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Bundle: The Huntsman's Expanded Subclasses

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This eighty-six page bundle includes all eighty-four of my Homebrew subclasses to date! At present this includes:

For Artificers:

Armoursmiths are the epitomy of cognitive warfare, such as Tony Stark and Bruce Wayne. Suiting up in technologically advanced suits of armour that greatly enhance their own abilities, Armoursmiths can put out some of the most impressive displays of pure damage, with plenty of options to support their teammates as well. (Based on Marvel's Iron Man)

Toymakers are those Artificers who value fun above all else. Inevitably they are favorites in whatever towns they visit, constructing magnificent windup toys for the children they meet and wowing crowds with improbable gadgets. However, make no mistake, they can readily adapt these seemingly innocent skills to great destructive use on the field of combat.

For Barbarians:

Battletrancing is an ancient Elvish Primal Path where the Barbarian's rage is ice cold, rather than white hot. Battletrancers enter a terrifyingly calculating state, where neither pain nor fear can stay their hand.

Predators are primal warriors, solo hunters not far from Rangers in skillset. Most often a Predator is the hunter of a nomadic tribe, stalking prey for weeks on end before obliterating it in a series of furious and surprising blows.

Ragecasters are akin to Bards and Sorcerers, force of will and emotion made manifest in displays of raw physical power. Though the spells they can cast are limited, their physical might more than makes up for such a limitation.

Barbarians who choose the Spider as their totem spirit gain unerring predatorial instinct and unique mobility options.

Tyrants are those Barbarians who are "civilized," in the loosest sense of the word. Their benevolent and refined exterior belies a wrathful and merciless core, as they ruthlessly pursue their own ends at the expense of all else.

For Bards:

Bards of the College of Dance have an almost Monk-like control of their bodies. Through training, every movement of their hips and hands becomes a weapon, a seductive and entrancing shield against those who would harm them.

Bards of the College of the Gentle Soul often do not even realize that they are Bards. They are creatures of joy, finding wonder in the world around them, from birds and mice to the soaring architecture of great cities. (Based loosely on Disney Princesses)

The College of the Hero is less a true college than a moniker loosely applied to those who inspire others through their deeds, rather than their words.

While all Bards have inspiring personalities, some are truly inpiring to all in their vicinity. These Bards, grouped into the College of Inspiration, can channel their personality into Paladin-like auras to enhance themselves and all those who find themselves in the Bard's presence. (Based loosely on Lucio from Overwatch)

Punmeisters are the lowest form of Bard. Cursed  or blessed  with a prodigiously terrible (non)sense of humor, their victims find their own humor degrading beneath an avalanch of truly punny jokes.

Wordsmiths are, according to some, the first of all Bards. Masterful storytellers and true masters of language, a Bard of the College of the Wordsmith can enchant, frighten, and exult even the most calloused of individuals, and, if necessary, can even bring their creations to life.

For Blood Hunters:

The Order of the Pit is a precursor to the Order of the Profane Soul. Looking on any contact with fiends as foul, these hunters instead invoke the raw essense of the Nine Hells as a source of power that enables them to bring death to even the fiercest of devils, even if it costs them everything.

The Order of the Serpent, written by my brother, is an Order as ancient as blood magic itself. Hunters of dragons, these warriors are fierce and primordial warriors with elemental might to rival that of their ancient and forbidding prey.

The Order of the Viral is a Blood Hunter Order steeped in the lore of my setting, Waypoint-Earth. Willingly allowing them to be tainted by the mutagenic venom of the aberrant Viral race, Blood Hunters of the Order of the Viral have superhuman speed, strength, and durability, at the cost of an insectoid lack of emotion.

For Clerics:

The Conversion Domain is available to Clerics of nearly any god. Missionaries without peer, these Clerics adventure with the hope of bringing others to the light.

The Darkness Domain is comprised of those individuals who stalk the night. Some are ever vigilant guardians of dreams, while others are nightmares given form.

