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Fallen Essence Extraordinary Subclasses

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38 views

Fallen Essence Extraordinary Subclasses

Uploaded by

Arthur Aytes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Fallen Essence: Extraordinary

Subclasses
Fallen Essence is a homebrew campaign setting of my own creation that has grown and
evolved over years of weekly games with multiple groups of players. Here you will find a
compilation of three homebrew subclasses that have been created for use in my own
campaigns. These subclasses are aimed at being balanced and provide an interesting new
take on some classic concepts.

Table Of Contents
1 Fallen Essence: Extraordinary Subclasses
2 Rogue Archetype
2.1 Reincarnate
3 Druid Circle
3.1 Circle of the Dragon
4 Cleric Domain
4.1 Moon Domain

Fallen Essence 1
Rogue Archetype
Reincarnate Visage of the Grave
Level Features At 9th level, you carry a piece of death with you and may call
upon it to terrify your enemies. As a Bonus Action, choose
3rd Tokens of Past Lives, Grave Bolt any number of creatures within 60 ft that can see you to
9th Revived Nature, Visage of the Grave make a wisdom saving throw with a DC equal to 8 +
constitution modifier + proficiency or become frightened of
13th Scholar of Endless Lifetimes you. Creatures under the effects of this feature satisfy the
17th Dance with Death conditions for Sneak Attack. Additionally, any Sneak Attack
made against a creature under this effect deals an additional
Tokens of Past Lives 1d6.
The effect lasts until 1 minute has elapsed, the creature
Starting at 3rd level, you remember talents you had in your can no longer see you, or until they make a successful saving
previous life. You gain one language and one skill, or tool throw, which they can attempt again at the end of each of
proficiency of your choice. You can replace this proficiency their turns.
with another when you finish a short or long rest. Once you have used this feature you cannot do so again
until you finish a long rest.
Grave Bolt
Additionally at 3rd level, you have learned to unleash bolts of Scholar of Endless Lifetimes
energy from within your endless body. Immediately before or At 13th level, you can cast Soul Cage without using a spell
after you use your Cunning Action, you can make a ranged slot or requiring any components, drawing on the life of a
spell attack against a creature within 30 feet of you, provided trapped soul to empower you. Once you have used this ability
you haven’t used your Sneak Attack this turn. You add your you cannot do so again until you have finished a long rest.
proficiency bonus and dexterity modifier to the attack roll. A
creature hit by this attack takes necrotic damage equal to Dance with Death
your Sneak Attack. This uses your Sneak Attack for the turn.
At 17th level, when you are reduced to 0 hit points and are
Revived Nature not killed outright, you can choose to drop to 1 hit point
instead and become immune to all forms of damage and
Also at 9th level, your newfound connection to death gives negative spell effects until the end of your next turn. After 1
you the following benefits: minute, you are immediately reduced to 0 hit points and
You have advantage on saving throws against disease and begin making death saving throws. Each time you use this
poison, and you have resistance to poison damage. feature within the 1 minute window counts as one failed
You don’t need to eat, drink, or breathe. death save. You cannot be stabilized by any means besides 3
You don’t need to sleep. When you take a long rest, you successful saving throws and if you die this way you cannot
must spend at least four hours in an inactive, motionless be revived by any means.
state, rather than sleeping. In this state, you remain
semiconscious, and you can hear as normal.

2 Rogue: Reincarnated | Fallen Essence


Druid Circle
Additionally, your bite attacks gain 1d4 bonus damage of
Circle of the Dragon your dragon type's element. This bonus increases to 1d6 at
Level Features 14th level.
2nd Draconic Circle, Dragon Form True Form
6th Draconic Fury At 10th level, you gain the ability to unleash the might of your
10th True Form true draconic nature. You may expend two uses of wild shape
14th Avatar of Scales to transform into a more powerful version of your dragon
form. While in this form you gain the following benifits.
Draconic Circle Your size increasesfrom Large to Huge.
Starting at 2nd level, you may choose a dragon type from the Your Hit points from this form are doubled.
list below, gaining a number of bonuses associated with that You may make two claw attacks as a bonus action instead
dragon type. of one.
Dragon Element Area Movement
You cannot use this feature again until after your next long
rest.
Black Acid 5 by 15xProf ft line Swim Additionally, you gain the ability to cast spells even while in
Blue Lightning 5 by 15xProf ft line Burrow dragon form.
Brass Fire 10xProf ft cone Burrow
Avatar of Scales
Bronze Lightning 5 by 15xProf ft line Swim
At 14th level, the line between you and your dragon form has
Copper Acid 5 by 15xProf ft line Climb blured. You may use your dragon form's breath weapon
Gold Fire 10xProf ft cone Climb without having to transform. This feature cannot be used
until after a long rest.
Green Poison 10xProf ft cone Swim Additionally, you gain immunity to the same damage type
Red Fire 10xProf ft cone Climb as your breath weapon while in your dragon form.
Silver Cold 10xProf ft cone Climb
White Cold 10xProf ft cone Burrow
Dragon Form
You can speak, read, and write Draconic and have Large dragon
resistance to the damage type of that dragon. At 6th level, Armor Class 12+PB
whenever you deal spell damage of the same type as your Hit Points 10 + your Wisdom modifier + five times
chosen dragon form or attack with your breath weapon, you your Druid level
may add your wisdom modifier to the damage roll. Speed 40ft.

