#homebrew

1 messages · Page 106 of 1

junior saffron
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Bei Lun
(Feat, Prereq: Lance Proficiency)
Immovable Object: At the start of your turn, you can enter the Immovable Object Stance, which lasts until the start of your next turn. When you do your Speed is set to 5, you are immune to being made prone, and your attacks with a Lance no longer suffer disadvantage on creatures within 5 feet of you.

Diamond-Tipped Spear: Your attacks with a Lance Critically Strike on rolls of 19 and 20 so long as the target is not within 5 feet of you.

signal island
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One question, why is your speed set to 5 and not 0?

light harness
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I used ai to organize all the info me and a friend made for this class

junior saffron
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Or I could make it a Bonus Action.

light harness
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And I also had it simplify everything so it’s not so confusing ect

scenic urchin
junior saffron
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Do you think the expanded Crit range is too much? I know base Champion gets it and that it’s kinda underwhelming there.

signal island
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I don't think it's too much

junior saffron
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Feels to me very in-line with like, a super precise stabber.

light harness
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What should I do then

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To change it like can somone hop on a call and help me maybe

junior saffron
light harness
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Really

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I didn’t know well um

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Im not sure what to say

junior saffron
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Making a whole class is a lot to consider, I’d really recommend finding what key abilities you like and turning it into a subclass instead.

signal island
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Also i made a new buff called upgrade which upgrades the damage die (it's a spell only for the enemies) like greatsword dealing 2d8 instead of 2d6

light harness
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I changed it to charisma and dex

signal island
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Same with a debuff downgrade

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I imagine it used by some higher ranking enemies to rally their troops

restive tusk
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Alright looked it over, here's my notes:

  • Class Table. It's missing. Generally you should plot this out at the beginning of the document, like all of the official classes. You're also missing a primary ability score for the purposes of multiclassing.
  • Proficiencies. "Medium" ranged weapons doesn't mean anything since "medium" isn't a weapon property. The class notably therefore lacks proficiency in ranged weapons without the Light and/or Heavy properties, like the Longbow. The two strong saving throws are a no no as well. All classes get 1 "weak" (STR/INT/CHA) and 1 "strong" (DEX/CON/WIS) saving throw.
  • Spirit Arsenal. Again "medium" doesn't mean anything. Spirit weapons are poorly defined outside of the fact that they're magical. What weapons qualify (i.e. can I summon a magical weapon as a spirit weapon?). How many can be out at a time? Etc. The Soul Shot also lacks Weapon Mastery so they're sort of a leg down in terms of being able to use their weapons.
  • Weapon Types. Giving a class a free summonable firearm is relatively OP since they're normally equivalent to rare magic items. A cannon shouldn't be summonable since it is an object and not a weapon by the rules.
  • Spirit Mold. Shouldn't be reliant on DM. At level 1 these also do nothing so it should be moved to a level 3.
  • Suppressing Fire. Weak feature since it can be used less often than similar Mastery Properties.
  • Bullet Infusion. I wouldn't make this rely on you purchasing supplies to coat bullets. There should be some default options and then the ability to coat things. Also coating things as written technically does nothing, since it doesn't say creatures hit with spirit bullets receive the effects of the coating.
  • Infusion Scaling. Nonsensical since there's no pretext about coatings not delivering the full effect or the chance to fail a coating.
  • Dual Shot, Extra Attack, Perfect Barrage. Overpowered since you get more attacks earlier than other martials.
  • Spirit Enhancement. A little weak since a +1 Weapon at level 9 is behind the power curve.
  • Capstone. The class is also missing a capstone feature.
light harness
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And the medium ranged wepon thing well it can bond with a wepon of any range and basically

junior saffron
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The things that are up to DM discretion also feel read as really funky to me. Like the number of Spirit Bullets you get.

junior saffron
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I’d recommend using a table of custom homebrew guns if you’re really intent on using the guns specifically listed in the description. Like n51 said base DND guns are powerful items.

signal island
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Wait i said that?

junior saffron
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Oh oops

light harness
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Hold up I’ll go fix those things

junior saffron
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My bad, the chromatic nametag had me mixed up for a sec.

restive tusk
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Actually you caught me with a mistake lol. Regular firearms are equivalent to Rare ones

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Futuristic weapons are the ones equivalent to very rare

red nebula
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Can somone look over this subclass feature please

signal island
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I can

red nebula
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Blink Light
3rd-level Warlock feature
When a creature you can see hits you with an attack or targets you with an effect, you can use your reaction to briefly phase out of reality. The triggering attack or effect misses you. You then move up to half your walking speed or up to half the distance you move on your turn, whichever is greater.

