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Hi! I'm a big fan of D&D 5e and I love creating homebrew content for my campaigns. I often have players who come to this wiki in search of races or class archetypes that better fit the character they're trying to build, so I use this site quite often.

Quite a bit of homebrew content is unbalanced with the base game, so I end up having to nerf and modify the content my players want to use before they use it, which I used to do in a separate document unless the wiki page had absolutely horrendous balance/writing. This way, they aren't making their choice purely for the stats: they're choosing for the flavor, and to better fit their character concept. Now, however, I enact most of my edits right on the wiki.

If I encounter a page that wants someone to clean up the wording or to balance the stats, I try to do so as soon as I can, often while I'm re-balancing it for my players. I have edited a large number of pages in ways both big and small, and have even created a few of my own. I've been slowly, very slowly, working on expanding the variety of page types I create for the wiki, but for now that type variety mostly exists in the pages I have edited.

Everything I have posted here is something I've had a hand in creating the current version of. The only things I edit are the ones that pique my interest, so everything here is either a quality article (in my opinion, not a fact) or has the potential to be one. I do not put effort into cleaning up trash unless there's the possibility of it someday shining like gold, even if my efforts alone aren't enough to get it to that point.

Thank you for reading this page, and I wish you good luck, good health, and a fine rest of your day or night!

D&D 5e Homebrew[edit]

This is the system I know and love, and was the first TTRPG I learned to play. For now, it's the only system that I can do homebrew stuff for.

My Creations[edit]

These are the things that I created myself!


The Awakener

This class is all about transforming plants into useful minions to help in every way possible. The puzzles you can solve with an extra pair of... vines? Branches?? Eh, they're still useful. The class also comes with 6 creature stat blocks attached. I'm not posting them separately because they are intended to be used with the class, so if you want them, check out the class!

The Interfusion Mage

Based entirely on the Mystic class from the video game Wildermyth by Worldwalker Games, this class uses a special feature called "interfusion" to enact their will on the world around them. This feature lets them extend a part of their soul into an object, plant, fire, or even another creature and control it, often damaging and eventually destroying the interfused object or plant in the process.


The Circle of Hunger

This subclass is heavily themed towards one of the darker sides of nature: starvation and then the carnage that results from a predator's attempts to feed. The core mechanic is gaining and losing levels of exhaustion, getting tired and becoming far less useful in your normal form but growing stronger and more dangerous as you do. You aren't punished for this while transformed by Wild Shape, but the longer you try to survive, the harder it becomes to stay that way later on.

This subclass was made in collaboration with Tiny Armada


My neat creations for additional benefits. Some of questionable balance. I do my best, though. All suitable for any campaign, especially since they don't have oodles of pesky setting-specific lore tied to them like every other fre**ing dipst**k magic piece of sh*p on this website. -_- SPECIFIC LORE IS FOR YOUR CAMPAIGN SETTINGS!!!

Time-Based Items[edit]

For all your time-screwing needs. Guaranteed free of paradoxes. May cause nausea. May be in need of deletion.

Fast Forward Boots

Speeds you forward through time.

Pausing Amulet

Stops time for half a second, sometimes just enough to avoid harm.

Rewind Circlet

Bonds to an item, which it can then reverse time for.

Skip Equipment

From your perspective, you skip forward in time. For everyone else, you simply vanish from existence for several seconds.

Temporal Wand

A very rare magic item that has a ton of charges and messes with time in 4 different ways!

Class-Themed Items[edit]

Each item has a class in mind for pairing with, but are designed to be effective with any class and are therefore not class-locked with their attunement requirement. Give the wizard the fighter-themed item and let them go haywire with all the fun properties! Give the ranger the sorcerer-themed item and watch the carnage unfold! Or ignore these completely while I cry in the corner. Any way works.

Bleeding Lapel

Barbarian-themed item. Reduces the damage you take increases the hit points you regain. Better crits when low on hit points, immunity to one source of damage, can auto-crit against weakened foes, and repeatedly retaliate against attacks against you.

Divine Hood

Cleric-themed item. Alerts you to nearby dying creatures, has a scaling AoE cure-all healing effect, can help smite foes, return a dead friend back to life, and auto-turn undead.

Gleaming Epaulet

Paladin-themed item. Very shiny armor augment that turns the area around you into bright light regardless of magical darkness of regular less-than-bright light levels. Can turn metal stuff into burning-hot centers of death, negate invisibility, flash bomb creatures, and make a creature always visible regardless of obstructions between you and it.

