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.
***
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.
***
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.
***
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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