u/Imaginary_Regular_63

▲ 2 r/DND5EBuilds+1 crossposts

So I have a few homebrew classes I've made feel free for any constructive criticism done my best to balance them with 5e

Way of the Spellbreaker

3rd Level: Spell Turning

You can use your Deflect Missiles feature on single-target spell attacks (both ranged and melee) or spell-like abilities. If you reduce the damage to 0, you can spend 1 Ki point to condense the energy into a Spell Core. As part of the same reaction, you can redirect the energy.

The Spell Core is a monk weapon that you have proficiency with; it lasts for 1 minute and is only tangible to you. If the original effect was a ranged attack, you must make a Ranged Weapon Attack (Range 20/60) with the core. If the original effect was a melee or touch attack, you must make a Melee Weapon Attack with the core against a target within your reach. On a hit, the target suffers the original effect using your Ki Save DC. If the redirected effect is a cone or line, you become the origin of the effect, projecting it from yourself. Cubes, spheres, and other areas are centered on the Spell Core upon contact with a target or chosen point.

7th Level: Warden’s Sight

Your attunement to the weave allows you to see the faint glimmer of active magic. You can cast See Invisibility at will, without expending a spell slot or components. Additionally, you can spend 1 Ki point to gain the effects of Detect Magic for 10 minutes. While this Detect Magic is active, you can see a faint aura around any creature currently concentrating on a spell or spell-like ability; if you do, you automatically learn the school of magic associated with the effect they are maintaining.

7th Level: Evasive Redirection

When you succeed on a Dexterity saving throw against a spell or spell-like area-of-effect, you can spend 1 Ki point to capture the essence into a Spell Core. You can spend 1 additional Ki point to redirect the effect as part of the same reaction, following the rules established in your Spell Turning feature.

11th Level: Spell Echo

When you have a Spell Core, you can spend a bonus action and 3 Ki points to create an echo of the spell. The echo is a physical object that lasts for 1 minute and is considered an improvised weapon for any willing creature you choose that wields it. On a hit, the target suffers the original effect as if you had redirected it, and the echo then dissipates. The original Spell Core remains tangible only to you.

17th Level: Residual Absorption

Whenever you create a Spell Core, or as a bonus action while you have one, you can choose to crush it to fuel your own body. You gain temporary hit points equal to twice the spell’s level (or twice your proficiency bonus if the effect had no level) plus your Wisdom modifier. Additionally, you can spend 5 Ki points to force the original source of the effect to make a Wisdom saving throw against your Ki save DC. On a failure, the creature has disadvantage on all spell attack rolls and saving throws made to maintain concentration for a number of hours equal to your proficiency bonus plus your Wisdom modifier, ending early if the creature takes a long rest.

Rapid Redirection: Whenever you use your reaction to successfully create a Spell Core using your Spell Turning or Evasive Redirection features, you immediately regain your expended reaction.

Sorcerous Origin: The Manifest Binder

The Manifest Binder is one whose magic does not simply fly from their fingertips but stays beside them, coalescing into a physical entity known as a Manifest. They are those who carry a second essence—a twin consumed in the womb, a restless ancestor, a fragmented spirit, or a soul so overflowing with power that it required a second form to house the spill. Whether it is a wooden marionette, a suit of plate armor, or a porcelain vessel, the Manifest is a mindless extension of the Binder’s will, moving only when the Binder’s power flows through the invisible strings of the weave.

Origin Spells

1st Level: Divine Favor, Shield

3rd Level: Aid, Misty Step

5th Level: Elemental Weapon, Haste

7th Level: Staggering Smite, Death Ward

9th Level: Holy Weapon, Bigby’s Hand

1st-Level Feature: The Manifest

You possess a Small or Medium physical entity known as the Manifest. It is a Construct that does not require air, food, drink, or sleep. It has the following properties:

Armor Class: 10 + Charisma modifier + Proficiency Bonus

Hit Points: (5 x Sorcerer Level) + Charisma modifier

Speed: 25 feet Blindsight 10 ft. (blind beyond this radius). It does not use your eyes or your vision, and you cannot perceive through its senses. It uses your ability score modifiers and adds your Proficiency Bonus to all saving throws.