Inscribed Veil

Wizard-themed item. Helps resist against divination spells while also incentivizing their use. Can create giga-lasers with your spells and perform orbital strikes by divining a creature or location. Can also cast basically every "I see this" spell of 1st and 2nd level at the same time. Minor benefits are targeting things you can't see and seeing in magical and regular darkness as though it didn't exist. Also makes you look very weird.

Invigorating Headband

Fighter-themed item. Essentially turns a fighter into Fighter+, but is still very useful for any other class, even full spellcasters. Action Surge Light, a Legendary Resistance, and +1 Extra Attack are the big things this item can do. A moderate bonus to some passive scores, initiative, and being aware while also asleep are the "minor" benefits.

Jittering Anklet

Rogue-themed item. Lets you know when you are detected, open locks, stay hidden even when you attack, and learn of any nearby creatures. Can also help you with Athletics/Acrobatics stuff sometimes.

Morphic Cloak

Druid-themed item. If you plan on transforming into other creatures a lot, this helps with that. If you plan on other people transforming you into other creatures, it's also very effective. It's also very fashionable, regardless of your aesthetic.

Shrouded Monocle

Warlock-themed item. Magically stays on your face and helps those with impaired vision see, but also helps everyone see better regardless. Can turn you invisible and intangible, make your spells bypass all damage modifiers and effects, and lock-on to targets so they cannot escape your spells.

Shimmering Bracers

Sorcerer-themed item. Provides benefits for casting evocation and illusions spells, and gives an extra 5th-level spell slot for those spells (or for class features that consume spell slots). Also makes you look like a desert mirage at all times.

Springing Boots

TBD Ranger item.

Swift Sash

Monk-themed item. Is for going FAAAAAAST!!! Like, really fast. Also lets you walk on water, even if you stop. If you're a monk, also lets you keep your speed benefits while wearing armor (even heavy armor), except for the ability to run on water/walls: only the speed increase. You'll need to doff the armor to do that again.

Vocal Choker

Bard-themed item. Enhances vocal capabilities, even if magic prevents you from making noise. Can make you a dominating tyrant and cast a plethora of mind-control spells with just one word. Can also copy spells and mimic the voices of others.

Variant Rules[edit]

Deadly Falls

I didn't like how inconsequential falling great distances was for even low-level characters. Sure, people can jump off 3, 4, even 6 and 8-story buildings in the real world and walk away as though they had taken a step off the curb, but they can also freaking die! So, this basically increases the damage taken from each additional individual set of 10 feet fallen. Falling 20 feet is not twice as dangerous as falling 10 feet: it's three times as dangerous with this rule! Also some other stuff, but as with all homebrew you should pick and choose what makes the most sense to you.

Level 40 Expansion

Do you like power trips? Then you're going to love becoming a freaking GOD!!! At least, that's what the 40th-level features I've designed all do. First, you are considered a demigod and become a celestial. If you don't like that a character who has progressed beyond mortal power is no longer considered a humanoid, then go away: we celestial beings don't want you here anyways! Beyond that, the maximum values for your ability scores increases, and every core class with every core subclass has been expanded upon. While the majority of the features were designed to merely be upgrades to or upgraded versions of features that were granted 20 levels earlier in the same class, that doesn't mean the new effects aren't interesting, cool, or simply powerful. The whole idea is to make the character feel like they are slowly becoming a god-like entity as they gain these last 20 levels, and I hate to break it to anyone who still isn't liking this but has read this far, but god-like beings are no longer human(oid) and should no longer be considered as such. Anyways, hope you enjoy these!

Negative Hit Points

Ever thought it was stupid that the only representation of continued attacks against a downed target was through the automatic gain of death saving throw failures, and that theoretically an unconscious PC can take 100 damage from an AoE effect and (assuming their max HP is 101 or higher) suffer nothing more than a single death saving throw failure? Well, with this variant rule that same character probably would have died because it's likely that the damage that made them unconscious in the first place was more than their remaining hit points, and the extra 100 negative hit points would have been just enough to send them over the edge and into the dark abyss of DEATH! Also, healing is far less effective and spare the dying is far more effective with this rule, and you have a real incentive to stabilize a creature ASAP.

