Cross-Class Subclasses (5e Variant Rule)

From D&D Wiki

Jump to: navigation, search
Disclaimer: The options presented below have not been thoroughly play tested. Though I
believe them to be balanced, I cannot guarantee it. All contributions in terms of balance
and flavor are highly appreciated.

Most of you have thought of this idea before.[edit]

"Why can't my Druid have an Animal companion? That's just a Ranger thing now?"

"Can my Bard specialize in a school of Magic, like a Wizard does?"

"What if the Anti-paladin has a demonic Patron? Shouldn't that reflect in his Oath-breaker features?"

Well, normally, the answer to any of these would be "sorry, you're out of Luck". Never liking that answer, I set to work creating what follows. It was created on just the bare bones of game balance, so advice on alterations would be greatly appreciated, as would any appropriate artwork one might attach to any given section.

Most of what you'll find here is actually pretty dry. While the idea of a Rogue with Way of Shadow (Monk) class features may be exciting, the sheer breadth of material steers toward only the barest hint of that potential appearing on any given page here. Alas: you will be consigned to reading through the various lists and figures truly fit for the dusty tomes of a classical wizard. In addition to these are special considerations written for certain unusual or problematic class features, as well as how to convert those feature more in the direction of playability in non-native class use.

Table of Cross-Class Combination Names
Archetype Primary Class
Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Warlock Wizard
Barbarian Skald Devout* Shaman Savage Aberrant* Warmonger* Wild One* Myrmidon* Precursor* Forsaken* Ravager*
Bard Maunderer Pilgrim Fochlucan Warsong* Voice* Divinesong* Gad Troubadour* Manipulator* Akashic Spellsong*
Cleric Rage Priest* Evangelist Faithful Templar Theologian Divine Avatar Wildborn* Radiant* Oracle Heretic Ardent
Druid Chieftain Naturesong* Earth Speaker* Woodsman* Naturalist Protector* Reeve Concealed* Protean Thamaturge Wildspell*
Fighter Brute Squire War Cleric* Protector Drunken Master Crusader* Peacekeeper* Cad Warmage Interrogator Spellblade
Monk Yaban* Geisha Disciple Shizen* Samurai* Kensai Sohei Ninja Yōjutsu Mahōtsukai* Wu Jen
Paladin Zealot Guidon Guardian Ancient* Justicar Oathbound* Warden Nightseeker* Original* Oathforger* Master
Ranger Reaver* Charmer* Wild Priest* Wanderer* Commando* Itinerant Watchkeeper Infiltrator Changer* Wildpact* Enchanted*
Rogue Highwayman* Dilettante Left Hand* Wild Knife* Swashbuckler Shinobi Inquisitor Stalker Stealthborn* Mountebank* Beguiler*
Sorcerer Progenitor Maestro* Contemplative Greenbond Myrmidarch Hermit Primordial Natureborn Battleborn Witch Magus
Warlock Devourer* Muse Apostate Twisted* Ignoble* Seeker* Blackguard Wildbound* Vivicist Prodigy* Scholar*
Wizard Chosen* Dramaturge Theurgist Menhir Mageknight* Ascetic* Exalted One* Spell Bow* Nightspell* Psion Pactmaker*

* Added by other contributors. I would like to thank everyone who helped by providing names for this table.

Class Archetype Sub-Pages[edit]

19638.jpg
Warning: contains lists.

Primal Paths, for non-Barbarians

Bardic Colleges, for non-Bards

Cleric Domains, for non-Clerics

Druidic Circles, for non-Druids

Martial Archetypes, for non-Fighters

Monastic Traditions for non-Monks

Sacred Oaths, for non-Paladins

Ranger Archetypes, for non-Rangers

Roguish Archetypes, for non-Rogues

Sorcerous Origins, for non-Sorcerers

Warlock Patrons, for non-Warlocks

Arcane Traditions, for non-Wizards



Using Base Classes as Subclasses (5e Variant Rule)

Archetypes with Spell Lists[edit]

While a variety of Archetypes have spell lists associated with them—normally a list of spells which the class treats as both known and always prepared—it's not fair to treat these spell lists similarly regardless of the class they are granted to.

Noncasters

Barbarians, Fighters, Monks, and Rogues do not normally receive any benefit from a bonus spell list.

Bards, Rangers, Sorcerers and Warlocks

Treat spells granted by the Archetype as spells of the character's respective class. They may be learned just as any other spells from that class's spell list. All spells known by these classes are treated as always prepared.
A Sorcerer may cast any spell granted to them by their Archetype--regardless of whether they have explicitly learned the spell--if they do so by expending an appropriate number of Sorcery points equivalent to that which would be required to gain a spell slot of that spell's level.

Clerics, Druids and Paladins

Treat spells granted by the Archetype to be spells known, and always prepared. They do not count against your maximum spells known, or number of spells prepared.

Wizards

Add spells granted by the Archetype to the Wizard's spellbook. They are considered 'spells known', but are NOT considered always prepared.



Back to Main Page5e HomebrewRules

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors