Somot's

Subclass Anthology

Vol. 2

A collection of more imaginary bullshit.

Art: Ron Parker
Somot's Homebrew | Page 1 of 14

Origamist

Origami is the art of paper-folding.

This specialization hails from faraway eastern lands, supposedly a place of rich history and culture. However the tradition has spread some small amount, and a few dedicated adherents manage to keep it alive in foreign soils. As its roots imply, artificers who take up this specialty are closer to artists than artisans, and rarely share the stuffy proclivities of their more serious colleagues. Their apparent good nature belies the hidden strength of their art however, and they are not to be underestimated...

Origami Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Origami Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Origami Spells

Artificer Level Spell
3rd Comprehend Languages, Illusory Script
5th Darkness, Mirror Image
9th Leomund's Tiny Hut, Phantom Steed
13th Death Ward, Hallucinatory Terrain
17th Mislead, Seeming

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with calligrapher's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Sculpt Paper

At 3rd level, paper preparation prevents poor performance.

As an action, you can mentally move and manipulate paper filling up to a 3-foot cube within 30 feet of yourself that you can see until the start of your next turn. If you expend a use of Magical Tinkering as you do this, you can magically make the paper soft or rigid as-needed in order to form a usable object, which retains its shape until you dismiss it as an action.

You can manipulate a greater volume of paper using this action at certain levels in this class: a 5-foot cube at 5th level, a 10-foot cube at 11th level, and a 15-foot cube at 17th level.

Paper Dolls

At 3rd level, your art imitates life.

As an action, you can expend a spell slot to grant a semblance of life to an object created by Sculpt Paper for up to 8 hours or until it is destroyed. The resulting paper doll uses the stats and behaviours provided in the Animate Objects spell, except it acts on your initiative in combat and treats its attack as magical.


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Origata

By 5th level, the paper tiger is not so quick to fold.

Your paper dolls gain a number of traits from the list below equal to the level of the spell slot expended to animate it (you can choose the same option more than once).


  • Note Pads. It gains additional maximum hit points equal to twice its Strength score.
  • Punch Card. It adds a +1 bonus to the attack and damage rolls of its slam attack.
  • Spreadsheet. Its melee attack reach is increased by 5ft.
  • Paper Trail. Its movement speed is increased by 30ft.

Origami

At 9th level, you gain additional options for use with Origata:


  • College-Ruled. Its Intelligence, Wisdom, and Charisma ability scores are each increased by 4, and it gains the ability to speak, read, and write a language you choose.
  • Continuous Scroll. It learns a cantrip from the Wizard spell list, using your spellcasting modifier. (Casts at base level.)
  • Construction Paper. It gains proficiency with two skills or tools of your choice, using your proficiency bonus.
  • Triplicate. Its duration is tripled. (Stacks multiplicatively.)

Kirigami

At 15th level, you command death by a thousand cuts.

As an action, you can command two or more paper dolls to combine into a paper amalgam, or to split apart back into their normal forms.

The resulting construct has a stat block made up of the best features of the combined dolls. Wherever one doll has the highest number for a statistic, that becomes the amalgam's statistic (including Origata bonuses), excepting hit points and duration. The amalgam has a hit point maximum and hit points equal to the combined totals of its constituent paper dolls. The amalgam loses any stat benefits of dolls which durations expire while it persists.

The amalgam is treated as a 5th-level spellcaster for the purposes of cantrip-scaling if 2 dolls were combined to create it, 11th-level if 3 dolls were used, and 17th-level if 4 dolls were used. Finally, the amalgam gains a multiattack action, allowing it to make a number of slam attacks equal to the number of dolls combined to create it.

When an amalgam splits back into its constituent dolls, you decide how its remaining hit points are divided amongst them. If the amalgam is reduced to 0 hit points, it and the dolls combined in its creation disappear.

Art: Johanna Rupprecht
Somot's Homebrew | Page 2 of 14

Path of the Ironspeaker

Barbarians that follow this path do not often do so by choice.

A talent for ironspeaking seems not to be something learned, but instead comes rarely upon those that spend their lives in the fires of war. Often shunned or thought mad, ironspeakers who do not hide their talents will soon find themselves exiled or hunted.

Ironspeakers instead must seek their brethren from the specters of battles, apprenticeship in the art of slaughter, and solace in the furnace of war.

Ironspeech

At 3rd level, you gain the ability to speak with inanimate objects that have been created for the purpose of battle, such as equipment, vehicles, and castles.

While you remain in physical contact with an object you can awaken it to sentience, and grant it the ability to communicate telepathically with you in a language you understand. An object affected by Ironspeech can also recall events from the past and perceive its surroundings as though it possessed the senses available to its creators.

The ability statistics of the implements of war are as wide and varied as people, and the assignation of these stats is at the DM's discretion based upon an object's history. An object typically has a personality molded of its experiences and previous users.

Battle Trance

At 3rd level, your rage enhances your connection to the tools of war.

Each time you enter your rage, you gain one Fighting Style and one Manuever of your choice from those available to the Battlemaster archetype for the Fighter class. You also gain two d6 Superiority Dice for use with your Manuevers.


The saving throw DC for your Maneuvers equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).


At 10th level in this class your Superiority Dice granted while raging becomes a d8, and at 18th level it becomes a d10


Fighting Styles, Maneuvers, and Superiority Dice granted by this feature disappear when you exit your rage.


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Iron's Will

At 6th level, your weapons seem to leap at the enemy.

You gain one additional reaction which can only be used to make an attack of opportunity.

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In addition, as a reaction to the end of a creature's turn, you can make a single weapon attack against that creature. (This can't use the additional reaction granted by this feature.)

Memories of Steel

Starting at 10th level, lucid visions of battle fill your dreams, granting you experiences of warriors past.

