A whole new class, built to fit your world. Critsmith fills in the hard parts from the official classes, so you only change what makes yours different.
Start a new class
On your Build page, press Homebrew, choose the Classes tab, and press New class.
Your classes
They appear in your campaigns' drop-downs and in Reference.
New class
No homebrew classes yet.
The Classes tab, with New class
The class
Under The class, give it a name, which can't be an official class's. Fighter is taken, but Fighter-Mage is fine. Add a description, its hit die, and one or two primary abilities.
The class
NameThornwarden
Not the name of an official class: Fighter is taken, Fighter-Mage is fine.
DescriptionWardens of the old forests, who fight with blade and briar and call on the wild for their spells.
The class: name, description, hit die and primary abilities
Proficiencies
Proficiencies are what a character gets when this is their first class: two saving throws, the skills a player chooses from, armour and weapon training, and any tools.
Proficiencies
What a character gets when this is their first class.
AcrobaticsAnimal HandlingArcanaAthleticsDeceptionHistoryInsightIntimidationInvestigationMedicine✓NaturePerceptionPerformancePersuasionReligionSleight of HandStealthSurvival
Armour training
Light armourMedium armourHeavy armourShields
Armour training when taken as a second class
Light armourMedium armourHeavy armourShields
Weapon proficiencies
✓Simple weaponsMartial weapons
Tool proficiencies
Pick a tool▾
Add tool
Lets the player choose tools (like the Bard's three musical instruments)
Proficiencies: saving throws, skills and armour training
You can let the player choose tools, like the Bard's musical instruments, and set the armour training it gives when it's taken as a second class.
Tool proficiencies
Herbalism Kit×
Pick a tool▾
Add tool
✓Lets the player choose tools (like the Bard's three musical instruments)
Next, spellcasting. Choose how the class casts, like a Wizard, a Paladin or a Warlock, and the table fills itself in from that official class. Pick the ability it casts with, and change any number you like.
Does not cast spells
Third caster (spells from a subclass)
Half caster (like a Paladin)
Full caster (like a Wizard)
Pact magic (like a Warlock)
The ways a class can cast spells
The spell list
The Spell list is the spells the class can learn. Copy an official class's list to start, then tick or untick spells, or find one by name.
For a class that changes into beasts, tick This class has Wild Shape, and press Copy the official table for its limits.
Wild Shape
For a class that changes into beasts. The sheet keeps each character's known forms within these limits.
✓This class has Wild ShapeCopy the official table
Level
Forms known
Strongest form
Flying
1
0
CR 0▾
2
4
CR 1/4▾
3
4
CR 1/4▾
4
6
CR 1/2▾
5
6
CR 1/2▾
6
6
CR 1/2▾
7
6
CR 1/2▾
8
8
CR 1▾
✓
9
8
CR 1▾
✓
10
8
CR 1▾
✓
11
8
CR 1▾
✓
12
8
CR 1▾
✓
13
8
CR 1▾
✓
14
8
CR 1▾
✓
15
8
CR 1▾
✓
16
8
CR 1▾
✓
17
8
CR 1▾
✓
18
8
CR 1▾
✓
19
8
CR 1▾
✓
20
8
CR 1▾
✓
0 forms known = no Wild Shape yet at that level.
Wild Shape, with the official table copied in
Features by level
Features by level are what the class gives as it levels up. Pick an official feature to start from its rules, like Ability Score Improvement at four, eight, twelve and sixteen, or add a new one.
Ability Score Improvementlevel 4, 8, 12, 16
Remove feature
An official feature: its name stays, everything below is yours to change.
Gained at level4, 8, 12, 16
One level, or several separated by commas when it comes back (4, 8, 12).
What it doesYou gain the Ability Score Improvement feat (see "Feats") or another feat of your choice for which you qualify. You gain this feature again at Ranger levels 8, 12, and 16.
Gives a feat
Yes, a General feat of the player's choice▾
✓Or any other feat the character qualifies for
Gives expertise in skills
What it changes
Nothing the app works out. Add a change if it gives a bonus, a proficiency or a sense.
Choose a change to add▾
Add change
This feature makes a creature or changes shape
Ability Score Improvement, at levels 4, 8, 12 and 16
A feature can give a feat, a list of choices for the player, expertise, or changes the app works out for you.
+1 Armour Class
Remove
Amount
−1+
A change the app works out: +1 Armour Class
Starting equipment and Weapon Mastery
Then the starting equipment. Each option is one package a new character chooses between.
Starting equipment
Each option (A, B, ...) is one package the player can choose. Leave empty to give none.
Option
A▾
Item, or gold
Leather Armor▾
How many
−1+
Remove
Option
B▾
Item, or gold
Gold pieces▾
Gold
−50+
Remove
Add a line
Starting equipment, with an option of items and an option of gold
And under Weapon Mastery, say how many kinds of weapon it gives, from which level.
Weapon Mastery
Lets the character use the mastery property of some kinds of weapon.
✓This class gives Weapon Mastery
From level
−1+
Kinds of weapon
−2+
Add a level
Which weapons
Weapons the character is trained with▾
Weapon Mastery: how many kinds of weapon, from which level
Save it
Choose where it comes from, and press Save. Any change you make later reaches every character in the class straight away.
Your classes
They appear in your campaigns' drop-downs and in Reference.
New class
Thornwarden
d10, Half caster · My own work
EditDelete
The new class, saved to the list
That's a homebrew class. A new way to play, that works just like the classes in the book.