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Hey adventurers!

As new lore for the Saddlebag and multiverse develops, so too do the denizens that inhabit it. Saddlebag subclasses are designed to fit these stories, and will continue to be added to and improved on with your playtesting and feedback!

Pst! The .pdf is at the bottom of the page: scroll down!


Most Recent Changes

v.1.4 3 new Everglacier classes, updates to the Bard, Fighter, Monk, and Paladin.

NEW | Barbarian: Path of the Glacier Become as stalwart as the ever-moving mountains of ice in the Everglacier! Featuring ice- and cold-themed perks, such as a frosted body that grants additional protections, frostbiting and slowing attacks, and deep states of hibernation!

NEW | Ranger: Winter Trapper Hunt for your prey, keeping them pinned down and helpless against you and your allies! Set down punishing magical traps and trip up your enemies while staying upright yourself—you can't be knocked prone!

NEW | Sorcerer: Frozen Sorcery Release the power of the Everheart from within you, turning the area around you to ice! Create swathes of difficult terrain that hinder your pursuers while granting you extra speed! Empower your spells and slow down your foes when you deal ice damage! Punish your foes for striking you and stop them in their tracks by summoning a mighty wall of ice from your terrain!

Bard: College of Dance Updates!

  • Fast Movement scales differently, starting with +10 feet at 3rd level and +5 at 6th level and again at 14th level.
  • Inspirational Dance can be used on the same creature multiple times in a single combat.
  • Inspirational Dance no longer allows a creature to make an attack with it at 3rd level.
  • Movement granted by Inspirational Dance no longer provokes opportunity attacks.
  • Entrancing (now Entrancing Movement) deals increased damage to creatures that hit you with AoOs, equal to your Charisma modifier + half your bard level.
  • Endless Dance now gives you the Dodge action when you use your Bardic Inspiration die.
  • Endless Dace lets your allies make a weapon attack with a reaction when they receive temporary hit points.

Cleric: Astral Domain Updates!

  • Create Void now also deals 2d10 + half your cleric level of force damage on a failed save, or half as much on a success.

Fighter: Couatl Herald Updates! 

  • Agent of Mercy now regains all mercy dice when you finish a short or long rest, letting you use those abilities even when you haven't been quelling fights lately.
  • Paragon doesn't let you take the Dodge action any more with the reaction granted by it, but does let you move half your movement speed and make a weapon attack.
  • Clarified that hostile creatures can't wake up their unconscious friends when you knock them out using the Heraldic Enforcer feature.

Monk: Way of the Celestial (Big) Updates! 

  • New 3rd-level feature: Celestial Connection. You can touch the minds of creatures nearby, allowing you to speak telepathically to creatures that speak at least one language.
  • New 3rd-level feature (replacing Celestial Strike): Soul-Searching Strike. You can spend a ki point when you touch a creature, either by attacking them or merely touching them, to know its emotional state, most immediate desires, and maybe its current number of hit points or piece of its history! If you use your Flurry of Blows when touching a creature in this way, you don't need to expend an additional ki point to use it.
  • New 11th-level feature, using the Celestial Emissary name from the previous capstone feature. You can cast dream and scrying once a day (you need to be the messenger in the dream spell), and you can't be scried upon or have your emotional state or whereabouts known.
  • Heavenborne, previously Celestial Emissary, is now the capstone. It has the same features, but grants you a flying speed equal to your current walking speed. 

Paladin: Oath of the Hearth Updates!

  • Aura of Warmth now grants fire resistance.
  • New Feature: Insulating Ward, replacing Rekindling. Whenever you expend a spell slot (read, spells or smiting), you and allies within you paladin aura gain temporary hit points equal to the spell slot's level + your Charisma modifier.


Available Subclasses

Barbarian

  • Path of the Glacier

Bard

  • College of Dance

Cleric

  • Astral Domain

Druid

  • The Unbroken Circle

Fighter

  • Couatl Herald

Monk

  • Way of the Celestial

Paladin

  • Oath of the Hearth

Ranger 

  • Winter Trapper

Rogue

  • Runetagger

Sorcerer

  • Frozen Sorcery

Warlock

  • The Astral Griffon

Wizard

  • Material Magic

I hope you enjoy these new player options!   If you want to offer your feedback, the best place to do so is on Discord  through the #content-questions-and-balance channel. Comments here will also be taken into consideration, but there's more room for discussion and balance on Discord than here on Patreon.

And of course, $5+ patrons get to see these and new subclasses first in the #saddlebag-workshop channel, in addition to the new items and other content they normally do!

A big thank you to TheArenaGuy (Patreon) and GenuineBeliever (genfantasypress.com), both top-notch D&D creators, who offered invaluable feedback and wisdom throughout the creation of these subclasses. Please be sure to show them your support! 

As always: keep on adventuring!

