Subclasses of Middle-Earth - Part 4 - The Homebrewery
Subclasses of Middle-Earth - Part 4 - The Homebrewery
EARTH
Part 4
L
they were torn down. You - or your and damage rolls
ancestors - were one of the only ones who Symbol of Legitimacy. You turn a creatures brooch
witness their glory and where touched by or jewelery into a Brooch of Shielding.
their devinity, granting you unusual powers Light of the Stars. You turn a gem stone into a Gem
of light and foresight. of Brightness.
Silky Rope. You turn a rope into a Rope of Climbing.
Light of the Tree Spells Golden Hair. You gift a creature three strands of hair.
You learn additional spells when you reach certain A creature can expend one of the strands (no action
levels in this class, as shown on the Light of the Tree required) to gain advantage on one ability check,
Spells table. Each of these spells counts as a sorcerer attack roll or saving throw they make.
spell for you, but it doesn’t count against the number of
sorcerer spells you know. Light against the Dark
At 14th level, you have become a representation of light
Light of the Tree Spells that burns against the dark. You gain resistance to
Sorcerer Level Spells radiant and necrotic damage. Additionally, whenever
1st detect magic, guiding bolt you cast a spell that deals damage to a creature you can
3rd detect thoughts, moonbeam expend one sorcery point to make the damage radiant
5th clairvoyance, spirit guardians instead.
7th arcane eye, aura of life
All shall love me and despair
9th destructive wave, scrying
Starting at 18th level, you have become a sight to
Forgotten Light behold for friend and foe alike. Whenever a creature
You are one of the last living beings that witnessed the fails a saving throw you force it to make with a spell of
sacred light of the trees. You learn the Sacred Flame 1st level or higher, you can expend one sorcery point to
cantrip and it counts as a sorcerer spell to you. make the creature charmed or frightened (your choice)
by you for one minute. Whenever the creature takes
Mirror of Foresight damage, it can make a wisdom saving throw against
You possess the ability to see things that were, things your spell save DC, ending the condition on a success.
that are, and things that might yet come to pass. You Once the condition ends, the creature doesn’t know it
can cast augury at will without requiring any material was effected by you.
components.
In addition, whenever someone within 120ft. of you
casts a spell of the school of divination, you can use your
reaction to perceive what they are perceiving via that
spell. Doing so requires you to retain concentration as if
concentrating on a spell.
Alternatively, whenever you can cast a spell of the
school of divination, you can choose a number of
creatures within 60ft. of you up to your Charisma
modifier (minimum of 1). If the creatures are willing
they perceive what you are perceiving but must
concentrate on doing so as if concentrating on a spell.
Gifts of the Golden Forest
Starting at 6th level, you posess the ability to hand out
powerful gifts to those who need it. After a long rest, you
can imbue one item with magical abilities. The item
retains that ability until it is destroyed. A creature can
only hold one of your items at a time.
Grey Cloak. You touch a cloak, turning it into a Cloak
of Elvenkind
Divine Domain: Lidless Eye Domain
ong ago the dark lord promised you power Black Rider
beyond messure and most importantly: Starting at 6th level, your deity has granted you a
L
immortality. In your greed you took his gifts powerful steed to do their bidding and strike fear in the
and were thereby bound to him until you hearts of your enemies. You can cast phantom steed at
became a bodyless spirit forever forced to will. While your are mounted on your phantom steed
serve him without any chance of creatures make saving throws you force them to make
redemption. You have no choice but to against being frightened with disadvantage.
follow his will and strike fear in the hearts of his
enemies. Starting at 20th level, your phantom steed also gets a
Domain Spells
flying speed equal to its walking speed.
You gain domain spells at the cleric levels listed in the Despairing Strikes
Lidless Eye Domain Spells table. See the Divine At 8th level, you gain the ability to infuse your weapon
Domain class feature for how domain spells work. strikes with divine energy. Once on each of your turns
when you hit a creature with a weapon attack, you can
Lidless Eye Domain Spells cause the attack to deal an extra 1d8 necrotic damage
Cleric Level Spells (your choice) to the target. When you reach 14th level,
1st dissonant whispers, ray of sickness the extra damage increases to 2d8.
