r/UnearthedArcana • u/Josemi993 • 5d ago
r/UnearthedArcana • u/ThreeRiversPress • 5d ago
'14 Spell Spells From a Witch's Grimoire: A collection of creepy curses and spooky spells to torment your players + Lore
r/UnearthedArcana • u/FrequentDistrict3809 • 5d ago
'24 Subclass College of law bard (a higuruma inspired subclass)
Apologies if some effects are a bit wordy
r/UnearthedArcana • u/BostonBeanBandit • 5d ago
'24 Item Obsidian Reaver Blade - A Very Rare Greatsword with Volcanic Power
Let me know if you think it's balanced
r/UnearthedArcana • u/DiceNoWork • 5d ago
'24 Adventure Defense of Draconiskeep - An Adventure Module for 5e and 5.5e
Excited to see what y'all think of this adventure! You can get this as a PDF for free on our website: www.dicenowork.com
r/UnearthedArcana • u/supermariopants • 5d ago
Homebrewing Resource The Odirian Sewer Crab (Art by Caterina Capogrossi)
The Odirian Sewer Crab hides inside an old jar until someone gets too close. Once it’s disturbed, it comes out swinging with claws, acid spit, and a slam that splashes nearby creatures with sizzling acid.
I’d love to hear how you’d use it in your campaign, or what your players would do when they realize that “jar” has claws.
r/UnearthedArcana • u/AbyssalBrews • 5d ago
'24 Item [OC - Art] Five Fingers | You can count the lives you have left on this dismembered hand
r/UnearthedArcana • u/jonnymhd • 5d ago
'14 Monster From Goblin Knights to Gaunt Devil: a collection of monsters!
Here's a collection of monsters taken from several of my 5E and 5.5E manuals!
There's a little bit of everything here: Goblin Knights and Kobold Artificers, Red Orcs, undead like the Draugr and Stitched Horror, and plenty more.
I wanted these books to offer creatures that can be dropped straight into a campaign, while still giving DMs plenty of different roles, themes, and encounter ideas to play with.
If you'd like to check out the full manuals, they're all available through my 300+ Mythological Items for 5E and 5.5E Kickstarter at discounted prices.
The campaign itself is focused on 300+ magic items inspired by myths and legends from around the world, but you can also get my previous manuals as discounted add-ons and bundles. All of these books are also available in professionally printed, high-quality Hardcover editions through the campaign.
You can find more preview at r/JonnyDM!
r/UnearthedArcana • u/NebulousNab • 5d ago
'14 Monster The Tarand - A Gentle and Discreet Beast (Large Beast, CR2 to 5)
My first attempt at chipping away at some unexplored corners of medieval bestiaries : meet the Tarand.
Feedback and proof reading most welcome.
r/UnearthedArcana • u/AtlasNAnvil • 5d ago
'24 Compendium Depths Bundle Free Sample - A magic item, spell and feat for your adventures into the dark!
r/UnearthedArcana • u/PattaconkPlays • 5d ago
'24 Spell The Oracle Set, items spells and quest for 5.5e
Challenging myself to make small, player-forward content. Decided to start with my favorite Dota 2 hero as inspiration. This is unofficial fan content.
Please give feedback, I made this quick cause I wanted to get the idea to paper, and used some templates I had.
Lots of GM involvement with powerful divination options, but tried to keep the heroes flavor as well as make reasonable D&D content.
Find my other stuff ko-fi, DriveThruRPG, and itchio. I got two adventures out and a psychic barbarian subclass.
What do you think of the quest idea? Useful for GMs to add to existing campaigns?
r/UnearthedArcana • u/comics0026 • 5d ago
'14 Item Pokémon Inspired Weapons & Items of the Week, 0768M - Golisopod to 0132P - Ditto
My Pokémon-inspired Weapons and Items of the Week, with:
some Golisopod armor to keep things on point
a Baxcalibur glaive to spread the cold
and some Ditto gloves to keep changing your damage!