The Elemental Domain is favored in regions where the elemental planes have a strong pressence. While its adherents may not always worship true deities, they gain an assortment of powerful elemental abilities not altogether removed from those of true Clerics.

The Energy Domain is similar to the Elemental Domain in that it deals with the energies of the elements, however, its adherents worship gods of primordial nature. A Cleric of the Elemental Domain learns to translate one form of energy into another, channeling the divinity of the eternal round of natural progression.

The Forsaken Domain is largely steeped in the lore of my setting, Waypoint-Earth, but can work in any setting where gods can be killed or otherwise fall from grace. Forsaken Clerics are bereft of their patron deity, but are left marked by an inescapable endowment of their god's power. In extreme cases, a Forsaken Cleric might even return their god to power.

The Joy Domain is typically bestowed by gods of the hearth and home. Its features bring warmth and happiness to those it effects, and its adherents are good natured figures, typically with an ample helping of parental mannerisms.

The Machine Domain is a youthful domain, typically only found in settings that feature large amounts of constructs, such as Eberron or Waypoint-Earth. Its adherents believe that machines bear a shard of the divine, even as living creatures do, and beseech gods of the forge and creation to grant them with inspiration.

The Prophecy Domain is common among worshippers of all deities. Its Clerics are granted glimpses of the beyond, the better to shepherd and defend their flocks of believers.

The Racial Champion Domain is unique to gods such as Moradin of the Dwarves, who are specific to the belief systems of a given race. Its adherents are most often radical, and few maintain prominence outside of times of war or strife. In such dark times, however, Racial Champions are bound to arise as heroes - and as villains.

The Tempest Domain is one of the most ubiquitous Divine Domains in existence. While many gods of the Tempest can be represented with the Tempest Domain presented in the Player's Handbook, two variant Tempest Domains are presented here, representing effectively gods whose respective tempests are Blizzards or Sandstorms.

The Time Domain is a rare and esoteric Domain, granted by few gods to fewer worshippers. Most often it manifests as a sign to the worshippers of a broad pantheon that dark times are ahead and a hero is needed, as one Cleric finds their typical abilities, often those of the Prophecy Domain, replaced with those of the Time Domain. Included with the Time Domain are additional temporal spells.

For Druids:

A handful of Druids align themselves wholly with one of the four Elemental Planes. These Druids gain access to unique spells through one of the four Elementalism Circles.

The Circle of Decay is a misunderstood Circle. Guardians of the sanctity of death, these Druids seek and destroy undead creatures and attempt to heal crossings between the Shadowfell and the material plane where the presence of death would overpower those of life.

The Circle of Iron/the Deep is a radical Druidic Circle, dedicated to natural metals and the subterrainian world. Its Druids are often guardians of the natural flora and fauna of the Underdark, working in tandem with Gloomstalker Rangers.

The Circle of the Iron Jungle is prevalent in areas where civilization has all but replaced nature. Druids who adhere to this Circle seek to preserve what nature is left behind, whether by protecting squirrels on a busy road or encouraging the wild growth of a domesticated garden.

The Circle of the Hive is a strange and esoteric Druid Circle, inspired by the nature of creatures, particularly insects, such as bees. The Druids of this Circle manifest telepathic abilities, and others they work with gain an unnerving level of coordination.

The Circle of Rebirth is a rather dark circle. Dedicated to the preservation of nature at all costs, they believe that nature can only be completely renewed by the destruction of civilization.

For Fighters:

Fighters who become Arcane Acolytes are akin to Artificers, studying the nature and mechanics of magic. Over time, they learn to weave powerful enchantments to empower their equipment, and even learn a select handful of useful spells.

Brawlers are Fighters who prefer not to be beholden to their equipment. Learning to use their fists with effectiveness not unlike that of Monks, these Fighters can lay out even the toughest of opponents with a well timed strike.

Chantmasters are standard bearers and rallying points, champions who win fights as much through presence of personality as through their own ability. Most often deployed in armies to keep marching beats, many take to adventuring upon retirement to regain the sense of camaraderie that defined their life during their term of service.

