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d&d 5e home brew custom classes/race/abilities/skills. very unique wen or sun nights 7 pm eastern

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Edited 1564639770
This will be a d&d home brew in a 5e environment. I write my own classes/race/spells/abilities/skills. I will post them below. The game will be either on Wednesdays or Sundays at 7 pm eastern. It will run about 3-4 hours weekly or biweekly what ever the team decides on. This game will be very fun im going to upload an old ability skill sheet for a dark paladin in one of my previous games to give you an idea of what i do. the team has 1 person we need 2-3 more Classes Mage- Relies on the elements.must chose an elemental path at lvl 7 Fighter- Uses two swords and swings fast but less damage Barbarian- Uses great sword slower but massive damage Bard- Uses music to empower friends and his magical bow Druid- A healer of the forest, uses a pet for defense. The pet has his on path Monk- Hand to hand combat at its best. the monk will surely brutalize anything he fights Paladin- Honorable, heavy armor, uses a shield, and sword. has two seperate specs to chose from before battles Sorcerer- Uses a staff to conjure dark or light magic Warlock- Uses a slave pet, choice of pet path. Also uses dark ritualistic magic Priest- Uses holy magic to heal friends. has two specs to chose from before battle Samurai- uses a katana to slice their enemies open Dark paladin- the opposite side of the paladin coin. this paladin lost his way and uses dark energy to protect and deal out pain to others. has two specs to chose from before battles Cleric- A heavy armor battle healer that uses blunt weapons. Has two specs to chose from before battles Knight- Uses a lance, Very good at charging. has a magical horse Rogue- Has incredible stealth and daggers. can sneak very well shaman- Uses swamp magic and Hexes to damage and heal. gets two specs to chose from before an encounter Assassin- Equipped with throwing stars two slicing swords or a chain blade. he is the fastest killer in the land Necromancer- Reanimates the dead from the dead world to fight for him. He uses disease and death. Wizard- proficient in Lightning. causes large burst damage very fragile Alchemist- Uses mixtures and chemicals. has 4 different paths to chose from one being a mutation of horrible proportions. Card caster- Uses Tarot cards to attack and or heal. Has two specs to chose from Diabolist- Summons demons from the Dark to destroy Demon hunter- uses a double edged spear. very athletic Battle mage- uses a blunt weapon Embued with the elements Pit fighter- A gladiator proficient with a sword, trident, flail, arm knife, net and many other weapons.  Dragon cleric- A healer that relies on his pet dragon to heal and damage. Has two specs to chose from Races High elves- Eternal beings that all the relm look up to Humans- Mercenaries for hire, a greedy folk Wood elves- Forest elves, masters of wood and forest animals Dwarfs- masters of the mines- masters in craft and metal working Gnomes- Feeble creatures that read and create mixtures Night elves- These are elves that walk away from the high elf life. they are very dark and very devious Orc- very strong creatures, they live in the waste lands and marshes of the realm. shunned by most townsfolk Berserker Orc- Lunatic orcs that strike first and never ask questions forsaken ones- An ancient forgotten race long sense banished to the desolate deserts of the waste land. Not much is known of this race. except to fear them Goblins- Lives in the mountains, loves fire and tortue Gnome goblins- tortured gnomes that have went insane and brainwashed Hobgoblin- Half human half goblin. equally as vicious Ogre- Lives in the swamps. very tall and big very ugly and deadly minotaur- Half bull half human. slaves miners from far off lands. Troll- Lives in ruins and dank places, loves to inflict pain Dragonoid- Half human half dragon- can breathe fire part scale on their body and rumored to fly Centaurs- Half horse half human, very fast very strong can carry a lot of items and offer a ride to people they trust. Giants- Old race of mountain Men. Some say they carry the mountain with them. Gnoll- Dark wolf like men rumored to have dark powers from the nether itself  Mermaid- Able to transform their fins into legs can breathe underwater and swim fast.  As promised this is a dark paladin skill sheet from a previous game. they were lvl 19 so the dice are high take that into account. Also all tanks and healers have two specs. they have their tank spec and a secondary spec all of witch i create. you get to chose the spec you want to go into battle as before the encounter. i will post both specs DARK PALADIN primary spec (tank) -Auto-  Hellish revenge- When you’re attacked, you immediately point your finger and sheath your enemy in a hellish flame for 2d10 + cha and you do a basic wep attack (5th 10th 15th) Passive- All monsters feel the desire to attack you. Blessings of pain – bless your allies, absorbing half of any damage they take until you reach 10HP. (Their damage cannot lower you past 10)  Reaction chain grab – When allies are attacked, your dark chains automatically grab the enemy and pull it to you. You may make a basic attack when it reaches you.  -Specialization- Plate armor specialist – give all allies in the area +10AC -abilities- Dark energy sword- imbue your sword with dark energy striking an enemy for 4d10 +str Dark intimidation- Make your face glow with hideousness, frightening and intimidating enemies, causing them to flee for 2 min. (1 min extra every odd lvl Shield bash- summon strength to your shield and bash your enemy for 4d10 +str Dark chain- summon a dark chain to grab your enemies and yank them towards you. This does not count as an action Thunderous smite – strike an enemy for 5d10 + str, then the sound causes nearby enemies 2d10 damage  Sprinting clothesline – must sprint. Sprint to your enemy and hold out your arm, knocking them to the ground (prone) for 6d10 + str -WEEKLY- Twisted hands of life stealing- Grab your enemy by the throat and lift them to the heavens. Feel the life being drained from their body of 40 hit points of life and giving it to you in the form of temporary hit points and then throwing them prone. (20 life at 5th 10th and 15th lvl) Spinning whirlwind- counter balance your shield and sword and spin in circles hitting all enemies, knocking them prone, dazing them and dealing 4d8 dmg +str Destructive wave- A wave of unholy force emanates from you, forcing all enemies to make a charisma saving throw (15). A fail causing 5d10 +cha dmg (half if they succeed) (5th 10th 15th) Shield of stone- Slam your shield into the ground causing it to turn itself and you into stone. For the remained of the round until your next turn you are immune to all attack, provoke all enemies and for the remainder of the encounter, also you gain 10 HP and 6 AC Dark energy chain grab – your body sends out dark energy tentacles to every enemy in the area and drags them to you, does 2d10 + str damage.  Tower of rock – you summon pillars of rock under all your enemies, turning them to stone, they take 2d10 every turn and can’t move.  -DAILY- Dark  shield of evil-perform a ritual that creates a darkness all around you, increasing your AC by 10. All enemies in or around the darkness suffer a -2 to all rolls and take 2d10 dmg when they first enter it  Earthquake of intimidation- Flip your sword around and slam it into the ground with all your might, causing all enemies to stumble, become dazed and provoking them to attack you and dealing 4d10 +str (5th 10th 15th) Bond of health- you may siphon half of the hit points of friendly target to yourself.  Persona of evil- Gain the very presence of evil, raising your strength and charisma by 6 and hit points by 20. This does not count as an action Aura of life- Create an aura that surrounds you. All allies in the circle get an additional 3d10 temporary hit points and allies who start there turn inside it go back to 1 hit point instead of being at 0 Sprinting shield charge -  sprint at an enemy and charge into them with your shield for 8d8 + str, knocking them prone.  Demon armor impale toss – use your demon claws to impale your enemy for 6d10 + str, then toss them for 2d8, knocking them prone.  Unholy protection – reduce 2d10 damage taken from an enemy for the duration of the round until your next turn.                                                                        DARK PALADIN SECONDARY SPEC -AUTO- Pain energy conversion – when an ally is dealt damage, half of that damage is absorbed into your sword as dark energy adding one extra dice damage per 25 damage absorbed.  -Reaction attack-  Hellish revenge- When you’re attacked, you immediately point your finger and sheath your enemy in a hellish flame for 3d10 + cha and you do a basic wep attack (5th 10th 15th) Aura and death dealers mantle – unholy power radiates around you, giving boldness to allies around you. The aura moves with you and gives all allies an extra 1d10 damage with all attacks.  -Specializations-  Blade specialist – give all allies 2d10 extra damage -Abilities- Dark matter slice – swing your two handed weapon for 7d10 + str.  Unbalanced power- summon strength to your fist and punch your enemy for 8d10 +str (5th 10th 15th) Dark intimidation- Make your face glow with hideousness, frightening and intimidating enemies, causing them to flee for 2 min. (1 min extra every odd lvl Choke slam- Grab your enemy by the throat and slam them to the ground, dealing 8d10 +str and knocking them prone (5th 10th 15th) Dark chain of torture- Summon a dark chain to grab enemies and pull you towards them, performing a weapon attack at the climax. This does not count as an action.  -WEEKLY- Twisted hands of domination- Grab your enemy by the throat and lift them and punch them in the face with your demon claws for 1d6 +2 for 1d12 + str each time. Then throw them to the ground and stomp on them for 1d4 +2 for 1d8 +str each time.  Spinning whirlwind- Counter balance your sword and body and spin in place, hitting all creatures around you for 5d12 4d10 3d8 2d6 1d4 +str (5th 10th 15th) Destructive wave- A wave of unholy force emanates from you, forcing all enemies to make a charisma saving throw (15). A fail causing 12d10 +cha dmg (half if they succeed) (5th 10th 15th) Sacrifice for power – deal quadruple the damage you have taken until the end of the round, this does not count as an action Dark powerup – roll 1d4 +2 and make that many attacks for 1d20 + str  Devastating dark combo – uppercut your enemy, impaling under their chin for 1d20 + str, knocking them to the ground. Then put your whole force into an overhead, two handed weapon swing for a critical strike for 2d20 + str. And lastly, stomp on the enemy’s face for 3d20 + str.  -DAILY- Dark cloud of evil- Perform a ritual that creates a dark cloud all around you, increasing all attack and dmg rolls +10. All enemies in the cloud suffer 5d10 dmg (5th 10th 15th) Earthquake of destruction- Stomp your foot into the ground with all your might, causing all enemies to stumble, fall prone and dealing 8d10 +str (5th 10th 15th) Tainted Bond- Strike your enemy with a vicious 7d12 +str attack that bonds you with the target. They take 1d10 dark damage every turn (5th 10th 15th) Persona of evil- gain the presence of evil raising attack and dmg rolls +10 this does not count as an action Dark energy explosion – radiate dark energy until you explode, dealing 7d12 to all enemies.
i have other old character load ups if you need more info. just hit me up
I've been looking for a weekend game, preferably every other week, but if it came down to it, I could probably manage weekly. I have no hang ups about homebrews, I am just very anxious to get into a game. I've been on roll20 for 3 years now, and the only games I get to play on here are the ones I DM for my RL friends. 
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