When you finish a long rest, roll a number of d20s equal to your proficiency bonus and record the numbers rolled. You can replace any attack roll, saving throw, or ability check you make while raging with one of these memory rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.


Each roll can be used only once. When you finish a long rest, you lose any unused memory rolls.

Warsong

At 14th level, you gain the ability to impart permanent sentience and animation to your brothers-in-arms.

You can cast the Awaken spell with this feature, but only targeting inanimate objects created for the purpose of battle.

Strength is your spellcasting ability for this spell.


Once you cast Awaken with this feature, you can't cast it again until you finish a long rest.

Art: Thomas Chamberlain
Somot's Homebrew | Page 3 of 14

College of Harlequins

Bards of this college are always a bit... off.

The first Harlequin was known only as The King's Wit, the title assigned to the court jester of some distant kingdom, now lost to time. His sole function within the kingdom was to persistently ridicule the members of the court, and in so doing teach them humility. Not surprisingly his head was found upon the court steps one day, with a painted grin upon his face. Though the culprit was never found, a single other murder occurred that very next night, a baron, known throughout for his arrogance. His head was found in his lap with a painted scream upon his face...

Dramatis Personae

At 3rd level, you gain proficiency with the Disguise Kit and can use it to create masques, which may be equipped by any creature as an object interaction.

With a Disguise Kit in-hand, you can use an action to magically produce a masque evocative of a Humanoid you have seen which also has a corresponding Player Race. To do so, you must expend a spell slot of a level that is equal-to or greater-than the CR of the Humanoid represented


If a creature equips a masque, it is transformed into the target Humanoid that the masque represents for 10 minutes, absorbing the masque. A creature can end the transformation early by pulling off the masque as an action, destroying it.

The transformation alters their physical body, including their voice, and is so thorough that it grants the Player Race traits of the target (excluding those which grant spellcasting or skill proficiencies). The transformation also exchanges the wearer's movement speed as well as any climbing, swimming, or flying speed for those of the target.

For example; you could expend a spell slot of 1st level or higher to create a masque representative of a CR1 Orc Bandit met upon the road. If an ally then equipped the masque, their appearance (other than their equipment) would be altered to match your recollection of the Orc, and your ally would also gain the Darkvision, Aggressive, and Powerful Build traits.

This transformation holds up to physical inspection, but a creature which knows the represented Humanoid may become suspicious on other grounds, such as mannerisms or odd behaviour. At the DM's discretion, a creature who suspects something amiss can attempt an ability contest or check appropriate to the situation to determine the validity of the wearer's identity.


A masque holds its magical properties for up to 8 hours without use, after which it crumbles to dust and is destroyed.


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Uncanny Apparation

At 3rd level, you always seem to appear out of nowhere...

When you succeed a Dexterity (Stealth) check against a creature within 30 feet which you know the location of, you can use your reaction to teleport directly behind that creature, within 5 feet of it.

The distance from the creature you can be and use this reaction, as well as the range from it you can teleport to are both increased by 5 feet when you reach certain levels in this class; 5th, 9th, 13th, and 17th.


You can use this reaction a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Funambulism

At 6th level, the bonds that hold you to reality's stage loosen their grasp.

You gain a climbing speed equal to your walking speed and can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Intermission

Beginning at 6th level, you can cast a known Illusion spell of 5th level or lower, which has a casting time of one action as a reaction to the end of another creature's turn.


Once you use this reaction, you can't use it again until you finish a short or long rest.

Denouement

By 14th level, experience has driven your theatrics to greater heights.

Masques you create using your Dramatis Personae feature now grant their affects for 1 hour, instead of 10 minutes.

In addition, masques now possess a single charge. A creature under a masque's affects can expend the charge to use one action, bonus action, or reaction they've seen used by the creature the masque represents.

Art: Jiefeng Jiao
Somot's Homebrew | Page 4 of 14

Revelry Domain

Clerics of the revelry domain are far from the stuffy image normally evoked when one thinks of a religious adherent. The gods that claim this domain are more typically noted for their hedonism than their piety, and their tenets tend to fall into categories that can basically be summed up as "just have fun".

In general, having fun and bringing joy to the life of others is the calling thrust upon followers of this domain, and they often take to it with gusto, bringing a moment's bliss and relaxation whenever and wherever it's needed most.

Communion

At 1st level, you gain proficiency with Brewer's Supplies and can use them to conjure divine drink.

As an action, and with Brewer's Supplies in hand, you expend a spell slot to conjure a number of drinks equal to 1 + the level of the spell slot expended.

When consumed as an action, a drink grants its effects for 10 minutes, but also confers disadvantage on Dexterity saving throws for its duration. Unconsumed drinks disappear after 8 hours. The following drinks are available to conjure:


  • Angelic Ale. This heady white beer increases jump height by 15 feet, and grants the effects of the Feather Fall spell.
  • Cosmos-politan. This sparkling pink cocktail grants resistance to Force damage, as well as the ability to convert any magical damage you deal to Force damage.
  • Curative Cabernet. This opaque red wine cures all diseases and conditions removable by the Lesser Restoration spell, and bestows immunity to them for its duration.
  • Gold Fashioned. This sharp-yet-sweet cocktail grants advantage on your next 1d4 Charisma checks.
  • Luminescent Lager. This honey-colored beer grants an aura of bright light for 10ft, dim light for an additional 10ft, and reveals invisible creatures and objects within that area.
  • Miraculous Moscato. This sweet white wine grants advantage on Athletics and Acrobatics checks.
  • Portentous Port. This burgundy wine grants advantage on Perception checks.
  • Sin and Tonic. This fizzy cocktail grants an additional 1d4 damage to the first weapon attack you make on your turn.
  • Spellslinger Stout. This nutty beer grants advantage on your next spell attack, and access to the Prestidigitation cantrip.

