Homebrew Additions/Adjustments
Subrace/Subclass Changes:
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.
Your CHA, WIS, or INT increases by 1 to a maximum of 20.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
You get 1 second level spell and 1 first level spell on the Evocation or Conjuration spell list that deals a singular type of elemental damage (those listed above) When you cast this spell it deals damage in the chosen type for this feat.
You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Spear Mastery
Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:
You gain a +1 bonus to attack rolls you make with a spear or trident.
When you use a spear or trident, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon's die.)
You can set your spear or trident to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within your weapon's reach on its next turn, you can make a melee attack against it with your weapon as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear or trident with two hands. You can't use this ability if the creature used the Disengage action before moving.
As a bonus action on your turn, you can increase your reach with a spear or trident by 5 feet for the rest of your turn.
Twinned Weapon Master
You master fighting with two weapons, gaining the following benefits:
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
When you take the Attack action and have the Extra Attack feature, you can make up to two attacks with your bonus action using two-weapon fighting.
When you hit a creature with an opportunity attack, you can make a second attack against it using two-weapon fighting as part of the same reaction.
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.
Your connection to your martial equipment and governance over mystical powers has granted you a powerful new tactic. When you make a ranged attack with a thrown weapon, you can immediately teleport to your weapon as part of your attack so long as it is within 30 feet of you and on the same plane of existence as you. You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Formidable Spell
Prerequisite: The ability to cast at least one spell
Escaping from your spells is difficult, you gain the following benefits:
When you cast a spell that requires a creature to make a saving throw, the spell’s range is doubled
When you cast a spell that has an area of effect such as fireball or shatter, the radius of the spell is increased by 5 feet.
Life Seeker
Killing you is quite a challenge, you gain the following benefits:
You have advantage on all death saving throws.
If you roll a 19 or 20 on a d20 when making a death saving throw, you regain 1 hit point.
Magically Prepared
Prerequisite: The ability to prepare spells, and cast at least one spell
You have a knack at being prepared with more spells than others, you gain the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You can prepare two additional spells per long rest. The spells you choose must be of a level you can cast and can’t be higher than 5th level.