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Homebrew Classes 5e

Homebrew Classes 5e

Homebrew is one of the staples of DnD. From the beginning, the heart and soul of the game were its players and original Dungeon Masters. These players created magical worlds based on source material. Homebrewers today use the Wizards of the Coast official books as guides, not set-in-stone rules. 

Homebrew is an extension of creativity that goes hand in hand with DnD. With the introduction of 5e, Homebrew has taken off. The accessibility of 5e DnD allows players and DMs to express their creativity. 

Homebrewing is a familiar idea. It is integral to developing DnD as a game and a creative outlet. Players and DMs create Homebrew classes to enhance their experience and to have a good time. 

What are Homebrew Classes 5e?

A Homebrew class is a class that a player created. Players cannot find these classes in official DnD books. The player might wish to expand or develop a particular class, like Barbarian or Wizard, or create a new class, like Witch or Blood Hunter. These Homebrew classes are often shared on forums, becoming codified amongst DnD aficionados. 

Not every campaign needs Homebrew classes, but they are a great way to spice up a campaign. A nearly infinite number of forums and posts discuss a myriad of Homebrew classes. 

What are some of the best homebrew classes in 5e?

Homebrew classes are an excellent way to make each campaign unique. Luckily, many hard-working nerds have already developed the framework for some excellent Homebrew classes.


VaranSL outlines the basic build for a Witch in GM binder. They use WIS as their spellcasting ability. They typically seek ancient knowledge or relics that will improve their practice. 

Witches often work together in circles or covens, using these organizations to protect themselves or operate entirely in hiding. They connect closely with other Witches and consider all magic users part of the same family. Witches are quick to form alliances, especially with other spellcasters. 

Witch is a good Homebrew class for players who want a natural magic background focusing on interpersonal connections. Witches are essentially Druids with a rich legacy and particular abilities. 

A typical Witch would be proficient in skills like Animal Handling, Arcana, and Nature. They would likely carry a Herbalism Kit and have a familiar. Witches in 5e would evoke the traditional imagery associated with Witches in popular culture — things like cats, cauldrons, and candles. 


The Inventor Homebrew class improves the Artificer introduced in detail by user KibblesTasty in GM Binder. Some players consider the Inventor to be an Artificer subclass. The main difference is that Artificers tend to be masters of their craft, while Inventors are more hobbyists who want to outshine their rivals. The Inventor relies more on their INT and tool use. 

Inventors specialize in a specific type of crafting, such as Gadgetsmith, Infusionsmith, or Potionsmith. Inventors will have skills in Slight of Hand, Arcana, and Investigation. 

The Inventors are tinkers. They see magic as an intricate system of moving parts. They aim to create and invent by manipulating magic into items. 


The Scholar is an INT-based martial class created by Reddit user u/charrmeleon. Scholars don’t use magic but instead use their intellect for battle. They are the army officers of the 5e world. They focus their studies on the tangible. Some study medicine and others study the art of war. 

Most Scholars fall into three subclasses, Tacticians, Physicans, or Politicians. Politicians use their CHA to negotiate. This Scholar type uses the Force of Personality feat to influence others on the battlefield. 

Physician Scholars are interested in the human body. They have seen many wounded in war and seek the knowledge to bring them back to fighting fit. They study salves, bandaging techniques, and how the body works. 

Tactician Scholars understand war. Tacticians spend hours poring over maps and consulting the old bloodstained notebooks of their predecessors. Tacticians understand that battles are won through wits rather than brawn. 


Mage Hand Press released a complete compendium of Warmage. Warmages are Cantrip spam casters. They have a one-track mind for war. They study the simplest magic needed for success in battle.

Hailing from the College of Warmages, these arcane fighters studied the art of magic and the power of war. They are loyal to the College but are known for adventuring. They use their skills for righteousness as well as for profit.

Blood Hunter

Matt Mercer created the Blood Hunter class for the actor Vin Diesel. However, this class has become exceptionally popular, and the rework is very playable. The Blood Hunter class is strategic, giving up HP for power.

Blood Hunters are arcane Rangers who focus on the supernatural rather than the natural. They carefully study blood magic or hemocraft. Blood Hunters use their life force to achieve their goals. 

Blood Hunters swear to fight evil in all its forms. Think The Witcher. Blood Hunters give up their humanity to protect the realms of light from the monsters twisted by the dark.