Domain Spells

At 1st level, you gain access to spells granted by the Revelry Domain. At each indicated cleric level, add the listed spells to your spells prepared. They don't count towards your limit.

Domain Spells

Level Spells
1st Charm Person, Heroism
3rd Nathair's Mischief, Suggestion
5th Catnap, Create Food and Water
7th Charm Monster, Compulsion
9th Modify Memory, Seeming

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Party Time

Starting at 2nd level, as an action, you can use your Channel Divinity to bring to life a celebratory mood at a location of your choosing for 10 minutes.

Creatures within a 30 foot sphere, centered on a point you can see within 60 feet must succeed a Charisma saving throw, or become charmed by the creature nearest to them for 10 minutes. A creature repeats this save each time it takes damage, ending the effect on a success. While charmed in this way, a creature has disadvantage on Intelligence and Wisdom checks, as well as Dexterity saving throws.

Event Planning

By 6th level, your galas have become legendary.

When you use Party Time, you can expend a spell slot to enhance its effects. If you do, you alter the decor within the area for the duration, such as summoning fesitvely adorned tables and chairs, party hats, music, and mood lighting.

The duration of Party Time is increased by 10 minutes times the level of the spell slot expended to enhance it. In addition, you can provide creatures of your choice in the area with food and drink. Victuals of your choice appear in each creature's hands (or appropriate appendages) as well as upon party-appropiate surfaces you designate, such as tables. Consuming this food grants a creature temporary hit points equal to 3 times the level of the spell slot expended on this feature and causes it to be charmed by you while it remains within the area of Party Time.

Finally, the drinks you summon into a creature's direct possession can be those listed in the Communion feature. You can provide a number of drinks in this way equal to 1 + the level of the spell slot expended on this feature.

Blessed Strikes

At 8th level you are blessed with divine might in battle.

When a creature takes damage from one of your cantrips or weapon attacks, you can also deal 1d8 radiant damage to that creature.


Once you deal this damage, you can't use this feature again until the start of your next turn.

After Party

At 17th level, the celebration never ends.

The base duration of Party Time now an hour, rather than 10 minutes, and is increased in duration by a number of hours equal to the level of the spell slot expended using Event Planning, rather than 10 minutes.

Art: Darek Zabroki
Somot's Homebrew | Page 6 of 14

Circle of Verdance

Druids of this circle find peace and meaning in the agricultural arts.

As they grow closer to the plants they care for, they take on traits to resemble them, using magics to slowly change themselves from a creature of flesh, into a creature of vines and wood.

Such druids consider the forest in which they live to be their homeland, and the plants that populate it their fellow citizens. Woe to those that visit with ill intent towards such forest nations, ignorance is rarely considered an excuse for murder.

Verdant Shape

Starting at 2nd level, you can use Wild Shape to transform into creatures with the Plant creature-type.


Forms granted by this circle don't disallow creatures with fly or swim speeds and follow a separate level progression as shown on the Verdant Forms table.

Chlorotype

At 2nd level, you begin to take on the traits of the flora which your circle is known for.

You gain a feature depending on which type of flora you feel most connected to. Choose from the following options:


  • Cactoid. You are unaffected by extreme heat and require half as much water to survive. In addition, once on each of your turns, you can deal piercing damage equal to your Constitution modifier to a creature which you are touching (no action required).

  • Coniferous. You are unaffected by extreme cold and cold damage dealt to you is reduced by your Constitution modifier. In addition, fire damage you deal is increased by your Constitution modifier.

  • Deciduous. You add your Constitution modifier to Strength saving throws you make, as well as to rolls you make to determine how many hit points a creature regains.

  • Flowering. You add your Constitution modifier to your Charisma ability checks and saving throws.

  • Fungal. You have advantage on saving throws to avoid or end the effects of poison and disease. Additionally, after each of your turns, the first creature that hits you with a melee attack must succeed a Constitution saving throw against 8 + your proficiency bonus + your Constitution modifier or become poisoned until the end of its next turn.

Verdant Strike

At 6th level, the forest spirits aid you as you battle your enemies.

Damage dealt by your attacks and traits while you're transformed by Wild Shape is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


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Verdant Forms

Druid Level Max. CR Example
2nd 1/2 Vine Blight
3rd 1 Quaggoth Spore Servant
6th 2 Awakened Tree
9th 3 Assassin Vine
12th 4 Kelpie
15th 5 Shambling Mound
18th 6 Reduced-Threat Treant1

Chlorotype Improvement

At 10th level, with experience comes maturity, both in the animal and plant kingdoms.

You gain an improvement to your Chlorotype:


  • Cactoid. Your spells and attacks which deal bludgeoning, piercing, or slashing damage deal additional piercing damage equal to your Constitution modifier.

  • Coniferous. You are immune to effects which prevent you from regaining hit points or which reduce your hit point maximum, and necrotic damage dealt to you is reduced by your Constitution modifier.

  • Deciduous. Bludgeoning and piercing damage dealt to you is reduced by your Constitution modifier.

  • Flowering. You have advantage on Charisma checks made to influence plants and insects, and can communicate in simple concepts with such creatures via scent.

  • Fungal. You are immune to poison and disease. Additionally, while a creature is affected by this Chlorotype's poison, it becomes vulnerable to poison damage.

Root Bound

At 14th level, with your feet planted, you draw strength from the earth.

At the start of each of your turns while you aren't incapacitated, you add a +1 bonus to your Constitution modifier until you expend movement, to a maximum of +3.

This bonus does not increase your hit point maximum.

