DnD Great Homebrew Classes
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These are some pretty cool homebrew classes you should definitely try out! They are fully revised and (Almost) finished too, so everything that you need to know about them is on their pages provided. I did not create any of these!
Samurai
"You took my sister from me. You claim to be death itself. I do not fear you, let's see if death can die!"
—Stonyas the Warrior, Elven Samurai
www.dandwiki.com/wiki/Samurai,_Variant_(3.5e_Class)
The Samurai offers a great defensive role while still allowing you to inflict decent blows, the key role of the Samurai is survival while it offers a lawful good roleplay agenda. The Samurai requires you to be honorable towards your lord or leader and breaking your vows or doing something that would blacken your honor causes you to become an Ex-Samurai under your Lords declaration. A Samurai without a Lord cannot take advantage of his Bushido abilities including all of their bonuses and cannot execute his Last Stand ability.
What abilities make this class interesting and fun?
Bushido: The Samurai is a warrior and a scholar. The art of Bushido improves them on and off the battle field. Starting at first level, and every fifth level after that a Samurai gains a +1 to Attack, a +1 Dodge Bonus to AC, and +1 miscellaneous bonus to 5 Class skills of the Samurai's choice.
Side Step: Starting at third level a Samurai gains the ability to step out of the way of an attack. As an immediate action when an attack misses the Samurai, he or she may take a five-foot step in any direction which is not directly into the path of the attack.
Last Stand: At twentieth level a Samurai can make a last stand once per day. While the Last Stand is in effect, all melee and ranged weapons deal the minimum amount of damage to the Samurai, unless the attack scored is a critical hit. In addition, the Samurai remains conscious and is not staggered while he is below 0 hit points. Ranged attacks made by opponents deal no damage when samurai has 0 or fewer hit points. This ability has no effect on spells, environmental effects, supernatural abilities, or any other source of damage other than melee and ranged weapons. Such sources of damage affect the Samurai normally and can kill him or her (although they do not cause him to fall unconscious or to become staggered if they reduce his hit points below 0). This effect lasts for a number of rounds equal to the Samurai's total constitution score.
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Revised Ninja
"Why fight when I can just poison him while he's sleeping?"
—Sasori Kage, Mercenary
www.dandwiki.com/wiki/Ninja,_Revised_(3.5e_Class)
Ninjas are a much more utilized version of the rogue, although like the samurai offer a much more rich role-play experience. They have many varying abilities and feats that can assist them in not only defeating a target but also capturing alive, truth be told this is a homebrew class that can, by design, capture a Big Bad Evil Guy (Final Campaign Boss) on it's own.
What makes the Ninja interesting and fun?
Slow Fall (Ex): At 4th level or higher, a Ninja within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The Ninja's ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her Ninja level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Ninja Strike: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The ninja’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two ninja levels thereafter. Should the ninja score a critical hit with a sneak attack, this extra damage is not multiplied.
Improved Unarmed Strike: You are considered to be armed even when unarmed—that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Weeper
"I'm never really alone...She's always with me"
—Gin, Githyanki Weeper
www.dandwiki.com/wiki/Weeper_(3.5e_Class)
The Weeper is an extremely unique and deep necromancer variant, this class revolves around binding a spirit/ghost in the form of a mask and wearing it to project their abilities and give themselves buffs and bonuses as-well as debuff enemies. Instead of just undead, this variant also uses water elements to manifest some of its abilities and powers.
What makes the Weeper interesting and fun?
Mask Traits: All weeper have the ability to bind a ghost in the form of a white featureless mask
LOTS OF UNIQUE SUPERNATURAL ABILITIES, LIKE HOLY **** SO MANY GO READ THEM IF I LIST THEM HERE THEY'LL TAKE UP THE CHARACTER LIMIT
DEEP INTRIGUING UNIQUE EDGY PERSONALITY
Chronoblade
"Nothing, not even time will stop me"
—Toren Kalzanis, Chronoblade
www.dandwiki.com/wiki/Chronoblade_(3.5e_Class)
The Chronoblade is sort of a hyper-active warrior variant that requires its foes to be dispatched quickly at early levels but at later levels can easily control the battlefield to his/her liking and even cheat death it-self.
Things that make the Chronoblade interesting and fun
Power-point system with unique time-control abilities that are simple to understand and use.
Temporal Swords (Ex): At 1st level a chronoblade gains his Temporal Swords, which at first are two short swords. As the chronoblade progresses in level, the Temporal Swords also grow in power, changing their appearance and quality. At 4th level, they become longswords. At 7th level, they become bastard swords. At 11th, 14th, 17th, and 20th level, they only increase in damage but retain the same appearance. The swords can be summoned as a free-action only into empty hands. Temporal Swords are weapons of force, and all damage dealt is force damage. Because this is an extraordinary ability, spells such as Anti-Magic Field do not dispell Temporal Swords.
Foresight (Ex): Upon attaining 20th level, the chronoblade becomes a master of manipulating time to his own will. Even if he is killed, his spirit can reverse fate itself. he can do this as an immediate action, he can reverse time around himself by reverting himself to the previous turn's hit points and position. He may activate this ability even if he is dead or helpless. Upon using this ability, it becomes the chronoblade's turn and his position in the initiative list changes accordingly.
Desert Nomad
"I've walked the scorching dunes, my feet burnt black by their heat. I've endured the cold of desert nights, my hair grayed by their chill. There is nothing you can do to intimidate me."
—Ramon, dwarf nomad
Kind of a ' **** you' to rogues and any other classes that have dodge bonus to AC, the Desert Nomad is rather limited in its choice of abilities but still is very effective at what it does best, which is blinding his/her foes and immobilising them.
Things that make the Nomad interesting and fun?
Blinding Sand (Su): As a move action, a nomad can attempt to throw his animate sand at any opponent within 30 feet to blind them. To throw the sand, make a ranged touch attack. If the attack is successful, the opponent is blinded for 1d4 rounds.
Choking Sand (Su): Starting at 8th level, once per round as a standard action, a nomad can animate a massive hand or other appendage of sand to choke an adjacent opponent. The hand attempts to grapple the opponent (attack bonus to make contact equal to nomad's class level + nomad's Cha modifier and grapple bonus is this same figure). The sand gets one grapple attack per round and deals 1d6+6 points of lethal damage on each successful grapple check against the opponent. If the sand fails to grapple the opponent or the opponent escapes the grapple, the sand instantly unanimates.
Starting at 16th level, a nomad can use choking sand as a move action. He can still use the ability only once per turn.
Vengeful Sand (Su): The sand a nomad keeps at his person begins protecting the nomad of its own volition, as long as the nomad's subconscious mind is awake. Whenever a nomad of 19th level or higher takes damage from a melee attack, the sand lashes out with a ranged touch attack (attack bonus equal to nomad's). If the attack is successful, the opponent is blinded for 1d4 rounds. This ability seizes functioning if the nomad is unconscious or dead.
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