Adapting Official 5e Archetypes for Veneon

As I’ve designed and published new races and archetypes for Veneon, I’ve always known that I wanted to raise the standard power level of 5e D&D. I design some pretty nasty monsters and encounters and if those are made more difficult than your usual official D&D content, it stands to reason that the players need access to slightly stronger resources too!

Everything I’ve published so far has been a completely new homebrew creation, however, it seems reasonable to me that the official archetypes need to be adapted to Veneon’s power level in order to avoid providing players with only a few subclass options.

With that in mind, below you can find modifications to a number of official class archetypes. I’ll be separating them by realm and this post will be a living document that has regular updates as I adapt more official archetypes.

If you don’t see an official subclass listed below speak to your DM about whether they’re happy for you to play it or whether they can suggest an alternative option.

The Hammerlands

Sorcerer – Storm Sorcery

The 1st level feature, Wind Speaker, remains the same.

The 1st level feature, Tempestuous Magic, remains the same.

The 6th level feature, Heart of the Storm, remains the same.

The 6th level feature, Storm Guide, is replaced by the new feature: Storm’s Acceptance.

Storm’s Acceptance: At 6th level, you can use your connection to storms to magically augment your body. If you have taken lightning or thunder damage since the end of your last turn, you gain an additional 10 feet of movement speed and any time you cat a spell that deals lightning or thunder damage, you may roll an additional damage dice. This effect lasts until the end of your turn.

The 14th level feature, Storm’s Fury, remains the same.

The 18th level feature, Wind Soul, has the following changes:

Wind Soul: At 18th level, whenever you take lightning or thunder damage, the damage is reduced to 1.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.


Cleric – Tempest Domain

The Tempest Domain Spells feature remain the same aside from Insect Plague, which is replaced by Conjure Elemental.

The 1st level feature, Bonus Proficiencies, remains the same.

The 1st level feature, Wrath of the Storm, remains the same.

The 2nd level feature, Channel Divinity: Destructive Wrath, remains the same.

The 6th level feature, Thunderbolt Strike, remains the same.

The 8th level feature, Divine Strike, remains the same.

The 17th level feature, Stormborn, has the following changes:

Stormborn: At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors. While travelling this way, creatures that take opportunity attacks against you take 2d6 lightning damage.


The Floodplains

None Currently Applicable

Oceans of Contest

None Currently Applicable

Sunstained Desert

Monk – Way of the Sun Soul

The 3rd level feature, Radiant Sun Bolt, has the following changes:

Radiant Sun Bolt: Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical radiance.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you make an Unarmed Strike, you may use this special attack instead.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

The 6th level feature, Searing Arc Strike, remains the same.

The 11th level feature, Searing Sunburst, remains the same.

The 17th level feature, Sun Shield, remains the same.


Frostwoods

Cleric – Trickery Domain

The Trickery Domain Spells feature has the following changes:

  • Pass Without Trace is replaced by Nathair’s Mischief
  • Dispel Magic is replaced by Hypnotic Pattern

The 1st level feature, Blessing of the Trickster, is replaced by the new feature: Substitution Trick.

Substitution Trick: When you are hit by a weapon attack, you can use your reaction to choose another creature within 15ft and swap places with them. This cannot be the creature that made the attack. The target creature must succeed a wisdom saving throw or be swapped with you. A creature can choose to fail this check. The creature you swapped places with takes half the damage for you. You can use this an amount of times equal to you proficiency bonus.

The 2nd level feature, Channel Divinity: Invoke Duplicity, remains the same.

The 6th level feature, Channel Divinity: Cloak of Shadows, is replaced by the new feature: Critical Retreat.

Critical Retreat: Starting at level 6, you learn to escape from the most dangerous of situations. When you hit by a critical hit, you may use your reaction to go invisible and move half your movement without triggering an opportunity attack. The invisibility lasts until the end of your next turn.

The 8th level feature, Divine Strike, remains the same.

The 17th level feature, Improved Duplicity, remains the same.


Ranger – Monster Hunter

The name of this archetype is changed to Giant Slayer.

The Monster Hunter Spells feature has the following changes:

  • Feature is remained Giant Slayer Spells
  • Protection From Evil And Good is replaced by Heroism
  • Zone of Truth is replaced by Mind Spike
  • Magic Circle is replaced by Slow
  • Banishment is replaced by Confusion

The 3rd level feature, Hunter’s Sense, remains the same.

The 3rd level feature, Slayer’s Prey, remains the same.

The 7th level feature, Supernatural Defense, remains the same.

The 11th level feature, Magic-User’s Nemesis, is replaced by the new feature: Improved Slayer’s Prey.

Improved Slayer’s Prey: At level 11 you learn to use a creatures size against it. If the target of your Slayer’s Prey is a larger size than you, your bonus damage is increased to 2d6. In addition, you have advantage on resisting and breaking free of grapple checks made by this creature.

The 15th level feature, Slayer’s Counter, remains the same.


Void

Sorcerer – Abberant Mind

This archetype receives no changes from the official version.


Warlock – Great Old One

The 1st level feature, Expanded Spell List, remains the same.

The 1st level feature, Awakened Mind, remains the same.

The 6th level feature, Enthopic Ward, is replaced by the new feature: Flash of Horror.

Flash of Horror: At 6th level, your mind becomes a place filled with dark, horrific nightmares. When a creature uses a spell, attack or ability that forces you to make a Wisdom, Intelligence or Charisma saving throw, you may use your reaction to have them first make a Wisdom saving throw against your spell DC. If they fail, their turn immediately ends and they are stunned until the end of their next turn.

Once you’ve used this ability you can’t use it again until you complete a long or short rest.

The 10th level feature, Thought Shield, remains the same.

The 14th level feature, Create Thrall, remains the same.


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