Chaplains are often compared to Eldritch Knights, however, rather than gaining magical power through study and memorization, they seek to guide others through the darkness of war by becoming spiritual lights and beacons of divine power.

Crusaders are those Fighters who draw their will from their faith in the divine. Though they are not endowed with the divine magic granted to Paladins and Clerics, they still can draw on their god for strength and inspiration in times of need.

Defenders are Fighters who master the use of a shield. Over time, they hone their shield usage to become near impenetrable bastions who can repel all but the most dedicated of assults.

Eldritch Heralds are akin to Eldritch Knights, however, they are lazy. Seeking to augment their abilities as easily as possible, they enter into pacts with dark beings to secure arcane power.

Junkers are unsettling Fighters who learned their trade through experience rather than training. Almost everything that they do is improvised, and they take to battle with a glee that others find unnerving, if not outright terrifying.

Marines are the opposite of Junkers, highly trained individuals who are capable of recognizing and siezing even the slightest tactical advantage. Where other Fighters might master a handful of specific weapons, a Marine is capable of using any weapon with improbable efficiency.

Skirmishers are guerilla Fighters who can match even Monks and Rogues for sheer mobility. At higher levels, they begin to support their allies, turning groups into terrifyingly well coordinated strike forces that can attack from anywhere. (Based loosely on Soldier: 76 from the game Overwatch)

Squadmasters are capable leaders who have seen many a youthful recruit through a turbulent first battle. They learn to guide others and steady them through the terror of battle.

Tormentor Archetype Fighters are enforcers and guards for dark powers. They may serve evil sorcerers or theives' guilds, but whatever the case, the relish in the pain they inflict on others.

For Monks:

The Way of the Forgotten Mind is a martial tradition that studies the flow of time. Those who follow it can move as though all laws of physics had been repealed and eventually learn to entirely sever themselves from the timestream itself.

Monks who belong to a monastery that espouses the Way of the Open Heart see the suffering of all mortal creatures and seek to alleviate it at every opportunity. They learn to empathically diffuse situations, and, when necessary, psychically punish those who would hinder the cause of peace.

Monks who pursue the Way of the Penitent Soul are seeking to escape some misdeed of their past. In hopes of obtaining absolution, they sacrifice their own vitality to aid their friends and allies, while returning their suffering on the heads of those who caused it.

Monks who follow the Way of the Yielding Bough draw their greatest lesson from trees native to lands with flat landscapes and high winds. Just as the tree yields before the onslaught, these Monks willingly take damage, storing the energy of their enemies' attacks for use empowering their own. (Based on Marvel's Black Panther)

For Mystics:

The Order of the Eternal is a shadowy and secretive Order of selfish Mystics. Through intense training and careful study, they learn to siphon the life force of others to prolong their own existence.

The Order of the Lawbreaker is an esoteric Order concerned with the ultimate ability of psionics itself. Members of this Order dedicate themselves to eternally experimenting and pushing themselves and their minds to the utmost limits.

The Order of the Readied Blade is a young and pragmatic Order, especially among Mystics. It is born of the teachings of the Orders of the Immortal, the Nomad, and the Soul Knife, and emphasizes the use of combat oriented psionic disciplines.

Also included are a handful of new Psionic Disciplines and Psionic Talents.

For Paladins:

Paladins who swear the Oath of Ascension seek to emulate the divine in all that they do. They live their lives according to the strictest tenets their god has put forth and seek to further their god's will, all in the hope of eventually becoming divine themselves.

Paladins sworn to the Oath of Enlightenment have been touched by some dark truth of the multiverse. Hoping to defend the unwitting masses from unbearable knowledge, these Paladins walk a fine line between justified and unjustified evils, and many fall.

Paladins of the Oath of Justice are unflinching sentinels of law. To them, no excuse, even rightness of action or intention, is sufficient to justify a breach of order, and they readily and swiftly deliver punishment proportional to the crime wherever they can, and submit to such punishment willingly for their own mistakes.