3rd hold person, see invisibility
In addition, creatures poisoned by your Morgul Blade
5th fear, vampiric touch
feature take 1d8 necrotic damage (2d8 at 14th level)
7th locate creature, phantasmal force
whenever they fail their saving throw against the
9th contagion, hold monster
feature. If that damage reduces them to 0 Hit Points
Morgul Blade they instantly die and will rise as a wraith 1d4 days
You gain proficiency with martial weapons. After later.
dealing damage to a creature with a weapon you can This is my Hour
expend one spell slot to force it to make a constitution At 17th level, you know how to seize an oppotunity.
saving throw against your spell save DC. On a fail, the Once per long rest you can use a bonus action to can
creature becomes poisoned for one minute. call on your deity to gain the following benefits for one
A creature can repeat the saving throw at the end of hour:
each of its turns, ending the condition on a success. A you gain advantage on attack rolls against creatures
creature that succeeds on a saving throw against this that are frightened of you
feature becomes immune to it for 24 hours. you gain resistance to all damage except radiant
Wraith damage
You exist both in the material and the ethereal plane at you become immune to the charmed, frightened,
the same time. You can always see 10ft. into the paralyzed, restrained and stunned conditions
ethereal plane. In addition, you gain resistance to
necrotic damage.
Channel Divinity: Black Breath
Starting at 2nd level, you can use your Channel Divinity
to strike fear in the hearts of those that oppose you.
As an action, you can force each create within 5ft. of you
to make a wisdom saving throw against your spell save
DC. On a fail, the creature becomes frightened of you
for one minute. It can repeat the saving throw whenever
it takes damage, ending the condition on a success.
If a creature rolls a natural 1 on its saving throw, it
becomes stunned until the end of its next turn.
Druidic Circle: Circle of the Beast
he blood of the beast runs in your family. Primal Fury
With it comes an immeasureable rage that Starting at 6th level, you tear into your foes with
T
you must always try to control. That is why unstoppable rage. Your attacks in beast form count as
most of your kin have chosen a reclusive magical for the purpose of overcoming resistance and
lifestyle - to protect those around you and immunity to nonmagical attacks and damage.
yourself from… well from yourself. If fate or
circumstance calls you to the field of battle In addition, after hitting a creature with a melee attack
however, you wouldn’t want to be the one standing in (in and out of wild shape), you can expend one spell slot
your way. to deal additional force damage to the target. The extra
damage is 2d6 for a 1st-level spell slot, plus 1d6 for
The Beast within
A mighty animal slumbers within you, waiting to be each spell level higher than 1st, to a maximum of 10d6.
unleashed. As a bonus action, you can expend two uses Extra Attack
of your Wild Shape feature to transform into that Starting at 10th level, you can attack twice instead of
animal. You can use your Wild Shape to transform into once whenever you take the attack action on your turn.
a beast with a challenge rating as high as 2 (you ignore
the Max. CR column of the Beast Shapes table, but Rampage
must abide by the other limitations there). Once you At 14th level, you can fall into a frenzy, leaving a wave of
revert back to your normal form, you gain one level of destruction behind. You can enter this state at the start
exhaustion. of your turn. It lasts for one minute and once it ends you
gain one level of exhaustion. You can use this feature
Starting at 6th level, you can transform into a beast this once per long rest. This state grants you the following
way with a challenge rating as high as your druid level benefits:
divided by 2, rounded down.
you can use d10s for your primal fury damage
Hardened Warrior instead of d6s
At 2nd level, you gain proficiency with martial weapons. you gain advantage on melee attack rolls
In addition, while not wearing any armor and any your movementspeed can not be reduced in any way
shields, your armor class becomes 8 + your strength at the start of your turn (and when activating this
modifier + your wisdom modifier. feature), you can expend any spell slot to remove one
condition from yourself
when you are reduced to 0 hit points, you can expend
the highest spell slot you have left to drop to 1 hit
point instead (when you use this benefit repeatedly,
you mus expend one additional spell slot for each
time you have already used it during this rampage)
Bardic College:
College of the Fool
ife is easy when you are young and
unassuming. You sing your songs and drink
L
your drinks, not knowing about the horrors
that await outside of the place that you call
home. Some learn the harsh reality of life
the hard way - and others are blessed
enough to remain oblivious to the evils of
the world, always with a tune on their lips and a full
belly after the first or second breakfast.
Fool’s Confidence
Starting at 3rd level, you have a certain level of
confidence, that lets you attempt feats that you really
shouldn’t attempt.
You can use your Bardic Inspiration on yourself. Before
rolling your own Bardic Inspiration Die you can choose
to roll a d20. If you roll a 1-5, the ability check, attack
roll or saving throw you attempt to make is
automatically considered a critical fail. If you roll a 6-20,
you regain one use of your Bardic Inspiration and roll
your Bardic Inspiration Die as usual.