Dragon Form
STR DEX CON INT WIS CHA
Starting at 2nd level, you gain access to a powerful draconic
form. As an action, you may spend a charge of wild shape to 16+PB 8+PB 16+PB ** ** **
transform into a dragon form. This form follows the rules of
wild shape but scales as you gain levels in Druid and takes Senses Darkvision 120 ft., passive Perception 10+
the form of the dragon type you chose as your Draconic (PBx2)
Origin. Languages **
Your dragon form’s strength, dexterity, and constitution Challenge **
scores equal the dragon form’s stat block plus your Actions
proficiency modifier.
At 4th level, your dragon form gains a climb, swim, or Bite. Melee Weapon Attack: Strength modifier + PB
burrow speed equal to its movement speed. At 8th level, your to hit, reach 5ft., one target. Hit: 1d8 + Strength
dragon form gains a fly speed equal to twice your movement modifier
speed. Claw. Melee Weapon Attack: Strength modifier + PB
to hit, reach 5ft., one target. Hit 1d6 + Stregnth
Dragonic Fury Modifier
At 6th level, your dragon form becomes more ferocious in Breath Weapon. (Spend a spellslot) Targets in your
combat. After making an attack action, you may make a claw breath attack's area must make a Dexterity saving
attack as a bonus action. throw against your spellcasting DC, taking (2 x
spellslot level)d8 damage of your chosen dragon
type.

Druid: Circle of the Dragon | Fallen Essence 3


Cleric Domain
Moon Domain Channel Divinity: Calming Light
Level Features At 2nd level, you can let the calming force of the moon flow
through you and your allies. When you take this action, up to
1st Bonus Proficiencies, Moonlit Eyes ten creatures of your choice within 30ft of you gain
2nd Channel Divinity: Calming Light temporary hit points equal to your cleric level + Wisdom
modifier. Additionally, any creature with temporary hit points
6th Channel Divinity: Waning Light granted by this feature gains advantage on saving throws
8th Lunar Strike against charming and frightening effects.
17th Total Eclipse
Channel Divinity: Waning Sight
Domain Spells At 6th level, you may shroud an enemy’s eyes with darkness.
When a creature within 30 feet makes an attack, you may
1st-level Unity Domain feature You gain domain spells at the spend your reaction to temporarily blind that target giving
cleric levels listed in the Moon Domain Spells table. See the them disadvantage on the triggering attack. The target is then
Divine Domain class feature for how domain spells function. blinded until the end of your next turn. You can choose to use
your channel divinity after the die is rolled, but before the
Moon Domain Spells outcome is determined.
Cleric Level Spells 1st guiding bolt, fog cloud 3rd moonbeam,
silence 5th beacon of hope, tiny hut 7th control water, faithful Lunar Strike
hound 9th cone of cold, dream At 8th level, you gain the ability to infuse your weapon strikes
Cleric Level Spells with divine energy. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
1st guiding bolt, fog cloud deal an extra 1d8 radiant damage to the target. When you
3rd moonbeam, silence reach 14th level, the extra damage increases to 2d8.
5th beacon of hope, tiny hut
Total Eclipse
7th control water, faithful hound
At 17th level, as an action, you may create a 60-foot radius
9th cone of cold, dream aura of darkness around you that moves with you for one
minute or until dismissed with another action. The darkness
Bonus Proficiencies is impenetrable by any light source, and creatures within it
At 1st level, you gain proficiency with martial weapons. cannot be sensed by any means magical or otherwise. Any
number of creatures the cleric chooses can see through the
Moonlit Eyes darkness as if it were not there. These creatures also gain the
benefits of the cleric’s Calming Light feature. This feature
Also at 1st level, your god has granted you heightened may not be used again until after a long rest.
awareness in the dark. You gain a darkvison with a range of
60 feet or increase your existing dark vision by 30 feet.

4 Cleric: Moon Domain | Fallen Essence

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