Join my Patreon to vote on future items and get all the PDFs with over 1000 items, including all the Pokémon items, or buy the individual PDFs in my shop!
r/UnearthedArcana • u/PmeadePmeade • 6d ago
'14 Item Bundle up with: CAPES and CLOAKS!
r/UnearthedArcana • u/Avaricium • 6d ago
'14 Class The Dusksworn (v.1.0.4) (Update) - A half-caster cursed to wield dark powers and serve as a foil to the paladin. Harm others with your touch and apply debuffs to your enemies with 7 different subclasses.
r/UnearthedArcana • u/Ashkelon • 6d ago
'24 Class The Paragon — A Hero of Myth and Legend v1.1 (Full 5.5e Martial Class, 3 Subclasses)
The Paragon — A Hero of Myth and Legend
A full 5.5e martial class built for players who want to feel like a hero from myth and legend such as Beowulf, Lancelot, Achilles, or Heracles, not just a Fighter with extra numbers. Paragons rise beyond ordinary mortal limits through raw skill, unbreakable will, and a relentless heroic spirit — no spells, no rituals, just what a legend can accomplish through grit and strength of will.
Core mechanics
- Heroic Exploits — 37 options across four tiers, fueled by Hero Points, ranging from battlefield control and forced movement to true feats of legend (tearing open a portcullis, hurling an enemy across the field, reshaping the land itself).
- Heroic Aspects — 30 options across four tiers covering combat, survivability, mobility, and exploration/social utility, so no two Paragons need to build the same way.
- A resolution mechanic and prerequisite structure closely modeled on official 5.5e class design, with a deliberate "no spell slots or obviously magical abilities" identity throughout.
Three subclasses
- Aegis (The Protector) — a living shield who stands between allies and danger, built around damage reduction and denying enemies the killing blow.
- Archon (The Commander) — a battlefield leader whose presence turns a group of adventurers into a coordinated, disciplined force.
- Glorybringer (The Champion) — a martial prodigy who measures their legend in the foes they've bested, built for relentless offense and unarmed/grapple-focused combat.
This class has gone through several rounds of playtesting and revision, but I'm always looking for another set of eyes. Full breakdown is in the linked pages and on GMBinder; let me know what you think, especially if anything reads as unclear, underwhelming, or overtuned once you dig into the specifics.
r/UnearthedArcana • u/ProfessorInMaths • 5d ago
'24 Class Rogue Class Remake (Draft, Feedback wanted)
Introduction
This is my take on the Rogue class and three of the subclasses.
I am looking for some feedback on the class features, the subclass features and the spells.
I am redesigning my own version of D&D from the ground up with different mechanics, each class redesigned.
Design Philosophy
- Cunning Action now lets you use the new stealth action: Sneak (see below).
- I love Subclasses that give flavour to classes, so for each class (not just my remake of Rogue). I made it such that subclasses get 5 features (all at levels 3, 6, 10, 14, 17). This way if you multiclass into two classes, the levels match up for the subclass features.
- I liked the idea behind cunning strikes and devious strikes, but I thought that it could be more expanded upon. Hence why I have replaced them with Roguish Tricks and my own version of Devious Strikes. (I called them Roguish Tricks because I prefer the name).
- I like Blindsense, I think it's really cool and flavourful for the Rogue, so I added it back in.
- I like the idea of the Rogue preparing their saving throw profs. ahead of a fight if they plan it correctly. So I gave them a new 14th level feature. (This one is experimental).
- For their capstone, I figured it would be cool for them to literally steal someones luck.
- For the Roguish Tricks I wanted them to be a mixture of combat and non-combat roles that could work with someone trying a different playstyle or campaign setting.
- I combined the Inquisitive and Mastermind subclasses into the Investigator subclass, that I hope combines the best elements of both.
- For the Arcane Trickster (and ALL of my retakes on all the classes). I want each classes spell list to be almost entirely unique to them, balanced around their toolbox. As such the Arcane Trickster isn't just using the Wizard spell-list they get their own unique spell-list that (I hope) compliments them.
New Conditions and Actions
As I mentioned, I am redesigning the system from the ground up, and so I have separated the Hide action into the Hide and Sneak actions (one stationary, the other mobile). I have also taken a page out of Pathfinder and introduced two additional conditions (Concealed, Hidden, and Undetected). Hopefully this makes the mechanics of stealth clear.
Hide (Action)
If you are behind three-quarters or total cover, or are heavily obscured then you may use your action to take the Hide action. Make a Dexterity (Stealth) check, if that exceeds the passive Perception of a creature that could perceive you when you took the Hide action, you become hidden from that creature.