Art: Kakai Kotaki
Somot's Homebrew | Page 6 of 14

- 1. -See "Reduced Threat Monsters" [TftYP 113]

Bridgeburner

F - irst in, last out. ―Motto of the Bridgeburners

The Bridgeburners were a legendary elite division in the Malazan 2nd Army who were respected by the majority of the Malazan Empire and even their enemies. The unit symbol was a stone arched bridge, lit with ruby flames.


"Crossing Raraku had etched the souls of the three companies that would come to be called the Bridgeburners. We could imagine no other name. Raraku burned our pasts away, making all that came before a trail of ashes."

―Thoughts of Kalam Mekhar, alone in the desert

Dumb Luck

At 3rd level, you're able to scrape through situations that should, and do, kill other men.

When you roll a 1 on a d20, you can treat it as a 20 instead.


Once you use this feature, you can't use it again until you finish a long rest.

Sapper Training

At 3rd level, you are trained in the fine art of destruction for which your company was named.

You gain proficiency with Alchemist's Supplies and can use them to craft certain munitions.

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With Alchemist's Supplies in hand, you can prepare a number of fist-sized grenados called munitions equal to twice your proficiency bonus at the end of a long rest.

Munitions count as simple melee weapons which deal 1d4 bludgeoning damage and have the light and thrown (30/90) properties. Alternately, munitions can be attached to an arrow or crossbow bolt with an action, but no longer deal weapon damage while attached.

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Hit or miss, munitions explode upon impact. The target and each creature in the area must make a Dexterity saving throw against 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). A creature takes full damage on a failed save, or half as much damage on a successful one. If this saving throw was the result of an attack which missed, a creature has advantage on it.


The following munitions are available to craft at 3rd level:


  • Flamer. Deals fire damage equal to 1d4 times your proficiency bonus and ignites objects not being carried or worn in a 5ft. radius.

  • Sharper. Deals piercing damage equal to 1d4 times your proficiency bonus in a 10ft. radius.

  • Smoker. Releases smoke in a sphere which diameter is equal to 5ft. times your proficiency bonus, heavily obscuring the area for 1 minute.

Undetonated munitions become useless after 24 hours, as their chemicals stabilize into a neutral state.


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Danger Averse

By 7th level, you've learned to avoid the most common cause of a sapper's retirement.

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Moranth Munitions

At 10th level, you learn how to craft much scarier munitions.

When you craft munitions using your Sapper Training feature, you can additionally craft a single Moranth Munition of your choice:


  • Cracker. Deals thunder damage equal to 2d8 times your proficiency bonus in a 15ft. cone, and creatures in a 15ft. radius are deafened until the end of their next turn.
  • --- Deals double damage to objects and structures, and can be heard for 10 miles.

  • Cusser. Deals bludgeoning damage equal to 2d8 times your proficiency bonus in a 20ft. radius.
  • --- The ground in a 10ft. radius from the center of the explosion becomes difficult terrain.

  • Melter. Deals acid damage equal to 2d12 times your proficiency bonus in a 5ft. radius.
  • --- Objects and creatures reduced to 0 hit points are liquified.

Undetonated Moranth Munitions automatically detonate after 24 hours, as their chemicals destabilize into volatility.

Magic Averse

By 15th level, magic itself seems hesitant to draw your ire.

You have advantage on saving throws against spells and other magical effects.

Death Averse

By 18th level, you've earned the respect of death itself.

When you would die, you can instead choose to live with 1 hit point remaining.


Once you use this feature, you can't use it again until you finish a long rest.

Art: Grafit Studio
Somot's Homebrew | Page 7 of 14

Way of Fang and Claw

F - or thousands of years, warriors have studied the methods animals use to protect themselves in the wild.

The origin of all martial arts began in this manner. For those that follow the Way of Fang and Claw, they see themselves as preserving the ancient ways, and perhaps, contributing some small part to its further development.

The techniques of the wild are as varied as the enemies a monk can face, and so those that follow this tradition have a near endless variation of inspiration to draw upon and so overcome their foes.

Stances

At 3rd level, you learn the five basic stances of fang and claw.

While you aren't incapacitated, you can expend 1 ki as a free action on your turn to enter one of the following stances; Crane, Mantis, Monkey, Snake, or Tiger. If you do, you exit any previous stances you were in at the end of the turn.
While in a stance, you gain its benefit, listed below:


  • Crane. You have advantage on Wisdom saving throws, and gain the Unarmored Movement Improvement feature granted at 9th level in this class. At 9th level in this class, you can move along ceilings without falling during the move, and can stand still on liquids and vertical surfaces.
  • Mantis. You have advantage on Dexterity saving throws, and gain blindsight out to 10 feet.
  • Monkey. You have advantage on Charisma saving throws, and gain a bonus to AC equal to the number of hostile creatures within 5 feet.
  • Snake. You have advantage on Intelligence saving throws, and you can expend 3 feet of movement for every 1 foot traveled to become silent and invisible during the move.
  • Tiger. You have advantage on Strength saving throws, and you can make two attacks instead of one when you make an opportunity attack.

Kata

At 3rd level, you begin to practice the forms and movements which comprise the fang and claw techniques.

When you gain this feature, you choose three kata to learn which may be selected from any number of stances, and of those you've learned, you select one to perfect. You repeat this choice at certain levels in this class; 6th, 11th, and 17th.

Learned kata are special attacks that you can use to replace your unarmed strikes with while you remain in its associated stance. Perfected kata can be used while you are in any stance. The number of attacks you've made on a turn determines which of your known kata are available to replace your unarmed strikes.


  • -.- For example; you might replace your first attack on a turn with the 1st kata you know of a stance, enter a new stance, and replace your second attack that turn with the 2nd kata that you know of your new stance. You could replace a third attack with either stance's 3rd kata before the turn ends.

