TEXT: Six Halloween Themed Subclasses
  By: Andrew Ceasar
  
  Barbarian - Path of the Revenant
  For some Barbarians rage is more than just hardiness and
  the ability to bring their mighty strength to bear. For some it’s
  a means to cheat death itself. The Path of the Revenant is a
  road few can brave and even fewer can survive. You learn to
  wield your fading life essence as a weapon and to keep going
  when you should have long since fallen.
  Path of the Revenant Features
  Barbarian Level
  Features
  3rd
  Undying Rage, Rebuff Death
  6th
  Death's Caress
  10th
  Fueled by Pain
  14th
  Revenant
  Undying Rage
  Starting at 3rd level, you can stave off death while raging and
  turn your own fading essence into a weapon.
  When you are reduced to 0 health, you can expend a use of
  your rage and be reduced to 1 Hp instead. Additionally, until
  the end of your next turn, you deal an additional 1D10
  Necrotic Damage with your Melee Attacks.
  Rebuff Death
  Starting at 3rd level, you require 4 failed death saving throws
  before you die.
  Reject Death's Caress
  Starting at 6th level, you gain resistance to Necrotic damage
  and gain advantage on saves verses Diseases.
  Fueled by Pain
  Starting at 10th level, when you make a melee attack, you can
  expend one hit die to deal extra damage equal to the die you
  spend. The damage is Necrotic.
  Revenant
  Starting at 14th level, the damage from your Undying Rage
  becomes 2D10, you gain one extra use of your Rage ability,
  and you become immune to Necrotic Damage.
  Bard - College of the Dirge
  Bards of the College of the Dirge use their haunting voice to
  control undead and inflict devastating despair upon their
  foes. Some are humble funeral singers that do what they can
  to help the mourning. Oers are grave robbers and charltons
  that have turned their trade into a weapon.
  College of the Dirge Features
  Bard
  Level
  Features
  3rd
  Bonus Proficiencies, Words of Despair, Danse
  Macabre
  6th
  Spells of the Dead
  14th
  Song of the Damned
  Bonus Proficiencies
  When you join the College of the Dirge at 3rd level, you gain
  proficiency in Performance. If you already have proficiency
  with Performance, you instead gain Expertise.
  Words of Despair
  When you join the College of the Dirge at 3rd level, you
  harness the ability to turn your sorrowful words and song
  into a weapon.
  As an Action, you can expend one of your uses of Bardic
  Inspiration to force a creature within 60 feet to make a
  Wisdom saving throw against your Spell Save DC. On a
  failed save, they take 3D6 Necrotic damage and have
  disadvantage on their next melee attack as its heart mourns
  for those it has lost.
  The damage increases at certains levels in this class,
  becoming 4D6 at 5th level, 6D6 at 10th level, and 10D6 at
  15th level.
  This attack does not affect undead or construct
  Danse Macabre
  Starting at 3rd level, you learn to manipulate the undead with
  your haunting melody.
  By expending a use of your Bardic Inspiration you may
  target an undead creature within 30ft. The undead creature
  makes a Charisma save verses your spell save DC. If it fails,
  the undead begins to dance becoming incapacitated.
  At the end of each of its turns, and each time it takes
  damage, the target can make another Charisma save. The
  target has advantage on the saving throw if it’s triggered by
  damage. On a success, the ability ends
  Spells of the Dead
  Starting at 6th level, you add Animate Dead, Fear, Gentle
  Repose, and Speak with the Dead to your spells known.
  These spells do not count against your total number of spells
  known.
  Song of the Damned
  Starting at 14th level, you learn a haunting ballad that
  conjures forth hideous mockeries of life.
  You can cast the Create Undead spell once a long rest. You
  do not need the material components to use this spell. The
  undead appear within 30 ft of you.
  The level of the spell increases to 7th at level 16, 8th at
  level 18 , and 9th at level 20.
  1
  HALLOWEEN SUBCLASSES
  
