12 DND Subclasses
12 DND Subclasses
12 DND Subclasses
Got that one player who always wants to make a character from a movie or video game?
I've got you covered. Here's one subclass for every original 5th edition class, each based
on a different video game, movie, television show, or comic book character. Includes
simple lore passages to make them generic enough to fit into a standard D&D universe.
By Alexander Vigna
Breakdown
Barbarian Also at 3rd level you have learned to use your electric guitar
Path of the Fiendslayer as a melee weapon. An electric guitar that you are weilding
can be treated as a two-handed STR weapon that deals 1d10
Based on the Doom Marine, Doom (2016) bludgeoning damage, in addition to being your spellcasting
You were born for a single purpose: defend the material plane focus.
from the fiends that inhabit the lower planes, and the Nine
Hells in particular. You are not one for words or negotiation, Thunderstruck
always preferring brutal and swift destruction of those who At 6th level you can channel the electric energy of your guitar
would stand in your way. You know devils are crafty, and the into its damage rolls. Any electric guitar that you weild is now
longer they exist the further along their plans move. treated as a magic weapon for the purpose of overcoming
resistances, and deals an extra 1d4 lightning damage.
Bloodbath Rage
Through contact and combat with fiends you find yourself Through the Fire and the Flames
somewhat changed by their dark nature, gaining a powerful At 14th level your playing speed on the electric guitar is
bloodlust when you rage. Beginning at 3rd level when choose legendary. On your turn you can choose to use your action to
this subclass, when you kill an enemy within 5 ft. of you while attack five times with an electric guitar instead of once. Once
raging you regain a number of hit points equal to half that you use this feature, you can’t use it again until you finish a
enemy's constitution score (rounded down). This feature has long rest.
no effect if the enemy killed does not have blood (i.e. stone
golems, skeletons, etc.).
Cleric
Hellish Resistance Chaos Domain
Your experience fighting demons and devils has granted you a
natural level of resistance to their powers. At 6th level you Based on the Chaos Witches, Dark Souls
gain resistance to fire damage, and you don’t suffer the effects The Chaos Domain is concerned with the manipulation of the
of extreme heat, as described in the Dungeon Master’s Guide. natural entropy of the universe. As such, clerics of this
You also gain advantage on checks made to resist being domain typically find themselves worshiping chaotic deities,
charmed or frightened by fiends. but can use the forces of destruction for good. This chaotic
energy typically manifests itself as fire, lava, or noxious
Shield of the Realm fumes.
Beginning at 10th level you learn to protect others from the
powers of the lower planes. As a bonus action you unleash a Chaos Domain Spells
magical battlecry that creates weakness in evil beings. You Cleric Level Spells
and up to 5 other creatures of your choice within 60 feet of 1st Burning Hands, Searing Smite
you that can hear you gain advantage on attack rolls made
against evil-aligned creatures for one minute. Once you use 3rd Flaming Sphere, Scorching Ray
this feature, you can’t use it again until you finish a long rest. 5th Fireball, Stinking Cloud
7th Wall of Fire, Confusion
Hell's Doorman
At 14th level your knowledge of fiends has granted you the 9th Flame Strike, Cloudkill
power to send them back from whence they came. You can
cast the Banishment spell at 5th level once, but your target(s) Bonus Cantrip
must be native to the Abyss or The Nine Hells. You also gain When you choose this domain at 1st level, you gain the
advantage on any CON saves used to maintain concentration firebolt cantrip if you don't already know it.
on this spell. The spell's DC is (8 + your CHA modifier + your
proficiency bonus). Once you use this feature, you can’t use it Chaotic Rebuttal
again until you finish a long rest. Also starting at first level you can cast the Hellish Rebuke
spell once without expending a spell slot. Once you use this
feature, you can’t use it again until you finish a long rest.
Bard
College of the Steel Strings Channel Divinity: Rapport
Starting at 2nd level, you can use your Channel Divinity to
Based on the Guitar Hero series add a greater degree of chaos to a battle. As an action, you
You are a rare sort of bard who has mastered a unique can use your Channel Divinity to attempt to compel one
instrument, one that you call an "electric guitar". Its unique creature within 60 ft. to betray its allies. The creature must
sound has already made you quite famous, and now it will make a Charisma saving throw, and if it fails it must spend
make you powerful as well. the next minute attempting to attack its nearest ally. The
effect ends after damage is dealt by the targeted creature to
Bonus Proficiencies its ally. If the creature you target has no nearby allies, it will
When you join the College of Steel Strings at 3rd level you simply ignore you and your allies for 1 minute. This has no
gain proficiency in medium armor and the electric guitar. effect on creatures immune to being charmed.
