# Weirdo Whoever Plays D&D:
I Solemnly Swear...
*...that I am up to no good.*
— Moony, Wormtail, Padfoot, and Prongs
This document of *Weirdo Whoever Plays D&D* introduces homebrew materials, specifically a number of subclass and feats with criminal and law-breaking theme. Personally, I prefer good-aligned characters, or at least Lawful Neutral characters. When it comes to in-party diplomatics, I tend to stand as that stuck-up, law-first guy who insists that we shouldn't be fighting among ourselves when we face the common enemy. There is just one hitch, though — ever since I brought up 5th edition in my team, I've never played as a player. I've been playing as the DM for about, what, half a year? So yeah, I had to play as villains and lawbreakers, the lot that I would be *so* glad to kill off if *I* were the party paladin. Once I get the hang of it, though, I got used to it. If I have to play a villain, I want to play it exactly how a villain would do, just to keep my players enraged at the vice my NPCs commit. Nothing motivates the players than good, old-fashioned criminals. The good thing of having homebrew materials in the game is, you can create new things into your game, however outrageous and adacious it is, as long as you keep it moderately balanced and thematically appropriate. So here are some subclass and feat options specialized in dishonest works, for the main purpose of the DM's resource for antagonists but can be implemeneted for player character options as well. #### Copyright Disclaimer This document may resemble content endorsed by, sponsored by, and/or affiliated with *Dungeons & 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 & 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)). ## Cleric Divine Domain At 1st level, a cleric gains the Divine Domain feature. Here is a homebrew option for that feature: the Vice Domain. ``` ``` ### Vice Domain Gods of vice, as the name suggests, encourages acts and behaviors often considered undesirable, criminal, and downright evil. Notable deities of darkness include: Fraus, God of Treachery and Fraud; Hermes, the Patron of Thieves; Mehrunes Dagon, the Daedric Prince of Destruction; Molag Bal, Daedric Prince of Domination and Enslavement of Mortals; Tzeentch, the Changer of Ways. Religious activities devoted for the deities of vice are almost indistinguishable from organized crime. Followers kill, scam, lie, and violate every imaginable rules in the name of their deities. To them, breaking the law is not just a deviation; it is their presentation of faith. It does not help that an untold agreement is that the more severe the violation one commits, the more devoted they are. #### Vice Domain Spells

| Cleric Level | Spells | |:-:|:-| | 1st | *inflict wounds, witch bolt* | | 3rd | *hold person, shatter* | | 5th | *bestow curse, fear* | | 7th | *blight, phantasmal killer* | | 9th | *dominate person, hold monster* | #### Bonus Proficiencies When you choose this domain at 1st level, you gain proficiency in martial weapons. #### Vicious Talents Also starting at 1st level, when you finish a short rest or long rest, you can choose to gain proficiency in one of the following skills until you take a short rest or long rest: Deception, Intimidation, Persuasion, Sleight of Hands. Alternately, you can choose to gain proficiency in one of the following tools until you take a short rest or long rest: Forgery kit, poisoner's kit, thieves' tools. #### Channel Divinity: Hand of Malice Starting at 2nd level, you can use a bonus action to imbue one melee weapon in your hand with your deity's malicious intent. The imbued weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you make an attack with the imbued weapon, you deal double damage against inanimate objects and structures, and you roll one additional weapon die when determining the extra damage for a critical hit. This feature lasts for 1 minute, or until the weapon is dismissed from your hand or your concentration is broken (as if concentrating on a spell). You can end this feature early without using an action.

