D&D 5E Homebrew: Monk Subclass: Way of Body

Monks are way too nimble and dextrous for my liking. I want to body my opponents! I want to suplex a train!

This lets you suplex a Tarrasque. Close enough.

But in all seriousness. I dig the idea of the monk sculpting their body into the ultimate weapon. This focuses on that concept while making a Strength monk build viable.

Grappling Fist:

You excel in grappling. When you have a creature in a grapple you can expend one weapons attack to follow-up with these various techniques. Grappling Fist does not work on creatures larger than you.

If you fail a contested grapple check after attempting a Grappling Fist technique the creature is freed from your grapple.

Slam: Prerequisite: Grapple

You attempt to lift and slam a creature dealing damage and knocking them prone. Make a Contested Grapple check on a success the creature takes damage equal to two Martial Arts die+ your Strength modifier and is knocked prone.

Pin: Prerequisite: Grapple, Prone.

You take a prone creature and attempt to damage and restrain them. Make a contested grapple check, on a success the creature takes damage equal to one martial arts die + your Strength modifier and both you and the target are restrained.

Submission: Prerequsite: Grapple, Prone, Restrained.

You take a prone and restrained creature and attempt to damage them. Make a contested grapple check, on a success the creature takes damage equal to three martial arts die + your Strength modifier.

Guarding Strikes:

Starting at 6th level, you strike back at attacks meant for you. Whenever you take the dodge action you gain the following effects.

Vs. Melee Attacks:
Your AC gains a bonus equal to your strength modifier. If the attack misses you spend a Ki Point to use Flurry of Blows.

Vs. Ranged Attacks:
You automatically use Improved Deflect Missles vs. each attack.

Improved Deflect Missles:

You punch or kick the projectile headed your way:

  • The damage reduction is now modifed by strength instead of dexterity
  • If you reduce the damage to zero the projectile is automatically deflected back at the user.
  • This deals bonus damage equal to the excess damage reduction past zero. (So if you were a level 6 monk with a +4 strength and rolled a 10 the attack would be reduced by 20 points of damage. If the projectile would deal 10 damage the reflected projectile would deal a bonus +10 damage.)

Honed Body:

Starting at 11th level you can reflexively brace your body for an oncomming attack significantly lowering the damage you’ll face.

You can spend 3 Ki Points and your reaction upon taking damage to grant yourself resistance to all damage types besides Psychic until the start of your turn. This effect does apply to the triggering attack.

“Orc Martial Artist” by Dion Harris

Unbreakable Body:

Starting at 17th level, you can enter a state where Ki constantly flows out of your body granting you immense power. Through using a Bonus action and expending 3 Ki Points you can enter the Unbreakable Body state. Granting the various effects.

  • You expend 3 Ki Points at the start of your turn.
  • Your martial arts die increases to a D12.
  • If you miss an opponent with a melee unarmed attack they take damage equal to your Strength Modifier.
  • You gain advantage on Strength Athletics checks.
  • You can use Honed Body without expending Ki Points.


Starting at 20th level your body has become one with Ki enhancing your strength to super human levels:

  • Your Strength score increases by 6 and so does its maximum.(26 Max)
  • You can grapple and use Grappling Fist on creatures of any size.

Anyways that’s it, lemme know what you think in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews here’s one about an earth specialized Sorcerer.

Read More

D&D 5E Homebrew: Terramancer Sorcerous Origin

Cover Image by Nargyle.

I love rocks.

Anyways here’s a new D&D 5E Homebrew for Sorcerers.

Terramancer Sorcery:

Toph Beifong from “ATLA” | A Terramancer protecting themselves from harm.

One with the Earth:

Starting at 1st level, the earth around the terramancer moves to protect them and their allies from harm. They gain the following benefits.

  • You know the Mold Earth cantrip and the Shield spell, these spells do not count against your number of spells known.
  • The Shield spell now has a range of 30ft instead of just self. Provided the target is no higher than 10ft above the ground. The earth below them leaps upwards to intercept the attack.

Stone Aegis:

Also at 1st level, the terramancer gains proficiency with shields.

As a 10 minute ritual you can craft a Stone Aegis. A shield made of stone around your spellcasting focus. The Stone Aegis allows you to cast spells and wield your shield in one hand. The Stone Aegis is considered a magic shield and becomes a +1,+2, and +3 shield at 6th level, 12th level, and 18th level respectively.

Additionally, you can expend and destroy this shield as a reaction for one free casting of the Shield spell. Your arcane focus is unharmed.

Earthen Shell:

Aang from “ATLA” | A Terramancer creating armor made of crystal.

Starting at 6th level, the earth forms a protective shell over the terramancer’s body automatically protecting them from harm, allowing them to remain in the thick of the fight. They gain the following effects.

  • Their Armor Class now gains a bonus equal to their Constitution Modifier. Dexterity no longer effects their Armor Class.
  • At the start of each of their turns they gain temporary hit points equal to that of their Charisma modifier. This effect does not stack. If they have a +5 Charisma bonus and took no damage the last turn they would still only have 5 THP.
  • They gain immunity to the petrification condition.

Earth Glide:

At 14th level, the terramancer can use a bonus action to burrow through nonmagical, unworked earth and stone. While doing so, they don’t disturb the marterial they move through.

As they glide they avoid attacks of opportunity and their speed increases to 60ft.

Seismic Sense:

Toph Beifong from “ATLA” | A Terramancer using their Seismic sense.

At 18th level, the terramancer gains Tremor Sense in a range of 30ft. This effect is always active meaning they cannot be surprised by any non-flying creature.


Primeval Strength:

At 20th level you can choose to take this Class Feature instead of Sorcerous Restortation. The Terramancer can expend a 9th level spell slot in order to cast Primeval Strength.

Primeval Strength:

Casting Time: 1 Minute
Range: Self
Component: V, S
Duration: Concentration, 1 Hour

You create a large golem made entirely of stone with you in the center. You effectively become the golem.