Weaker Smaller Creatures

Ever thought it was weird that a strong enough gnome can lift boulders just as easily as a half-orc? If you didn't, then this isn't the rule for you, because if you like your itsy bitsy little house cats strong enough to drag entire poodles (average poodles are not as small as you think and weigh a lot more than you might imagine, especially compared to domesticated cats) then you aren't going to like this nerf. If Tiny homebrew races were already considered too weak to be good adventurers for the standard adventure or campaign, then they would be considered useless if you apply this variant rule to them! Basically, a lot of values are halved, but that can be a good thing! After all, smaller bodies need less food and water to survive, making it easier to live off the land.

Major Contributions[edit]

Here's the stuff I've done quite a bit of work on.



Changes: A lot of small things, but they all added up to a whole world of difference. I was even thanked on my talk page for the work I did! :D


The Prototype

Changes: Completely changed the formatting of the features, reduced the total number of features required by combining extremely similar features into a singular effect, swapped STR+CON-based unarmored defense-like feature for DEX+CON-based, made high-level armor feature from unrestricted bludge/pierce/slash resistance to adding STR to AC, swapped levels of the 11th and 13th-level features, added soooo many links, buffed certain features while heavily nerfing most, and changed everything to use official wording. Many more minor tweaks and fixes as well.

The Critical Warrior

Changes: Pretty much everything. I took the core concept and expanded on it. Also completely changed the Lvl 20 feature, because relegating every outcome to the flip of a coin is stupid and would grow very old, very fast. Could use more content and polishing, but at least it works and, on paper, is balanced.

The Fire Elemental

Changes: Massive rework of the format. It appeared to some weird medley of 3.5e, 4e, and 5e before it was brought to my attention. Still a WIP at the moment, but the biggest issues that were fixed included a billion boxes that made the features hard to read, and the fact that the class used a weird "tier" system with multiple choice options and prerequisites for features instead of the standard of giving specific features at certain levels. It also lacked subclasses, and referred to itself in the 3rd person as a "Mage" instead of the second person (always referring to "you" and "your" abilities). Finally, it seemed formatted to include elements other than fire, and was overall a huge mess. Also, the page name used to just be "Fire Elemental", but was apparently moved to "Fire Elemental Variant".

The Mech Pilot

Changes: Massive rework and reflavor, giving it more module options and adding subclasses while removing broken modules. Reflavored so that it's less Iron Man and Ultron and more Avatar movie robot suits but steampunk-ish.

The Plague Doctor

Changes: There was a ton of bad wording that I fixed to make the entire thing read more like an official class. I added almost every link from the page, fixed a few typos and punctuation/grammar errors, and changed the strange and slightly too powerful Unarmored Defense-like feature "Plague Doctor's outfit" to use DEX instead of CON. Finally, the big balance change was with how the poultices, tonics, and the like worked: they used to have no expiration date, meaning you could infinitely stockpile these resources. I gave them expiration dates to prevent this.

The Rune Smith

Changes: Complete rework of the entire system. It appeared to be for a completely different game system, and a lot of the class features revolved around exceedingly difficult DCs or punishing you for doing the very thing you're supposed to do. Still a WIP, but it's a major improvement from what it used to be. Everything is worded for 5e now, and there are just barely enough rune effects and rune modifications to make it interesting.


College of Lullabies (Bard)

Changes: Completely reworked Restless Slumber into Enchanted Slumber, deleted Visions of Terror, changed healing to temp HP in Mantle of Serenity, buffed Lavender Lullaby, modified Dysania to mesh with other PHB features and just combo better overall, improved wording and tweaked the lore.

Hydric Bloodline (Sorcerer)

Changes: Similarly to the rune smith, it needed a complete rework. Since the lore it seemed to be based off wasn't in line with 5e lore, I also changed that so that the features would make more sense thematically. I also managed to keep the old idea of the subclass while adding in new, useful stuff and making it overall far more interesting.

Phoenix Bloodline (Sorcerer)

Changes: Balancing, wording, streamlining, and some thematic stuff.

Wyrmhand (Rogue)

Changes: I restored the intent of the original author, but also nerfed some of it and reorganized the features to better match official rogue subclasses.


Destructive Strength

Changes: Balancing and restriction on usage. Major rewording to make effects clearer.

Ki Mastery

Changes: Heavy nerfing, but also reduced high prerequisite bar for gaining this feat.


Changes: Completely reworded everything to make it balanced and fair. Otherwise, you'd be casting three 1-action spells of any level every round!