Kata use your Dexterity modifier for their attack rolls, and your Ki save DC for any saving throws imposed. Your kata count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If an effect allows you to make more than 4 attacks on a turn, you can replace those attacks with your kata in reverse order (5th attack using a 3rd kata, 6th attack using a 2nd kata, etc.).


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Crane Kata


  • 1st. Melee Weapon Attack: reach 10 ft. Hit: Dex mod + (1 MA die) piercing damage and you can teleport to an unoccupied space you can see within 5 feet of the target.
  • 2nd. Melee Weapon Attack: reach 5 ft. Hit: Dex mod + (1 MA die) piercing damage and you can fly up to 10 feet.
  • 3rd. Melee Weapon Attack: reach 5 ft. Hit: Dex mod + (1 MA die) piercing damage and you can fly up to 10 feet.
  • 4th. Dex Save: objects and creatures in a 15-ft. cone (self). Fail: target takes Wis mod + (2 MA dice) thunder damage.

Mantis Kata


  • 1st. Melee Weapon Attack: reach 5 ft. Hit: target is grappled and the next attack that hits it this turn is a critical hit.
  • 2nd. Wis Save: one object or creature in 5 ft. Fail: the target is vulnerable to damage dealt by your attacks this turn.
  • 3rd. Melee Weapon Attack: reach 10 ft. Hit: Dex mod + (3 MA dice) slashing damage—reduced by the number of feet you are from the target.
  • 4th. Con Save: targets you choose in 15 ft. Fail: any damage taken by the target from your attacks this turn is repeated.

Monkey Kata


  • 1st. Melee Weapon Attack: reach 5 ft. Hit: Dex mod + (1 MA die) bludgeoning damage and the target is knocked prone.
  • 2nd. Melee Weapon Attack: reach 5 ft. Hit: Dex mod + (1 MA die) bludgeoning damage and the target is grappled.
  • 3rd. Melee Weapon Attack: reach 5 ft. Hit: Dex mod + (1 MA die) bludgeoning damage and the target is shoved 5 feet.
  • 4th. Melee Weapon Attack: reach 10 ft. Hit: Dex mod + (2 MA dice) bludgeoning damage and the target is shoved 10 feet.

Snake Kata


  • 1st. Dex Save: creatures in a 10-ft. cone (self). Fail: target is blinded until the end of its next turn.
  • 2nd. Melee Weapon Attack: reach 10 ft. Hit: Dex mod + (1 MA die) acid damage.
  • 3rd. Melee Weapon Attack: reach 5 ft. Hit: a target you're grappling takes Dex mod + (2 MA dice) bludgeoning damage, otherwise it is grappled.
  • 4th. Con Save: one creature in 5 ft. Fail: at the end of its next turn, the creature takes Wis mod + (2 MA dice) acid damage and gains a level of exhaustion for 1 minute.

Tiger Kata


  • 1st. Wis Save: creatures in a 10-ft. cone (self). Fail: target is frightened of you until the end of its next turn.
  • 2nd. Melee Weapon Attack: reach 5 ft. Hit: Dex mod + (2 MA dice) slashing damage.
  • 3rd. Melee Weapon Attack: reach 5 ft. Hit: Dex mod + (2 MA dice) slashing damage.
  • 4th. Melee Weapon Attack: reach 5 ft. Hit: Dex mod + (2 MA dice) slashing damage—and if the target is a living creature, you regain hit points equal to the damage dealt.

Art: Leifheanzu
Somot's Homebrew | Page 8 of 14

Oath of Chaos

If a man dedicates his life to good deeds and the welfare of others, he will die unthanked and unremembered. If he exercises his genius bringing misery and death to billions, his name will echo through the millennia for a hundred lifetimes. Infamy is always more preferable to ignominy.

That which we foolishly call truth is only a small island in a vast sea of the unknown. For man to truly flourish, he must be willing to abandon the ever-shrinking island of such petty "truth" and surrender himself to the reality of that which is beyond.

Oath Spells

You gain oath spells at the paladin levels listed.

Chaos Spells

Paladin Level Spells
3rd Chaos Bolt, Charm Person
5th Alter Self, Nystul's Magic Aura
9th Blink, Summon Shadowspawn
13th Confusion, Sickening Radiance
17th Geas, Infernal Calling

Channel Divinity

At 3rd level, you gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.


  • Deliverance. As an action, you touch a creature to infect it with unfettered chaos. It must succeed a Wisdom saving throw or gain one random effect from the Short-Term Madness table [DMG 259] for 10 minutes. A non-hostile creature has disadvantage on this saving throw. The creature can repeat this save each time it takes damage, ending the effect on a success.

  • Chaos Storm. As an action, you call a tide of chaos that flows outward from yourself in a 10 foot radius. Roll a number of d100s equal to 1 + half your proficiency bonus on the Wild Magic Surge table [PHB 103] and choose a target for each of the rolled results from within the area. Unwilling targets must succeed Wisdom saving throw or be subjected to the Wild Magic Surge effect. On results of 99-00 you regain an expended use of Channel Divinity.

Malign Influence

At 3rd level, you can manipulate others to aid your cause.

You learn the Friends cantrip, which counts as a Paladin spell for you.


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Tenets of Chaos


  • Change is progress. Chaos is the essence of advancement, allow no infringements upon it. Cut that which binds others to stagnation.
  • Abjure the strictures. Suffer not they that seek to restrict others. The salvation of the slaver is release from their mortal bonds.
  • Disavow the ego. Seek nothing that can be named. Unbind others to seek the nameless.

Aura of Freedom

At 7th level, while you aren't incapacitated you emit a 10 foot aura of chaotic liberation.

Creatures within your aura are always under the effects of the Freedom of Movement spell.


At 18th level, the range of this aura increases to 30 feet.

