this isn’t even my final form

I’ve been working on a village-building based D&D campaign. One of the things I want to do is tie character progression to exploration, and a way to do that is make classes available based on which NPCs the party has allied with or even brought back to their settlement. For this reason, I picked a random advancement scheme, where players roll 1d100 twice on a table associated with their character class to see what they get when they level up. They can choose choose to roll on the tables of unlocked specialty classes, which means they don’t need to roll a whole new character to realize the benefits of making allies and gaining access to new stuff.
Since this model of D&D is based on building relationships and developing a home base, I want making friends to be on the table as much as possible. This class is unlocked by normalizing relations with the Orminger King, the local dragon and source of many monsters incursions (and sagacious-monarch-turned-abhuman-monster). It also complicates the player’s relationship with most normative NPCs while potentially making it easier to seek peaceful solutions with monsters. Moreover, since this is a low HP class prone to drawing aggression while still having some pretty piquant abilities, players will hopefully be dealing with the mix of power and vulnerability that makes the archetypes behind this class compelling.

Also also, it’s a bit of a rough draft. I’m not terribly worried about balance since it’s random and also players need to go to a lot of trouble to make it available in the first place, but it could still be an issue.
Based on: Ganon, Howl, Witch of the Waste, Queen Beryl, Apostles from Berserk, Maleficent, animist wizards, there’s probably some Dark Souls in here if I’m being honest with myself
from full metal alchemist
WARLOCK
Requisites: make peace with the Orminger King
You are gorgeous and monstrous, magnificent and grotesque. Your magic is born from the darkness of the new moon and the blackness in the deepest earth. People think you’re not entirely human, and they’re not entirely wrong–the wilds and the ruins and the lonely places of the world are filled with the monstrous shells of the god-kings and wicked scholars who were consumed by the power you now bear. By its nature, your magic has left a sorcerous mark somewhere on your body: your palm, your tongue, your belly, your breast. In cosmopolitan areas, people who recognize you as a warlock will be discomfited, wary, and very polite. In more superstitious areas, people will be outright terrified of you–maybe enough to do what you ask, perhaps enough to just try to kill you. 

from magi: labyrinth of magic
  • HD: 1d4
  • Saves: as Magic-user
  • XP: as Magic-user
  • Prerequisite: have an emissary of the Orminger King join your village. New characters can be warlocks once the prerequisite is met, but existing magic-users can select it as a subclass.

The first time you roll on the Warlock table, you gain the ability to assume a monstrous aspect at will, giving you +1 Defense and allowing you to deal d6 damage with unarmed attacks. You cannot wield weapons or wear armor, in this form and most civilized peoples will attack you on sight. If they see you transform, they will seek to jail or execute you, even in human shape. Moreover, while you wear your monstrous shape, the Referee may require you to make a Wis check to resist the impulse to do something greedy or spiteful, if a compelling opportunity presents itself. The appearance of your monster-shape is up to you, though your face always remains the same even as your body changes.

Entries in a list separated by slashes show what is available with each subsequent reroll of that entry.

roll
new ability
1-40
+1 Spell Die
41-60
+1 Save
61-65
Your beast form gains one of the following movement types: climb, swim, clumsy flight. Pick another on reroll.
66-70
Your beast form gain skill of your choice from the following list: Track, Sense, Camouflage. Pick another on a reroll.
71-75
Your beast form’s size becomes Large and you gain +1 to Str and -1 to Dex checks. Lose the Dex penalty on reroll.
76-80
Your beast form has armor as leather/chain/plate.
81-85
Wormtongue. Gain a skill of your choice from the following list: Tempt, Deceive, Intimidate. Pick another on a reroll.
86-90
Dark Glamor. At will, you can wrap yourself in a mantle of dark power, allowing you to transform your clothing as you please and making you appear taller, more imposing, perhaps more appealing and perhaps more hideous. In this aspect your have +1/2/3 Disposition Die size from those prone to temptation and sycophancy; -1 Disposition Die size from those who value basic decency and bravery.
91-95
Minions. You have 1/2/3 Level 0 homunculi allies. They are dark silhouettes of humans, suggestive of ooze in the way their bodies give and sway with each motion. If they wear human clothes, nobody will be able to notice that their appearance is strange. If they die or get lost, you can brew one per downtime up to your max. They are very stupid.
96
Covenant. If someone breaks the word of a promise they made to you, they suffer a -2/4/6 penalty on their saving throws against your spells, and you instinctively know their direction and approximate distance. It must be a promise you genuinely wanted kept, and this ability ceases to function if you forgive them for their transgression.
97
All Shall Love Me. +1/2/3 Faction Die size with monsters.
98
Forbidden Power. When you cast a spell, you can choose to roll with d8s/d10s/12s instead. Each die still expends on a result of 4+.
99
Menace. Enemies in line of sight of you suffer -1/2 Morale.
100
Dark Garden. You rule a 1 acre demiplane that contains your lair. Its appearance is a matter of negotiation between you and the Referee. It can house and feed 1/2/3 people per day. It is totally inaccessible, but if you spend a long rest in a civilized place, you can choose to incorporate the gate to your demiplane into the location in such a way that even longtime locals may not notice it. If you close the gate to your demiplane from the outside, you can choose to send it away again. Anything native to your lair taken out of it vanishes into thick black smoke as soon as it crosses the threshold.