  Druid - Circle of the Jack-O-
  Lantern
  The circle of the Jack-O-Lantern was formed to lay low vile
  undead. Combining traditions from several sources, the
  Circle of the Jack-O-Lantern devised abilities that are
  devastating to their foes. Druids of this circle are able to
  conjure powerful Jack-O-Lanterns that rain fire upon their
  enemies while protecting their allies. These druids strike fear
  into the hearts of their enemies, living or dead. Some
  members of this circle even worship an unknown entity
  known simply as the Pumpkin Queen.
  Circle of the Jack-O-Lantern Features
  Druid Level
  Features
  2nd
  Conjure Jack-O-Lantern
  6th
  Pumpkin's Rage
  10th
  Terrifying Visage
  14th
  Jack-O-Lantern Form
  Conjure Jack-O-Lantern
  Starting at 2nd level, you can call forth a nature spirit of flame
  and vegetation to fight for you. As a bonus action, you can
  expend a use of your wild shape and summon a Jack-O-
  Lantern to a point you can see within 30 ft of you. The Jack-O-
  Lantern creates an aura in a 10-foot radius around it. The
  Jack-O-Lantern counts as neither a creature nor a object,
  though it seems corporeal.
  As a bonus action, you can move the Jack-O-Lantern to a
  point you can see within 30 feet.
  The Jack-O-Lantern persists for 1 minute, until it is
  dismissed, or until you are incapacitated.
  While within the Jack-O-Lantern’s radius, undead have
  disadvantage on attacks against you and your allies. On your
  turn, you can use a bonus action to bestow temporary hit
  points equal to your level to yourself or an ally within the
  Jack-O-Lanterns radius.
  On your turn, you can use a reaction to have the Jack-O-
  Lantern attack a creature within 60 feet of it. The attack uses
  your Spell Attack and deals 1D6 plus your wisdom modifier
  fire damage.
  The damage increases at certains levels in the is class,
  becoming 2D6 at 5th level, 4D6 at 11th level, and 6D6 at 17th
  level.
  Pumpkin's Rage
  Starting at 6th level, when your Jack-O-Lantern hits with an
  attack against an undead, the attack deals additional damage
  equal to your proficiency bonus.
  Terrifyin Visage
  Starting at 10th level, you can call forth a twisted Jack-O-
  Lantern visage that strikes terror into the hearts of your foes.
  Enemies within a 15-foot cone from you must make a
  Wisdom saving throw against your spell save DC. On a failed
  save they are frightened for 1 minute.
  While frightened by this ability, a creature must use its turn
  to take the Dash action and move away from you by the safest
  available route, unless there is nowhere to move. If the
  creature ends its turn in a location where it doesn’t have line
  of sight to you, the creature can make another Wisdom
  saving throw. On a successful save, the ability ends and the
  creature cannot be affected by this ability again for 24 hours.
  Once you use this feature, you cannot use it again until
  after you have finished a short or long rest.
  Jack-O-Lantern Form
  Starting at 14th level, you can assume the form of the
  Pumpkin Queen. Your head becomes a Jack-O-Lantern, your
  skin becomes bark-like, and vines coil around your body.
  This form lasts for 1 minute. You gain several benefits
  while in this form: Your size becomes large.
  All of your attacks deal fire damage equal to your Wisdom
  modifier. You gain temporary hit points equal to twice your
  level.
  The ground around you in a 10-foot radius becomes
  difficult terrain as thick vines erupt from the ground around
  you.
  Once you use this feature, you can’t use it again until after
  you finish a long rest.
  2
  HALLOWEEN SUBCLASSES
  
  Fighter - The Reaper
  All Reapers have something in common, death. Whether
  their brush with death was fleeting or they have been
  returned to life by divine means, they are forever marked.
  Fighters with this martial archetype learn to harness this
  experience and turn it into a weapon. As a Reaper grows in
  power, they begin to resemble the fabled Grim Reaper.
  Reaper Features
  Fighter Level Features
  3rd
  Reaper's Scyth, Essence of the Dead
  7th
  Reaper's Sense
  10th
  Reaping
  15th
  Wings of the Reaper
  18th
  Grim Reaper
  Reaper's Scythe
  Starting at 3rd level, you use death’s power to conjure a
  scythe black as night that trails wisps of ethereal energy in its
  wake.
  As a bonus action on your turn you create a scythe. The
  scythe deals 1D12 slashing or necrotic damage and has the
  two-handed and heavy properties. The scythe disappears if it
  leaves your hands.
  Essence of the Dead
  Starting at 3rd level, you are empowered by the death of
  those around you and use it to ravage your enemies.
  Whenever a hostile creature is reduced to 0 Hit Points
  within 10 feet of you, you gain a point of essence. This
  essence lasts for 1 minute. You can have a maximum number
  of essence points equal to your proficiency bonus.
  Once per turn, when you hit a creature with a melee attack,
  you can expend 1 point of Essence to deal an extra 1D10
  Necrotic damage to the target. Every point of Essence spent
  beyond the first adds an additional 1D10 damage.
  Reaper's Sense
  Starting at 7th level, you can hear the reaper calling.
  As a bonus action, you can study a creature within 30 feet
  and determine if it’s above or below half Hit Points. In
  addition you can see invisible creatures within 30 feet of you
  as long as they are under half Hit Points.
  Reaping
  Starting at 10th level, each point of essence you expend deals
  2D10 Necrotic Damage.
  Wings of the Reaper
  Starting at 15th level, you can sprout massive bone wings
  from your back and take flight.
  As a bonus action, bone wings erupt from your back, and
  you gain a Fly Speed equal to your Movement Speed. You can
  dismiss the wings as a bonus action.
  Grim Reaper
  Starting at 18th level, you become the very essence of death
  and assume the form of a grim reaper.
  As a bonus action, your form shifts as you are cloaked in
  black robes and your face takes on the visage of a skull. While
  in this form you gain several benefits. 
  You gain three points of Essence. Only while in this form may
  your Essence exceed your Proficiency bonus.
  Whenever a creature is reduced to 0 Hit Points within 10
  feet of you, you gain temporary Hit Points equal to twice your
  level plus your Constitution modifier.
  Spending a Point of Essence deals 3D10 Necrotic
  Damage.
  This Form lasts for 1 Minute. Once you use this feature,
  you can’t use it again until after you finish a long rest.
  3
  HALLOWEEN SUBCLASSES
  