HP: 200

AC: 20 (Natural Armor)

STR: 26
DEX: 12
CON: 26

Resistances: Bludgeoning, Piercing and Slashing 
Condition Immunities: 
Exhaustion, paralyzed, Petrified, Poisoned, Unconscious.
Vulnerabilities: Thunder


Siege Monster: The golem deals double damage to Objects and structures.


Multiattack: You can make two slam attacks with the golem.

Slam: Melee Weapon Attack: Charisma Mod + Prof to hit, Reach 15 ft., one target 4d8+Charisma mod bludgeoning damage.

Spellcasting: You can cast spells through the golem.

Earth Tremor: As a bonus action you can cast the spell Earth Tremor without using a spell slot.

The terramancer still exists within the golem but is immune to most damage. There are only three things that effect the terramancer.

  • If a spell cast forces you to make a mental saving throw it does not effect the golem but instead the terramancer.
  • If the mental saving throw causes damage then it effects the terramancer and not the golem.
  • If golem takes more damage than its current HP the remaining damage will transfer to the terramancer.
Tye Longshadow from Young Justice. – Like this but rocks.

Anyways that’s it, lemme know what you think in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews here’s one about Level 20 Druid Class Features.

Read More

D&D 5E Homebrew: Level 20 Druid Features

The Paladin’s have a unique feature where their level 20 class feature is based on their class archetype. (sub-class) These are far and beyond my favorite as it makes it so you could have two paladins in your party and yet they would feel completely different from one another. So I’ve always liked to think about what archetype based level 20 class features I would make for each class. So I’d like to share my homebrew for the guardian of nature,  the Druid. I’m going to have one for each of the subclasses except Moon since Archdruid is already a perfect fit.

Circle of the Land:

Archdruid being the Level 20th ability always bothered me. The Moon Circle gets significantly more out of unlimited beast shapes. So it only seems right that I correct that here tonight.

One With The Land:

At 20th level, when you are located in an environment similar to the land where you became a druid you can cast a 9th level spell without expending a spell slot. Adding an additional 1 hour to the casting time.

You can use this again after finishing a long rest.

I like the idea of the Land itself granting the Druid power, almost like Goku’s spirit bomb. Like the land itself is rewarding the Druid for their devotion and protection.

This feature focuses on the land specifically unlike many of the other features. The Druid will have to understand their landscape to make the most out of this feature.

Circle of Dreams:

Decided to continue and add 20th Level Features for the new Subclasses in “Xanathar’s Guide to Everything.” First off here’s the Circle of Dreams a subclass that focuses on using the good parts of the Feywild to heal and support their allies.

Dreaming Chronomancy:

At 20th level, when you take a short rest you maniputed and warp the flow of time around you. You can all other creatures within 120ft gain the benefits of a long rest during the duration of a short rest.

One of my favorite aspects of the Feywild is how time there is convoluted. So it made sense to me that a Druid of this strength might be able to utilize that power. Being able to turn all Short rests into Long Rests is an insanely strong ability, and one deserving of a 20th Level skill.

I wasn’t specific about how much time was saved as I’d like the ability to be compatible with variant rules on Rest Time.

Circle of the Shepard:


At 20th level, whenever you cast a spell that summons/conjures a creature, it is not considered a concentration spell for you. If there is a downside to losing concentration on the spell the downside is ignored. The creature remains loyal to you.

However you can still only have one instance of that particular spell active at one point.

I dig this ability because it it cements this subclasses’ role as the summoner. Since the spells are no longer concentration spells it means you can have multiple summons of different types up at once.

This is potentially dangerous as it could clog up initiative but with the right DM /player relationship it can work out.

Alright that’s it. Lemme know what you think in the comments or @TLCStageHazard. If you’re interested in other homebrews here’s one that turns The Legend of Zelda’s Link into a 5e Ranger.

Cover Image by Takeda11.

D&D 5E: Link, Hero of the Goddess

For as long as I’ve been playing games I’ve been playing the Legend of Zelda series. A Swords-n-Sorcery and Fairy Tale style of Action-Rpg developed by Nintendo.  Sounds pretty similar to my favorite recent pastime, Dungeons and Dragons. And that got me thinking about what class and background our beloved protagonist Link would be and well..

I got a bit carried away..

If you’d like to download an editable version of it for yourself click here.


There were a lot of tough choices I had to make since there are many different ways Link has been interpreted throughout the years and many ways to interpret those Links mechanically.


I went in thinking Link is a Wood-Elf, obviously. But as I read more about the Hylian race I realized that they have many similarities to the High Elves of D&D. They also get the free cantrip and I chose True Strike and interpreted that as the “Z-targeting” mechanic of the 3d Zelda games.


Now this can be interpreted in many different ways. I wanted 5E Link to represent all of his interpretations, meaning I wanted him to be able to fight close range, long-range, and cast magicks.

At first I thought Eldritch Knight and I was working with that for a bit but I switched to Ranger because I thought it fit Link’s origins and skill set a bit better. Not to mention they get a few spells that increase their Bow ability.

It heavily depends on what Link you’re looking at. I could see:

  • Twilight Princess’s Blue Eyed Beast being a Champion, being seemingly the Link with the most martial prowess.
  • Windwaker’s Hero of the Winds being a Battle Master, with how much focus they put on his sword skill.
  • Or Skyward Sword’s Hero of Legend being a Paladin of Devotion, with how peious the his hometown seems to be.

And you can just say that all his magicks just come from the many Legendary items he has with him.


Outlander definitely. Almost every interpretation has him starting from very rustic beginnings usually in a forest.

You could argue acolyte for the Hero of Legend. Or perhaps Guild Artisan(Blacksmith) for the few times he’s the son of a blacksmith.