from spirited away
THE ORMINGER KING

A man’s impassive face, pale and immense, set onto a black-furred body, sinuous, graceful, larger than an elephant, walking on the fingertips of splayed human hands. Its great wings are like a crow’s. It is mad, mournful, vicious. It lives in the ruins of the Royal Archives, gently turning pages with giant fingertips. It brews and decants shadow-fleshed homunculi to send on raids for occult reagents and, once in a rare while, companions. It knows many spells of darkness and transformation.

RULES
I draw on some homebrew rules in a few of the entries, so here are explanations:

Magic

You can cast any spell you know. You have a number of Spell Dice, a pool of d6s which represent a combination of your innate magical affinity and experience with your craft. With more Spell Dice, you can cast more powerful spells more often. When you cast a spell, roll any number of your Spell Dice. Examine the result of each die and add up the results. Dice that come up 4+ are expended, and you cannot roll them again until your take a long rest.

from howl’s moving castle
Reactions/Personality Dice/Disposition Dice
The Referee makes Reaction Rolls on the usual table. However, they are not necessarily made with the traditional 2d6. One die is the Faction Die, and represents the encountered creature’s relationship with the organizations, groups, species, clans, etc the party or party leader is a member of. The other is the Disposition Die, which represents the encountered creature’s gut reaction to the party or party leader, a combination of the PC’s personal appeal and the creature’s mood. Both dice start at d6 and are increased by factors that would improve reaction and decreased by factors that would worsen it. Some characters have explicit bonuses to one or both dice, but the Referee can also apply modifiers ad hoc. Example: A handsome cleric wandering a dungeon encounters an incubus. The Referee determines that the Faction Die should be a d4, since demons find clerics tediously Lawful. The Disposition Die, on the other hand, is a d8, because incubi respect physical appeal.
from sailor moon

the earth does not want you

hey guys. it’s certainly been a while. i’ve been thinking about a weird fantasy florida, recently, out in the palm scrub, where everything is mean and sharp and unfriendly and unnavigable and really kind of beautiful in a careless sort of way.

sinner
her flesh moves like fire on her bones, her hair roils like a plume of smoke from her head, her feet barely touch the water as she strides across it and you smell the black magic in the air: hot metal and raw meat and ozone.

  • Each sinner knows a random cleric spell with a level equal to their HD. They can cast it at will.
  • Sinners cannot cross lines of salt or enter holy ground or consecrated buildings like churches, and they must flee the sounds of church bells and calls to prayer as if they had failed a Morale check.
  • Sinners can walk on water, walls, and ceilings; they are supernaturally light when it suits them, and any surface or structure that can support the weight of a crow will also support a sinner.

corpse
they are pale, luxuriously dressed in black veils and black lace, they move in groups of two or three, they dart about close to the ground in the edges of your vision. they never seem to be what they should, seeming to be very large and very far away, or else very small and very close; you always have to reach farther than you think to strike them with your weapon, but they can just raise their hand and touch you all the same.