3 Monk, Paladin
Aura of Antimagic Mounted Takedown
Starting at 7th level, you can dispel the effects of all magic At 11th level, when fighting a Large or larger creature you can
around you in a 5-foot radius sphere, as in the Antimagic attempt to grapple it. If successful, you jump onto the
Field spell for 1 minute. You use an action to activate this creature's back. A creature grappled this way does not have
power, and must maintain concentration to keep it active. its movement speed reduced. While mounting a hostile
Once you use this feature, you can’t use it again until you creature you can make one attack with a one-handed melee
finish a long rest. weapon without letting go of the creature once per turn as an
action. You are unable to perform other kinds of actions,
Iron Will bonus actions, or reactions while mounting a hostile
In your career as a hunter of magical threats you've seen it all. creature. A mounted creature can use its action to attempt to
Starting at 15th level you become immune to being charmed remove you via a contest of STR checks. If you lose or tie, you
and have advantage on saving throws against being are knocked off and land on your feet in a space adjacent to
frightened. the monster. If you stay mounted for 2 whole rounds after the
one during which you first mounted the creature, the next
Righteous Executioner attack action you make will automatically crit, while also
At 20th level, you can assume the form of an holy executioner. knocking the creature prone and forcing you to dismount.
Using your action, you undergo a transformation. For 1 hour, To explain it another way, first you use your action to
you gain the following benefits: grapple and mount the monster. On the next turn you make
one attack action. You do the same for one more turn. Then if
Your movement speed doubles. at this point you still haven't been knocked off, your third
You are wreathed in blue fire. Evil-aligned creatures who attack auto-crits.
start their turn within 5 ft. of you or enter those spaces for
the first time on their turn take 1d8 radiant damage. Master Huntsman
Your weapons disappear, and are replaced by a magical At 15th level, you gain one of the following features of your
greataxe that gains +4 to its attack and damage rolls, and choice.
deals an extra 1d12 radiant damage. Your weapons The Bigger They Are. When fighting any Large or larger
reappear when the effect ends. creature you gain a +2 bonus on all attack rolls.
The Harder They Fall. When an enemy you can see falls
Ranger prone you may use your reaction to make an attack of
opportunity against it with advantage.
Monster Hunter Uncanny Dodge. When an attacker that you can see hits
Based on the Monster Hunter series you with an attack, you can use your reaction to halve the
Unlike typical hunters whose duty it is to protect people from attack's damage against you.
wolves, bears, and the like, Monster Hunters are charged
specifically with the killing of larger more exotic beasts, often Rogue
in small teams. As such, they are equipped with a different
set of tools and abilities to aid them. Blade Dancer
Special Equipment: Slinger Based on Bladedancers, Destiny
At 3rd level when you choose this subclass you spend your Like arcane tricksters, blade dancer rogues use magic to
next long rest completing construction of a unique tool called augment their abilities. However, the magic is of a more
a slinger. The slinger and it's ammunition are detailed further focused and refined study. Blade dancers enhance their
in this brew's appendix. If you lose or break your slinger it attacks actions through lightning spells and short-range
can be rebuilt over 2 days with 150 GP worth of materials. teleportation, and they enhance their stealth prowess with
You also become proficient with the slinger at this level. invisibility magic. They prefer melee combat over archery, but
can attack with lightning from a distance when needed.
Peak Performance
When you feel great, you fight great. Also starting at 3rd level, Blink Strike
while you have full hit points you add half of your proficiency When you choose this archetype at 3rd level, you learn to cast
bonus to the damage rolls of your weapon attacks. a basic teleportation spell very quickly. As an action, you can
teleport up to 20 ft to a space adjacent to an enemy creature,
Slinger Upgrade: Grappling Hook and as part of the same action you make one melee attack on
At 7th level you spend your next long rest adding a grappling that creature. When you teleport in this way you do not
hook to your slinger. As an action, you can fire the grappling provoke attacks of opportunity. You can only use this
hook up to 30 feet. Then, immediately after as a bonus action teleportation spell when attacking. Once you use this feature,
you can swing on the grappling hook, flinging yourself up to you can’t use it again until you finish a short or long rest.
another 30 feet. You do not become immune to fall damage
after releasing from your swing.
Alternatively, You can use the bonus action to retract the
hook, propelling yourself towards whatever it latched on to.
The grappling hook can also be use to grab objects that aren't
being worn or carried from a distance (up to 30 ft. from you).
Warlock 6
Spell Level Spells
Eldritch Invocations
Cantrips (0) Spare the Dying
Eldritch Spy 1st Cure Wounds, Healing Word
Prerequisite: 6th level 2nd Gentle Repose
You can cast the Scrying spell once with a warlock spell slot.
