Classes

 

The new rules for dungeons and dragons have dropped in 2024 and are called "DnD One." At this time, I only intend to allow you to play those classes and features that are in the Player's Handbook. This may change as the DM's Guide and other books are released. If you really want to play a subclass that is part of the old rules but not included in the new, let me know and we can discuss.

 

As I become more familiar with the rules, I may add, subtract, or change information on this page, including allowing more stuff. Thanks for your patience. Also, for homebrew changes regarding things such as 2024 game play, rules, spells, combat, etc, please refer to the Rules Page.

 

Below are changes to 2024 classes that I am implementing to either nerf or empower in the name of balance, logic, and whim. Also, you may see new homebrew classes altogether.

 

Artificers

 

This class is not allowed in my world.

 

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Druids

 

Wild Shape Spellcasting

 

At 8th level, a druid has enough experience using their wild shape form that they can cast prepared spells that only require a verbal component.

 

As per the 2024 PH, at 18th level, the druid's elevated experience has allowed them add spells that require somatic, as well.

 

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Monks

 

Subclass

 

Way of Balance (for worshippers of Gharan-Dis)

 

Your goal is to learn about true balance while honing your body, mind, and spirit. To become a monk, you must study as an initiate until you’ve reached adulthood (usually 17 years). At that time, you commune with Gharan-Dis in a ritual called a “Trial.” If He deems you fit to become a Walker of the Light, the mark of a white eye will appear on the inside of your right forearm. At this point, you leave the monastery to strike out into the world and learn everything you can about the concept of good from any perspective you can. This doesn’t mean you must “be” good, merely study and understand it. To more easily facilitate this, however, most monks at this stage will follow a good aligned path. This can take months, even years, to accomplish (levels 1-6).

Once you have gained the insight you feel qualifies you to understand what good is (7th level), you return to your monastery and commune with Gharan-Dis again. If He feels you’ve mastered the concept of good, then the mark of a black eye will appear on the inside of your left forearm, signifying that you have become a Stalker of the Night. This time, when you leave, your task is to learn everything you can about the concept of evil in the world. This is a difficult time for, exposure to evil temptations causes most monks to forget their monastic vows and remain evil and self-indulgent from that point on.

Those who maintain their discipline return for a final Trial (at level 14) to determine if they are fit to become masters by attending another Trial. If successful, the mark of a gray eye in the center of their chest, signifying balance, appears. Masters have achieved balance, having grasped good and evil. They strike out again, using their knowledge of balance by doing all they can to maintain it wherever they see an imbalance. Once they’ve reached 20th level, they return to their monastery to teach unless something dire or pressing keeps them away.

Level 3: Walker of the Light Designation


Power of Light: At 3rd level, you can use your focus to duplicate the effects of certain spells. As a bonus action, you can spend a focus point to cast the following cantrips: light, and starry wisp without using material components.

As an action, you can spend 2 focus points to cast Protection from Evil and Good without using material components.

Level 6: Stalker of the Night Designation


Shadow Step: As a bonus action, you can spend 2 focus points to Misty Step as per the spell without using material components.

You can spend 3 focus points to cast the Hold Person spell without using material components.

Shield of Night: At 11th level, you have learned to utilize the darkness as protection. When you are in dim light or darkness, you can use 2 focus points as a bonus action to weave yourself through the shadows to make yourself harder to see and, therefore, harder to hit. During this time, attackers who do not have blindsight, blind-fighting (feat), blindsense, or tremorsense attack you at disadvantage. The effect lasts until you attack, cast a spell, move into an area of bright light, or a number of rounds equal to your proficiency bonus have passed. At 15th level, the effect lasts for 1 minute.

Level 14: Master Designation


Focus Mastery: At level 17, your mastery of your focus has increased so that you shape it to different uses. Each requires concentration. As a bonus action, you can spend 3 focus points to do one of three things:

 

Force Whip: Using your will, you create a shimmering whip of bluish light that snaps outward up to 15’ as a melee attack. A successful hit on a target causes them necrotic damage equal to your unarmed strike plus your level, and they must make a DC 14 constitution save or be stunned for 1 minute. Also, they are considered grappled and restrained. The focus strike lasts a number of rounds equal to your proficiency.

 

Force Shield:  Using your will, you surround yourself with a barrier of invisible force energy that will last a single round. Any damage you take during that time will be halved.

 

Force Telekinesis: Using your will, you can cast the Telekinesis spell. The duration is for a number of rounds equal to your proficiency bonus.

 

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Rangers

 

Quite frankly, the 2024 rules didn't do the ranger class any favors. Below are things I'll be using to help make it a more usable class. I'll start with base class features only and then add a section regarding any subclass changes/additions.

 

Base Class

 

Archery Expertise

 

At 2nd level, a ranger that chooses the archery fighting style will, in addition to the fighting style feature, add an extra hp of damage per their proficiency bonus to the target with their ranged weapons.

 

Natural Explorer

 

When you forage, you find twice as much food as you normally wood.

 

When you travel alone, you can move stealthily at a normal pace.

 

Your group cannot get lost except by magical mean when you are with them.

 

At 3rd level, your knowledge of natural terrain allows you to move across it (when it is considered difficult) without penalty. This does not apply to any difficult terrain that is created through manmade or magical obstacles what would impose difficult terrain penalties.

 

At 8th level, any ally within 20' of you can also gain the benefits from above. The range increases to 30' at 13th level, 40' at 18th level, and 50' at 20th level.

 

Subclasses

 

Gloomstalker

 

Dread Ambusher

 

Starting at 3rd level, on your first turn of a new combat, you gain advantage on your first attack. Also, the first time you hit a creature with a weapon on your first turn of combat, you deal an extra hp of damage per your ranger level. So, a 15th level ranger hitting on the first round of combat with a longbow would do an additional 15 points of piercing damage to the creature he/she hits. This cannot be used again until the first turn of your next combat.

 

 

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