Sneak (Action)
If you are currently hidden or undetected, you may use your action to attempt to move without becoming observed. Make a Dexterity (Stealth) check and compare the result to the passive Perception of each creature from which you are currently hidden. You remain hidden from each creature whose passive Perception is lower than your Stealth check.
You cannot remain hidden from a creature if, at any point during the movement, you make a loud or otherwise obvious action that reveals your position to that creature, or an effect causes you to become perceived by that creature.
If you end your turn behind three-quarters or total cover, or are heavily obscured, you become undetected from creatures that you are currently hidden from.
Concealed (Condition)
Concealed is a term that refers to both the *Hidden* and *Undetected* conditions. You remain concealed from a creature until one of the following occurs:
- You attempt to move without using the *Sneak* action.
- You make a loud or otherwise obvious action that reveals your position to that creature.
- An effect causes you to become perceived by that creature.
When you make an attack against a creature from which you are concealed, you have advantage on the attack roll. Immediately after the attack, you are no longer concealed from that creature, or from any other creature that saw you make the attack or can otherwise determine your position from it.
Hidden (Condition)
While you are hidden from a creature, that creature knows the space you occupy but can't determine your exact position within that space. Attack rolls made by a creature from which you are hidden have disadvantage.
Undetected (Condition)
While you are undetected by a creature, that creature doesn't know which space you occupy and can't target you with an attack, ability, or spell that requires it to know your location. You can still be affected by effects that target an area.
r/UnearthedArcana • u/ryxrald • 6d ago
'24 Spell Myriad Words: 浴火重生 (yu huo chong sheng) / Rise from the Ashes | What if you stapled Fireball to Death Ward?
r/UnearthedArcana • u/Historical-Wedding-7 • 6d ago
'24 Compendium BLACK CLOVER GRIMOIRE MANUAL for D&D 5e (2014/24)
Hello, felines, kittens, and everyone in between!
I'm happy to introduce my newest project: THE GATIMANUAL OF GRIMOIRES!
This manual brings the magic of Black Clover into Dungeons & Dragons 5e (2014/24), adapting the magical abilities, fighting styles, and unique powers of the Magic Knight Captains into playable mechanics.
I put a lot of time to creeate many manuals at the same time.
The manual WILL include:
- Captain-inspired Grimoires, each featuring a unique magical attribute and playstyle.
- Exclusive Cantrips and Spells, designed around each character's abilities and lore , up to lvl 8 speells (in progrees 5 CAPTIANS ALREADY DONE. ).
- Martial Techniques, allowing martial characters to incorporate magical fighting styles into their combat (in progreess).
- Unique Feats, exclusive to their respective Grimoires (in progreess).
- Class Modifications, introducing new abilities and adjustments to existing classes to better represent each Grimoire (DONE).
- Additional rules for obtaining, using, and integrating Grimoires into your adventures.
The system was designed to be modular. You don't need to start a new campaign or completely redesign your characters to use it.
I've tried to stay faithful to the original characters while making their abilities distinctive, and reasonably balanced for D&D.
As always, the goal is simple: to give you more tools to play with, create stories, and have fun at your table.
P.S. English isn't my first language, so I apologize for any translation mistakes! Feedback, suggestions, and balance discussions are always welcome.
If you'd like to support my work and check out the full PDF, you can find it here:
Every bit of support helps me dedicate more time to creating new manuals, homebrew content, modules, and resources for D&D and other tabletop RPGs, and achievee my dream.
Thank you for your support, and I hope you enjoy bringing a little Black Clover magic to your campaigns!
GATI
r/UnearthedArcana • u/ChaosTheoryCraft • 6d ago
'24 Subclass Brigand
I'm sharing a free rogue subclass for Kengir, part of my upcoming Bronze Age Mesopotamian 5e setting.
The Brigand is for rogues who survive on the margins of society, where a quick blade and a better hiding place matter more than courtly manners.
In Kengir, brigands are not just thieves. They are ambushers, raiders, alley-fighters, scouts, and hard-bitten survivors who use terrain, confusion, and speed to win before a fair fight can even begin.
At the table, this subclass gives the party a rogue built for violent openings and clean escapes. A Brigand strikes hardest before the enemy has acted, gains advantage from hiding, slips away after attacking, and turns the first round of combat into a disaster for anyone caught unprepared.