  • Each corpse can cast a random magic-user spell with a level equal to their HD. They can cast it at will.
  • If a corpse sees an open grave (dug for the purposes of burying someone, at least 6 feet deep, a burial marker at the head of the grave), it must climb inside and lie down. If it hears properly recited funeral rites (INT check and a round of effort), it must make a Morale check. Corpses cannot cross lines of salt.
  • As long as nobody can see its point of departure or arrival, a corpse can teleport to any location in 120′.

palm devil
a figure standing at the edge of the pines, a little too tall to be human, the contours of its body beneath its ragged coat too long and slender, it’s holding a palmetto frond in front of its face, and when it turns to you, all the leaves on all the trees as far as you can see rattle, malicious and filled with volition

  • a palm devil’s face is indescribable; should anyone see it they must Save vs Magic or become Feebleminded. They will transform into a sinner by midnight of the following Sunday unless restored by Remove Curse.
  • Can cast Gust of Wind, Move Earth, and Plant Growth twice each per fight.
  • Can fly by riding its palm frond.
  • In a palm devil’s hands, a palm frond functions as a vorpal axe and can easily cut through any mundane substance.

venomous augury
someone has nailed a huge rattlesnake to the trunk of a dead pine tree at regular intervals, tied lengths of red silk to each nail head. it looks at you with wet human eyes and tells you something horrible.

  • the venomous augury knows everything, probably. A player can ask it anything and it will give them the true answer. This can amount to a wish–ask it where the elixir of eternal life it, and it will tell you, whether or not there was an elixir before you asked. However, every answer introduces an evil equal in influence or power to the wealth or knowledge being sought. Ask “where is the woman who will save the world?” and the augury is liable to answer “in the house of the man who will one day destroy it”
  • once someone has asked the augury a question, it forevermore appears to them as a stinking dead rattlesnake grotesquely nailed to a tree.

prophet of mud
a huge hairless face emerges from the muck in front of you. it does not bother to turn its head, but swivels its bulging yellow eyes towards you as it begins to hum a hymn

  • the prophet of mud is a third level cleric and knows Bless, Command, and Augury and can cast spells from its head or its hands.
  • the prophet can emerge from any body of mud. it can reach its hands up from any body of mud or murky water that is contiguous with the mud it head is in.
  • the prophet’s head and two hands get their own turn in the initiative order. it can only see what its head sees, naturally, but will feel things out with one hand to help the other.
  • the prophet can spend a round singing hymns to cast Rock To Mud at will.

mother
there is a mother deep beneath the earth, she once had a shell of many hard plates and swam with many sharp legs and saw with a constellation of many watchful eyes. she died long ago, when this land was still a sea, but she is still here, she is a hollow in the bedrock far below, a long spiral in the dark. sometimes she tells the land what it used to be, and when she does it listens.

photos by me

    out in the swamp where the water is dark

    monsters in dungeons and dragons can feel very taxonomical, as if some fantasy Linnaeus separated the ghoul from the ghast and the wight from the specter. In practice, it’s just palette-swapping. However, I like the idea of monsters that suggest an unusual and inscrutable method of specifying one kind of creature from another.

    by Tim Waters
    distributed under CC-BY-NC-ND 2.0

    However, I also want there to be something of a blur between kinds of monsters. Monstrosity is something afflicted or achieved, it is a political category, a caste, a title. Bluebeard and Christman Genipperteinga are as much ogres as men; Elizabeth of Bathory was a woman, witch, and vampire. Monsters and witches can and should step on each other’s conceptual turf, just because neither are wholly one thing. 

    witches with beautiful hair
    Such a witch keeps his or her hair in a long braid, ornamented to look like a snake. A single strand of it, teased free and tied around the finger, wrist, or neck of a victim, ensures their compliance in all things; so long as the strand is still attached to her head, the witch can command it to sever the member around which it is tied. Neither distance no scissors are protection against this; a witch’s hair can stretch across oceans or over mountains, and no conventional means can cut it.
         Witch-hair is exceedingly fine, but a watchful witch-hunter can follow the hair from victim to owner. However, the witch can always use his or her victims as hostages no matter how far they may be, or even blackmail them into fighting their would-be rescuer.

    blood-swallowing witches
    A witch of this ilk has learned a very beautiful song that summons great swarms of mosquitoes. The witch then disperses them across the countryside to collect blood from her neighbors. When the mosquitoes return, they vomit the blood up into the witch’s pots and pans, which the witch then brews into vile liqueurs. Some are fatally poisonous; others simply delicious, while the most coveted restores a measure of youth to the drinker.
         A witch-hunter knows a blood-swallowing witch by their love of music, by their hidden or strangely stained pots and pans, and by the barrels they keeps but never seems to tap. Imprudent enemies of a blood-swallowing witch might find themselves exsanguinated by a storm of mosquitoes.

