Class Options of Elonia

Here are four subclasses specifically created for use in the Homebrewed Elonia Campaign Setting (Work in progress)

Barbarian: Path of the Algard

To be part of the Algard tribes, one must learn to endure the harshest environments, outrun the fastest beasts, and be as quiet as the mice.

Survival of the Fittest

When following this path at 3rd level, you gain proficiency in one of the following skills: Athletics, Nature, or Survival. If you already have proficiency with one, you may double your proficiency bonus for it instead.

Algard Resilience

Also at 3rd level, due to rugged terrain the tribes inhabit, you have learned to ignore difficult terrain while raging.

Silent Hunter

Starting at 6th level, your time with the tribe has taught you to hunt. While you are not wearing heavy armor, you gain advantage on Dexterity (Stealth) checks to remain hidden.

Rouse the Shields

Starting at 10th level, continued time with the Algard has helped you master shields as more than just defense. Wielding a shield gives an additional +1 bonus to your AC. Also, while wielding a shield, when you take the Attack action, you can make a shove attack with your shield as a bonus action against the same target.

Relentless Shield

Starting at 14th level, when a hostile creature makes a weapon attack within melee range of you and you are raging, you may use your reaction to attempt to disarm the attacker. Make an attack roll, if you hit the attackers AC, they must make a Strength saving throw contested by your attack roll. On a failed save, thier weapon is knocked from thier hand to land harmlessly 10 feet away, and preventing the triggering attack.

Also, when using the Relentless Rage feature, the DC incrase is reduced to 2 for each use.

Roguish Archetype: Plane Stalker

3.5 homebrew class found on danddwiki conversion

Either extensive training or an experience with planer travel in your youth has left your essence touched by the Planes. You use your Planer abilities to appear almost at random about the battlefield to catch your targets off-guard. When not in the heat of battle you may also be an effective scout to travel ahead of the party and escape with ease, that is if you are ever found. Be careful though, for all who may look upon the planes with unprepared minds will find themselves quite frail.

Don’t Blink

When you take this Archetype at 3rd level, you learn to disappear in a small puff of smoke and reappear in a desired location. You instantly teleport to an unoccupied space up to your movement distance, using your movement for the round, without provoking opportunity attacks. You can use this trait a number of times up to your Wisdom modifier, per long rest. At 11th level the distance increases by one-half your movement speed.

Shifting Planes

Starting at 3rd level, the planes offer you shelter and allow you to use your reaction to avoid taking damage by phasing into a different plane of existence until the start of your next turn. You may use this ability a number of times equal to your Wisdom modifier per long rest. At the start of your next turn, you return to the nearest unoccupied square on the ground, but have a movement speed of 0 until the start of your following turn.

While the triggering attack may miss, you are not safe from harm. When using this trait, roll a d8 to determine which plane you have taken shelter in, and the possible effect of it. Each plane will require a DC15 saving throw. Any effect found in the Dungeon Masters Guide will be rolled by your DM.

At 15th level you have advantage on the saving throws associated with your planer travel

Shifting Planes effects