The Tether: The Manifest must remain within 120 feet of you to function. If you move beyond this range, it becomes Inert (Unconscious, speed 0).

Puppeteer’s Intuition: While the Manifest is active and within your Tether, you are always aware of its exact distance and direction. If it becomes Inert, this connection is severed and you immediately lose knowledge of its location.

Command: You use your Bonus Action to command the Manifest to either move or physically attack. The attack uses your Proficiency Bonus + Charisma modifier to hit and deals 1d4 Force damage on a hit.

Recreation: If destroyed, you recreate it at the end of a Long Rest.

6th-Level Feature: Manifest Gems

You uniquely craft and create specialized crystals known as Spell Gems, choosing from the options on the Spell Gem list. You can only manifest these Spell Gems directly into the arcane sockets etched into your Manifest. The Manifest holds a number of equipped Spell Gems equal to your Charisma modifier (min 1). You can swap equipped Spell Gems on a Short or Long Rest; when a Spell Gem is removed from a socket, it immediately dissipates into harmless ethereal energy.

Gem Sequence: As an Action, you trigger a sequence of equipped Spell Gems up to a number equal to your Proficiency Bonus. You pay the total Sorcery Point (SP) cost for the sequence. These resolve in an order of your choosing.

Manifest Maintenance: During a Short Rest, you can perform rapid repairs on the Manifest. It can spend any number of your Sorcerer Hit Dice to regain HP. Additionally, if the Mending cantrip is cast on it, it regains 2d6 hit points.

14th-Level Feature: Spectral Interchange

You can use 15 feet of movement to magically swap places with the Manifest, or use your Reaction and 2 SP to swap places when you are targeted by an attack/spell, making the Manifest the new target instead.

18th-Level Feature: Sovereign of the Veil

As a Bonus Action (5 SP, 10 mins), you achieve total synchronization:

Shared Essence: Cast spells from your space or the Manifest’s. Split incoming damage between you and the Manifest equally.

Dual Manifestation: Trigger Spell Gem sequences from yourself, the Manifest, or both.

Legion’s Wrath: Manifest deals +2 to hit and +1d4 damage. Once per turn, damage causes the Frightened condition (Wisdom Save).

Programming and Utility Spell Gems

  1. Sentry Pulse (1 SP)

Duration: 8 Hours

Effect: The Manifest gains a Reaction for opportunity attacks. Additionally, if you are reduced to 0 HP, it automatically moves to and stays within 5 feet of your body to defend you.

  1. Void Pocket (1 SP)

Duration: Permanent until summoned

Effect: The Manifest collapses into a sub-space stasis. Use a Bonus Action to manifest it within 5 feet. Active 8-hour programs are paused while folded.

  1. Arcane Bloodhound (1 SP)

Duration: 10 Minutes

Effect: The Manifest locks onto a scent or signature from the last 24 hours. It acts as a dowsing rod; while within the Tether, you use your Intelligence (Arcana) modifier for ability checks to track that target.

  1. Aegis Protocol (1 SP)

Duration: 8 Hours

Effect: Designate a willing creature. While the Manifest is within 5 feet of them, melee attacks against that creature have Disadvantage if the attacker is also within 5 feet of the Manifest. If the Manifest has a Reaction active from another source, it can use it to grant the protected creature Advantage on one Saving Throw.

Combat and Mobility Spell Gems

  1. Binding Hollow (1 SP)

Duration: Instantaneous

Effect: Manifest grapples a creature within 5 feet (Strength Save). Target takes 1d6 Force damage at the start of each of its turns. This damage is considered damage dealt by the Manifest's physical strikes. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. You must use your Bonus Action on subsequent turns to maintain the bind.