    witches whose shadows have eyes
    The most mysterious kind of witch. shadows cast by these witches have eyes, as if their owner had two holes in their head and light was streaming through. Their shadows do their bidding, rising up off the ground, gaining strength and substance. A witch’s shadow crawls about unnaturally, like a person trying to walk on all fours, but runs as fast as a horse and possesses the strength of two.
         These witches can only be caught by close examination of their shadow, or by their shadow’s absence when they have commanded it to run off and perform some wickedness. Witches whose shadows have eyes have been known to hide their nature and rise to positions of great power and prestige.

    witches who live under the mangroves
    These witches can hold their breath as long as they please. They carry heavy cudgels and live out in the mangrove swamp, where they float facedown in the waterways or thrash like a drowning swimmer so that they can bludgeon their rescuers unconscious and carry them away to a half-submerged larder. When they are not hunting, these witches sleep in the dark waters between mangrove roots, thinking black and briny thoughts and trading secrets with passing crocodiles.
         Witches who live under the mangroves are betrayed by the mud in their mouth, which they can never quite spit out and which prevents them from speaking well. The eldest witches of this kind are trapped below their mangroves, transfixed by slow-growing roots over the course of their century sleep. They are easy to destroy if discovered, but their mgic is powerful and filled with venom.

    by Guillaurme Schaer
    distributed under CC BY NC 2.0

    toil and trouble

    Extensive rewrite for the 5th edition Warlock class. It’s actually my favorite to play in 5e, but there are many interlocking abilities. This version
    • conforms more to the pattern established by other classes
    • has abilities that stand alone, and don’t require extensive cross-referencing
    • smashes the cleric, druid, and warlock together. I want to get 5e down to four or five classes and get a wider spread of character archetypes with kits. Ideally, I’ll have fighter, warlock/witch, rogue, and wizard
    • is based on archetypal things that witches do, like turn into animals, call up spirits, or brew potions.
    • has an element of risk. Shapeshifting warlocks can get stuck as animals, potions can go wrong, familiars can get loose.
    • makes some assumptions about the kind of campaign. Probably can’t go toe to toe with a monster of equivalent CR the way most classes-as-written can, most of the healing is shunted off to potion-making, so healing is a bit more important as a resource, and I cut out damaging cantrips.

    WARLOCK/WITCH
    a Type V D&D class

    from tactics ogre: wheel of fortune

    CLASS FEATURES

    click to make legible

    HIT POINTS
    Hit Dice: 1d6 per warlock level
    Hit Points at 1st Level: 1d6 + Constitution modifier, minimum 4
    Hit Points at Higher Levels: 1d6 + Constitution modifier per warlock level after 1st 

    PROFICIENCIES
    Armor: Light armor
    Weapons: Simple weapons
    Tools: Choose one from herbalism kit, poisoner’s kit, and alchemist’s kit

    Saving Throws: Wisdom, Charisma
    Skills: Choose two from Animal Handing, Arcana, Deception, History, Intimidation, Nature, Religion, and Survivalism

    PACT MAGIC

    Cantrips. You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown on the Cantrips Known column of the Warlock table. 

    Spell Slots. The Warlock spellcasting table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

    Spells Known of 1st level and higher. You know one 1st level warlock spell of your choice. The Spells Known column on the Warlock spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be a level for which you have slots. When you gain a level, you can replace one of the warlock spells you know with another spell of your choice from warlock spell list that you have slots for.

    Spellcasting ability. Wisdom is your spellcasting ability for your warlock spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
         Spell Save DC = 8 + proficiency bonus + Wisdom modifier
         Spell Attack modifier = proficiency bonus + Wisdom modifier 

    Spell Recovery. When you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to or less than half your level (rounded up).

    Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your warlock spells

    OTHERWORLDLY PATRON

    Pick one of the following Otherworldly Patrons. At levels 1, 5, 9, 13, and 17, your patron teaches you additional spells; add them to your list of spells known and do not count them towards your limit.