-g


Changelog

v.1.3.5 Revisions to the Rogue and Druid subclasses.Druid: Order of the Unbroken Circle

  • Renamed Forest Weapons to Improved Shillelagh, and Improved Shillelagh (the 6th-level feature), to Shillelagh Mastery
  • Changed the healing from Wild Recovery to 1d10 + you Wisdom modifier, or 2d10 + your Wisdom modifier starting at level 10. 
  • Changed Shillelagh Mastery (originally "Improved Shillelagh") to increase the damage die from the spell to d10 and d12 at 6th and 14th levels, respectively. No longer contends with magic items' bonuses to attack or damage rolls, and offers no bonus to rolls on its own other than the changes to the weapon's damage die. 
  • Changed and renamed Forest Armor to Nature Armor and moved it to 14th level, granting you temporary hit points equal to half your druid level instead of your Wisdom modifier. This way it scales a little more nicely, even after you get the capstone, while still capping out at a reasonable amount of hit point cushioning.
  • Removed Force of Nature and replaced the old "Forest Armor" with War Druid, which is the "War Magic" feature from the Eldritch Knight. This feature specifies you must be casting a druid cantrip to use it.

Rogue: Runetagger

  • Minor layout changes to Impressionist.
  • Clarification to the wording of Runes, including changes to the runes' functions and order:
  • All runes now specify when their magic fades. 
  • Added an extra x to Hexxus to visually differentiate it from "Locus", and be more on the nose to the original Fern Gully reference. 
  • Clarified Hexxus usage using wording from the Bard's Cutting Words. Changed it from keying off Charisma to use a flat d6.  
  • Locus now deals 1d6 acid damage on the successful follow-up attack, instead of using your Charisma modifier.
  • Switched Lead Paint and King, now called Resourceful, to better fuel the Rogue's abilities at an earlier level. 
  • Lead Paint now deals an extra 2d6 damage to creatures you hit with a Sneak Attack that have a Rune on them, magical or otherwise, instead of using your Charisma modifier. This uses numbers and the general amount of utility as the Inquisitive's capstone feature, "Eye for Weakness."   

v.1.3 Added Festerwood subclasses!

  • Bard College of Dance: get your body moving! Inspire your allies to be brave and move more, taking extra attacks, steps, or evasion with your contagious dance!
  • Druid The Unbroken Circle: become a warring force of nature! Pick up your weapons and fight on the front lines as a militant druid using nature to empower your arsenal!
  • Rogue Runetagger: leave your mark on the world with paint! Slap runes on targets to subvert their defenses and increase your own! Your art is your weapon!
  • [balance] Oath of the Hearth: changed Burning Weapon Channel Divinity to a bonus action. Fire is very resisted across the spectrum of baddies, so separating it from the holy weapon of the Oath of Divinity with this quality of life change should help make up for its potential weaknesses. 

v.1.2 Added Hearth subclasses!

  • Be rewarded for your mercy as a Couatl Herald Fighter! Earn and employ mercy dice to subdue enemies and empower yourself and your allies!
  • Become attuned with the celestials themselves and weave their positive forces into your ki as a Monk of the Way of the Celestial! Heal and rebuke enemies with your ki as a supportive force to be reckoned with!
  • Stand for what's right and support creativity and community as an Oath of the Hearth Paladin! Warm your friends and incinerate your foes!

v1.1.2 Warlock clarification and tweaks

  • Clarified you can move normally while using Planar Escape
  • Pocketeer: Added conditions for taking a held item by a creature and reduced the pocketed time an item has to 1 round unless you remove it yourself. Removed the need to concentrate on it as a result.

v1.1.1 Small fixes

  • Astral Domain spelling fix in Bonus Cantrip.
  • The Astral Griffon, Extradimensioal Acuity: Added a stipulation that expresses what you do and do not perceive when you find an extradimensional space.

v1.1 Day 1 patch:

  • Astral Domain spell changes: added guiding bolt to 1st level spells (replacing magic missile).
  • Astral Domain: Added Bonus Cantrip (guidance) at 1st level.
  • The Astral Griffon: added magic missile, clairvoyance, and legend lore to the spell list (replacing floating disk, haste, and telekinesis, respectively)
  • The Astral Griffon: added in functionality for if you're nuts and put a bag of holding or similar in your pocket dimension.
  • The Astral Griffon: reduced Extradimensional Mastery's truesight to 30 feet (was 60).
  • Material Magic: clarified you can get a different cantrip if you already know mending at 2nd level.
  • Material Magic: Updated Minor Creation to let you choose the material a cube is made of, as well as its size. Its size now determines its weight. If you want to create little minecraft blocks, now's your time to shine.
  • Material Magic: Allowed you to dismiss your Minor Creation blocks as a bonus action.
  • Material Magic: clarified the number of uses in Material Enhancement.
  • Material Magic: Added the stipulation in Rematerialization that a creature is only forced from their space if the fallen object is their size or larger.
  • In general, lots of grammar and spelling cleanup to match existing precedents and prove that I can spell.

v1.0.1 updated the Wizard's dematerialize ability to include all damage sources like spells in dealing the bonus damage to constructs. v.1.0 initial release  

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