Until the start of your next turn, you are incorporeal. While incorporeal, you can move through creatures and objects, you can’t be perceived or targeted, and your movement is unaffected by difficult terrain or any other restrictions. You gain a flying speed equal to your walking speed and can hover.

You can’t end your turn inside a solid object. If you do, you are shunted to the nearest unoccupied space.

You can’t directly interact with creatures or objects while incorporeal. You can end this effect early on your turn (no action required).

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

signal island
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It's nice

red nebula
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Really?
Is it short enough?
Trying not to make it too long or extensive

signal island
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I don't think that there's anything to correct however i'm a beginner so if you want a professional opinion then look for someone else

red nebula
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Thanks very much bro

junior saffron
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Hm design question: Assuming you get hit outside of your turn and the feature lasts until the start of your next turn, why do you also get these movement abilities?

red nebula
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Ohhh. 😲
I didn’t add the level upgrades 😅

red nebula
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Then again this was before I added the extra movement.

junior saffron
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It’s really strong, probably overpowered. Proficiency bonus to not resist but completely avoid an effect would be a very high level spell. Like 4+ imo.

red nebula
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Hmmm 🤔 ok

junior saffron
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It reads to me like you can use it to avoid any attack or spells or effects like Disintegrate, or a Lich’s Life Drain. At 3rd level.

red nebula
red nebula
junior saffron
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I would split it up kind of.

1/short rest you can blink out as a reaction to being attacked or targeted by a spell you can see being cast. (For more reference on Blinking and what that might entail, pull some text from the Blink spell)

PB/day you can become incorporeal and fly until the end of your turn or something.

red nebula
light harness
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Wait so when you were talking about the once per turn thing with the suppression fire is weaker than I think what do you mean

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Like how could I improve that

red nebula
restive tusk
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Taking away a creature's reactions for one turn per combat is fine. The other speed reduction option is what's weak since it's just a worse version of the Slow Mastery Property

red nebula
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Ohhh so limit the initial blink to only 1 per short or long rest instead of equal to PB?

light harness
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And I changed it to a ranged wepons that will die in the setting of the campaign so I don’t have guns inside a medieval campaign

junior saffron
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Hm. That’s a little strong too even. Maybe the reaction phase out lasts until the end of the targeting creature’s turn,

red nebula
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Hm

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So instead of it lasting until the start of your next turn I should make it last until the end of the creatures turn

junior saffron
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Yeah, and reduce the number of uses to 1/rest.

red nebula
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😭 who’s doing this????

sturdy knoll
red nebula
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Ahh sorry

light harness
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K im bout quarter way done I’ll send it in like an hour or so and ill see what you think

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But there anything else you can think of that can be fixed

red nebula
# junior saffron Yeah, and reduce the number of uses to 1/rest.

Blink Light
3rd-level Warlock feature
When a creature you can see hits you with an attack or targets you with an effect, you can use your reaction to briefly phase out of reality. The triggering attack or effect misses you. You then move up to half your walking speed or up to half the distance you move on your turn, whichever is greater.

Until the end of the targeting creatures next turn, you are incorporeal.
While incorporeal, you can move through creatures and objects, you can’t be perceived or targeted, and your movement is unaffected by difficult terrain or any other restrictions. You gain a flying speed equal to your walking speed and can hover.

You can’t end your turn inside a solid object. If you do, you are shunted to the nearest unoccupied space.

You can’t directly interact with creatures or objects while incorporeal. You can end this effect early on your turn (no action required).

You can use this feature once and you regain all expended uses when you finish a short or long rest.

cerulean seal
# light harness But there anything else you can think of that can be fixed

Classes are the hardest thing to design in DnD by far. I highly recommend looking at other classes to get an idea of structure and flow. Especially other martials since this seems to mostly be a martial. Mimic the flow of the class and structure but of course maintain all of your own mechanics, flavor and features

red nebula
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Is this more balanced?

light harness
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It’s more balanced since I’m farther balancing it now after like 18-20 minutes

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Im only quarter way done

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I’ll send the full thing when I’m done

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I mean if @wise idol has anything to say I would love to hear it

junior saffron
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Text could use a lot of rendering down, but I’m also being nitpicky. In essence and function I think so.