Relaxed Lifestyle
You are no hero. You are used to a down-to-earth
lifestyle that includes growing your garden and enjoying
some fine ale. At third level, you gain Expertise with a
Herbalism Kit or Brewer’s Supplies.
Pipeweed
Starting at 6th level, battle can be exhausting. There’s
always time for a puff of pipe weed in between.
Whenever you use your Bardic Inspiration feature, you
can grant each creature of your choice - including
yourself - within 30ft. of you temporary Hit Points equal
to one roll of your Bardic Inspiration Die + your
Charisma modifier.
A Fool’s Hope
At 14th level, you never give up hope. And that inspires
your allies. Whenever you heal a creature you can add
one roll of your Bardic Inspiration Die to the result.
In addition, every creature that is holding one of your
Bardice Inspiration Dice has advantage on saving
throws against being frightened.
Roguish Archetype: Squire
ot all heroes are born of ancient Braveness bordering on
bloodlines or trained by legendary
N
warriors. Some are just simple men Stupidity
working the fields, sometimes sneaking At 9th level, fear has no hold over you - even if it
off into the forests in search of sometimes should. At the start of your turn you can end
adventure. And when the call comes, the frightened condition on yourself. Your melee attacks
they will answer. Challenges and against a creature that has frightenend you or an ally
heartbreak await them on the way and they will always within the last hour are automatically considered a
wonder what their part in the story will be. Perhaps a sneak attack, even if you have disadvantage on the roll.
mighty king will take them as their squire or perhaps
they will one help to cast down one of the most powerful Slippery
and evil spirits that walk this earth. Starting at 13th level, you have become exeptionally
Blade of Westernis skilled at hiding at a moment’s notice. During your turn
you can forgo half your movement to try and use the
Starting at 3rd level, you have been given an ancient Hide action.
blade forged to banish the shadows from this earth.
When rolling for sneak attack damage that you dealt Bringing down the big One
with a melee weapon, you can make that damage At 17th level, you can risk it all to bring down a very
radiant instead. resilient foe. When rolling for sneak attack damage, you
Forest-Dweller can decide to double the dice. The damage you deal will
You were raised near ancient forests and learned to ride always leave the creature with at least 1 Hit Point,
at an early age. At third level, you get Expertise with leaving it to others to finish them off.
Wisdom (Animal Handling) and Intelligence (Nature) You can do so once per short rest.
checks.
Sentinel Archetype: Son of the White City
roud are the men of westernis, heirs to an Relentless
ancient civilization whos glory days have long At 14th level, you will fight until your dying death,
P
passed. But its memory lives on in these ignoring the pain of your wounds. After being hit with an
upright men that try to do what is right for attack roll, you can use your reaction to grant yourself
their people. Some say the hearts of men are resistence against one damage type of your choice until
easily corrupted, but these sons of the white the start of your next turn.
city prove them wrong every day by protecting
the innocent against an evil that never tires. And if they You can use this feature a number of times equal to
should fall despite everything - they will rise each time a your Shielding Bonus per long rest.
better man.
Redemption
Starting at 18th level, you have come to know your
Attention: Homebrewed Base Class flaws. And even if you might be struggeling at times, you
This is a subclass for the Sentinel class as homebrewed by will always try to make right where you have wronged.
“The Baster” (u/highetssociety). With some adjustments it Whenever an ally that you didn’t use your Granting
should also work as a Fighter subclass. Cover feature on during your last turn is reduced to 0
Hit Points, you can use your reaction to rush to their
aid. You can use the Dash action in their direction. If
A Captain of Men that gets you into touching range, you can heal them for
Starting at 3rd level, you are a natural born leader and 1 Hit Point and instantly use your Granting Cover
others follow your command. When using your Granting feature on them.
Cover feature on a creature, that creature can use their
reaction to make a weapon attack roll against a creature
within range.
Ancient Bloodline
At 3rd level, while your line isn’t as poor as that of the
kings of old, your ancestors dignity still lives through
you. You can add your Shielding Bonus to all Charisma
(Intimidation and Persuasion) checks you make.
Hornblower
At 6th level, you have been given an ancient horn that
strikes fear in the hearts of your opponents and inspires
your allies. As a bonus action, you can blow this horn
and force every creature within a 120ft. radius that can
hear you to make a Wisdom Saving Throw against you
Shield Bash Save DC. On a fail, the creature becomes
irritated until the start of your next turn. In addition,
whenever you blow this horn, you can grant each ally
within 120ft. that can hear you temporary Hit Points
equal to your Sentinel level + your Shielding Bonus.
