Homebrew D&D
These are our custom backgrounds, feats, species and subclasses, all specifically for D&D 5th edition.
These are our custom backgrounds, feats, species and subclasses, all specifically for D&D 5th edition.
Ability Scores: Constitution, Intelligence, Wisdom
Feat: Magic Initiate
Skill Proficiencies: History, Investigation
Tool Proficiencies: Archaeologist’s Tools
Feature: You are versed in extrapolating history and knowledge and perhaps even power from the physical echoes of past civilizations, be they recent or distant. You can usually ascertain the original purpose of a dungeon or ruin, and you can easily determine the monetary value of artifacts more than a century old.
Common, also called Maeleden, the language of the Empire and most humans and halflings. Maeleden is a blend of many languages from before the Arrival.
Draconic, the ancient language spoken by the very few dragonborn from Oereolm and their dragon ancestors.
Goblin Ikaré, a scholarly attempt to amalgamate the many dialects of Nereolm's indigenous goblin clans.
Guardundek, the language of the dwarven chavtaks (chiefdoms).
Leonin, the language of the indigenous leonin.
Mierrenish, the language of the indigenous underwater mierrenfolk. Mierrenish requires water as a medium.
Orcen, the langauge of Nereolm's indigenous Orcs.
Saundelvish, the ancient language of the Saundelves.
Teereven, a mostly dead language that harkens back to ancient Teer, an elven kingdom that was once predominant in Oereolm but suffered a near-total collapse long before the Arrival. Today's speakers are mostly scholars, aristocrats and criminals—the latter two using high and low forms respectively as a code between them.
Windtongue, the airy and elevated language of Nereolm's indigenous aarakocra.
Zoggekish, the language of Nereolm's indigenous giantkind.
Language Typical Speakers
Abyssal Demons
Celestial Celestials
Deep Speech Aboleths
Infernal Devils
Primordial Elementals
Sylvan Fey creatures
Undercommon Underworld traders
The Path of Fear is a journey straight into the heart of terror. Instead of ignoring fear or smashing through it, you embrace it as your closest ally.
In Tune with Terror
At 3rd level when you adopt this path, you gain proficiency in Charisma (Intimidation) checks if you are not already proficient.
Terrifying Strike
Also at 3rd level, once per rage (to a maximum of six per long rest) you may enhance one attack with a Terrifying Strike. The target creature must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma (Intimidation) check bonus. On a failed save, they take an additional 1d12 psychic damage. On a success, they take half the additional damage. The creature has advantage on saving throws against this ability for 24 hours. A creature that is immune to being frightened is also immune to this effect.
If the creature rolls a critical failure on the saving throw, they become Frightened of you, repeating the Wisdom saving throw at the end of each of their turns to end the effect.
The damage caused by Terrifying Strike increases to 2d12 at at 6th level, 3d12 at 10th level, and 4d12 at 14th level.
Fear is My Ally
At 6th level, you are resistant to any effect that would cause you to be frightened. If you make a saving throw against such an effect, you have advantage.
Fortified Mind
Also at 6th level, you have resistance to psychic damage.
Proximal Fear
At 10th level, while raging, you gain the ability to frighten those within your vicinity. As a reaction to a creature moving or taking an action within your melee attack range, you may attempt to scare them away. Roll a Charisma (Intimidation) check with a DC of the creature's Wisdom score. On a failure, nothing happens. On a success, the creature must immediately use any remaining movement, or the Dash action if necessary, to leave your melee attack range; upon doing so, you may make an opportunity attack if they are unable to take the Disengage action. If the creature is unable to exit your range, they fall prone. On a critical success, you also deal 1d12 psychic damage to the creature. The creature has advantage on saving throws against the same effect for 24 hours. A creature that is immune to being frightened is also immune to this effect.
You may use this ability once per rage, up to a maximum of six times per long rest.
Walls Against Fear
Also at 10th level, you are immune to being Frightened.
Primal Yell
At 14th level, once per long rest and while raging you may emit a terrible scream. All creatures within 30 feet of you that can hear, and that have not been subjected to the scream before, must make a Wisdom saving throw with a DC of 8 + your proficiency bonus + your Charisma (Intimidation) check bonus. On a failure, each creature takes 1d12 psychic damage and is Frightened of you. They may repeat the Wisdom saving throw at the end of each of their turns to end the effect. On a success, creatures take half damage. Once a creature has recovered from being Frightened of you, they have advantage on saving throws against the same effect for 24 hours.
If a creature rolls a critical failure on a saving throw, they become Stunned until the end of their next turn.
Beyond Fear
Also at 14th level, your Intimidation-based abilities can partially overcome barriers. Any creature that is immune to being frightened now only has advantage on saving throws against Terrifying Strike and Primal Yell. If they fail the saving throw, they are not frightened, but they do suffer the damage.
As a snow elf, you are born to endure. Snow elves excel in extreme conditions, especially arctic and apline climates, and are at home with scarcity and physical adversity. More than the other races, snow elves prefer isolation and small groups, and are suspicious of other races. Their skin and hair both tend to be grey or white, and their eyes blue, green or light brown.
Ability Scores
Your Constitution score increases by 2, and your Charisma score decreases by 1.
Elf Weapon Training
You have proficiency with the longsword, shortsword, shortbow, and longbow.
Body of Ice
You have resistance to cold damage.
Armour of Ice
When you aren’t wearing armour, your AC is 12 + your Dexterity modifier. You can use this ice armour to determine your AC if the armour you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your ice armour. If the air temperature is below 0° C, your AC is 14 + your Dexterity modifier. The armour of ice is rendered ineffective when you are within 5 feet of fire, or if the air temperature is above 30° C.
Frozen Blood
As your blood moves slowly, you take longer to bleed out. Creatures that attempt Medicine checks against you have advantage.