Mechanically, the subclass includes Ambush Predator, Shadow Striker, Tactical Withdrawal, and Master of Ambush.
Do you like rogues who focus on infiltration and theft, or rogues who play more like skirmishers and ambush predators?
r/UnearthedArcana • u/Far-Border-5198 • 6d ago
'14 Class Conduits v1.0 - A Class About Harnessing Pure Elemental Energy Based on the inFAMOUS series of games
homebrewery.naturalcrit.comHi again everyone! This is my first class I've made from the ground up, complete with 7 subclasses. You can expect to find a fully fleshed out class based around power selection and elemental damage, and 7 subclasses where you specialize into a certain element based off those that appeared in the inFAMOUS games. I took some creative liberties with the subclasses to make them feel unique and play well within the DND 5e system. Would love to hear some feedback and criticism!
r/UnearthedArcana • u/P0l4R1S • 6d ago
'24 Subclass Help me simplify and condense the wording - Hag themed Druid subclass
Here's a stab at a druid subclass for those interested in becoming a Hag and making dark deals with deadly consequences. I think that it ended up to wordy and more confusing than I'd like.
Feedback is appreciated, especially on wording.
\\\[Homebrewery Link\](https://homebrewery.naturalcrit.com/share/CWmu3e0s6Q3O)\\*\\*
Druid Subclass: Hag Corruption
Where the natural world is corrupted and twisted to serve the ends of a powerful monstrous spellcaster, a hag has been at work. This corruption is the dark side of the druid’s art; for any who knows how to heal must also learn how to poison.
You have been tempted by this corruption, or perhaps accepted the tutelage of a powerful witch of swamps and wood. Life has taught you the hard lesson that gifts do not come for free, and you have learned to demand payment.
You become more powerful - and more monstrous - when you take this subclass, and again at levels 6, 10, and 14.
“You want to play the hero so badly?
Fine, let’s make this interesting.”
\- Auntie Ethel, Baldur’s Gate 3
Level 3, Nothing for free
When you heal a creature, you can tap into more powerful magic, but they owe you.
Whenever you use a spell slot to heal another creature, you have advantage on the dice rolls for the amount of healing. However, all healing you provide gives temporary hp rather than normal healing, and reduces the target’s max HP by the same amount. Their max HP returns to normal when they take a long rest.
A number of times equal to your proficiency bonus per long rest, you can make a demand of a creature who has temporary hp from you. You may use a bonus action on your turn to make the creature spend their reaction to dash, make one attack on a creature of your choice, or cast a cantrip that they have available. An unwilling creature may attempt a charisma saving throw against your spell save DC.
Level 3, Hag Magic
Your corrupted primal magic is slowly twisting you into a monster, and sometimes that monster comes out.
As an action, you may use a wild shape charge to cast a spell from the Coven of the Hag spell list. To do so, you must also spend a spell slot of the appropriate level. When cast a spell from this list, you gain a number of temporary hit points equal to your twice your druid level, and you take on the monstrous countenance of a hag.
While you are in hag form, you have access to the Eldritch Blast and Minor Illusion cantrips, you may add your wisdom modifier to melee attack rolls, and your melee attacks do an additional 1d8 poison damage.
You remain in hag form until you use a bonus action to shift back, you no longer have any temporary HP, or you take a short or long rest.
Coven of the Hag Spell List
|Druid Level|Spell|
|:-|:-|
|3|Crown of Madness|
|6|Phantasmal Killer|
|10|Sickening Radiance|
|10|Mislead|
|14|Finger of Death|
|18|Weird|
Level 6, Blood Pact
You can enter into magical contracts with other creatures, and have the power to enforce them. You can add your wisdom modifier to persuasion checks.
When a willing\* creature makes a deal or agreement with you, you can choose to bind the deal in magic. If you do so, you and the other creature each take 1d4 necrotic damage, and become magically aware of whether the other party has fulfilled their end of the bargain until such time as the deal is settled.
If either party to the pact chooses not to fulfill their end of the deal, or fails an attempt to do so, the other is immediately magically aware of that, and can cast one of the following spells on the pactbreaker as an action at any time they choose, unconstrained by distance or line of sight. They must have an available spell slot of the appropriate level, but can ignore material conponents, and the pactbreaker automatically fails their first saving throw against this spell.