    SPIRIT OF THE HEAVENS
    from mononoke

    1st: bless, purify food and drink
    5th: augury, lesser restoration
    9th: clairvoyance, remove curse
    13th: divination, locate creature
    17th: greater restoration, scrying

    ANCIENT BEAST
    from black desert

    1st: animal friendship, speak with animals
    5th: animal messenger, spike growth
    9th: plant growth, water walk
    13th: conjure woodland beings, dominate beast
    17th: awaken, commune with nature

    STORM GOD
    from final fantasy
    1st: create or destroy water, thunderwave
    5th: blindness/deafness, gust of wind
    9th: call lightning, sleet storm
    13th: control water, ice storm
    17th: cone of cold, planar binding

    FIRST GIFT

    At level 3, your patron rewards you for your service. Choose one of the following First Gifts.

    FIRST GIFT: BORROWED SKIN
    You can polymorph into any beast with a CR equal to or less than 1/3 your level. When you cast polymorph in this manner, it lasts until you lose concentration, with no other limits on duration. If you fail your Constitution Saving throw to maintain concentration with an odd result, you become trapped in your beast form until you take a short rest. If you reach 0 HP while in your animal form, you do not transform back, but continue to deduct hit points from your true form’s HP pool. You must take a short rest before using this ability again.

    FIRST GIFT: BRASS RING
    Pick one of the following: imp, sprite, pseudodragon, or a single beast with a CR of 1/2 or less.
         As an action, you can summon that creature into an empty space within 15 ft. The servant is friendly to you and your companions. Roll initiative for the servant, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the servant, it defends itself from hostile creatures but otherwise takes no actions. The servant disappears when it drops to 0 hit points or when you dismiss it as an action. If the servant dies, you cannot use this ability again until you take a long rest. The servant recovers all of its HP when you take a long rest.
         This ability requires concentration to maintain. If your concentration is broken, you lose control of the servant, it becomes hostile toward you and your companions, and it might attack. An uncontrolled servant can’t be dismissed by you.
         When you take a long rest, you can choose a different creature on the list of eligible creatures to summon. You must take another long rest to choose again. If you perform a 10 minute ritual using the remains of a fey, elemental, fiend, or beast-type creature with a CR equal to or less than 1/4 your level, you can add it to the list of creatures you can summon with this ability.

    FIRST GIFT: STRANGE KNOWLEDGE
    Learning. If gain the following proficiencies if you do not already have them:

    • Arcana skill
    • herbalism kit

    Ritualist.  If any of the warlock spells you know or learn have the ritual tag, you can cast them as rituals. If you find any ritual spell in a scroll or spellbook, or see it cast, you can attempt to recreate it as a ritual. This requires an Intelligence (Arcana) check vs a DC of 11 + Spell Level. If the spell exceeds half your level (rounded up), you make the roll at disadvantage. If you succeed the check, the ritual proceeds as it should; if you fail, catastrophe strikes as determined by the DM).

    Potion-maker. When you find a spell with a level of 5 or less, and that spell has a range of Self or Touch, you can memorize it as a recipe. This process takes 50 gp per spell level and 1 hour per spell level, as you impress the formula into your mind with the aid of exotic drugs. You can learn as many recipes as you like.
         You can brew potions using your recipe book. This process requires

    • 50gp/spell level (in ingredients)
    • 1 hour/spell level (fretting over alembics and stirring cauldrons)
    • A Wisdom (herbalism kit) check with a DC of 11 + spell level. If the spell exceeds half your level (rounded up), you make the roll at disadvantage

    If you fail a check, the potion functions as a vial of poison (the DM should roll this check outside of the player’s view and not tell them the result). If a spell can be cast at multiple spell levels, you can choose which at the time of brewing, but you must pay the extra money and take the extra time. A potion causes the exact same effects as the spell it is based off of on the creature that ingests it. You count as the caster if it comes up in the spell description.
         The number of potions you have brewed cannot exceed half your level (rounded up). If you exceed this limit, a random potion you have brewed loses its potency.

    SECOND GIFT

    At level 11, your patron rewards you for your continuing service. Choose one of the following Second Gifts.

    SECOND GIFT: WITCH GARDEN
    You acquire a home and garden in the form of a 1 acre demiplane. Its exact nature, climate, and contents are a matter between you and your DM. The garden is never more than half a day’s travel away, no matter where you go or where you are. Only you know the way there, though others can follow you (even without your knowledge)

    SECOND GIFT: UNBREAKABLE OATH
    Anyone who signs a contract with or swears an oath to you must make a Charisma save vs your spell save DC in order to break its terms. They only must follow the letter, not the spirit of the agreement. Paradoxical promises are null and void.