Pact Leader

Changes: Got the name and idea from MasterMJR on the Discord server, wrote the mechanics for it, they made the page on the wiki and added the content.


Arcane Attraction

Changes: This cantrip was too weak as it was: very close range, literally minimal damage, and could only pull creatures. Something that most cantrips don't play around with much is their range as you gain levels, but for this spell it felt right to have both increasing range and damage. I also made it so it could affect objects as well as creatures because of just how limited and niche it is.

Frostfire Bolt

Changes: Massive nerf in the damage scaling, since no spell should deal +6d6 damage when cast from a spell slot of just one level higher than the spell's level. It was scaling like the cantrip elditch blast instead of every other leveled spell. Since it deals two types of damage, it was very similar to the spell flame strike, so I changed its scaling to match flame strike's.

Frozen Blood

Changes: The spell dealt way too little damage for its level, and was overall bland in effect. I made it so that it stuns the target for a turn on a failed save. Though the spell automatically deals damage, it has a very low range and requires a somewhat specific condition to be fulfilled, so I increased the damage scaling as well to compensate.

Frozen Fragment Field

Changes: Massive changes to how the fragments themselves function, and how the spell scales when cast at higher levels, since no spells of 1st level or higher scale with character level: that's reserved for cantrips and the spell-like effects of class features.

Healing Touch

Changes: As a cantrip that restores hit points, it was already extremely powerful, even with the limitations on and drawbacks of casting it. Unfortunately, as it was, it penalized any character of 5th level or higher due to the fact that characters of those levels have a higher save DC, which makes the spell less useful as you gain levels. To fix this, I added incremental bonuses to the modifier a creature adds to its save against the spell while following the same metric that damaging cantrips use, to partially counteract the increase in the save DC.


Changes: Took the suggestion on the Talk page, buffed the core effect of the spell, then made it both easier to save against and allowed for far more frequent saves to end the effect. Also changed the school to fit the effect, since enchantments don't work that way.


Changes: There were WAY too many breadcrumbs (every class having access to this spell? How about no.) and the spell used the wrong type of save for the effect it was applying. I fixed those things, and added an extra caveat for the spell to make it useless against creatures immune to being charmed (because you can't provoke a golem or similar creature). Also some wording fixes.

Magic Items[edit]

Dragon Full Plate

Changes: A buff, surprisingly, but in return I upped the rarity to compensate for both the combined effects and the lore. It remains technically mundane, but allows for an AC 19 (if with DEX of 18+) and gives damage resistance as what is basically a combination of armor of resistance and +2 half plate.

Wand of Arcane Power

Changes: Massive balance fix. Storing infinite charges and not having a limit on how often it can be used was too powerful, and there were several things unclear with its function, so I did my best to fix all the problems stated on the item's Talk page.

Minor Contributions[edit]

I still did stuff for these, but nowhere near as much (in comparison to the amount of content there was to begin with, of course). Even if the edits are literally just one character, I still link to the page.


Awakened (5e Undead Race, not to be confused with the awakened plants from my Awakener class)

Changes: Removed unnecessary stubs since they didn't actually apply to the page. Also added the in-traits race summary.


Changes: Added a missing word.


The Lumberjack

Changes: Tweaked feature progression to smooth things out, changed yet another stupid unarmored defense feature from not using DEX to using DEX (from CON+WIS to DEX+CON, since literally nothing else in the class wants WIS).


Oath of Aid (Paladin)

Changes: Added 20th-level feature, slightly changed another feature.



Changes: Balancing and polishing.

Dragon's Ageing

Changes: Balancing and grammar.

Durable Mage

Changes: Removed unnecessary prerequisites.

High Constitution

Changes: Removed the +1 CON bonus since it has an ability score prerequisite and is still strong without it.


Changes: Wording.

Night Hunter

Changes: Someone else has also been working on this, but I balanced it. Now it's just a matter of balancing via exact wording.

Orcish Power

Changes: Balancing. I also made it cooler! Yeah!


Reverse Morality

Changes: Added a way to undo the effects of this permanent spell. Unfair otherwise.

Soul Tap

Changes: Minor improvements across the board, from adding links to fixing the components section.

Magic Items[edit]

Banana Sword

Changes: Capitalized the page name and clarified a few things.

Orb of Chimera

Changes: Wording and clarification fixes.



Changes: Reduced DEX, made Icy Sprint part of Multiattack.