Blood Hunters take the ritual of Hunter’s Bane. It irrevocably changes those who undertake it. Many don’t survive. This ritual unites them with other Blood Hunters. Once they perform it, the Blood Hunter dedicates themselves to their cause.

Blood Hunters forged a connection to the other side. They have advantage on checks to find fey, fiends, or undead. 

Blood Hunter’s main features are Crimson Right and Blood Maledict. The Blood Maledict feature allows the Blood Hunter to give up their life essence to cast Blood Curses. Crimson Right allows the Blood Hunter to invoke an elementary rite on a weapon they are holding. These features connect the Blood Hunter to the darkness, tempting them to change sides. 


A Necromancer is a magic user that controls the forces of life and death. They manipulate energy and touch the darkness after beings leave the Material Plane. Necromancers often control hordes of undead minions. These minions do the bidding of their masters, no matter how dark or deadly those commands may be. 

The School of Necromancy has established itself in the lore of DnD 5e. In traditional campaigns, a Necromancy is a School of Magic for the Wizard class. However, the Reddit user u/Mozared has developed a homebrew Necromancer class. U/Mozared’s take on the Necromancer class expands on the established DnD Necromancer 5e path. 

In this homebrew, the Necromancer can choose their path. They may worship a god of life or seek to return a loved one from the dead. Despite their motivations, all Necromancers manipulate the vital essence of all living beings. 

How do you make Homebrew Classes 5e?

Homebrew is one of the things that make DnD 5e fun. Homebrewing allows the DMs to flex their creativity and make a unique experience for their players. There are no set methods to go about Homebrewing. Some DMs like to follow the book. Other DMs only make minor deviations from the standard 5e sourcebooks. Others will invent an entire world loosely connected to what others think of as DnD 5e. 

No player expects the DM to come up with everything independently. However, it is fun to allow slight deviations from the standardized rules. 5e DnD and all tabletop games require a bit of creativity, adaptation, and improvisation. 

The best way to make a Homebrew class in 5e is to listen to your players. Many players have ideas for characters that don’t exist explicitly in the WotC source materials. The DM should be able to take the wants and desires of their players and adapt them to the world they have created. 

DMs are ultimately in control of what happens in their world. That means they can introduce any variation they would like. Creating special feats for certain characters, new races, or classes is ok. 

Many creators have made new classes and have shared their work with other DnD enthusiasts. DMs can use these resources as models for their original classes. These existing Homebrew classes are great ways to get inspiration and structure. 

All classes need hit dice, proficiencies, and equipment. Every class also needs saving throws and skills. 

For example, to make a Barfighter class character, they need CON and STR as their highest ability scores. These would also be their saving throws. They would have primary traveler’s equipment, a bed roll, and some rations. They would probably be a drunken warrior type so we can start them out with a flask. 

They are most likely proficient in Light Armor and Improvised Weapons. Because they are a Barfighter, they would not be proficient in martial weapons. They would have a hit die of 1d10, high HP, and high CON. They would probably choose two from the typical 5e Fighter skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

This Barfighter will have Athletics and Intimidation. Let them use STR for Intimidation instead of CHA. There you have a super basic Homebrew class.

Homebrew can be as complex or as simple as the DM would like. The sourcebooks are great as a guide. These books give new and old players a jumping-off point. The sourcebooks are the instructions, but every DM can create their own. Try adding Homebrew to your next campaign.

D&D Player’s Handbook 5e
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06/05/2023 08:30 pm GMT

Homebrew Classes 5e FAQs

What is a Homebrew Class 5e?

A Homebrew class in 5e DnD is a class that was created entirely or in part by someone not officially affiliated with Wizards of the Coast.

What is DnD Beyond Homebrew?

DnD Beyond has a Homebrew Creation tool on their app. This tool allows players to log homebrewed classes, features, races, magic items, and spells.

What classes are missing from DnD 5e?

The official DnD 5e source books only contain a fraction of the possible classes. Homebrewing allows players to create specially tailored classes for their campaigns.

How do I add Homebrew content to my 5e DnD campaign?

If you are new to DnD 5e, look for existing Homebrew content. If you are trying to find a monster but can’t find what you’re looking for in Monster Manual, try searching online forums like Reddit or Pinterest.

It is also essential to start small with Homebrew. Try out a few new things and get feedback from your players. You will soon feel more comfortable.