I could see Neutral or Chaotic Good fitting our young hero as he does seem to go behind the back of the Law to get the job done sometimes but most of the time he does seem to follow the law… mostly.



“Racing for Rupees” – Callegos

The most important part of The Legend of Zelda is Link’s arsenal. Each game in the franchise features an impressive array of items for Link to defeat monsters and solve puzzles. I made sure to take extra care with this section. This section is also useful if anyone ever wants to run a Hyrulian setting game.

Master Sword, The Blade of Evil’s Bane:

“The Master Sword”
  • Longsword, Legendary(requires Attunement)
  •  +3 to ATK and DMG
  •  When the wielder is at maximum hp the sword awakens, sending a wave of energy forward with each attack up to 30ft. The wielder makes regular attacks rolls and if it hits it deals 1d8+STR as radiant damage.
  • When attacking a being of evil alignment your attacks with this weapon and energy wave become more potent. You deal an additional 1d8 radiant damage per hit and ignore all resistances.

Hero’s Bow:

  • Shortbow, Legendary(requires attunement by a spellcaster)
  • +3 to ATK and DMG
  • As a bonus action the wielder can choose to expend spells slots to  enchant the next arrow fired with a fire, ice or light enchantment, dealing fire, cold and radiant damage respectively. The arrow deals 2d6 damage per spell slot.

Fairy Necklace:

  • Wonderous Item, Legendary(requires attunement)
  • This item holds up the three charges. The charges recharge when the wielder captures a fairy using the necklace.
  • When the wearer falls to zero hp this necklace expends a charge healing the wearer for 2d10+Con.
“The Hylian Shield”

Hylian Shield:

  • Shield, Legendary
  • +3 Bonus AC
  • As a reaction the wielder can choose to add this shield’s AC bonus to Dex saves.


  • Wondrous Item, Very Rare
  • The user can spend a bonus action to shoot a projectile 30 ft and almost instantly move to that location.

Magic Hammer:

  • Maul, Very Rare
  • +2 to ATK and DMG
  • This is considered a Siege weapon, dealing double damage to constructs.

Gale Boomerang:

  • Wondrous Item, Very Rare
  • The user can spend a bonus action and make a ranged weapon attack at a creature for one of two effects:
    • The target must make a constitution saving throw(DC: 16) or be stunned.
    • You throw the boomerang around the target and create a small tornado pulling the target 5 feet towards your location. The creature must make a Strength saving through or be pulled an additional 20ft towards you as the boomerang returns to you.

Pegasus Shoes:

  • Boots, Rare
  • The wearer can as a free action move double their movement in a straight line. If they collide into an object/creature the wearer is flung 5ft back and both the wearer and object take 1d6 bludgeoning damage.

Power Bracelets:

  • Wondrous Item, Rare
  • Your Strength is 19 while you wear these bracelets. They have no effect on you if your Strength is already 19 or higher.

Bomb Bag:

  • Wondrous Item, Rare
  • A magical bag that allows the storing of a total of 20 bombs.
  • Allows the holder to ready and throw the bomb with a single action.


  • Equipment, Uncommon
  • You can spend an action to pull out and light the bomb.
  • The bomb will explode in 2 rounds from the point of ignition unless if collides into an object or creature. Then it will explode instantly.
  • Creatures within a 10 foot radius of the bomb will have to make a dexterity saving throw (DC: 14) or take 6d6 fire damage on a failed save and half as much on a successful one.
  • This is considered a Siege weapon, dealing double damage to constructs.


I crafted a few(completely busted) custom spells to go along with Link:

“Din’s Pearl”

Din’s Fire:
2nd-level evocation

  • Casting Time: 1 Action
  • Range: 15 Foot Cube(self)
  • V,S,M(Din’s Pearl)
  • Duration: Instantaneous
  • Effect: Fire erupts from within you. Each creature in a 15-foot cube originating from you must make a Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage. On a successful save, the creature takes half as much damage. The fire ignites any flammable objects in the area that aren’t being worn or carried.
“Nayru’s Pearl”

Nayru’s Love:
3rd-level evocation

  • Casting Time: 1 Action
  • Range: Self
  • V,S,M,(Nayru’s Pearl)
  • Duration: Concentration, 1 minute
  • Effect: Energy representing Nayru’s love wraps all around yourself protecting you from harm. While the spell is in effect you take half damage from all sources.
“Farore’s Wind”

Farore’s Wind:

  • Casting Time: 1 Action
  • Range: 10 ft
  • V,S,M,(Farore’s Wind)
  • Duration: 8 hours
  • Effect: When you cast this spell you leave a mark upon the ground. Using an action within the spells duration can have you immediately returned to that location.This point must be in the same plane of existance. If you enter another plane of existence the spell immediately ends.


Give me feedback either on this page or @TLCStageHazard.

If you’d like to see more of my homebrews click here.


Read More

D&D 5E Homebrew: Dexterity “Nerfs”

Dexterity is crazy strong, second only to charisma. (if you have alot of NPC interaction in your campaign)


  • Gives you extra damage, primarily on ranged weapons which are generally more useful than their melee counterparts.
  • Increases your initiative rolls
  • Increases your AC
  • Its tied to the most some of the most useful skills in the game
  • Helps you versus the majority of saving throws.

Compare this to Strength which allows you to deal a marginal increase in damage only if you choose to wield a two-handed weapon(forfeiting a shield) and helps you out with one skill. Yeah I get it has alot to do with Carrying Capacity and such but the vast majority of DMs I’ve come across pay encumbrance no mind.

But nerfing is never fun for the player and considering we as GM’s have the capability to scale the difficulty for each encounter I say we do something else.

We buff the crap out of everything.


First of all we need to address the fact that Strength weapons aren’t anywhere near strong enough to compete with Finesse and Ranged weapons.

I’ve got two changes in mind, one is to the Two-Handed and Versatile Weapon Properties and the other to Hit points.