    SECOND GIFT: WITCH FLIGHT
    You can cast fly on yourself without expending a spell slot. When you cast fly in this manner, it lasts until you lose concentration, with no other limits on duration. You must take a short rest before you can use this ability again.

    FINAL GIFT

    At level 18, your patron rewards you for your continuing service. Choose one of the following Final Gifts.

    FINAL GIFT: HEART’S DESIRE
    Your patron will grant you a wish when you beseech them directly, requiring no action on your part and sparing you the ill effects listed in the spell’s description. However, you must perform an onerous service for your patron before they will grant you a wish again.

    FINAL GIFT: MALEFICENCE
    You can shapechange yourself into a dragon-type creature without any material component. You receive advantage on Constitution saving throws to maintain concentration for this ability, and you must take a long rest before using this ability again.

    FINAL GIFT: WAKE THE DEAD
    You can cast Animate Undead or Create Undead as a 9th level spell without material components. You must take a long rest before you can use this ability again.

     
    ABILITY SCORE INCREASE

    At levels 4, 8, 12, 16, and 19, you can increase one ability score by 2 or two ability scores by 1. You cannot increase an ability score above 20.

     SPELL LIST CHANGES
    WARLOCK CANTRIPS
    thaumaturgy
    druidcraft
    control flames*
    gust*
    shape water*
    mold earth*
    friends
    mending
    message
    minor illusion

    Asterisked cantrips are from the Elemental Evil Player’s Companion (which is free).

     ADDITIONAL FIRST LEVEL WARLOCK SPELLS

    command
    disguise self
    feather fall
    fog cloud

    55555

    Thinking about running 5e again, probably for San Serafín.

    In 5th edition, if you want to play a nature character, you can pick one of the following.

    • Druids
    • Nature Clerics
    • Nature Paladins
    • Rangers
    • Barbarians (some barbarians are extra nature-y. don’t get those ones confused with the barbarians that are extra angry)
    • Fighters with Survival, Nature, and Animal Handling skills 

    These do have various amounts of hippy and a broad range of mechanical differences, but explaining them even to a very engaged, interested player is KIND OF A LOT. I am playing a 5e game where it took a player three sessions before she could regularly remember if her class was a wizard, warlock, or sorcerer, and that makes sense. You  have to dig through the book to really get the differences–there’s nothing about the names that really let you know how they actually work. SO, I’m crushing down the class list to four and then rewriting archetypes to cover a wider range of characters.

    FIGHTERS are slashy smashy stabby types. (Paladins, Rangers, and Barbarians are getting collapsed into fighter). Monks, too, probably.

    • Champions: You fight more better
    • Barbarian/Ranger: Ferocious Conan type, also pretty good out in the wilds
    • Paladin: Knightly righteous dude, can cast some spells.

    WARLOCKS are witchy and wild and traffic in gods and monsters. (Clerics and Druids are getting collapsed into warlock). They can learn to Wild Shape as a Pact Boon and can choose the Pact of Many Gods for a animist/priest/medium type deal. I’ll probably write a patron for a benevolent Abrahamic deity type.

    ROGUES are thieves and assassins.

    WIZARDS are scholarly magic types.

    Sorcerers, Bards, and maybe Monks are out.

    Fighter Martial Archetype: Paladin
    THIRD LEVEL
    Spellcasting. When you reach third level, you can cast cleric spells.

    Cantrips. You learn two cantrips of your choice from the cleric spell list.

    Spell Slots. The Paladin spellcasting table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

    Spells Known of 1st level and higher. You know three 1st level cleric spells of your choice. The Spells Known column on the Paladin spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a level for which you have slots. When you gain a level of Fighter, you can replace one of the cleric spells you know with another spell of your choice from cleric spell list that you have slots for.

    Spellcasting ability. Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you sue your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

         Spell Save DC = 8 + proficiency bonus + Wisdom modifier
         Spell Attack modifier = proficiency bonus + Wisdom modifier

    Sense Evil and Good. You know if there is an aberration, celestial, elemental, fey, fiend, or undead within thirty feet of you, as well as its general direction.