  1. Arcane Surge (1 SP)

Duration: Until end of turn

Effect: Gains flying speed 40 ft (60 at 11th) until end of turn. Limit: 1/turn. If it falls 10+ feet onto a creature, it makes a physical attack; on a hit, target takes PHB falling damage and must succeed on a Strength Save or be Prone. Manifest takes half damage.

  1. Gravity Surge (1 SP)

Duration: Until your next turn

Effect: Until your next turn, Manifest cannot be moved non-magically and has Advantage on Strength checks/saves. Physical attacks deal +1d6 Bludgeoning (2d6 if falling). Limit: 1/turn.

  1. Soul-Link Siphon (1 SP)

Duration: Instantaneous

Effect: At the beginning of your next turn, the Manifest gains Temporary Hit Points equal to half the total damage it dealt with physical strikes since the end of your last turn.

  1. Arcane Strike (1 SP)

Duration: Instantaneous

Effect: Manifest immediately makes one melee spell attack.

  1. Arcane Beam (1 SP)

Duration: Instantaneous

Effect: Ranged spell attack (60 ft) for 2d6 Force damage.

  1. Arcane Blink (2 SP)

Duration: Instantaneous

Effect: Manifest teleports up to 30 feet to an unoccupied space you can see.

  1. Kinetic Overload (1 SP)

Duration: 10 Minutes

Effect: Double carrying capacity/object damage. You (or one willing Medium or smaller creature) can mount the Manifest; the rider moves with the Manifest without expending their own movement. While active, you can use your Bonus Action to both maintain Binding Hollow and move the Manifest at half speed. Limit: 1/turn.

  1. Shell of the Sovereign (5 SP, Req. Lvl 14)

Duration: Until end of next turn

Effect: Until end of next turn, Manifest gains +Charisma mod to AC and Resistance to non-magical physical damage. Limit: 1/turn.

  1. Arcane Torrent (5 SP, Req. Lvl 14)

Duration: Instantaneous

Effect: 30-foot cone, 6d6 Force damage (Dexterity Save for half).

  1. Mana Vent (5 SP, Req. Lvl 14)

Duration: Until end of turn

Effect: Until end of turn, any creature the Manifest passes within 5 feet of during its movement takes 6d6 Force damage (Dexterity Save for half). Limit: 1/turn.

  1. Tether-Tug (1 SP)

Duration: 8 Hours

Effect: Whenever you or the Manifest teleport (via Misty Step, Arcane Blink, or Spectral Interchange), you can yank one willing creature that is either currently mounting the Manifest or within 5 feet of it. They appear in an unoccupied space within 5 feet of the destination.

Path of the Tyrant's Domain

Tyrant DC: 8 + Proficiency Bonus + Strength Modifier

3rd Level: The Tyrant's Domain

When you enter your rage, or as a bonus action while raging, you can expend one use of this feature to manifest a 10-foot radius aura centered on a point you can see within 10 feet of you. The aura lasts until your rage ends or until you manifest it again. Only one aura can be active at a time. When a creature starts its turn in the aura or enters it for the first time on a turn, it must succeed on a Wisdom saving throw or the ground is considered difficult terrain for it until the start of its next turn.

While you are within your aura, you can spend 10 feet of movement on your turn to instantly teleport to an unoccupied space within the aura. This teleportation does not provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

6th Level: Phantasmal Cage

Once per turn, when you hit a creature inside your aura with a melee weapon attack, you can force it to make an Intelligence saving throw. On a failure, the creature is affected by a phantasmal delusion until the start of your next turn. While affected, the creature perceives the perimeter of your aura as a solid, impassable wall and cannot leave the aura, willingly or unwillingly. A creature that is forced to move into the perimeter of the aura interacts with it as if it were a solid surface, stopping its movement.

Everything outside the aura is considered heavily obscured to the creature, and any attack or effect it targets outside the aura is made with disadvantage. Additionally, if the creature attempts to exit the aura by any means of teleportation, it must first succeed on an Intelligence saving throw against your Tyrant DC. On a failure, the teleportation fails and the effect is wasted.

