My role: Solo projects - RPG / Narrative Designer
Tools: The Homebrewery, Excel, Photoshop
Over the last five years, I’ve designed and tested custom content for Dungeons & Dragons 5e as both a Game Master and system designer. My focus has been on thematic coherence, balance, and creating content that sparks both narrative and engagement at the table. Most of this material has been developed and refined through long-form campaigns with regular playtesting and feedback from players.
A tarot-inspired Sorcerer subclass focused on divination, foresight, and improvisation.
Fate Touched is a homebrew subclass I designed for a player who wanted to explore their aasimar connection with the goddess of fortune and loved mysticism. It introduces the Deck of Destiny, a custom mechanic where players draw three tarot-style cards each day, choose one, and gain both a passive benefit and a powerful one-use effect.
My goal with this subclass was to explore controlled randomness and player agency, offering flexible tools for support and control casters. Each card corresponds to an archetype like The Fool or The Moon, with mechanical effects that reflect their symbolic meaning. At higher levels, the sorcerer gains more control over their draws, can turn cards into spells, or manipulate fate for allies and enemies.
The subclass supports both combat utility and rich roleplay moments. It also includes optional rules for reversed cards and integrates well with physical decks for added immersion.
A Rogue subclass that blends finesse and arcane, channeling power from a patron.
Designed for a player who wanted to combine the rogue’s cunning with the versatility and flavor of a warlock, Eldritch Hound introduces pact-based spellcasting to the rogue chassis, creating a hybrid between finesse, infiltration, and occult power. Rather than granting the usual half-caster progression, this subclass adopts Warlock-style Pact Magic, offering early access to spells like Eldritch Blast, and a pool of short-rest slots that align with the rogue’s hit-and-run style.
Players choose a patron that determines their damage type and unlocks pact-themed features such as Eldritch Transmutation, allowing sneak attacks and spells to deal thematic damage like psychic, cold, or necrotic. The subclass also introduces Eldritch Marks (flexible upgrades earned at higher levels) and Eldritch Binding, a narrative choice that defines the rogue's growing bond with their patron. The 17th-level capstone, Eldritch Damnation, allows the rogue to force a mental saving throw to fail, opening terrifying options for charm, fear, or control effects.
With this subclass I wanted to give players a new way to scale their rogue into the late game without overshadowing their identity. Instead of direct upgrades to Sneak Attack, Eldritch Hound offers versatile alternatives, letting players decide how to build their rogue.
A Wizard subclass that explores the boundaries of time, space, and parallel realities.
The School of Realiturgy was designed as an experimental take on conjuration, inspired by the dunamancy magic introduced in Explorer’s Guide to Wildemount. My goal was to expand the role of the conjurer beyond classic teleportation tools, giving them more tactical and creative control over space and time.
The core feature is Twin Portals, which lets the caster place two rifts in space that either pull or repel creatures, depending on how they’re configured. This mechanic opens up opportunities for battlefield manipulation, creative movement, and area denial. As the wizard progresses, they unlock Malleable Timespace, a set of utility effects that modify weight, density, speed, and more (either to assist allies or hinder enemies) and Exalted Teleportation, which enhances teleport magic and mobility options.
At level 14, they gain Alter Reality, a high-risk high-reward ability that allows the caster to rewrite recent events depending on a die roll, similar to a divine intervention mechanic but framed through arcane control over causality and probability.
This subclass is designed to reward lateral thinking and give players tools to solve problems in unorthodox ways, through clever manipulation of the rules that govern the world itself.
A re-imagining of the elemental Monk with higher versatility and customization, merging elemental magic with martial arts.
This subclass was designed to offer a more versatile take on the elemental monk fantasy, inspired by works like Avatar: The Last Airbender and high-magic martial traditions. The goal was to empower monks with a flexible magic toolkit while preserving their agility and core features.
At its heart is a modular attunement system: the player chooses one element at level 3 (fire, water, earth, or air) and gains more attunements over time. Each attunement grants unique cantrips and access to a tailored spell list. Through the Elemental Ki system, monks gain limited spellcasting powered by either spell slots or ki points, allowing for hybrid playstyles that mix martial combat and spell utility.
Each element also comes with specialized enhancements for traditional monk features (like Flurry of Blows, Patient Defense, and Step of the Wind), encouraging strategic use of ki. For example, fire enhances offense with bonus damage, water grants condition cleansing and healing, earth adds temporary defenses, and air boosts range and mobility. The capstone ability, Elemental Overflow, grants full control over spell damage types and allows for one instance of maxed-out spell damage per long rest, embracing the idea of an elemental master in their final form.
A Wizard subclass for those who seek forbidden knowledge, embracing madness and power in equal measure.