You can't do so again until you finish a long rest. 3rd Mass Healing Word, Revivify
4th Death Ward
Flash Clone 5th Greater Restoration, Mass Cure Wounds
Prerequisite: 10th level, Pact of the Clone feature
You can summon your spectral clone using a bonus action 6th Heal
instead of an action. 7th Regenerate, Resurrection
9th Mass Heal, True Resurrection
Move with Shadows
Prerequisite: 5th level
When you are in dim light or darkness, as a bonus action you Turn and Destroy Undead
can teleport up to 60 feet to an unoccupied space you can see Starting at 6th level, you have discovered the magical
that is also in dim light or darkness. technique that clerics use to turn away the dead. As an action,
you conjure a bright light above your head. Each Undead that
Quickdraw Blade can see or hear you within 30 feet of you must make a
Prerequisite: 5th level, Pact of the Blade feature Wisdom saving throw. If the creature fails its saving throw, it
You can use a bonus action instead of an action to summon is turned for 1 minute or until it takes any damage.
your pact weapon. A turned creature must spend its turns trying to move as
far away from you as it can, and it can't willingly move to a
Rapid Fire Blast space within 30 feet of you. It also can't take reactions. For its
Prerequisite: 10th level, Eldritch Blast cantrip action, it can use only the Dash action or try to escape from
You can cast Eldritch Blast as a bonus action. You can use an effect that prevents it from moving. If there's nowhere to
this invocation a number of times equal to your Charisma move, the creature can use the Dodge action.
modifier (a minimum of once). You regain all expended uses In addition, when an Undead of CR 1/2 or lower fails its
when you finish a long rest. saving throw against your Turn Undead feature, the creature
is instantly destroyed. The CR of destroyable undead
increases as you gain levels.
Resilient Clone
Prerequisite: 5th level, Pact of the Clone feature Wizard Level Destroys Undead of CR . . .
Your Spectral Clone's hit point maximum increases by 10. 6th 1/2 or lower
Retractive Blast 8th 1 or lower
Prerequisite: Eldritch Blast cantrip 11th 2 or lower
When you hit a creature with Eldritch Blast you can pull the 14th 3 or lower
creature up to 10 feet toward you in a straight line.
17th 4 or lower
Unseen Clone
Prerequisite: 15th level, Pact of the Clone feature Efficient Casting
When you summon your Spectral Clone you can choose for it At 10th level you can cast any of the spells you have learned
to be invisible. from this subclass on the list above of 2nd level or lower as
bonus actions instead of actions. When you cast a spell this
way you must do so with a spell slot of the spell's original
Wizard level.
School of Restoration Overheal
Based on spells from The Elder Scrolls At 14th level when you use a spell to restore hit points to
Most wizards forego studying any sort of magic used to heal yourself or another creature and the healing exceeds that
wounds or cure sickness, but wizards of the school of creature's maximum hit points, the leftover hit points become
restoration see this as selfish. In addition, these healers are temporary hit points for that creature. These hit points exist
directly opposed to necromancy, viewing it as the antithesis to for 1 minute, and cannot exceed a number equal to your
their studies, and will make efforts to combat undead. Wizard level on a single creature.
Restoration Savant
Beginning when you select this school at 2nd level, you gain
access to the following list of spells. In addition, the gold and
time you must spend to copy one of the below spells into your
spellbook is halved.
7 Warlock, Wizard
Appendix A:The Slinger
As mentioned above, when Rangers choose the Monster Hunter Subclass they spend their next long rest finishing construction of
a device called a slinger. The slinger is an arm-mounted weapon that functions similarly to a small crossbow or ballista, except that
it fires round projectiles instead of spiked ones. Various types of ammunition can be purchased or crafted by smiths with simple
materials, making this a very versatile tool. The slinger is worn on one forearm, and thus cannot be worn on the same forearm as a
shield. To fire the slinger, the user must be proficient with it and have that hand free. The slinger's range is 60 feet. Firing the
slinger at a point succeeds automatically. Firing the slinger at a creature is done with a ranged Attack action using the wielder's
Dexterity modifier and proficiency bonus. Loading and reloading the slinger uses a bonus action. Theoretically, any fist-sized
object could be fired from a slinger. The effects of other kinds of objects are at the DM's discretion.
Slinger Ammunition
Ammo Material(s)
Name Needed Recoverable? Effect
Stone Stone (1cp) Yes Attack Roll: Hit. (1d4 + Dex Mod) bludgeoning damage.
Torch Flammable No Strikes a point, lighting a single space on fire for one minute.
Pod Liquid, Clay
(15sp)
Bomb Explosives, Clay No Attack Roll: Hit. (2d12 + Dex Mod) fire damage.
Pod (5gp)
Piercing Iron (1gp) Yes Attack Roll: Hit. (4d4 + Dex Mod) piercing damage.
Pod
Flash Firework Powder, No Strikes a point, creating a flash of light. Creatures who can see it break must make
Pod Clay (1gp) a DC 15 Dex save or be blinded for 1 minute.
Dung Dung (5cp) No Attack Roll: Hit. 1d4 Poison damage and creature must make a DC 15 CON save
Pod or be poisoned for 1 minute.
Screamer Steel (10gp) Yes Line: 60 feet long and 5 feet wide. Each creature in the line must make a DC 15
Pod Dex saving throw. A creature takes 2d6 thunder damage on a failed save.
Appendices 8