The Waking God

Changes: SwankyPants created this creature, but gave it a much lower CR than it should have had based on it stats. CR 22 is far weaker than the CR 25 it deserved to have.

Honorable Mentions[edit]

These are the things I haven't edited, either because there is no way in hell I could possibly make them better or because they're good enough and I don't have a strong desire to fix the minor errors. The lore is generic enough to have to rewrite it for every campaign you want to run, the mechanics are balanced enough to stay as they are, and they're just generally well-made. Can realistically fit into any almost campaign setting, which I also like.

Artemion (5e Creature)

I like the concept of a cursed greedy hunter that dies easily to the very weapon they hunted with.

Cleansed Blight (5e Race)

A well-balanced plant race based on the concept of good blights. I have a character that is one of these as well as an awakener for all the plant-themed fun!


This sentient artifact with the "April Fools!" tag is wonderful. You'll have to read it for yourself! XD

Elemental Blade (5e Equipment)

Just a nicely balanced magic weapon.

Esoteric Accuracy (5e Feat)

Maybe not the most balanced feat (might remove Charisma as an option), but is a useful concept.

Giant Leech (5e Creature)

CR 1/4 creature, functions like a stirge except it's a massive mound of blood-sucking flesh. I like it.

Hammock (5e Equipment)

Because who doesn't like hammocks?

Leaf-mail (5e Equipment)

Essentially modern US-army apparel, but nicely flavored for a medieval setting.

Lightning Elemental (5e Creature)

I'm a fan of elementals, and this seems like a good one. Fits in the same bracket as 5e's stereotypical elementals.

Potion of Chaos (5e Equipment)

A rather interesting and fun potion that causes a randomized effect.

Rod of the Mount (5e Equipment)

Magic item that summons mounts.

Sword of Armageddon (5e Equipment)

This is just fantastic. Perfect for starting the apocalypse!

Temporal Shifter (5e Creature)

I love bosses with unique abilities, and a creature with powerful time-warping abilities just pushes all my buttons!

The Hijacked Magick (5e Subclass)

A well-desgined warlock subclass themed around having powers bestowed upon you by someone who stole the powers from someone else.

Wildfire (5e Spell)

Delightfully destructive, while also not being excessively powerful. Just be careful to not stand too close to your targets. :O

Wulpir (5e Race)

Though statistically almost identical to the vryloka race they come from in their lore, still neat. Plus, the custom-drawn picture is a nice touch.

Code Reminders[edit]

These are reminders to myself for rare and useful bits of code I can use in specific situations (and you, too, if you care to read and don't already know these tricks).

  • The common SRD hyperlinks are: {.{5a|the shorthand for the ability score, such as "str"}}, {.{5c|the condition, "C"apitalized}}, {.{5s|the skill, also "C"apitalized}}, and the usual {.{5e|almost everything, except for some weird cases like leather armor}}, and can be {.{5e/a/etc.|what is being linked to|with this extra bit to change what is shown}}
  • The in-site hyperlinks are [.[usually like this, always with the (5e Category)|and sometimes with this to change what is shown]]
  • Some non-homebrew things don't have proper SRD hyperlinks, like most equipment packs. This is mostly case-by-case, but to link to these things (if the pages exist) use [.[5e SRD:Equipment Packs#The Pack Name (in caps)|what you want it to read as, likely the name again]]
  • You can put a hyperlink in your edit summaries, preferably the link to the relevant design guide. For example, you can refer to the Spell Design Guide in your edit of a spell to justify your edit, which (provided you followed the guide) makes your edit hard to dispute. Don't overbuff something, then refer to a guide as an excuse for your improper behavior. Here are the design guides for reference: D&D Guidelines
  • If you put a creature template in your class, subclass, etc page, it will make the page appear in the Creatures category UNLESS you add "|nocategory=yes" to the creature. Since classes and spells and the like aren't creatures, this is highly suggested.
  • Italics is two apostrophes (') on each side of the phrase while bold is three of them. You only need them at the beginning if the rest of the paragraph is supposed to be italicized/bold, and they can be combined for bold, italicized words.
  • Spells are ALWAYS italicized when referred to, which can also be combined with links ( '.'{.{5e|the spell}}'.'}} )

To-Do List[edit]

Sooooome day, when wee've goooone extinct, when we make a stink... I'll make some progress on fixing these up. Maybe.

State Alchemist (5e Class)

Other Editions[edit]

Fooled ya! Nothing to see here, I don't do anything other than 5e. Yet.

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