This subclass was designed for darker, more punishing campaigns, settings where power always comes at a cost. It invites players to lean into themes of cosmic horror, obsession, and the thin line between genius and madness.
Mythos wizards tap into ancient, aberrant forces through occult research and cryptic rituals. Mechanically, they gain new ways to recover spells, bypass material components with health, and uncover hidden truths. Their spellbook becomes a Tome of Secrets, acting as a unique focus with powerful secondary effects.
As their connection to the unknowable deepens, their mind begins to fray: casting powerful magic or facing fear effects can trigger Eldritch Visions, a custom madness table that replaces traditional frightened conditions with unpredictable results.
The tradeoff is rewarding: access to spells from other classes, bonus to save DCs and attacks, and a powerful Enlightened state when they resist the madness, turning risk into reward. This subclass is meant for players who enjoy unpredictable mechanics and dramatic roleplay moments.
A Barbarian subclass that transforms pain into power, thriving in the chaos of spilled blood.
Designed for high-risk, high-reward playstyles, this subclass embraces the fantasy of a relentless predator whose strength grows in battle not despite injury, but because of it. It's ideal for campaigns that explore themes of brutality and blood magic.
The Bloodlust barbarian gains a unique Thirsty Rage mechanic, granting temporary hit points each turn while raging and wounding enemies, scaling as they level. They also gain Predator Senses, allowing them to track wounded prey over great distances.
At higher levels, they can sacrifice their own health to enhance attacks through Rivers of Blood, gaining precision and massive necrotic damage. With Unending Suffering, critical hits trigger relentless follow-ups, while their capstone feature, Crimson Rage, unlocks a frenzy state of stat boosts, healing, and combat superiority triggered by death on the battlefield.
This subclass was built to offer impactful martial moments, with a layer of tactical decision-making around self-damage and risk management, rewarding aggressive, visceral combat.
A legendary longsword forged from starlit metal, designed for Intelligence-based martials.
Inspired by the iconic Moonlight Greatsword from the Soulsborne series, this weapon reimagines the archetype of the spellblade, an arcane warrior who blends martial prowess with raw magical power.
The blade offers a powerful +3 bonus to attacks and damage, but scales with Intelligence rather than Strength or Dexterity, opening the door for wizards, artificers, or other INT-based characters. Players without longsword proficiency can wield it effectively as long as they meet the mental requirements, reinforcing its otherworldly, "meant for the chosen" identity.
The sword features a limited empowerment mechanic, allowing players to expend a spell slot to boost melee attacks with additional cold damage for one minute. This item was designed to reward hybrid casters and create strong visual and mechanical identity around the themes of lunar energy
A legendary greatsword for high-Charisma, Lawful-aligned characters.
Inspired by the Marais Executioner’s Sword from Elden Ring, this weapon was designed to support Charisma-based martial builds like Paladins or Hexblades, offering powerful scaling and a unique identity. On attunement, it grants a +4 to Charisma (max 30), +1 to attack and damage rolls, 10 ft reach, and 1d8 bonus necrotic damage on all melee hits.
Its active feature, the Corkscrew Attack, lets the wielder throw the blade in a line, dealing 8d8 necrotic damage to all targets (Dex save, with disadvantage for chaotic creatures). Usable a number of times per long rest equal to the wielder’s Charisma modifier, it adds strong AoE utility to the weapon.
Overall, Executioner’s Bane is designed to reward Lawful alignment and create mechanical space for Charisma-heavy melee builds.
A mid/high level aberration designed as a climactic boss for psychological horror and survival arcs.
This ancient creature is a telepathic, reality-warping entity that comes from the realm of dreams and infects victims through psionics. Built as a Challenge Rating 16+ encounter, the Icemind Quori introduces a mix of combat, environmental threat, and long-term sickness through its Ice Seed mechanic. Victims slowly lose their identity as the curse progresses, allowing for paranoia and tension even outside combat.
Its Surreal Presence table alters player behavior each round with hallucinations and reality distortion, while its offensive kit includes a mix of psychic, cold, and necrotic damage, spell-like attacks, and ranged abilities that suppress healing and impose vulnerabilities. It also features a multi-phase design: first as a parasitic host, then in its revealed true form, escalating both narrative and mechanical stakes.
Designed to be more than just a fight, the Quori is a story-driving force, infecting entire towns if left unchecked, and presenting players with difficult moral choices and the creeping dread of succumbing to illness.
A utility divination spell designed for hunter-themed or monster-harvesting campaigns.
This 1st-level spell supports parties that focus on tracking, dissecting or extracting valuable parts from creatures. It adds mechanical weight to exploration and post-combat looting, encouraging knowledge-based playstyles and rewarding planning. Ideal for druids, rangers or wizards in campaigns where biology matters.