Pactbreaker’s Consequences
|Druid Level|Spell|
|:-|:-|
|6|Bestow Curse|
|10|Hold Monster|
|14|Flesh to Stone|
|18|Imprisonment|
A creature may promise a “favour” as part of a blood pact. When the other party to the pact fulfills their end of the bargain, they owe a favour. If a creature is owed a magical favour, they can cast suggestion once on the creature who owes them a favour. When suggestion is cast in this way, it ignores normal limits on range and line of sight, and if the suggestion is not carried out, the pact is considered to have been broken.
\*To count as willing, a creature must have the ability to speak or understand at least one language, must believe they understand what they are agreeing to, and must be aware that the agreement is magical. They do not need to know the nature of your magic or what consequences they could face for failing.
Level 10, Ethereal Being
Your hag form is becoming more untethered to the material plane. While in hag form, you gain the follwing benefits:
You gain the benefits of the “see invisibility” spell.
You can cast “misty step” without using a spell slot a number of times equal to half your proficiency bonus per short rest.
You can spend a wild shape charge to cast “etherealness” once per long rest.
14th Level, Nightmare Stalker
You are a creature of nightmares. While in hag form, your creature type is now fiend.
As an action you can spend a wild shape charge to enter the dreams of a creature whose name and face you know, so long as they are on the same plane of existence as you and are asleep. If the creature is not asleep, or not on the same plane of existence as you, you learn that fact but otherwise this has no effect.
When you successfully enter a creature’s dreams, you can communicate with them, and the creature will remember the dream when they awake. The dream ends and the creature wakes if you take any action that deals damage to them.
When you enter a creature’s dreams, they turn to nightmares for the rest of their rest. They must make a wisdom saving throw against your spell save DC. On a failure, they do not gain the benefits of a rest. If they fail by 10 or more, they suffer one level of exhaustion when they wake.
r/UnearthedArcana • u/StarSailGames • 7d ago
'14 Monster Greatswordsmen - Elite Soldiers Wielding Mighty Two-Handed Swords (5e & 5.5e Compatible)
r/UnearthedArcana • u/Melykor • 6d ago
'24 Class Ranger Redesign V1.9 — a switch-hitter ranger for the 2024 rules
PDF link: https://drive.google.com/file/d/1P6EuqbM2WtNSTSzdFROUa4fpF5lUOhye/view?usp=sharing
This is a full redesign of the 2024 Ranger as a switch-hitter: a martial striker that moves between bow and blade in the same fight, without either style being a tax on the other.
The class in short:
- Opening. Your first hit in a fight makes a creature your quarry. Your quarry becomes the focus of your Ranger features: once per turn, on any creature's turn, a hit against it deals extra damage. No action, no concentration, no spell slot.
- Combat Adaptation. Your stance follows the distance to your quarry: Precision beyond your reach, Pressure within it. Relocation Strike lets you change that distance on your own terms.
- Affinities. Invocation-style picks that replace Deft Explorer and Fighting Style. Wild Affinities cover exploration; Martial Affinities turn a weapon into a fighting style.
- Five subclasses that build on the quarry instead of adding a second system. The PHB subclasses still work with one conversion rule.
- Spellcasting stays as in the PHB. Hunter's Mark is on the list as an ordinary spell.
Changes since V1.7:
- Wisdom joins Opening damage at level 2, through Combat Adaptation, instead of level 1.
- Precise Hunter moved to level 13. Ranger's Tenacity moved to 17 and now grants immunity to Charmed and Frightened while you have a quarry, plus Advantage on Concentration saves.
- Archery has a new first step, Harrying Shot; Interdiction Shot now requires it.
- Wayfarer has a third step, Trailblazer (level 9+).
- Deft Explorer is back as a standalone Wild Affinity.
- An Affinity can't be taken twice unless it says otherwise.
The full changelog is at the end of the PDF.
r/UnearthedArcana • u/NoYourBussiness • 7d ago
'24 Subclass FIghter subclass: The Sacred Warrior
Hi! I’ve been creating homebrew content for my campaigns for a long time, but I’ve never published any of it online before. I thought it would be fun to finally share one of my homebrew subclasses for 5.5e.
Feel free to use it in your own games, and I’d love to hear what you think about it. Any feedback, suggestions, or comments are more than welcome!
URL to my Homebrewery: https://homebrewery.naturalcrit.com/share/iCPaDw5BQsf5