I’d add another flavorful 3rd level feature too so for a better player experience. Using your subclass once and then not having a subclass for the rest of the day can feel really sucky.

light harness
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True I hate lots of text

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I sent that link earlier it’s the same one

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It’s not changed yet

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I would need to send another to get the current one

red nebula
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6th level:
You can maintain its incorporeal state for up to 1 minute using concentration, provided you activate it using an action (not just a reaction).When the effect ends you cannot use Blink Light again until you finish a short or long rest

10th level:
The duration of Blink Light (concentration) increases to 10 minutes.

14th level
You can choose to ignore or interact with objects, creatures, or effects as normal or as incorporeal (your choice each turn). Once per round, you can use Blink Light without expending a use (reaction only).

light harness
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I’ll need to use grammerly for that

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lol

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To shorten it

red nebula
light harness
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Yes

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Any ways here the lore for this class

red nebula
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What? lol

red nebula
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Ohhh might have to change scaling since I removed the PB=uses.

junior saffron
# light harness I’ll need to use grammerly for that

I’m sorry if this comes across as lecture-ish or sanctimonious but I really think that it’d be good to practice writing without tools like AI or Grammarly. DND is written with a specific ruleset in mind for clarity and whatnot that Grammarly doesn’t have in mind when it edits. I could see in your initial drafts of your homebrew class that AI kind of just hallucinated stuff and mechanics out of thin air and didn’t provide explanation, which isn’t uncommon with AI

light harness
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Understood

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And trust me it doesn’t

plucky vigil
light harness
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Ight

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I agree it’s just I’m not the person to trust with that

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lol

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I can not do that well so that’s why I kinda get a a single person to help make it and then have it simplified by some sort of ai to make it easy to understand cause I did make it for beginners and intermediate players to be able to pick up and understand

wise idol
light harness
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Sure man go ahead and welcome

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Also once completed and fully done @wise idol want to maybe consider it becomeing a full dnd class

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I already have subclasses

wise idol
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I don't make those BIG decisions, but @tough steppe and I are always here to listen and be inspired

light harness
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Ok but yeah thoughts on what I can fix up

red nebula
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I forgot how to add links into text 🥲

light harness
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Ight im 75% done or around there and ive looked for possible abuse of action surge ect and changed the wording so no one can make 6 attacks at level 5 or somthing abusurd so its not exteremly broken

junior saffron
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Blood Curse of Tethering
As a reaction to an ally within 30 feet of you taking damage, you can choose to grant them Resistance to that damage. You take damage equal to the damage mitigated.

Amplify: You can target an additional ally who was dealt damage by the same triggering effect as the original.

light harness
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Alright here it is

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Thoughts

red nebula
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I forgot which spell tho

red nebula
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Exactly the same but warding bond is clearer and gives more +1 AC.

junior saffron
light harness
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Who wants to check out my finished version of my class I made

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It’s the soul shot class

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Hsiaomai has lots to say I feel like

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lol

junior saffron
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Blood Hunter: Order of the Crimson Clypeus
Flavor/identity goals: Lifestealing, vampirism(?), durability, knighthood

3rd - Ferrous Armor: As a reaction to taking damage or losing HP, you can assume the Crimson Mantle state for 1 minute, which grants temporary Hit Points equal to your level in this class. You gain the following benefits:

• Once on each of your turns when you hit a creature with an attack, you can recover a number of hit points equal to a roll of your Hemocraft Die if you have no more than half of your hit points left.
• Whenever you use your Blood Maledict, you gain Temporary Hit Points equal to the number rolled, which don’t reduce the damage you take from using it.

The Crimson Mantle state lasts for 1 minute. Once you use it, you cannot do so again until you finish a short or long rest.