10th Level: Sovereign Focus

Your physical might acts as a shield for your mind. While you are within your Tyrant's Domain, you can add your Strength modifier (minimum of +1) to any Wisdom or Charisma saving throw you make.

14th Level: Absolute Sovereignty

The radius of your Tyrant's Domain increases to 20 feet. Additionally, when you use your Phantasmal Cage feature, you can now target up to two creatures you have hit with a melee weapon attack during your turn. Each target must make its own Intelligence saving throw against the effect.

Fighter: Aegis Manifestor

Aegis DC: 8 + Proficiency Bonus + Strength Modifier

3rd Level: Manifest Armor

As an object interaction on your turn (which can be done as part of the same object interaction used to draw or stow a weapon), you can instantly dawn or doff a set of spectral armor. You cannot use this feature while wearing other armor. While you are manifesting the Cuirass and wearing no other armor, your AC equals 10 + your Strength modifier + your Dexterity modifier. You can still use a shield and gain its benefits as normal. This manifestation counts as wearing armor for the purpose of Fighter features. Additionally, when you take damage from a creature within 5 feet of you, you can use your Reaction to deal Force damage back to them equal to your Fighter level.

7th Level: The Crushing Grip

You manifest spectral gauntlets over your hands. While you are wearing both of these gauntlets, your melee weapon attacks deal an additional 1d4 Force damage. Once on each of your turns, when you take the Attack action and make a melee weapon attack, you can replace one of those attacks to launch these gauntlets at a creature you can see within 40 feet. The target must succeed on a Strength saving throw against your Aegis DC. On a failure, the spectral gauntlets clamp onto the target. While clamped, the target has disadvantage on all attack rolls and its movement speed is halved. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target succeeds on the save or the effect ends, the gauntlets dissipate and manifest back on your hands at the start of your next turn. You do not gain the extra 1d4 damage while the gauntlets are attached to another target.

10th Level: Ward of the Cuisses

You manifest spectral plates protecting your thighs. While you are wearing these plates, you cannot be moved against your will or knocked Prone. As a Bonus Action, you can command the plates to orbit a target you can see within 30 feet (including yourself). That target gains resistance to one damage type of your choice (Bludgeoning, Piercing, or Slashing) and cannot be moved against their will or knocked Prone until the start of your next turn. While the plates are orbiting another creature, you lose these benefits until the plates return to you at the start of your next turn.

15th Level: Stride of the Greaves

You manifest spectral boots and shin protection. Your walking speed increases by 10 feet. You ignore difficult terrain, and you can move through the spaces of hostile creatures. If you jump or fall at least 10 feet and land within 5 feet of a creature, they must succeed on a Strength check against your Aegis DC or be knocked Prone.

18th Level: Sovereign Visage

The helmet manifests, completing the set. While your armor is manifested, you gain the benefits of all your armor pieces simultaneously, even while they are attached to or orbiting another target. You gain resistance to non-magical bludgeoning, piercing, and slashing damage. When a creature you can see within 30 feet would be hit by an attack, you can use your Reaction to grant that creature a bonus to their AC equal to half your Proficiency Bonus (rounded up) until the start of your next turn.

Artificer Subclass: The Master Engineer

The Master Engineer views the world as an unfinished blueprint, a complex mechanism waiting to be streamlined and perfected. While other Artificers are satisfied with individual inventions, you obsess over the systematic, the scalable, and the automated. You surround yourself with a legion of precision-calibrated servitors, viewing the battlefield as an extension of your assembly line and the dungeon as a site for industrial expansion. Your workspace is a hive of activity where sparks fly and complex processes are reduced to mere routine, ensuring that efficiency is always maintained and productivity never falters. You are the architect of the party’s power, ensuring that while they focus on the fight, their gear is always calibrated for victory.