Paladins who belong to the Oath of Protection are unflinching guardians of those less strong or durable than themselves. Righteous crusaders, they seek to overthrow and destroy those who would despoil the weak and innocent.

Paladins sworn to the Oath of Purgation are dire avengers. Wreathed in hellfire, their blows ring with echoes of the eternal punishment that awaits the wicked; for many such, the attacks of a Purgator are the first stings of that self same punishment.

Paladins of the Oath of the Watchman are tireless sentinels whose eyes pierce all darkness. Standing at the threshold of that which is and that which should not be, they hold the line between light and dark.

For Rangers:

Landstrider Rangers are devoted and athletic individuals. Most commonly outriders, scouts, and messengers for military forces, they fear no landscape, be it pelted with hail, locked by foliage, or baked beneath a blazing sun.

Rider Rangers are not dissimilar to Beastmaster Rangers, save in the nature of their beastly companion. Summoning forth a steed of primeval magic, these Rangers fight as one with their mounts.

Stormbringer Rangers are brutal champions of the wilds, whose rage at those who disrespect the natural world arcs through their veins like lightning and boils over like an active volcano. This raw emotion shows forth in their mighty displays of storm-fueled magic.

Trailmaster Rangers, by contrast, are kindly souls who wish to bring the wonders of nature to all they encounter. They are guardians and guides who bring others into the wilds, protection each from the other, and educate those of the civilized world to mind how their actions effect the world about them.

For Rogues:

Acrobats are flexible combatants, literally and figuratively. Though they may have once performed in a circus or other similar environment, they are now expert at moving through any crowded area, be it a marketplace or battlefield, with seemingly impossible ease. (Based on DC Comic's Nightwing)

Hackers are most common in worlds, such as Eberron and Waypoint-Earth, where magical and technological constructs are relatively common. They specialize in thwarting and perverting the intended function of both such constructs and the magical effects manifested by spellcasters, twisting them to suit their own needs. (Based on Sombra from the game Overwatch)

Knifeplayers are the Roguish equivalent of a Battlemaster Fighter. Quick with their hands and, well, roguishly confident with a knife, these skalds pour their effort into daring feats of blade prowess that dazzle and disorient their targets.

Street Mages are not actual mages, persay. A casting of Detect Magic in their vicinity will reveal nothing, but a particularly keen eye might notice the Rogue's knack for slight of hand. These "mages'" favorite trick is making others' coin disappear into their pockets, either through legal performances of "impossible" tricks or by masterful pick pocketing. (Based on the premise of the movie Now You See Me)

Vigilantes are those who have decided to take the law into their own hands. Common in areas where crime outpaces law enforcement by an untouchable amount, these Rogues dash across rooftops and fly through the air to deliver swift and brutal justice to those who deserve it most. (Based on the assassins of the game Assassin's Creed)

For Sorcerers:

Sorcerers who draw their magic from an Aberrant Bloodline are not dissimilar to those who boast a Draconic Bloodline, however, their abilities are somewhat more esoteric. They demonstrate alien resilience and, without fail, have their minds opened to the great beyond.

Those who spend too long in the arcanely charged field of Battlemagic might find themselves touched by its influence. Perhaps possessed by a fragment of every soldier to depart a battlefield, transformed by an archmage's spell bombardment, or brought back from the eternal beyond one time too many, these arcane warriors are forever marked for battle.

Some Sorcerers are born not with an unlikely arcane gift, but with the expectation of magical power. Desended from a line of archmages or clerics or otherwise willingly imbued with power, these Inheritors are trained to harness and direct their magic from birth, granting them incredible facility with spellcraft.

Ritualmarked Sorcerers are exceedingly rare. Drawing power from forbidden rituals of wicked origin, their power cost many lives and ultimately, the last life it is likely to claim is their own.

