen by those who seek the ultimate freedom in the corporeal conflicts, Way of the Unchained Fighter combines grace and honor of martial arts with sportsmanship and flamboyant techniques demonstraded on the ring.
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\page Known as *lucha libre,* or "the free fight", there are numerous schools and monasteries that practice an unique style of this particular monastic tradition, but they all share the common philosophy - the honor of being a luchador, the thrill of becoming the best in the ring, the burden of putting on a mask of fame, and the knowledge of one day, everyone will eventually take of their mask, to embrace the inevitable fate. One of the most famed *luchador* of all time and multiverse is undoubtedly [Los Tiburon, the Shark of the Land, the Masked Wrestler](https://1d4chan.org/wiki/Los_Tiburon). Los Tiburon is immortalized for his legendary feat of grappling and breaking a dragon's wing, plummeting it into its demise. #### Lucha Libre Starting at 3rd level when you choose this monastic tradition, you learn the fundamental technique of the free fight. While you are not wearing armor, wielding a weapon, and wielding a shield, you gain the following benefits: - You can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check to grapple a creature. - When you hit a creature with an unarmed strike, you have advantage on the Dexterity (Acrobatics) and Strength (Athletics) check to grapple the creature until the end of the turn. - When you use your Flurry of Blows class feature, you can forgo one unarmed strike granted by your Flurry of Blows to grapple a creature. #### El Máscaras At 6th level, you practice the famed techniques demonstrated by the greatest *luchadores* of all time and multiverse. You gain one of the following features of your choice: ***El Diablo Azul.*** When you move at least 20 feet straight toward a creature and then hit it with an unarmed strike on the same turn, you can spend 1 ki to make an unarmed strike against the creature as a bonus action. When you hit a creature with this attack, it must succeed on a Strength saving throw against your ki save DC or becomes grappled by you. ***El Santo.*** When you hit a creature grappled by you with an unarmed strike, you can spend 1 ki to toss the creature up to 30 feet of you. The tossed creature must succeed on a Dexterity saving throw against your ki save DC or lands prone. ***El Tiburon de la Tierra.*** When you successfully grapple a creature, you can spend 1 ki to pin the creature. The pinned creature becomes restrained until the grapple ends. #### Luchador Volador When you reach 11th level, you master the aeriel feats of *lucha libre.* When you use your Step of the Wind class feature, you gain flying speed equal to your walking speed until the end of the turn. This benefit works only in a short bursts; you fall if you end your turn in the air and nothing else holding you aloft. #### La Leyenda At 17th level, your fame as a *luchador* matches the greatest of all time. Your reputation is represented by your title that demonstrates your specialty. You gain one of the following features of your choice: ***El Astuto.*** When a creature you can see targets you with an attack, you can use your reaction and spend 1 ki to swap places with a creature grappled by you. The creature grappled by you then becomes the target instead. ***El Fuerte.*** Whenever you hit a creature grappled by you with an unarmed strike, you can spend 1 ki to make that attack as a critical hit. ***El Veloz.*** When you use your Flurry of Blows class feature, you can make up to two additional unarmed strikes, provided that all Flurry of Blows attacks target the creature grappled by you. ## Feats The feats are presented in alphabetical order. #### Apprentice Witch *Prerequisites: Charisma 13 or higher* You make a minor pact with an otherworldy being, who grants you magical capabilities. When you gain this feat, choose an Otherwordly Patron option from the warlock class. You gain the following benefits: - You learn one cantrip of your choice from the warlock spell list. Charisma is your spellcasting ability for this cantrip. - You learn two eldritch invocations of your choice from the warlock class.
If an invocation has prerequisites, you must meet them to learn it. You can learn the invocation that requires the Otherworldly Patron you chose as a prerequisite.
If an invocation allows you to cast a spell, you must have at least one spell slot of the spell's level or higher to learn it, in addition to the invocation's normal prerequisite (if any). If the invocation allows you to cast a spell using your spell slot, you cannot cast that spell at 6th level spell or higher unless you gain the spell from another source. #### Pickpocket *Prerequisites: Dexterity 13 or higher* You have a knack of filching others' belongings without being noticed. You gain the following benefits: - You gain advantage on Dexterity (Sleight of Hand) checks that involves stealing an object from other creatures' person. - Other creatures have disadvantage on Intelligence (Investigation) or Wisdom (Perception) checks to notice an object you palmed in your hands. - If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn if the creature has a purse, wallet, pouch, or other similar object that contains at least 1 gp worth of valuables.
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\page ## Credits All contents are created by Created by [Weirdo Whoever](http://weirdoworkshop.blogspot.com) unless noted otherwise. Special thanks to [D&D Wiki](http://www.dandwiki.com) and [NaturalCrit Homebrewery tool](http://homebrewery.naturalcrit.com) for providing the templates for my imaginations. All contents of this particular *WWPD&D* article were originally posted on [D&D Wiki](http://www.dandwiki.com). Some contents are modified for balancing issues. ***Path of the Bloodstained Knight.*** [Original post on D&D Wiki](https://goo.gl/1xkvAr) as **Crimson Knight**. ***Path of the Survivor.*** [Original post on D&D Wiki](https://goo.gl/8hCh1F). ***Way of the Unchained Fighter.*** [Original post on D&D Wiki](https://goo.gl/XSzvka). ***Apprentice Witch.*** [Original post on D&D Wiki](https://goo.gl/Q5dnpt). ***Pickpocket.*** [Original post on D&D Wiki](https://goo.gl/GUbd56).
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