Homebrew Additions/Adjustments

Subrace/Subclass Changes:


Shepherd Druid Totems

https://docs.google.com/document/d/1F_wvOThqMJaGHWYzI4p9vyY1inyqjylyjdZIr-d01m4/edit?usp=sharing

The above Totems are added to the list that Shepherd Druids may utilize.


Pallid Elf Subrace Addition

The following feature has been added as an option for Pallid Elf’s, able to replace Blessing of the Moonweaver.

Touch of the Ink Lake. You know the Message cantrip. When you reach 3rd level, you can cast the comprehend languages spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Zone of Truth spell once with this trait and regain the ability to do so when you finish a long rest. Casting these spells with this trait doesn't require material components. Wisdom is your spellcasting ability for these spells.

Item Additions

Hunter's Tattoo

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a Blood Hunter)

This Tattoo bears the symbol of a Blood Hunter Order. While Attuned to the tattoo, you gain a bonus to Hemocraft save DC. The bonus is determined by the amulet's rarity (Profane Soul Blood Hunter's also gain a bonus to their spell attack rolls and saving throw DCs of their spells.)

While you wear this amulet, you can use your Blood Maledict feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.


Primordial Rune

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a Warden)

A rune inscribed with Primordial writing. to attune to this rune you must press the rune against a piece of armour during a long rest. The rune cant be detached from your armour while your attunement to it lasts. You gain a bonus to Attack and damage rolls of your Warden Natural Weapons and to the saving throw DCs of your Warden abilities. The bonus is determined by the Rune's rarity.

In addition, you gain an additional Primal Manifestation.


Spirit Charm

Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a Witch)

A tiny trinket that can be used to trap or enhance spirits. You can use the Charm as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your Witch spells. The bonus is determined by the Charm's rarity.

In addition, when you release a bound spirit you can choose to not expend the binding of the spirit. This property of the Charm can't be used again until the next dawn.


Spell Additions

Homebrew Spells:

https://docs.google.com/document/d/1amKimNBfQlf3y0tAsSYuDAqDQu1xxlXNRy3GBxn1xPs/edit?usp=sharing

The above document has all homebrew spells with their respective class lists.


Feat Additions

Elemental Touched

Prerequisite: the ability to cast at least one spell, a CHA WIS or INT of at least 13.

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.


Spear Mastery


Twinned Weapon Master

Additional attacks granted by this feat do not receive bonuses to damage rolls granted by spells and class features that grant extra dice or damage modifiers to more than one attack. I.e. Hex, Hunter's Mark, Crimson Rite, Rage, etc.

Replaces the Dual Wielder feat found in the Player's Handbook


Warp Strike

Prerequisites: Proficiency with a martial weapon.


Formidable Spell

Prerequisite: The ability to cast at least one spell


Life Seeker

Killing you is quite a challenge, you gain the following benefits:


Magically Prepared

Prerequisite: The ability to prepare spells, and cast at least one spell