Legendary Resilience

At 15th level, attempts to constrain you are doomed to failure.

While you aren't unconscious, you can end the effects of one spell or condition on yourself at the end of your turn.


Once you use this feature, you can't use it again until you finish a short or long rest.

Avatar of Chaos

At 20th level, you are blessed with a new and magnificent form.

As an action, you reach to the chaos within and bring it forth with your body as its vessel.

Each time you use this action, roll 4d4. You transform into an Aberration or Fiend chosen by the DM with a CR equal to the result for 1 minute.

If the creature you transform into has the Legendary Resistance trait, Lair, or Legendary Actions, you cannot use them. This transformation uses the same rules and restrictions as a druid's Wild Shape feature.


Once you use this action, you can't use it again until you finish a long rest.

Art: Peter Zhou
Somot's Homebrew | Page 9 of 14

Insect Glaive Conclave

Insect Glaive users form bonds with a rare type of magical beast called a kinsect.

Kinsects come in many shapes, but most often resemble moths and beetles. Bonding a kinsect often requires raising it from larvae to cocoon, but rewards the diligent with a loyal, magical companion for the rest of their lives.

Rangers of this archetype often take on minor qualities of their bond, most often an affinity for heights, an amazing sense spatial awareness, and a seemingly impossible capability for aerial movement.

Glaive Techniques

At 3rd level, your kinsect bond grants you aerial maneuvers.

While you wield them with two hands, melee weapons have the finesse property and negate damage you take as a result of falling. Immediately after you attack using a melee weapon with two hands, you can air-dash to fly up to 10 feet without provoking opportunity attacks (this still expends movement).

Kinsect Bond

At 3rd level, you form a bond with a kinsect; a magical beast which resembles an overlarge flying insect.

You can cast Find Familiar without material components using this trait, but can only summon a kinsect when you do. As a bonus action, you can command your kinsect to take the attack action on its turn.


Kinsect

Tiny beast, Unaligned


  • Armor Class 15 + (half your PB)
  • Hit Points 2 + twice your ranger level (has Hit Dice [d4s] equal to your ranger level)
  • Speed 20ft., fly 60ft.

STR DEX CON INT WIS CHA
2 (-4) 20 (+5) 8 (-1) 12 (+1) 16 (+3) 8 (-1)

  • Senses darkvision 60 ft.
  • Languages understands the languages you speak
  • Challenge--------Proficiency Bonus equals your bonus

Bonded Ward. The kinsect has three-quarters cover while in physical contact with its bonded user.

Dusts. When the kinsect hits with its strike, it can expend one hit die to release a dust cloud.

Flyby. The kinsect doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + (your PB) magical bludgeoning or slashing damage (your choice), and if the target was a creature the kinsect harvests one random extract.


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Dusts

When your kinsect releases a dust cloud, it fills a 5-foot cube centered on itself with glittering, volatile particles that lasts until detonated or the end of your next turn. Attacks that hit or pass within the cloud detonate it, forcing targets inside to make a Constitution saving throw against your spell save DC to avoid its effects (they may choose to fail).
You choose you kinsect's dust type at the end of a long rest:


  • Blast. Objects and creatures take thunder damage equal to twice your Wisdom modifier, or half as much on a success.
  • Heal. Creatures can expend one hit die to roll it, regaining hit points equal to the result + your Wisdom modifier.
  • Paralysis. Creatures are stunned until the end of their next turn, but repeat the save each time they take damage, ending the effect on a success.
  • Poison. Creatures are poisoned for 1 minute, but can repeat the save as an action, ending the effect on a success.

Extracts

When your kinsect ends its turn while in physical contact with you, it grants you the extracts it's harvested since the start of its turn for 1 minute (same-color extracts don't stack).


  • [1] Red. Your melee weapon attacks deal +1 damage for each of your active non-green extracts.
  • [2] White. Your movement speed is increased by 5 feet for each of your active non-green extracts, and you can air-dash once on each of your turns as a free action.
  • [3] Orange. You gain a +1 bonus to saving throws for each of your active non-green extracts.
  • [4] Green. You gain temporary hit points equal to twice your Wisdom modifier.

Status Build-Up

At 7th level, your kinsect's dust gains potency over time.

The saving throw to avoid your kinsect's dust effects is increased by an amount equal to the number of its strike attacks that have hit the target within the past minute.

Kinsect Multiattack

At 11th level, your kinsect's attack speed is increased.

Your kinsect gains the option to make two strike attacks on its turn when it takes the attack action.

Kinsect Precision

At 15th level, your kinsect learns to selectively gather extracts, based on a creature's body composition.

When your kinsect hits a creature with strike, you can now choose which extract is harvested.

Art: Capcom MH4U
Somot's Homebrew | Page 10 of 14

Gutter Rat

Honor is luxury belief.

Rogues of this archetype rarely had any choices at all, let alone the choice of how to get through life.

"A fancy blade for ya? How about a brick, or anything to lay hands on. Those back alley bullies don't care how they get you, and it's not the smartest decision to be picky when they come.

No striking below the belt? No hitting them while they're down? Ha! You first mister, I've never been anywhere higher than down in the first place. Now you just come down to me, and I'll show you there ain't no light here."

Gutter Tactics

Starting at 3rd level, you gain proficiency with improvised weapons, and improvised weapons you wield gain the finesse property.


In addition, you roll one extra d6 when you roll sneak attack damage using an improvised weapon.

Low Blow

By 3rd level, you've learned a few nasty tricks for the unwary.

When you roll for sneak attack damage on your turn, you can choose to reduce the amount of sneak attack damage dice you roll by any number. If you do, you roll an equal number of d6s on the Low Blow table.