(Variant) Two Handed Weapon Fighting – Damage Bonus:

Melee weapons when wielded with two-hands recieve a bonus to damage rolls equal to two times your Strength Modifier.

Meaning if you are wielding a Greatsword with a +7 in Strength your Damage roll will look like 2d6+14.


There just isn’t enough reason to justify playing a strength based fighter outside of flavor. You are better off going dexterity every time. If you choose to use a shield then the rapier is just as good as a longsword/warhammer etc. etc. If you choose to forgo a shield(lowering your AC) you get to raise your average damage by about 1-3 depending on which weapon you choose.

Health Points:

Now that change to weapons will make level 1 even more lethal than it currently is. You can already one shot most starting classes by just wielding a greataxe and rolling well. But if you don’t like your early game to be too lethal you can use one or both of these HP changes.

(Variant) Hit Points at 1st Level:

All classes now start with a base of 3hp.

Meaning a Barbarian with +4 CON would start with 19 HP(3+4+12); a wizard with +0 Con would start with 9(3+0+6).

(Variant) Strength Hit Point Bonus:

You recieve a bonus to your hit points per level equal to half of your Strength modifier rounded up.

So in other words:

Strength Score: HP per Level:
10 0
12 +1
14 +1
16 +2
18 +2
20 +3
22 +3
24 +4


Generally when one thinks of the buff warrior they also picture them being pretty resilient. And while this change to probably doesn’t completely compensate for failing the plethora of dexterity saving throws just seeing a higher HP total on the page really sells the idea.


It’s always bothered me that only one stat modifies initiative. So in my efforts to “nerf” dexterity this seems like the most logical place to start. This change is simple.

(Variant) Initiative:

Initiative is now determined by 3 statistics.
Your Initiative is equal to the modifiers of your Dexterity, Intelligence and Wisdom.

Dexterity measuring the speed of your body.

Intelligence measuring how quickly you can come up with the correct first course of action.

Wisdom measuring how quickly your mind indentifies the danger.


These three combined not only make sense but are generally stats valued by the more roguish classes. So the precedent ideal of speedy rogue/monk/ranger is still kept intact.

Not to mention it makes the mental stats more appealing for non-traditional classes. Which is always a good thing in my mind. This does generally increase initiative rolls amongst most character builds. Except the classic meathead with High Strength and Con and low mental stats.

But what screams buffoon more than entering a fight extremely late?

~ All right that’s what I got. Lemme know what you think in the comments below or @TLCStageHazard. If you’re interested in other homebrews here’s a Druid that specializes in healing.

Read More

D&D 5E: The Restorer, Circle of The Green Druid

Classically, Druids have always been able to be very successful healers. And while they can do a sufficient job in 5e they pale in comparison to clerics, especially Clerics of Life. So this is an attempt to have an option for those Druid of Ol’. Wanting to jump into this newest edition and heal and protect their party members.

Also thematically none of the current archetypes fulfill the “Mother Nature” fantasy. The idea that the Land tests but also provides for those living within it. If that idea piques your interest keep reading and let me know if these abilities help sell that idea.

If you’re interested in other homebrews, heres a Paladin who specializes in combat versus the arcane.

Partake of the Land:

When you choose this circle at 2nd level, you gain proficiency with Nature skills and Herbalism Kit. If you are already proficient in these skills you add double your proficiency bonus to checks you make with it.

Circle Spells:

Druid Level: Spells:
3rd Lesser Restoration, Protection from Poison
5th Create Food and Water, Mass Healing Word
7th Freedom of Movement, Stoneskin
9th Greater Restoration, Reincarnate

Restorative Touch:

Starting at 6th level, whenever you cast a touch spell on a target you can choose to heal for 5+ the spell level.

Older Druid of the Green returning to conflict. Art by Tomas Duchek

Natural Herbalist:

Starting at 10th level, you can increase the effectiveness of Potions of Health. Over a short rest you can take one potion of healing of any potency and make it heal for its maximum amount. For example a basic Potion of Healing would heal for 10 HP. (2*4+2) A Greater: 20.(4*4+4)

You need to make a herbalism check with a varying DC based on the strength of the potion.

Potion: DC:
Basic 14
Greater 16
Superior 18
Supreme 20

This effect only lasts for 24 hours. Then in which the potion reverts back to its original state.

Restorative Bloom:

Starting at 14th level, whenever an ally within 30ft reaches 0 hit points, you can spend your reaction to immediately heal them, restoring 1 hit point. You can do this a number of times equal to your wisdom modifier. You regain one use upon short rest, and all uses upon a long rest.

A Restorer watching over their Land. Art by VargasNI

Grand Resoration:

At 20th Level, you can opt in to take this class feature instead of ARCH-DRUID. Whenever you cast a spell that restores HP targets are healed for half of the original value at the start of their next turn.

For example. If you cast cure wounds on a target and they heal for 10 hit points. At the start of their next turn they will heal for 5 hit points.

Also, when you die a grand tree immediately sprouts from your corpse infusing the nearby plant life with energy. This effect is equivalent to casting Plant Growth as an 8 hour ritual but the effect happens instantaneously. Over many years the tree will continue to grow, towering over most terrain, continuing to empower the nearby land.


Read More

D&D 5E: Inquisitor, Anti-Mage, Paladin Subclass

One of the things that always bothered me about many D&D worlds was how rampant magic tends to run. Heroes tend to go from novice to master magician in only a few years time. Magic is extremely powerful. Where is the fear? Where is their check? Enter the Inquisitor.

Inquisitors are based on the real world equivalent by the same name. The men of the Church who would go around and destroy things they considered unholy whether they be text or people themselves.

Magic in many worlds are sort of viewed as an equivalent to science. So the Inquisitor coming to destroy arcane documents fits well thematically.

