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Darkness & Dread: Homebrew Feats and Classes 1

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OK, so I got Darkness & Dread a few weeks ago, and decided I'd run a campaign with it. While the classes in the book are really neat, I don't want the PCs to be total weaklings. Most of the D&D core classes wouldn't fit into my dark fantasy campaign either--they have too many whiz-bang flashy powers. So I designed my own core classes for the game (which took a lot of work, but I'm quite happy with the results) based off the D&D core classes. They are designed to be as flexible as possible. The classes are all in their early stages (they will doubtlessly change once they see some gameplay). I posted them in case anyone wants to use them in their own campaign or just mine them for ideas. Any constructive criticism will be appreciated.

I’m using a variety of alternate rules in this campaign, so the classes will make a little more sense, including:

The magic system from Midnight
Class-based defense bonus
The contact rules from Unearthed Arcana (slightly modified)
The psychic rules from The Psychic's Handbook
Reduced character hit points (unsure exactly how)
A vicious critical hit system
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spider_minion
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  1. Darkness & Dread: Homebrew Feats and Classes

    OK, so I got Darkness & Dread a few weeks ago, and decided I'd run a campaign with it. While the...
  2. Darkness & Dread: Homebrew Feats and Classes

    OK, so I got Darkness & Dread a few weeks ago, and decided I'd run a campaign with it. While the...
  3. Darkness & Dread: Homebrew Feats and Classes

    OK, so I got Darkness & Dread a few weeks ago, and decided I'd run a campaign with it. While the...
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