Your target must succeed a Constitution saving throw against 8 + your proficiency bonus + your Dexterity modifier or be subjected to a single Low Blow target effect of your choice from amongst your rolled results.


You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a short or long rest.

Low Blow

Die
Result
Target Effect
1 Gains one level of exhaustion.
2 Is blinded until the end of your next turn.
3 Is incapacitated until the start of your next turn.
4 Is stunned until the end of its next turn.
5 Is paralyzed until the start of its next turn.
6 Is unconscious until the end of your turn.

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Unlucky to Lose

At 9th level, your ill-fate seems to rub off on others nearby.

When a creature within 20 feet of you succeeds an ability check or saving throw, you can use your reaction to force that creature to re-roll and they must take the new result.


Once you use this reaction, you can't use it again until you finish a short or long rest.


At 15th level, the range of this reaction increases to 60 feet.

Slip the Noose

By 13th level, your ability to weasel out of danger has reached new heights.

When a creature you can see targets you with an attack or forces you to make a saving throw, you can use your reaction to cause that attack to miss or to automatically succeed that saving throw.

This reaction must be taken before you know whether you would be hit by the triggering attack, or fail the saving throw.


Once you use this reaction, you can't use it again until you finish a short or long rest.

Snake Eyes

At 17th level, if it weren't for bad luck, you wouldn't have any luck at all.

If the d20 roll for an attack made by you is a 1, the attack hits regardless of any modifiers or the target's AC and is considered a critical hit.

If the d20 roll for an attack made against you is a 20, the attack misses regardless of any modifiers or your AC.

Art: Seung Jin Woo
Somot's Homebrew | Page 11 of 14

Monstrous Origin

Occasionally a monster gets a second chance.

Be it the merciful act of a compassionate god, the lifting of a curse, or other reincarnative means, you were given the gift of a mortal life.

Such a previous existence leaves its mark however, and you've been left in possession of some abilities no mortal should have.

Expanded Spells

You learn additional spells when you reach certain levels in this class, as shown on the Monstrous Spells table.

Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.


Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or necromancy spell from the druid, sorcerer, or warlock spell list.

Monstrous Spells

Sorcerer Level Spells
1st Faerie Fire, Tasha's Caustic Brew
3rd Alter Self, Wither and Bloom
5th Spirit Shroud, Vampiric Touch
7th Locate Creature, Shadow of Moil
9th Enervation, Tree Stride

Bonus Cantrip

At 1st level when you choose this origin, you maintain the ferocity of your former existence.

You learn the Primal Savagery cantrip, which counts as a Sorcerer spell for you, but doesn't count towards your limit of learned spells.

Monstrous Tenacity

At 1st level, the allure of combat sings in your blood.

While you aren't incapacitated, you can gain temporary hit points equal to half your sorcerer level round up for 1 minute when you deal damage to a hostile creature. The creature must be within 10 feet of you, and you can't gain temporary hit points in this way more than once per turn.


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Baleful Consumption

At 6th level, you can allow yourself to be consumed by your darker nature.

You learn the Summon Shadowspawn spell [TCE 113] and can cast it using sorcery points instead of a spell slot. Casting it this way requires you to expend a number of sorcery points equal to the level of the spell being cast, and you cannot cast it at a level higher than your spell slots would allow.

When cast with sorcery points, instead of summoning a creature, you transform into the Shadow Spirit normally summoned by this spell, and when you deal damage with Chilling Rend, you can change its damage type from cold to necrotic or acid instead.

This transformation uses the same rules and restrictions as a druid's Wild Shape feature.

Fervor

At 14th level, your monstrous will is a force unto itself.

While transformed by Baleful Consumption your Shadow Spirit form gains the traits of all three emotions (Fear, Fury, and Despair), instead of one.


In addition, when you fail a saving throw to maintain concentration on a spell, you can use your reaction to re-roll that saving throw and must take the new result.


You can use this reaction once and must finish a short or long rest before you can use it again.

Baleful Spells

By 18th level, you are able to maintain a semblance of sanity against your consuming darkness.

You can cast many of your sorcerer spells in while transformed by Baleful Consumption. You can perform the somatic and verbal components of a sorcerer spell while in Shadow Spirit form, but you aren't able to provide material components.

Art: Matt Forsyth
Somot's Homebrew | Page 12 of 14

Ancestral Patron

Warlocks are occasionally born into their power. Typically this occurs when a bloodline is bound to an oath traded for power, or when the shade of some particularly powerful ancestor takes an interest in his recent descendants.

Ancestral patrons tend to have a vested interest in their scions, but unlike most patrons their origins are often mortal. What they lack in raw power they tend to make up for in helpfulness, so often uncharacteristic of other patrons. The only problem then, is mustering the strength to bridge the gap and actually contact their heir.

Ancestral Spells

Starting at 1st level, the spirits of your ancestors compete for the opportunity to teach you their personal techniques.
The Ancestral Expanded Spells table shows the ancestral spells that are added to the warlock spell list for you.

Bonus Proficiencies

When you choose this patron at 1st level, your ancestors train you in combat basics.

You gain proficiency with martial weapons and shields.

Scion's Call

Beginning at 1st level, you can entreat your ancestors in times of dire need.

As a free action, you can regain an expended Warlock spell slot until the start of your next turn. This spell slot can only be used to cast a Warlock spell which targets only yourself.


Once you use this feature, you must finish a long rest before you can use it again. While you have no uses available, you can gain a level of exhaustion to use this feature again.

Inheritance

When you reach 6th level, your ancestors impart lost knowledge of your Pact token to you.

