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Subclass Supplement

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Suggested Price $3.00

Update: Subclass Supplement is now  in version 1.1! Included are a number of small balance changes, as well as one completely new ability. You can download the changelog from the product page!

The Subclass Supplement provides 12 new archetype options for you to expand and differentiate your characters in your games. These subclasses are specifically designed to mesh well with those presented in the Player's Handbook, and are setting neutral and ready to be used in any published or homebrew campaign. 

Included in this product are:

Barbarian: Path of Temperance. Those who follow this path attempt to channel their fury, using the power of ki to bend their rage to their will.

Bard: College of Chronicles. Members of this College are storytellers and archivists, who have the power to create and mold legends of their friends, foes, and the deeds they witness.

Cleric: Journey Domain. Those who follow the gods of the Journey are blessed in their wandering, and grow more powerful as they move from place to place.

Druid: Circle of Communion. A secret circle, whose members eschew the traditional animal forms in favor of shifting their consciousness into the bodies of others.

Fighter: Gladiator. Gladiators revel in the glory of combat. The longer they fight, and the more daring and dangerous their actions, the more powerful they become.

Monk: Way of the Inviolate. Monks who follow the Way of Inviolate extend their control over their bodies to their surroundings, able to deny the effects of the world on their bodies, and bind their foes with the same vows that bind them.

Paladin: Oath of Preservation. Those who uphold this oath dedicate their lives to protecting others, and striking out agains those who would violate that protection.

Ranger: Chirurgeon. The Chirurgeon dissects her fallen foes, delving into their bodies for knowledge so that she may rip apart future enemies piece by piece.

Rogue: Vanguard. Members of the Vanguard work in tandem with their allies, coordinating tactics on the fly to create an overwhelming assault.

Sorcerer: Changeling. As creatures of faerie, the magic of a Changeling is swift and easy as the wind, and their form is mutable, changing as they will it.

Warlock: The Collective. Some warlocks join a Collective, slotting themselves into a supernatural hierarchy for the power they can draw from their subordinates.

Wizard: School of Time. Members of this School can shift friends, foes, and even their own magical power forward and backwards in the unending flow of time.

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Reviews (2)
Discussions (3)
Customer avatar
Baily D December 30, 2016 1:02 am UTC
PURCHASER
I posted this reply on reddit. sorry if im a bit rude in it.
And i left out the collective, because it didnt feel very... done, like it lacked substance

Barbarian (Path of temperance): I cant see anything wrong with this, and i imagine playing a monk/barbarian with this archtype would be pretty awesome.

Summery: basically a calm monk who controls his rage to better suit his needs rather then a berserking "im gonna rip and tear" barbarian

Bard (College of chronicles) : What is this. WHAT IS THIS. Words cant describe my frustration with this;

Tale Spinner: First off, the bonus for making someone a legend isn't much and is very situational, considering most people would never have heard the legend unless you tell them but that seems kind of a weird thing to do, like walking into a store with someone and talking about how great they are and reading from a book really would impress/scare someone that much that person gets advantage? any one can do...See more
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Customer avatar
Leo G December 30, 2016 3:49 am UTC
CREATOR
Hey, thanks for your feedback!
I'll definitely keep it all in mind the next time I make an update. I'm glad you enjoyed some of my classes :)
Customer avatar
Knil K September 02, 2016 4:07 am UTC
PURCHASER
For the gladiator, it seems like gaining glory from killing any creature is easily breakable. The way it's written, you could just keep a bag of mice around to kill whenever you want some glory.
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Customer avatar
Leo G September 07, 2016 2:24 am UTC
CREATOR
That's definitely not the intent. I'll clean up the wording a bit in v1.1. Thanks for your feedback!
Customer avatar
August 06, 2016 6:43 am UTC
question for you, are you working the temporary health from the travellers domain as a cumulative total or that they replace old total when used again.
Reply
Customer avatar
Leo G August 06, 2016 2:44 pm UTC
CREATOR
As per the rules, whenever you gain temperory hp, it resets rather than adds on. So if you have 2 temp hp, and gain 3 hp, you have 3hp, not 5. Hope that helps!
Reply
Customer avatar
August 07, 2016 6:49 am UTC
the reason i asked is that if the ability states its cumulative that trumps the general ruling, as per the wizards sage advice column.
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File Last Updated:
September 07, 2016
This title was added to our catalog on August 05, 2016.