For Warlocks:

A student of the arcane studying under a prodigious mage might, during their term of scholarship, become that mage's Warlock. In other cases, a mighty Archmage might bestow a fragment of their power upon a number of servitors to better pursue their own inscrutable ends. Whatever the case, a Warlock of the Archmage is granted even greater mastery of arcane magic.

Where some Warlocks manage to draw power from the Positive Plane, others instead try to channel the energy of the Negative Plane. All but invariably corrupted by its influence, these Warlocks of Everlasting Darkness are completely at home in the night.

Krakens, Elder Elementals, the Great Cthulu, and worse all call the depths of the ocean their home. On occassion, a humanoid of the surface world might begin to feel the call of such a Leviathan and enter into a pact with it, gaining the increased ability to function in the ocean - though such might eventually cost them their freedom.

Lolth and her parallels are a powerful force throughout the multiverse of Dungeons and Dragons. Warlocks dedicated to her, typically called Arachnomancers, become increasingly spider-like as they vie for her favor. (Based on the Arachnomancer stat block in Mordenkainen's Tome of Foes)

Spirit Champions are the souls of mighty heroes that have passed on but yet wish to influence the world. Selecting one or two Warlocks to be their hands, these ancient beings impart a measure of otherworldly power in return for service and respect. In contrast, sometimes a soul of an individual remains tethered to the world by an undying need to finish some unfinished work. Should their work remain undone, their psyche may become unwravelled between the call of the afterlife and their anchor in the mortal world, until an unlucky Warlock is bound into the Tormented Soul's service to finally earn the spirit its rest at the cost of their own sanity.

Where some might turn to an archmage for divine power, others might allow their body to become a playground for a masterful tinker. Granted ornated and complex technological abilities, such an individual can gain spellcasting ability through technological augmentation at the hands of such a Supergenius.

In many gothic stories, a spirit with unfinished business becomes tethered to the world until its life's work is resolved — or its death is avenged. If denied its goal, such a spirit may begin to channel both its power and its madness through a mortal being, causing the unwitting victim to become a Warlock of the Tormented Soul.

Also included are a handful of new Eldritch Invocations.

For Wizards:

A handful of Deviant Wizards pursue the study of eldritch beings, rather than the study of true magic. Such individuals might slowly lose their sanity or their free will, but they learn things no other mortal ever will  or should  know.

Wizards who study the School of Arcanum are the most abstract of Wizards, studying not magic itself but the metascience behind the magic. They learn to twist spells and other magical effects to suit their needs through subtle alterations to the spell's programming, and can be incredible mages. (Based on Marvel's Doctor Strange)

Wizards of the School of Categorization are slightly idealistic individuals who want to believe that they can catalogue every spell ever. While such a pursuit may be unrealistic, such Wizards do have greater flexibility than most of their colleagues.

Wizards of the School of Mechromancy are not true Wizards, but rather learn to recreate magical effects through technological genius. They design a suit of armour that augments their own abilities, through which they can bombard their enemies while safe from reproach. (Based on Marvel's Iron Man)

Wizards of the School of Redirection are versed in the use of magic to deflect energy, as are those of the School of Abjuration, but instead of merely deflecting others' attacks, they harness them, using the damage others would cause to empower their own spellcasting. (Based on Zarya from the game Overwatch)

Fighting Styles:

A handful of additional options for the Fighting Style feature of Blood Hunters, Fighters, Paladins, Rangers, and a selection of specific subclasses are included here as well.

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Customer avatar
Gage R February 11, 2018 12:48 pm UTC
PURCHASER
There seems to be no difference between Furious Rythm and Vital Dance.
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Customer avatar
Huntsman L September 20, 2018 6:55 pm UTC
CREATOR
You are right! I wish I'd seen this before I just worked through a huge update - I'm not actually sure how I didn't see it sooner. Thank you for bringing this to my attention!

For now, I'll clarify here that Vital Dance is supposed to provide a bonus to AC, not attack rolls. I will make sure that gets fixed in my next round of revisions.
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File Last Updated:
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This title was added to our catalog on January 12, 2018.