You gain a feature based on your Pact Boon:


  • Pact of the Blade. When you create your pact weapon, you gain one Fighting Style of your choice from among those available to the Fighter class until you create it again.
  • Pact of the Chain. While in physical contact with you, your familiar grants you an additional Eldritch Invocation of your choice which you meet the requirements for—chosen when you conjure it with Find Familiar.
  • Pact of the Talisman. While worn, your talisman emits a
    10-foot aura that grants creatures you choose a +1 bonus to ability checks and saving throws which use their proficiency bonus, and you can treat creatures affected by its aura as wearers of your talisman for the purposes of your warlock features.
  • Pact of the Tome. When you finish a long rest, your Book of Shadows produces your choice of one Common or Uncommon spell scroll. Expended or not, it disappears at the end of your next long rest.

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Ancestral Expanded Spells

Spell Level Spells
1st Shield, Zephyr Strike
2nd Dragon's Breath, Find Steed
3rd Lightning Bolt, Pulse Wave
4th Wall of Fire, Watery Sphere
5th Steel Wind Strike, Swift Quiver

Ancestral Zeal

At 10th level, your ancestors' fighting spirit empowers you.

You can use a bonus action to cast a cantrip which has a casting time of one action.


You can use this bonus action a number of times equal to your Charisma modifier and regain all expended uses when you finish a long rest.

Heirloom

At 14th level, the power of your inheritance is unlocked.

You gain a feature based on your Pact Boon:


  • Pact of the Blade. You can cast spells from your pact weapon's location as though it were part of yourself, and once per turn, you can replace an attack made with your pact weapon with a spell cast that requires an attack roll.
  • Pact of the Chain. As an action, your familiar can transform (as in the Polymorph spell) into a creature matching its creature type for up to 24 hours or until it dismisses the transformation as an action. The creature it transforms into can be no higher than CR4, and it can't transform again this way until you finish a long rest.
  • Pact of the Talisman. Your talisman's aura is increased to 30-feet. When you cast a spell which targets only yourself, you can choose to grant its effects to an additional creature within the aura—you can use this property of the talisman a number of times equal to half your proficiency bonus and regain all expended uses when you finish a long rest.
  • Pact of the Tome. When you finish a long rest, your Book of Shadows produces your choice of one Rare or Very Rare spell scroll. Expended or not, it disappears at the end of your next long rest.

Art: Darek Zabrocki
Somot's Homebrew | Page 13 of 14

School of Sacred Geometry

Wizards that study Sacred Geometry are colloquially referred to as 'math wizards'.

By analyzing the mathematical origins of the arcane they seek to find the meaning behind magic, and the source code which controls it. While typically this study is done with good intention and a passion for the arcane, those that study such intricacies may find that they've grasped a tiger by the tail, for the source code of reality was never designed with consideration for the mortal mind...

Geometric Progression

Beginning at 2nd level, you learn to augment your spell effects with applied arcane engineering.

You gain Sacred Geometry Dice at certain levels in this class, as shown in the Sacred Geometry Dice table. Each die in your pool is progressively larger; the first die is a d4, the second a d6, third a d8, fourth a d10, fifth a d12, and the final die is a d20. These dice are expended to fuel many of your Sacred Geometry features.


You regain all expended Sacred Geometry Dice when you finish a long rest.

Alternate Vectors

At 2nd level, your knowledge of geometry has given you insight into the spatial mechanics of the arcane.

When you cast a spell which affects an area, you can treat that spell's origin as having been cast from any location within 10 feet of yourself, and in any direction from that location.

The range of this feature increases by 5 feet when you reach certain levels in this class; 5th, 9th, 13th, and 17th.

Force Multiplier

At 2nd level, you develop methods of empowering your spells through calculative enhancement.

When you roll dice for a 5th level or lower spell's effect (not its attack roll) you can expend your smallest available Sacred Geometry Die to add its result to that roll against one target affected by the spell.

If you add a Sacred Geometry Die to a spell's effect which matches the dice already being rolled for that effect, you can instead add it twice.

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For example; if the Sacred Geometry Die added to a Mind Sliver is a d4, you could add that d4 to either the damage or saving throw reduction effect of that spell. Thus, you could either increase the spell's damage to 1d6 + 1d4, or subtract 3d4 from the target's next saving throw before the end of your next turn.

For a d6 this would be reversed, you could either increase the spell's damage to 3d6, or subtract 1d4 + 1d6 from the target's next saving throw before the end of your next turn.


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Sacred Geometry Dice

Wizard Level Dice Pool
2nd 1d4, 1d6
5th 1d4, 1d6, 1d8
9th 1d4, 1d6, 1d8, 1d10
13th 1d4, 1d6, 1d8, 1d10, 1d12
17th 1d4, 1d6, 1d8, 1d10, 1d12, 1d20

Vector Correction

By 6th level, you've learned how to combine predicive insight with your ability to influence spacial arcane vectors.

When a creature you can see within range of Alternate Vectors makes a spell attack or a saving throw against a spell effect, you can use your reaction and expend your smallest available Sacred Geometry die to add or subtract its result from that creature's attack or saving throw.

Fractal Mitosis

At 10th level, you learn to sever the sacred and iterate the intangible.

As a bonus action, you can divide your smallest available Sacred Geometry Die into two dice which highest rollable values combined equal the highest rollable value of the original die.

You can use this bonus action a number of times equal to half your proficiency bonus, and regain all expended uses when you finish a long rest.

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For example; you might divide a d12 into 2d6—or into 1d4 and 1d8. You could not divide either a d6 or a d4, since neither die has smaller Sacred Geometry Dice equivalents which could be added to meet their totals.

Cube Law

At 14th level, you are able to computate your formulae along an additional dimension.

When you use Force Multiplier to add a Sacred Geometry Die to a spell's effect, you now add it three times instead of two when it matches the spell's original die for that effect.

Art: Mukesh Singh
Somot's Homebrew | Page 14 of 14