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\page #### Channel Divinity: Exploit Weakness When you reach 6th level, when you hit a creature with a weapon attack, you can use Channel Divinity to overwhelm with your deity's malice. The creature has disadvantage on the next saving throw it makes against a cleric spell you cast, if you cast it before the end of your next turn. #### Malicious Momentum Starting at 8th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. #### Hand of Vice By 17th level, you do not need to concentrate on your Hand of Malice to maintain it. Additionally, once on each of your turn when you hit a creature with a weapon imbued with your Hand of Malice feature, you can use your Exploit Weakness feature on the creature without expending a Channel Divinity use. ## Rogue Roguish Archetypes At 3rd level, a rogue gains the Rougish Archetype feature. Here are two homebrew option for that feature: the Goodfella and the Spell Breaker. ### Goodfella Not all rogues are nimble, sneaky, and cowardly. Some rogues are strong in the arm, built like a mountain, and deliver a single blow that can collapse a war veteran to his knees. Instead of working alone, they group up a gang, and occasionally gang up on one target for advantages. Some call them mobsters, others call them gangsters. But these rogues prefer the term "goodfellas," because, as they put it, they are actually good fellow once you get to know them... and stay out of their way. #### Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency in the Intimidation skill. If you already have proficiency in the Intimidation skill, your proficiency is doubled whenever you make an ability check with the Intimidation skill. #### Blackjack Attack Also starting at 3rd level, you can use your Sneak Attack with a weapon that deals bludgeoning damage and does not have the *finesse* property. All other rules for the Sneak Attack feature still apply to you. If you use your Sneak Attack with a weapon that deals bludgeoning damage and does not have the *finesse* property, the damage dealt by the Sneak Atatck is halved, and the creature must succeed on a Constitution saving throw. The save DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature becomes stunned until the start of its next turn. ``` ``` #### Menacing Strike When you reach 9th level, you can express and ensure your supremacy over your victims. When you hit a creature with a melee weapon attack using Strength, you can use a bonus action to menace the creature. The creature must succeed on a Wisdom (Insight) check against your Charisma (Intimidation) check or becomes frightened of you for 1 minute. This feature ends when you take damage. #### Street Interrogator By 13th level, you have advantage on Wisdom (Insight) and Charisma (Intimidation) checks against creatures that has no more than half of its hit points left. #### Goodfella's Surprise When you reach 17th level, you have advantage on attack rolls against creatures that are frightened of you. Additionally, when a creature fails on a Constitution saving throw against your Blackjack Attack feature, you can make that creature falls unconscious for 1 minute instead. Once you do so, you must finish a short rest or long rest before you can do so again. ### Spell Breaker Some treasures belong to mages and priests, who tend to keep their belongings with magical means. It takes a special kind of burglar to break into a spell-enforced safehouse, crack open the safe with arcane lock, and disable deadly traps set by the properly paranoid thaumaturgist. Enter the Spell Breaker, who specializes in exactly that niche. Educated at magical barriers and other safeguards, either by a proper education or self-teaching method, these rogues dare attack and snatch the archmage's treasury, bishop's study, and even lich's lair. #### Study Magic When you choose this archetype at 3rd level, you can use the bonus action granted by your Cunning Action to examine a faint aura around one creature or object you can see within 30 feet of you that bears magic, and you learn its school of magic, if any. #### Crack Magic Also starting at 3rd level, you can use an action to touch one creture or object to end one or more magical effects that affects it. Any cantrip that affects on the target ends. For each spell of 1st level or higher on the target that you want to end, make an Intelligence (Arcana) check. The DC equals 10 + the spell's level. On a successful check, the spell ends. If the target is an unwilling creature, you make an Intelligence (Arcana) check against the target's Strength (Athletics) or Dexterity (Acrobatics) check to end each spell. #### Interrupt Magic Beginning at 9th level, when you see a creature within your melee weapon's range cast a spell, you can use a reaction to make one melee weapon attack against that creature. On a hit, the creature must make a Constitution saving throw. The DC equals 10 or 5 plus the damage taken, whichever is higher. On a failed save, the creature is interrupted in spellcasting, and the spell fails.
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\page #### Breach Magic When you reach 13th level, you can use the bonus action granted by your Cunning Action to use the Crack Magic feature. Additionally, when you use the Crack Magic feature, any spell of 5th level or lower on the target automatically ends without an Intelligence check. #### Snuff Magic By 17th level, you have advantage on attack rolls against creatures that are casting a spell or concentrating on a spell. Additionally, when you hit a creature that is concentrating on a spell with a weapon attack, the creature automatically loses concentration on the spell, without making a Constitution saving throw. ## Feats Feats are presented in alphabetical order. ### Burglar As a part-time trespasser and small criminal, you gain the following benefits: - Increase the Dextery score by 1, to a maximum of 20. - When you take the Dash action on your turn, you gain climbing speed equal to your walking speed until the end of the turn. - If you spend at least 10 minutes observing a building from outside, you can learn whether the building is currently inhabited by humanoid creatures. ### Charming You are undoubtedly charming, and you can leverage it for your benefits. You gain the following benefits: - Increase your Charisma score by 1, to a maximum of 20. - You have advantage on Wisdom saving throws made to avoid or resist being charmed by humanoid creatures of opposite sex. - If you spend at least 1 minute interacting with a humanoid creature of opposite sex, you have advantage on all Charisma checks against the creature. ### Cutthroat *Prerequisite: Dexterity 13 or higher* You know how to hit others' weakness from behind for most lethal strike. Once on each of your turn, when you hit a creature with a melee weapon attack using *finesse* weapon you are proficient in, you can choose deal an extra 2d6 damage with the attack if the target is surprised or unaware of you. If you have the Sneak Attack feature, you add this damage to the extra damage you deal with your Sneak Attack. ``` ``` ## 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. The title and the following line is taken from Maurader's Map in *Harry Potter* books. ***Vice Domain.*** All deities from the example are derived from other works: Fraus is from Roman mythology; Hermes is from Greek mythology; Mehrunes Dagon and Mola Bal are from *Elder Scrolls;* and Tzeentch is from *Warhammer*.
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