You can use this feature a number of times equal to
your proficiency bonus per long rest.
Fearless
At 10th level, not even death scares you as you have
faced demons of the ancient world. You become
immune to the frightened condition and creatures that
benefit from your Granting Cover feature have
advantage on saving throws against being frightened.
Primal Path: Path of the Competition
attle is just as grim as you make it. Some Throw me!
Barbarians have learned to take things as
B
they come. They often see battle as a At 6th level, you can swollow your pride to make an
competition and are keen to outmatch even impact. An allied creature can use their action to throw
those who kill from afar with their bows and you for a distance twice as far as you can jump. When
arrows. These Barbarians are quick to anger, you land, you can make one melee attack against each
make loyal friends and terrible enemies. creature within range of your landing spot (no action
required by you).
Dwarven Mail
Let them come!
At 3rd level, you are a born sprinter, with and without
armor. You can rage while wearing heavy armor. At 10th level, you still draw breath, even against great
odds. Whenever a creature moves within 5ft. of you, you
Who’s Counting? can use your reaction to either enter your rage or make
You pride yourself with cutting down more foes than a melee attack against that creature.
any of your companions. While raging at 3rd level, your Hahaaaaaaa!
damage rolls deal additional damage equal to the
amount of creatures that took damage from you and At 14th level, you relish in the competition. You can add
were reduced to 0 Hit Points during that rage. If you are the number you are adding to your damage rolls via the
the one that delivers the killing blow, your damage rolls “Who’s Counting?” feature to your saving throws, ability
increase for one additional point. You lose the damage checks and attack rolls.
bonus at the end of your rage unless you use your next
turn to rage again.
Fighter Archetype: Greenleaf
aised in the mystical forests of the Forest Dweller
multiverse, some fighters have trained all
R
their life with harp and bow alike. The At 10th level, you have learned to move without making
creatures of the woods are their friends ever sound and crushing leaves. Difficult terrain doesn’t
singing in unision long forgotten songs of restrict your movement and your feet make no sound
nature. Decades of training have made these while you move and aren’t wearing heavy armor. You
fighters some of the deadlies bowmen alive. also learn the speak with animals and speak with plants
Legends tell, that they fell trolls and oliphants with spells. The ability you chose with your Swift feature is
precise arrows to the throat - and with little effort. your spellcasting ability for these spells. You can cast
them at will.
Bow and Harp
Faeg i-varv dîn na lanc a nu
At 3rd level, your skill with the harpstring is only rivaled
by your skill with a bowstring. You draw from your ranc!
connection to nature and its songs when you perform. At 15th level, you know how to exploit the weakness of
You gain proficiency with Charisma (Performance) and an enemy. Once per turn, when you hit a creature with a
Intelligence (Nature) checks aswell as with the Harp ranged attack roll, you can force them to make a saving
instrument. throw with a DC that equals 8 + your proficiency bonus
In addition, you get a bonus to ranged weapon attack + your dexterity modifier. On a fail, they become
rolls equal to half your proficiency bonus (rounded restrained. They can repeat the saving throw at the end
down). Also, the disadvantage on ranged weapon attack of their turn, ending the condition on a success.
rolls when a hostile creature is within 5ft. of you, Twin Arrows
doesn’t apply to you. At 18th level, you can let lose two arrows from one
Swift bowstring with deadly precision. Before making an
At 7th level, you have become swift and lethal with a attack roll, you can take a -5 penalty to the roll. If you
bow. You learn the hunter’s mark and longstrider spells. hit, you can treat the hit as two hits instead, rolling
You choose Wisdom or Charisma as your spellcasting damage seperately.
ability for these spells. You can cast each of them once
per short rest.
Sacred Oath: Oath of the Gardener
ome paladins aren’t called to adventure by Aura of High Spirits
curiosity or obedience to their deity. They just
S
want to enjoy a peaceful life, drinking the Starting at 7th level, the spirits of allies within 10ft. of
finest beer and tending their beautiful you can’t be dampend, except perhaps by rain clouds.
gardens. However, they have a strong sense of Creatures of your choice that make an ability check,
duty towards those they value most. And if saving throw or attack roll with disadvantage can add
these people are called to adventure, these your Charisma modifier (minimum of 1) to the result. If
paladins will not hesitate a second to ensure the survival your master is within range, they can add your
of their kin. Even if they’d rather stay with their proficiency bonus on top.
gardens… At 18th level, the range of this aura increases to 30 feet.