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Also was thinking about giving heavy armor + Smith’s tools prf but that might be a bit much.

light harness
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So uh yeah

red nebula
light harness
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lol it’s good lowkey he was just chill like that

junior saffron
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Can you tell me what was unclear about the curse as I wrote initially?

light harness
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I need somone to check mine out also to see if it’s good now

red nebula
junior saffron
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Oh I see.

red nebula
junior saffron
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No, I’m just autistic.

red nebula
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-oh-

light harness
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So your good

junior saffron
plucky vigil
junior saffron
# junior saffron __3rd - Noble Blood:__ You gain proficiency in Persuasion and a set of Artisan’s...

7th - Enduring Aegis: Upon falling unconscious due to taking damage, you regain a use of your Crimson Mantle and Blood Maledict. You can use this feature once and must finish a Long rest before using it again.

11th - Guardian’s Brand: While you are within 5 feet of it, a creature targeted by your Brand of Castigation has disadvantage on attacks against all creatures except for you.

Additionally, the number of hit points you gain from your Crimson Mantle increases to thrice your level in this class.

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15th - Scarlet Knight: When you recover hit points using your Crimson Mantle, you can roll your Hemocraft Die twice, rather than once. An ally within 30 feet of you gains temporary hit points equal to the number rolled this way, which lasts until the start of your next turn.

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18th - Ferrous Master: For the duration of your Crimson Mantle, you gain resistance to damage of the same type as the triggering damage, or the damage type of all of your Crimson Rites.

You also gain the Blood Curse of Lifestealing for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Lifestealing: When a creature within 30 feet of you regains hit points, you can use your reaction to prevent them doing so.
Amplify: Any number of creatures within 30 feet of the target regain hit points equal to your level. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

thorn meadow
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I have a concept of a engine that runs on a crystal attached with a bunch of doohickeys to make chases more fun. If anyone is intrested about it I can say more.

boreal escarp
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Hello, I've having the idea of a subclass for druid, I named it Circle of the Folklore (name is still in work), it about folklore and myth were the druid turn the monsters of folktales real, like the druid can turn into a wendigo or some type of wrong animal, I got the idea that this class is about stalking and isolating an enemy in combat.

mystic anchor
restive tusk
cerulean seal
boreal escarp
# mystic anchor Could be interesting, are you specifically aiming for horror esque folklore enti...

I feel is more of folklore in general, like if they turn into there wild shape they can turn or into a more folklore cryptid like a wendigo or a wrong version of an animal like a wolf with a way bigger mouth or a deer with more legs. Other idea that I got is the a folklore druid only happen when a druid is isolated from a grove, like it was exile, or committed a sin. But I this is just ideas I don't have anything wrote down, jet.

mystic anchor
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You could also lean into fables, and the ability of the wildshape depends on the lesson of the fable

boreal escarp
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interesting

cerulean seal
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Yeah I think you gotta decide is this cryptid subclass or a fable/folklore subclass because I think those are different things

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A cryptid subclass is like becoming monstrosities and such.

A folklore fable subclass would be imo, very mental and illusory in nature

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Maybe literally bringing stories and tales to life

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I think you can accomplish turning into monsters and horrors if you take a folklore/fable approach

boreal escarp
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like making the folklore real? because my idea is that this druids are the reason of the folklore, this folktales exist because people manage to see this like more monster side of a druid to tale the tale.

cerulean seal
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Basically just give them new statblocks that are monstrosities with some extra utility and boom

boreal escarp
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I was also think for the the first mechanic called dread. Dread is like there core skill is a passible that make enemies get dread up to 3 stack at the 3 stack you deal more damage, this ability is more longer that that. this is till if for stalking enemies.

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I forgot about the stat block for the monster...

cerulean seal
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Could have it work with fear. If the target is frightened of you you deal extra damage.

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And then give the statblock a way to inflict the frightened condition

boreal escarp
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yeah but not all enemies get frighten, and dread is not being scare is being uneasy like when you know some one is watching you and you cannot see it. Dread is like that tention before the scare, that is why is stalking

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other name I put to dread is parania, I think parania is a better name

cerulean seal
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I understand you deal more damage as you mentioned above but I don’t think that specifically explains how that effects the enemy themselves and their mental state

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If this is a custom debuff this subclass applies it needs a secondary effect on the enemy probably while they have stacks of it

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Could be like a debuff to their perception checks. Or disadvantage on wisdom saves

boreal escarp
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for mental state, what you mean? because what I though that they get few minor debuff, they lose some movement speed at 1 stack, at two they get disactivate while trying to hit you and only you. and 3 stack they get mark at the prey and you deal why more damaged to them. Or should I make other change?