Inquisitors can play a interesting role in many worlds:

  • Maybe a party member is an inquisitor and they have to deal with a fellow party member who is a caster of the arcane. Will they let their fear of the arcane prevent them from doing the greater good?
  • Maybe a major antagonist is an Inquisitor. They could potentially spread anti-arcane propoganda across the entire world. Making your mages feel unsafe wherever they go. Your players could argue with the Inquisitor stating the hiprocracy of the Inquisitor cast spells of their own.
  • Inquisitors could make an interesting opponent for a heavy mage group as they might need to resort to other means to win a confrontation. Maybe the fighter switches to a more defensive role attempting to keep the Inquisitor away from his spellcasting allies.

I hope this class really sells that idea and allows for a true check of the arcane. Leave critique here in the comments or @TLCStageHazard.

If you’re interested in other D&D 5E Homebrews, here’s one about a more Pious Bard.

Oath of the Inquisitor:

High Ranking Inquisitor | Art by: Wes Schnieder

Oath Spells:

Paladin Level: Spells:
3rd Detect Magic, Identify
5th Silence, See Invisibility
9th Counterspell, Dispel Magic
13th Fire Shield, Locate Creature
17th Circle of Power, Dispel Evil and Good

Channel Divinity:

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Martial Counterspell: When a target casts a spell within your melee attack range you can spend your Channel Divinity and reaction to immediately interrupt the their casting (wasting their spell slot and action) and take an attack of opportunity.

Focus Rupture: As an action, you can make a special attack with an attack bonus equal to your Intelligence or Charisma modifier(choose one). If the attack lands any spell the target was concentrating on is immediately ended.

Inquisitor reflecting on the night’s events. | Art by : Kim Junghun

Aura of Null:

Beginning at 7th level you and allies within 10 feet gain a bonus to saving throws vs spells equal to your Charisma or Intelligence modifier.(Choose one) This effect does stack with Aura of Protection.

Eternal Watchman:

Beginning at 15th level, whenever you use your Divine Sense feature you also gain the effects of the Detect Magic spell. This does not use up a spell slot.

Arcane Eradicator:

At 20th level, as an action, you can emmit an aura of anti-magic. You gain the following effects for 1 minute.

  • You emmit an aura of silence in a 30ft radius centered on yourself. This is effectively the Silence spell but it cannot be dispelled.
  • You can use your Channel Divinity effects any number of times.
  • When you cast the Dispel Magic spell it is considered to be cast at an 8th level.

D&D 5E: The Cantor, Bard Subclass

Growing up I was raised religious. And during every religious ceremony the room would erupt in beautiful harmonies in reverence for our God. These songs would usually be lead by a single singer. The Cantor. A religious bard.

For whatever reason music seems to be left out of the religious parts in most D&D stories I’ve seen. And I’ve always been drawn to the Bard class because I believe that music is one of the most powerful things in the world. But I very rarely see that idea conveyed, bards 99 percent of the time are usually just kinda smooth-talking rogues who can cast spells.

So, heres my homebrew for a religious bard. Hopefully it coveys the ideas that I’ve discussed here. Leave feedback in the comments or @TLCStageHazard.

If you’re interested in other homebrews, here’s one for a Samurai Class.

The Cantor, Bard of the College of Scripture:

Divine Domain:

Choose one domain related to your deity: Knowledge,
Life, Light, Nature, Tempest, Trickery, or War. Each
domain is detailed at the end of the class description,
and each one provides examples of gods associated
with it. This will grant you various features as you level.

Bonus Proficiencies:

When you join the College of Scripture at 3rd level, you gain proficiency with Religion and one other skill based on your Divine Domain. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

(This does not stack with expertise. If you have already used expertise on these skills, you may switch your expertise onto other skills.)

Knowledge History
Life Medicine
Light Persuasion
Nature Nature
Tempest Survival
Trickery Deception
War Athletics
Death Arcana

Domain Spells:

Beginning when you join this College at 3rd level, your list of known spells grows. You may select two spells from your Divine Domains expended spell list. They must be of levels that you can cast.

The chosen spells count as bard spells for your and are not included in the number of Spells Known.

You learn one additional spell in this manner at 5th, 7th, and 9th levels.

-A Cantor of the Death Domain- Art by: Ian Llanas

Knowledge Domain:

Bard Level: Spells:
3rd Command, Identify, Augury, Suggestion
5th Nondetection, Speak With Dead
7th Arcane Eye, Confusion
9th Legend Lore, Scrying

Life Domain:

Bard Level: Spells:
3rd Bless, Cure Wounds, Lesser Restoration, Spiritual Weapon
5th Beacon of Hope, Revivify
7th Death Ward, Guardian of Faith
9th Mass Cure Wounds, Raise Dead

Light Domain:

Bard Level: Spells:
3rd Burning Hands, Faerie Fire, Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith, Wall of Fire
9th Flame Strike, Scrying

Nature Domain:

Bard Level:  Spells:
3rd Animal Friendship, Speak with Animals, Barkskin, Spike Growth
5th Plant Growth, Wind Wall
7th Dominate Beast, Grasping Vine
9th  Insect Plague, Tree Stride

Tempest Domain:

 Bard Level: Spells:
3rd Fog Cloud, Thunderwave, Gust of Wind, Shatter
5th Call Lightning, Sleet Storm
7th Control Water, Ice Storm
9th Destructive Wave, Insect Plague

Trickery Domain:

Bard Level: Spells:
3rd Charm Person, Disguise Self, Mirror Image, Pass Without Trace
5th Blink, Dispel Magic
7th Dimmension Door, Polymorph
9th Dominate Person, Modify Memory

War Domain:

Bard Level: Spells:
3rd Divine Favor, Shield of Faith, Magic Weapon, Spiritual Weapon
5th Crusader’s Mantle, Spirit Guardians
7th Freedom of Movement, Stoneskin
9th Flame Strike, Hold Monster

Death Domain:

Bard Level: Spells:
3rd False Life, Ray of Sickness, Blindess/Deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death Ward
9th Anilife Shell, Cloudkill

Divine Inspiration:

At 6th level, your learn to invoke your deity’s strength when you inspire your allies. Whenever a creature uses one of your Bardic Inspiration die they also heal equal to the number they roll + a bonus equal to your Charima Modifier.