Dutiful Servant
I can’t carry it for you…
At 3rd level, you have chosen not to pray to some Starting at 15th level, you have accepted, that you can
unseen deity. Instead you have dedicated your life to not carry your masters burdens, but you can carry them.
serving another living being. During a long rest, you Your carrying capacity is doubled. In addition, you can
choose one willing creature to become your master. You pick up a creature of medium or smaller size that is
can use the Help action and your Lay on Hands feature unconcious as a bonus action. Carrying that creature
on your master as a bonus action. doesn’t restrict your movement. If you pick up your
In addition, you gain proficiency with Cook’s Utensils. master, they instantly become stable.
Oath Spells Don’t you let go!
You gain oath spells at the paladin levels listed in the At 20th level, your pure strength of will keeps your allies
Oath of the Gardener Spells table. See the Sacred Oath and your master alive. While you are concious, your
class feature for how oath spells work. master can not die. If they fail their third death saving
throw, they instead become stable, as long as you are
Character Advancement within 500ft. of them. In addition, as an action you can
remove one of the following conditions from a creature
Paladin Level Spells
you are touching: charmed, frightened, paralyzed,
3rd longstrider, shield of faith
restrained, stunned. If you want to remove one of those
5th aid, warding bond
conditions from your master, you can do so as a bonus
9th
13th
beacon of hope, haste
aura of life, aura of purity action instead of an action.
17th dispel evil and good, greater restoration
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options.
Second Breakfast. As a ten minute ritual you prepare a
feast. All creatures that partake in that feast can treat it
as a short rest. At the end of the feast they gain
temporary Hit Points equal to your paladin level. Your
master gets twice the amount of temporary Hit Points.
Don’t you leave him. As a reaction when your master
moves on their own accord or is moved against their
will, you can activate this Cannel Divinity option. You
instantly remove the restrained condition from yourself
and become immune to it for one minute. Every time
your master moves during that time, you can move with
them. Granted, that you move towards your master. You
move for the same amount of feet they move. This
doesn’t cost you any movement.
Arcane Tradition: Deus Ex Machina
ysterious are the wizards that roam the I return to you now at the Turn
realms of the multiverse. They come and
M
go as they please and strange stories are of the Tide
told about their abilities. A call of Death is just a path that all must take. At 14th level, that
adventure is often tied to their arrival path can lead you back to the world of the living. After
which makes them unwelcome in parts you have died, you can return to life 1d8 days later as if
of the world where peace and comfort casting a true ressurection spell on yourself.
are valued above courage and curiosity. However, if one
chooses to accompany them on their quest, they serve Your return might change you however. You might fancy
as wise couselors that will always pull a new trick out of a new color of clothing or you might only speak in
their pointed hat when things are desperate. riddles. When you return for the first time, you learn the
find steed spell. You can cast this spell at will.
When he means to Whenever you return via this feature, you permamentely
You are never late - nor are you early. When choosing gain one additional spell slot equal to your proficiency
this tradition at 2nd level, you always know, when a bonus.
creature that you are travelling with and would consider After you have used this feature once, it becomes more
an ally, is rolling initiative - even if you aren’t present. difficult for you to return via this feature. Every time you
In addition, whenever you roll initiative, you can set your try to return, you must succeed on a intelligence saving
d20 to any roll you wish. You can use this feature a throw with a DC of 10. That DC is increased by 5 for
number of times equal to half your proficiency bonus every additional attempt you take on ressurection.
(rounded down) per long rest.
The Eagles are coming
At 6th level, your friendship with the beasts of the skies
lets you get out of sticky situations. After taking damage
that reduces you to below half your maximum hit points,
you can use your reaction to cast conjure animals at a
level for which you have spell slots without expending a
spell slot. Alternatively, you can use your action to do so
if you start your turn below half your hit points
maximum.
The only beasts you can conjure this way are giant
eagles.
R
among them that have chosen this exiled life Honor
to protect the secret of their decent. They At 15th level, even your enemies can’t deny your right to
come from a line of long forgotten kings rule. As an action, you can offer them redemption. Every
waiting to see their realm restored to its creature within 60ft. of you that can hear or see you
former glory. Until that day may come these must succeed on a charisma saving throw against your
noble rangers hide in the shadows protecting the spell save DC. Humanoids and Undead make this
innocent and hindering the wicked. saving throw with disadvantage.