    SEVENTH LEVEL
    Weapon Bond. At 7th level, you learn a ritual that creates a magical bond between yourself and one weapon. you perform the ritual over the course of 1 hour, which can be done during a long rest. The weapon must be within your reach during the ritual, at the conclusion of which you touch the weapon and forge the bond.
         Once you have bonded the weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to instantly teleport to your hand. For purposes of damage immunity, your bonded weapons counts as magical.
         You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

    TENTH LEVEL
    Divine health. You are immune to disease. You have advantage on saving throws against being poisoned and gain resistance to poison damage.

    FIFTEENTH LEVEL
    Taboo. You can issue a divinely enforced edict, preventing all around you from breaking a rule of your creation
         When you use this ability, you shout a one-word command. All creatures in earshot must make a Charisma save vs your spell save DC every time they attempt to perform that action. If a creature fails their saving throw, they cannot attempt to perform that action again until the beginning of their next turn. This lasts until you lose Concentration or move from the spot you created the taboo.
         You must take a short rest before you can use this ability again.

    EIGHTEENTH LEVEL
    Occult resistance. You have advantage on saving throws against all spells.

    Warlock Abilities
    Patron: The Many Gods
    You have formed a pact with a minor deity: a beast, dragon, elemental, fey, fiend, or aberration with some measure of immanence. They cannot provide you with the kind of power an Archfey, Fiend, or Great Old One can, but they are also willing to help you personally–you can help them as much as they can help you.
         You can summon one of your patrons with a 10 minute ritual. You can ask it to cast a spell it knows or to perform some other favor, like convey you to a destination, help you in a fight, deliver a message, or retrieve an object. Patrons always require something in return–they feed off of occult power, and you can always expend a spell slot as payment, but they also accept the expenditure of hit dice, blood, favors, treasure, or anything else that aligns with their ethos and goals. More powerful patrons require more sacrifice. Patrons are NPCs like any other–there is always a chance they will demand more for a favor, refuse to help you, or even temporarily become hostile.
         You do not learn spells of 1st level or above. Whenever you would learn a spell, you can give the ability to cast it to one of your patrons. Patrons can cast such spells at will at your behest, enabled by your payments/sacrifices, but when operating on their own prerogative can only cast each spell they know once per long rest.
         You start with a single patron. It is a beast, dragon, elemental, fey, fiend, undead, celestial, or aberration with a CR of 1 or less. It can cast your Spells Known at level 1.
         When one of your patrons is reduced to 0 HP, you can revive it with an 8 hour ritual.
          You can gain a patron by establishing friendly contact with a creature and completing a 1 hour ritual in its presence. You can always understand you patron, even if you do not share a language or it does not have a language.

    Warlock Pact Boon: Pact of Borrowed Skin

    You can use the Druid’s Wild Shape class feature once per short rest.

    Warlock Eldritch Invocations

    Shapeshifter

    Prerequisite: Pact of Borrowed Skin, 5th level

    You can Wild Shape into creatures with a CR of 1/4 your level or less.

    Maleficence

    Prerequisite: Pact of Borrowed Skin, 15th level.

    You can Wild Shape into dragons as well as beasts.

    put a spell on you

    What if you didn’t prepare or expend spells and magic was just a bunch of weird tricks that just worked all the time. 

    Witch, a class for old school D&D

    source unknown. would really like to know who made this.

    HP, attack bonus, saving throws, and XP progression as cleric. Equipment restrictions as magic-user.

    Witches don’t cast spells. They know minor acts of magic known as arcana. A witch can use any arcanum as much as she wants, though some arcana have situational requirements or material components.

    To learn an arcanum, a witch must belong to its School. A witch starts out in a single School of her choice; to be inducted into others, she must find a member and induce them to let her join. A witch can only belong to a number of Schools equal to 1/3 her level, rounded up. Witches do not learn arcana as they level up; they must learn them from books, research, or tutors.

    A level 1 witch is a member of a single School and knows 1d3 arcana from it.

    School of Knot Making
     It takes 1 exploration turn to tie a knot. I say “string”, but it can be a rope, cord, cable, whatever, as long as it is flexible– a big chain isn’t going to work.