Also, while they hold onto the die they can choose to use their reaction and expend the die to turn a Critical Hit targeted against them into a regular attack.

Art by KiiKiiBee http://kiikiibee.tumblr.com/
-A Bard of Eldath, Goddess of Peace-   Art by: Kiikiibee


At 14th level you gain the ability to cast a unique spell. This spell does not take a spell slot. The only component it needs is the Verbal.

You being to sing a hymn filled with divine energy granting a grand bonus to you and all allies within 60 ft(on a point centered by you) for one minute. The effect varies based on your divine domain. Once you cast this spell you can’t use it again until you complete a short or long rest.

Divine Domain Unique Aura:
Knowledge All allies have advantage on attack rolls.
Life All allies heal for the maximum value of any healing effects.
Light All allies gain resistance to necrotic damage and all darkness including magical is dispelled. Undead within range take 3d6 radiant at the start of their turn.
Nature All allies gain resistance to fire, cold, lightning, poison,and thunder damage.
Tempest All allies gain a flying speed equal to their running speed.
Trickery All attacks versus your allies have disadvantage.
War All allies gain +10 speed and gain 5 Temporary Hit Points at each of the starts of their turns.
Death All allies gain resistance to Necrotic and Radiant Damage. Each foe within range takes 2d8 necrotic damage at the start of their turn.

Voice of God:

At 20th Level you can choose to forgo Superior Inspiration and take this ability instead.

Anytime you use your “Aria” each ally within range upon the abilities’ activation will recieve a free Bardic inspiration. This is considered an inspiration granted by you.

– A Cantor of the Nature Domain – Art by: OmeN2501


Read More

TLC D&D 5E Homebrew: Throws, Suplexes and Slams

When playing D&D I generally find myself playing the martial classes. I find it an interesting challenge to flavor my mechanically- very simple attacks. I recently came across that you can replace any of your weapon attacks with a grapple or shove action. And while useful feel like there’s alot of times you might as well just hit them with your weapon. I just wanna throw people around sometimes y’know.

And “shove” just doesn’t have the same kinda weight that “suplex” has. So I was inspired to create several homebrew techniques for us more brutish types.


To start off, we can’t just have everyone slamming the crap out of each other so we will have to gate some of the techniques behind some sort of walls.


Throws are a special technique where you physically force a creature to the ground. Most throws must be initated whilst the target creature is in a grappled state. Basic Throws are usable by everyone and advanced throws must be learned through feats and or class features.

There are two types of Throw checks: Athletic and Acrobatic.

Both checks work mechanically equivalent to a grapple check but they describe what skill is modifies the check for the user. In other words, the Athletics skill modifies Athletic Throws and the Acrobatics skill modifies Acrobatic Throws. The target still gets to choose between the two when defending.

There is currently only one Acrobatic throw but I thought I’d leave it open for future iterations.

Basic Throws:

Suplex: Athletic

After grappling a creature you can spend another weapon attack and attempt a suplex. You and the target make another grapple check and if the target fails you lift and slam them dealing 1d8+STR MOD bludgeoning, knocking the target prone, and repositioning them 5 ft behind you.

This ends the grapple.

Slam: Athletic

After grappling a creature you can spend another weapon attack and attempt a suplex. You and the target make another grapple check and if the target fails you take out their legs and slam them dealing 1d8+STR MOD bludgeoning, knocking the target prone.

This ends the grapple.

Advanced Throws:

Dwarven Suplex: Athletic

After grappling a creature you can spend an additional weapon attack to attempt this technique. You and your target make a throw check. If your target fails you grapple your opponent from behind and throw them behind you. Dealing 2d8+STR MOD bludgeoning, knocking the target prone, and repositioning them 5ft behind you.

This ends the grapple.

Hurricane Throw: Acrobatic

As an weapon attack, you and a creature within 5 feet must make an Throw check. If you target fails you grapple their head with your legs, twisting downward using the momentum to send them slamming into the ground. Dealing 2d4+STR MOD bludgeoning, knocking the target prone.

Aurora Suplex: Athletic

After grappling a creature you can spend an additional weapon attack to attempt this technique. You and your target make a grapple check. If your target fails you grapple your opponent from the front, lift and slam them over you whilst keeping them pinned to the ground. Dealing 1d8+STR MOD bludgeoning, knocking the target prone, and repositioning them 5ft behind you.

You and the target are then considered restrained until the grapple ends.

Powerful Bomb: Athletic

After grappling a creature you can spend an additional weapon attack to attempt this technique. You and your target make a throw check. If the creature fails you raise them into the air and using your strength to slam them down on the ground. Dealing 2d8+STR MOD bludgeoning and knocking the target prone.

This ends the grapple.

Lariat: Athletic

After running 10 feet you can spend a weapon attack to attempt this technique. You and the target creature must make a throw check. If the creature fails slam into them knocking them prone and dealing 1d8+STR MOD bludgeoning.

Acquiring Throws:

Access to Throws will be determined based of of your Class.

Throw Chart:

 Barbarian:  Basic and Advanced
 Bard:  None. Valor Bards acquire Basic
 Cleric:  Basic. War Clerics acquire  Advanced.
 Druid:  Basic
 Fighter:  Basic and Advanced
 Monk:  Basic and Advanced
 Paladin:  Basic and Advanced
 Ranger:  Basic
 Rogue:  Basic
 Sorcerer:  None
 Warlock:  Basic
 Wizard:  None, Bladesingers acquire Basic.