  Rogue - The Ripper
  You are a brutal killer that excels at eliminating your foes
  with your chosen weapon, the dagger. Rogues that follow this
  archetype are leg breakers, thugs, murderers, or thrill
  seekers. Your unique abilities allow you to devastate your foes
  with expertly placed strikes and intimidate those that bare
  witness to your gorey display of skill. Your reputation is so
  fearsome that your name alone has a tendency to prevent
  fights before they begin.
  Ripper Features
  Rogue Level Features
  3rd
  Bonus Proficiencies, Master of Daggers
  9th
  Horrifying Display
  13th
  Killer's Swagger
  17th
  Dagger God
  Bonus Proficiences
  Starting at 3rd level, You gain Proficiency in Intimidate. If you
  already have Proficiency in Intimidate, you gain Expertise.
  Master of Daggers
  Starting at 3rd level, you learn to use daggers with brutal
  efficiency, be it hitting the weak spot of a foe or flinging the
  dagger to catch a fleeing enemy.
  You deal an extra 1D6 damage when Sneak Attacking with
  a Dagger.
  You increase the range of the Dagger to 40/80.
  Horrifying Display
  Starting at 9th level, when you kill a foe, the sight of it instills
  terror in the hearts of those that witness it.
  When you reduce a creature to 0 Hit Points, you can use a
  bonus action and force all enemies that can see you to make
  a Wisdom saving throw. The DC is equal to 8 + your
  proficiency bonus + your Charisma modifier. On a failed save,
  the creature has disadvantage on all attacks and ability
  checks until the end of their next turn.
  Killer's Swagger
  Starting at 13th level, your fearsome presence makes your
  enemies hesitant to attack you.
  Creatures have disadvantage on all attacks to hit you until
  you are successfully hit by any attack.
  Dagger God
  Starting at 17th level, you have reached a nearly divine level
  of skill with daggers.
  You deal 1D6 damage with daggers, instead of 1D4. When
  Sneak Attacking with a Dagger, your Sneak Attack dice turn
  into D8s.
  Warlock - The Pumpkin Queen
  Your patron is a mysterious entity known simply as the
  Pumpkin Queen. The Pumpkin Queen is given praise at
  harvest time and is believed to ward off evil spirits. She
  despises evil undead, yet she offers safety to intelligent
  undead that fight against their evil nature and wish for
  redemption. Those she has granted power to are tasked with
  hunting down mindless and evil undead in order to protect
  nature from their taint.
  The Pumpkin Queen Features
  Warlock Level
  Features
  1st
  Pumpkin Bomb
  6th
  Trick or Treat
  10th
  Gourd Guard
  14th
  Pumpkin Queen's Revolt
  Pumpkin Bomb
  Starting when you Choose this Patron at 1st level, you gain
  the ability to hurl flaming pumpkins.
  You gain a new attack option that you can use with the
  Attack action. This special attack is a ranged spell attack with
  a range of 60 feet. You are proficient with it and add your
  Charisma modifier to its attack and damage rolls. Its deals a
  1D12 fire damage.
  The damage increases by 1D12 when you reach 5th, 11th,
  and 17th level.
  Trick or Treat
  Starting at 6th level, you can call forth illusions to trick your
  foes or dispense healing magic to treat your allies.
  As an Action, you can cast the Mirror Image spell or Heal
  one creature within 30 feet for 2D6 + your warlock level.
  Once you use this feature, you cannot use it again until
  after you have finished a short or long rest.
  Gourd Guard
  Starting at 10th level, you can incase yourself in a large
  pumpkin that protects you.
  As a Reaction, you become immune to damage until the
  start of your next turn. Once you use this feature, you must
  finish a long rest before you can use it again.
  Pumpkin Queen's Revolt
  Starting at 14th level, you can call upon the might of the
  Pumpkin Queen. Pumpkins rain down from the sky as a wave
  of lush vegetation explodes outward from you.
  As an Action, you call down a rain of explosive pumpkins.
  All hostile creatures in a 60 foot radius centered on you must
  make Dexterity saving throws against your spell casting DC.
  On a failed save, they take 4D6 Fire damage and 2D6
  Bludgeoning Damage.
  All normal plants in a 100 foot radius centered on you
  become thick and overgrown. A creature moving through the
  area must spend 4 feet of movement for every 1 foot it moves.
  You can exclude one or more areas of any size within the
  abilities area from being affected.
  4
  HALLOWEEN SUBCLASSES
  
  Acknowledgements
  A big thank you to The Homebrewery for the layout
  editor. Use the link below to make your
  homebrewed classes look official.
  http://homebrewery.naturalcrit.com/
  Photos
  All pictures used in this document were found on
  google under the "free to use or share, even
  commercially" section of their database.
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  5
  HALLOWEEN SUBCLASSES
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Andrew Ceasar/Six Halloween Themed Sub-Classes.pdf