Versatile If a creature with a CR that is equal or lower to your
Being raised as the future king you had access to the proficiency bonus fails this saving throw, they accept
best tutors. This grants you are profound knowledge of you as their king. As long as you are concious, they will
different weapons and their usage. When choosing this do your bidding. This might include running away,
archetype at 3rd level, you can learn one additional throwing away their weapons or turning on their allies.
fighting style of your choice. This might not include anything that would actively
harm the creatures themselves like jumping from a cliff
Healing Hands or stepping in a pool of lava.
Your bloodline is blessed with the ability to tend the You can use this feature once per long rest.
wounded. At 3rd level, whenever you roll dice to heal a
creature, you can add your proficiency bonus to the roll.
In addition, you gain proficiency with Wisdom
(Medicine) checks.
Inspiring Leader
At 7th level, people have learned to follow you into
battle and to draw strength from your inspiring deeds.
Whenever you reduce a creature to 0 Hit Points, you
can grant one creature of your choice within 60ft. of you
temporary Hit Points equal to your ranger level.
Paragon of Virtue
At 11th level, everybody can see you for the rightful king
you will one day become. You become immune to the
charmed and frightened conditions. In addition, as a
bonus action on your turn you can expend any spell slot
to remove one of those conditions from a creature you
touch.
Warlock Patron: The One to rule them all
ot all warlock patrons strike their In the Darkness bind them
deals in words only. Some connect it
N
with a token of their own making that At 10th level, whether you like it or not, the token your
they grant the creature that agrees to the patron has granted you lets you influence others.
pact. In this token they put their cruelty, Humanoids, undead and fiends that are resistant or
mance and will to dominate all life. A immune to the charmed and frightened condition
warlock that takes this token will profit cannot benifit from that immunity against your spells,
froms its powerful abilities, but their patron’s influence unless they are legendary. In addition, whenever you
over them will also grow with every minute that they cast a spell that would restrict a creatures movement or
have the token on their body. restrain that creature, the creature makes the saving
throw with disadvantage.
Expanded Spell List
New Gifts
The One lets you choose from an expanded list of spells
when you learn a warlock spell. The following spells are At 14th level, your patron’s token grants you additional
added to the warlock spell list for you. gifts. You learn the tongues and the command spell. You
can cast both at will. Whenever you do, you take
The One Expanded Spells unreducable psychic damage equal to your proficiency
bonus. In addition, you gain truesight within a 60ft.
Spell Level
1st
Spell
Command, Detect Evil and Good radius as long as the token is in your possession.
2nd Blur, See Invisibility
3rd Bestow Curse, Nondetection
4th Greater Invisibility, Locate Creature
5th Dispel Evil and Good, Dominate Person
A rare Gift
Your patron has granted you a token of your pact to
carry on your body at all times. This might be a piece of
jewlery (perhaps a ring) or some other small accessory.
You can not part with this token and your patron knows
your location whenever you use it. As long as you
possess the token age does not affect you. You can use
your token as a spellcasting focus. If you later gain the
Pact of the Talisman feature, you can roll d6s instead of
d4s when using that feature.
As an action you can use your token to cast greater
invisibility on yourself. While you are invisible that way,
you take psychic damage equal to your proficiency
bonus + your warlock level at the start of your turn. This
damage can not be reduced in any way even if you are
immune to psychic damage.
Realm of Shadows
At 6th level, the power of your token grants you a
special connection to the world of the departed and a
look beyond the veils of reality. While you are invisible
(using your token or a spell) you are able to see other
invisible creatures. In addition, you permanentely gain
resistance against necrotic damage.
Credits and Ideas
These subclasses were created by “The Baster”.
Art Credits
Durins Gate by Ann-Jean
Galadriel by Laure-Au
The Nazgul by Istrandar
Werebear Rage by SkyScreenie
Merry and Pippin Dance by idolwild
eowyn vs the nazgul by arteche
Boromir by Aurore Folny
Gimli by Matthew Stewart
legolas by yogo0
Samwise Gamgee by Maria O.
JohnHowe Gandalf by 3nrique
Aragorn by CAO KE
I am wounded by mucun
Rivendell by MotherOfDragons64
Future Ideas
Eowyn - Fighter (Shieldmaiden)
Radagast - Wizard (Beast Friend)
Treebeard - Druid (Circle of the Tree-Herder)
Faramir
Elrond
Bilbo
Homebrewery.Naturalcrit.com