In addition I’ve updated the Grappler Feat:

Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
  • You gain access to the next level of throws. In other words:
    • If you don’t have any throws you gain basic throws.
    • If you have basic throws you learn advanced throws
    • If you have advanced throws, you gain a +2 to throw checks.

Alright thanks for reading. If you’d like to see more of my homebrews for D&D 5E click here.

Read More

TLC D&D 5E Homebrew: Samurai Class(Second Draft)

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed. This time we take on the popular Samurai Class.


I grew up watching a lot of Eastern Asian movies and martial arts masterpieces. Ever since then I’ve been obsessed with Samurai and their devotion to their honor and duty. So naturally when I started creating my own characters many of those values made their way into my creation’s personalities. Reading the Dungeon Master’s Guide(DMG) one day I noticed they had variants on the weapons of D&D. Substituting the European influences for Eastern European versions. And that got me thinkin’, “Yo, I could make a Samurai.” My goal is for the Samurai to really emphasize the whole weapon master aspect of the fighter class whilst keeping the theme intact. To make this happen I had to simplify some concepts(specifically using Kendo for all weapons. Eesh..) but I think it came out rather clean. It ends up being a hybrid between Fighter and monk

I’ll try my best to explain the reasoning behind these changes. Edits will be done in this red text. If you’d like to read the original draft without all the edits click here.

Samurai: (Second Draft)

Samurai Class Table

Level  Prof.  Base Ki   Features
1st  +2  — Fighting Style, Martial Arts
2nd  +2  — Stances(First Stances)
3rd  +2     1 Way of the Samurai, Ki
4th  +2    2 Ability Score Improvement
5th  +3    2 Extra Attack
6th  +3    3 Transition Strike, Stances(Third Stance)
7th  +3    3 Way of the Samurai Feature
8th  +3    4 Ability Score Improvement
9th  +4    4 Stance Mastery, Stances(Fourth Stance)
10th  +4    5 Way of the Samurai Feature
11th  +4    5 Extra Attack(2)
12th  +4    6 Ability Score Improvement
13th  +5    6 Action Surge,(one use) Stances(Final Stance)
14th  +5    7 Ability Score Improvement
15th  +5    7 Way of the Samurai Feature
16th  +5    8 Ability Score Improvement
17th  +6    8 Stance Mastery(second stance), Action Surge(two uses)
18th  +6    9 Way of the Samurai Feature
19th  +6    9 Ability Score Improvement
20th  +6   10 Extra Attack (3)

Class Features:

Hit Points:

Hit Dice: 1d8 per samurai level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier per fighter level after 1st


Armor: Light and Medium Armor
Weapons: Simple weapons, martial weapons
Tools: none

Saving Throws: Dexterity, Wisdom

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

  • (a) Breastplate or (b) leather, Daikyu(longbow), and 20 arrows
  • two martial weapons
  • (a) Yari(Spear), or two Kama(sickles)
  • (a) an explorer’s pack or (b) a scholar’s pack
Fighting Style:

+2 to attack rolls with ranged weapon

While you are wearing armor, you gain a +1 bonus to AC.

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.

Great Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Two-Weapon Fighting:
When you engage in two-weapon fighting you can add your ability modifier to the damage of the second attack.

Martial Arts:

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and martial weapons.

You gain the following benefits while you are unarmed or wielding a single one-handed only weapon.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d4 in place of the normal damage of your unarmed strike.
  • When you use the Attack action with an unarmed strike or a one-handed weapon, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

As a Samurai you are prepared for any combat situation. As you grow you will master stances to help you in more specific situations.

There are universal effects to stances:

  • While you’re in a stance you move at half speed.
  • You cannot receive the bonuses with ranged weapons.
  • You have advantage on opportunity attacks.
  • You add your Wisdom Modifier to your Attack Bonus on opportunity attacks. 

/*I made this change to better incentivize a samurai having a high wisdom score. Advantage can come from many places and since stacking advantage has no benefit in Vanilla 5E it can be a bit of a bummer sometimes. Also a warrior using wisdom as a means to better read your opponent seems perfectly reasonable if my understanding of the stat is correct.

It’s a completely positive change in my opinion. *\

It costs an action or a bonus action to activate a stance. Leaving a stance is a free action. You start by picking two stances to learn and gain additional stances at levels 6, 9, and 13.

The most basic stance: You stand with you weapon out in front of you ready to react.
+2 AC

Point your weapon towards the ground baiting your opponent into thinking your guard is down.
+1AC + 1 ATK

The aggressive stance. You hold your weapon over your head and strike down hard. Leave yourself open.
+1 ATK, +2 DAM, -1 AC

You hold your weapon straight upwards. Able to react your opponents movements and still strike hard.
+1 AC +2 DAM

Hide the weapon behind you to confuse you opponent on your weapons length. Harder to react to an aggressive opponent.
+2 ATK, -1 AC

Way of the Samurai:

At 3rd level you are experienced enough to choose your own path in life. You can choose between the Way of the Warrior, and the Way of the Ronin. Your choice grants you feature at 3rd level and again at 7th, 10th, 15th and 18th levels.


Starting at 3rd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your wisdom score and monk level determines the number of points you have.

You add your Wisdom Modifier to the number of in the “Ki Points” collumn to determine your Ki point total. For example if you have a 16(+3) in wisdom, you would have 8 Ki Points to spend at 10th level. Ki points recover after a short or long rest.

You can spend these points to fuel your various techniques.

Ki Save DC = 8+ your proficiency bonus + your Wisdom modifier

Flurry of Blows:

Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

Patient Defense:

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind:

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn.

/* I ended up adding Ki to the Samurai class because I wasn’t satisfied with how I gated Transition Strike behind Wisdom before. It didn’t really make sense at all, I was just trying to have Wisdom benefit the Samurai in a meaningful way. And now, by having wisdom result in more Ki points it makes it more satisfying for those who want to play the role of the “Wise Warrior.”