    1. the Hundredweight Knot: once completed, this knot weighs 10×(1d6+level) pounds. 
    2. the Knot of Knowledge: the knot-tier knows when this knot is undone or the string it is tied from breaks.  
    3. the Ineluctable Knot: anyone restrained by this knot cannot slip free from their bonds. If they are strong enough, they can still break their bindings.
    4. the Adamant Knot: any string that bears this knot can only be severed or destroyed through magic. This does not affect the string’s tensile strength–it can still snap if overburdened. 
    5. the Knot of Fascination: anyone attempting to untie this knot must Save vs Magic. If they succeed, they untie at as normal. If they fail, they will continue to attempt to untie it, unaware to their surroundings, until it is physically taken away from them or something particularly compelling or dangerous seizes their attention.
    6. The League Long Knot: this knot takes an hour. Untying it results in a string twice as long as before.

    School of Hexwork

    1. If you form a circle with your forefinger and thumb and blow through it into somebody’s face, they must Save vs Poison or catch a wasting disease. It reduces their maximum HP by 1 point each day and prevents all natural healing.
    2. If you extend your index and middle fingers, they function as a strong and sharp dagger
    3. If you form a circle with your middle finger and thumb, any object dropped inside will vanish until you pull it back out. You can store as many items as you want (that fit through this circle, obviously), but retrieving an item takes a number of exploration turns equal to the number of objects stored.
    4. By shaving your head and burying your hair, you can sterilize all soil and spoil all wells in a quarter mile radius around the burial site until the hair is removed or the curse lifted by magic.
    5. If you burn somebody’s teeth in a fire, they take d12 damage for every tooth burned. Save vs magic for half damage. 
    6. You can swallow fire and keep it in your belly. You can only keep one flame at a time. You can either vomit up the fire to ignite something or spit it at an enemy (10 ft ranged attack) to deal damage. A lantern flame deals d4 damage, a torch flame deals d6, a bonfire deals d12.

    School of Maskmaking

    from dorohedoro

    You can make magic masks from the corpses of creatures you’ve killed personally. Wearing these masks allows you to polymorph into the creature for a number of turns equal to your level, at which point the mask breaks and you resume your natural form. A mask takes up a number of significant items equal to 1+half HD, rounded down, and requires an hour to make.

    School of Summoning

      1. You can make spirit traps from the corpses of creatures you’ve killed personally. Once you’ve made the spirit trap, you can summon the creature’s ghost whenever you like. It is immaterial and vanishes back into the afterlife if it leaves your line of sight. Spirits must answer any question you ask them, but only have a 4-in-6 chance of answering honestly (5-on-6 if you have exceptional Charisma).Summoning a spirit takes 1 turn.
      2. You can summon a minor demon in the form of a nine-eyed crow. If you feed it a drop of someone’s blood, it will tell you what they most desire. It will not perform any other service for you, but will do its best to convince you to perform evil acts as long as it stays in this world.
      3. You can summon a minor demon in the form of a black, furred serpent. If you feed it a lock of somebody’s hair, it will tell you their most shameful secret. It will not perform any other service for you, but will do its best to convince you to perform evil acts as long as it stays in this world
      4. You can summon a demon of middling power to guard you. It adores you, utterly and stupidly, and will attack anyone who threatens you (or seems to threaten you) with suicidal ferocity. It has a number of HD equal to half your level, rounded down (minimum 1), and if it dies it cannot be summoned again for a number of days equal to its HD. Summoning and dismissing it takes 1 exploration turn.

      School of Dancing
      Magic dances are exhausting. For every turn you spend dancing, make a Constitution check. If you fail, take 1 point of Constitution damage. This damage heals at a rate of 1 point per week.

      1. Dance of Change: When you complete this dance, you may polymorph into a mundane animal with an HD of one or less. The transformation lasts for as long as you danced or until you choose to revert to your true form.
      2. Shatter Dance: Completing this dance breaks every mundane piece of glass within a number of feet equal to 10 times the number of Turns spent dancing.
      3. Dark Dance: Completing this dance extinguishes every torch, lamp, or other light source within a number of feet equal to 10 times the number of Turns spent dancing.
      4. Vorpal Dance: This dance ends by tracing a finger or toe across a flat surface. This creates a cut with a depth in inches equal to twice the number of turns you danced, regardless of material. 
      5. Arson Dance: When you perform this dance indoors, no fire within that structure can be extinguished until you leave or stop dancing. This may work in a limited area (such as a single story or wing) in very large buildings.   
      6. Wind Dance: As per Stormspeech. Lasts until you stop dancing.