3rd-Level: Master's Servitors

Over the course of 16 hours of work, you can create a tiny construct servitor by weaving magical energy with rare materials, such as gold dust or gemstone dust, worth 10 GP plus your crafting modifier for a chosen artisan tool you are proficient with. The maximum number of total built servitors you can maintain in storage equals your proficiency bonus plus your Intelligence modifier. You can have a maximum number of actively deployed servitors on the field equal to your proficiency bonus. You can use an action or a bonus action to command them to perform simple tasks, including the Help action. Casting the Mending spell on a servitor restores 2d6 hit points to it. Your servitors count as valid targets for your Artificer Infusions. Any infusion applied to a servitor remains active on it regardless of its current shape or transformation state. Because these constructs do not require rest, they can continue to labor on crafting projects or tasks you have assigned to them as long as they are active.

When a servitor is built, its core stats are determined by the Crafting Modifier used during its construction: hit points, damage stat, and saving throw bonus are equal to half the total modifier rounded down, armor class is 10 plus one-quarter of the modifier rounded down, and attack bonus is equal to one-quarter of the modifier rounded down.

5th-Level: Integrated Armaments

You learn to compress your active servitors into specialized tactical gear. As a bonus action, you can command an active servitor within 5 feet of a willing creature to reconfigure itself into one of the following forms. Any other creature can only host or benefit from one servitor in a gear form at a time.

Gear Targeting Rule: While transformed, the servitor is considered an object worn or carried by the host creature unless specifically targeted by an attack, using an Armor Class equal to the host creature's AC plus the servitor's base attack bonus.

Duration: The transformation lasts for 1 hour, until the servitor drops to 0 hit points, or until you dismiss it as a free action. If the host creature drops the item or drops to 0 hit points, the transformation ends instantly and the servitor reverts to its creature form.

Weapon Conversion: The servitor transforms into a melee or ranged weapon the creature is proficient with. Attacks made with this weapon deal extra force damage equal to the servitor’s attack bonus.

Shield Integration: The servitor attaches to the back of a held shield, reinforcing it with kinetic dampeners. Whenever the wielder takes bludgeoning, piercing, or slashing damage from an attack, that damage is reduced by an amount equal to the servitor's attack bonus.

9th-Level: Advanced Configuration

Your control over your automated configurations reaches its peak, introducing advanced tactical gear and dedicated automated assembly line assistants.

Utility Rig: You gain a third transformation option. The servitor attaches to a suit of armor or clothing worn by a willing creature. Upon equipping, the wearer chooses one single saving throw; they add the servitor's attack bonus to that specific chosen saving throw for the duration.

Workshop Assistants: You learn the schematics for two specialized servitor frames, the Fab-Bot and the Essence-Weaver. When building a new servitor, you can choose to build one of these specialized models. For the purposes of determining their Servitor Baseline Stats upon construction, these models use your Arcana modifier instead of an artisan tool's crafting modifier. They count toward your roster and active limits. Additionally, when a servitor is actively assisting you in a task, the time required and the gold material cost for its corresponding task are each reduced by 25 percent for Common and Uncommon items. These bonuses do not apply to Rare or higher quality items.

15th-Level: Masterwork Synchronization

Your connection to your automated creations achieves flawless processing. You gain the following benefits:

Complex Processing: Upon creation, you choose one language that a servitor can understand and speak. When you use an action or a bonus action to command your active servitors, you can issue multi-step, complex conditional instructions. You can give a servitor a string of commands or conditional triggers equal to your proficiency bonus. The servitor will independently execute this programming on your subsequent turns without requiring any further action or input from you.

Networked Overdrive: When you use your bonus action to trigger Integrated Armaments, you can now command up to two active servitors to reconfigure into gear forms at the same time instead of just one.

Perpetual Assembly: Your efficiency with servitors reaches its peak. When two or more servitors are actively assisting you in a task, the time required and gold material cost for that task are reduced by 50 percent total for Common and Uncommon items. These bonuses do not apply to Rare or higher quality items.

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