It also allows me to grant the class some pretty powerful abilities and gate them behind a resource.

Extra Attack:

At 5th level, you can attack twice instead of once when you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level and to four when you reach 20th level.

Transition Strike:

At 6th level, when you are in a Stance you can choose to… forgo one of your attacks use a Transition Strike. Transition Strikes are effectively the same as a normal attack but it switches you from one stance into another. You can do this once per turn and up to a total number of uses equal to your Wisdom Modifier.(minimum of 1)  You regain expended uses upon finishing a short or long rest.

… expend some Ki and transform your first attack into a Transition Strike. Transition Strike effectively works like a normal attack but you deftly transition into another stance afterwards effecting the rest of your attacks that turn. Transition Strike benefits from the stance you are transitioning to. (For example if you transition from Waki to Chudan you would lose your +2 to Attack)  

It costs 2 Ki points to perform a Transition Strike and can only alter your first attack meaning it can only be used once a turn.

Transition Strike’s effect varies based on the stance you are transitioning TO

Disarming Attack: When you transition into Chudan and hit a creature it must make a strength saving throw. On a failed save, it drops an object you choose. The object lands at its feet.

Goading Attack: When you transition into Gedan and hit a creature it must make a wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Menacing Attack: When you use Transition Strike into Jodan and hit a large or smaller creature, the creature must make a wisdom saving throw vs or be frightened of you until the end of your next turn.

Knock Down: When you use Transition Strike into Hassou and hit a large or smaller creature, the creature must make a Strength saving throw vs or be knocked prone.

Feinting Attack: When you Transition Strike into Waki and hit a creature your next attack against that same creature has advantage.

Stance Mastery:

When you reach 9th level, you’ve grown accustomed to one of your stances and now are able to get a bit extra while using it. You are able to pick another stance to master at level 17.

Parry: While in this stance, if another creature damages you with a melee attack, you can use your reaction to reduce the damage by 1d6+DEX+WIS.

Riposte: While in this stance, if a creature misses you with a melee attack, you can use your reaction to make a melee attack against the creature.

Momentum: When you land a critical hit while in Jodan you get to make a Transition Strike as a bonus action for 0 Ki.

Harry: When you land an attack of opportunity the target’s speed is immediately set to 0 until the end of their current turn.

Iaido: While you are in this stance, you can add your Wisdom modifier(minimum of 1) to your attack and damage rolls if you had used the “Ready” action.

if you use the Ready action to store an Attack action the attack will automatically crit if the attack lands.

Action Surge:

At 13th level, you can push yourself beyond your normal limits for a moment. On your turn, you can spend 3 Ki points to make one additional action on top of your regular action and a possible bonus action. This also makes it so you are able to use an additional Transition Attack within the same turn.

Path of the Samurai:

The ultimate goal of samurai is to live a life full of honor and glory. Though their goals are the same some take different paths.

“Samurai” by GBrush
Way of the Warrior:

Scholarly Warrior:
Starting when you choose this path at 3rd level, you gain proficiency in History and Calligrapher’s Tools. If you already have proficiency you gain double proficiency in these skills.

You also gain proficiency in Intelligence saving throws.

Second Wind
At 7th level, you can use a bonus action use a bonus action to regain hit points equal to 1d8+ your samurai level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Intense Focus:
At 7th level, your ability to focus on multiple objectives increases improving your ability to react. You can now use up to two reactions per turn. In order to access the second reaction you must spend 1 Ki point.

/* Part of me is worried to give such a powerful ability at this low of a level in case there’s some multiclass abuse potential here. But I doubt most games rarely get to the level were I suspect this could be a problem and if so..

Have fun.*\

Warrior’s Discipline
At 10th level, you get to choose an extra option from the Stance Mastery class feature.

At 15th level, your willpower and focus increase to higher levels. You gain the following benefits:
– You can’t be surprised while you are conscious
– You can add your wisdom modifier to your Initiative.
– You have advantage vs being frightened.

At 18th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll. You can use this feature twice between long rests.

Dynamic Guardian:
At 18th level, when taking an attack of opportunity you can spend 1 ki point to use a full Attack action versus the target.

/* I decided to make the Warrior Samurai focus on attacks of opportunity(AOO) to sell the theme of them being guardians. By increasing the potency of their AOOs they are better able to protect the squishier members of their team or more  thematically their lord.*\

“Ronin” by JasonEngle
Way of the Ronin:

Wayward Wanderer:
Starting when you choose this path at 3rd level, you gain proficiency in Perception Medicine and Survival, If you already have proficiency you gain double proficiency in these skills.

Also, Your speed increases by 10ft.

/*I switched perception to medicine because double proficiency perception is hilarously busted and there’s a good chance someone would multi-class as rogue to never get hit by a trap again. Honestly don’t know how I didn’t catch that the first time.

Also being able to patch yourself up is definitely a useful skill if you’re on the run.

As for the speed I wanted to sell that this path was lighter on his feet than the other. They need it since they’re always on the run.*\

Unorthodox Style:
At 7th level, you learn how to think on your feet and get creative while fighting making you harder to predict. You gain proficiency with improvised weapons and your Martial Arts Die increases to a d6.

Light on your Feet:
At 10th level, opportunity attacks against you have disadvantage.

You can also use Transition Strike for 1 Ki point instead of 2.

Free as the Wind:
At 15th level, your free spirit is reflected in your fighting style, you gain additional uses of Transition Strike equal to you wisdom modifier. (minimum of 1)

you gain access to Uncanny Dodge and Evasion.

Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

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

Lightning Strikes:
At 18th level, you become comfortable with the stress action surge leaves on your body granting you extra perks while using it:

  • Action Surge costs 2 ki points instead of 3
  • When you use Action Surge’s action to use the Attack action you can make one additional weapon attack as a free action.


Cover Image by Lubliner

Read More