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the big burst is only the first hit in only one round after that you just deal extra damage but not that burst until the mark goes away or they make a safe throw, that they also get disadvantaged.

cerulean seal
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Reason I ask is because most combat encounters only last 3-5 rounds at most

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Statistically speaking

boreal escarp
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for that I though that, first the enemy need to isolated, meaning an enemy is isolated if they are 10 ft away from an ally, the druid apply dread to all isolated enemy in a radio around them of like 15 ft, they dread happen when hitting an enemy and hiding away, it can also be apply if an enemy is an difficult terrain, dim light or blind. like if you are near them and they cannot see you they get dread, you hit them and hide. if they see you you lose one dread if they see you in wild shape you don't lose point.

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this ability alone still give headache.

scarlet flower
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so i was interesting in making a homebrew wild magic warlock subclass but my homebrew experience is only really making a few magic items so i would like some ideas as well as making it distinct enough from wild magic sorcerer

mystic anchor
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Ok, hit me

scarlet flower
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maybe on uses of a eldritch evocation there is a chance for wild magic to occur

mystic anchor
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Eh, it feels like it would happen when you don't need it

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Most Eldritch Invocations are buffs or grant the use of spells that provide buffs to oneself

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I'd say make new Invocations that have strong effects but have Wild Magic attached to them

scarlet flower
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yeah i like that idea

heavy jacinth
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Well I'm going through hell with my homebrew project....

heavy jacinth
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Trying to make every stand in JoJo's into Dnd....

cerulean seal
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Might be able to cut a lot of the work out for yourself

heavy jacinth
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Maybe....

cerulean seal
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I’ll dm it to you

cerulean seal
mystic anchor
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I overall like it, very Bard esque which is cool. I think the specialized outfits should be something minor but big enough where you want to give it out to specific classes

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Like formal adds your intelligence modifier to their Persuasion rolls, or active where grants advantage on Acrobatics checks etc

young isle
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Same though you get a lot of level 3 features. And don't artificiers get 5th level spells on level 19?

peak inlet
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but I think the effects are fine

cerulean seal
peak inlet
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I think you would add Vicious Mockery into the spell list using 2024 setup

cerulean seal
peak inlet
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the way the outfit of the day feature reads makes it seem like you want to place them on enemies

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until you read the effects

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you mention that stuff activate only once per long rest a few times

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but you also say that the outfits disappear at the end of a Long Rest, so you don’t really need to mention that it’s once per Long Rest

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and the wording used for Short Rest uses “Short or Long Rest” I assume you already know that and don’t wanna have that wording, but I’m just saying this in case you missed it

cerulean seal
crimson geode
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Hullo, I'm not sure if i should post this here or in the map channel but do any of you guys have any recommendations on videos/blogs/books/websides that cover geography, topography, geology and/or any other related subjects specifically for the purpose of creating your own worlds/maps.
Meaning that they go into how and where something forms, and for what reason but explain it in such a way that it teaches the reader/viewer how they might use it to create their own worlds not just analyse the stuff real life already has.

I tried looking through my moms old geology book from university but there was a bunch of stuff in there that simply didn't seem needed when i just wanted to create my own thing and the stuff i was interested in was just mixed in here and there so it felt pretty exhausting reading through stuff that didn't seem like i could make use of it

signal island
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In my setting there will be civilizations resembling the aztecs and now how should i make aztec weapons like Macuahuitl

marsh spade
signal island
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My first idea was 1d6 slashing +1d4 blugedoning damage

marsh spade
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More like do it 2d6 in slashing mode and 1d8 bludgeoning mode

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(2 for double sided blade and makes it feel diff)

signal island
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Now that's just Macuahuitl, now what about tepoztopilli

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And also those dart throwers

terse fractal
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Anybody else putting way too much effort into something most people put some effort into but mostly leave it at that for simplicity’s sake?

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Cause I’m over here making an entire fictional chemical compendium

signal island
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Depends on how important is it

terse fractal
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Alongside somewhat realistic Lewis structures, chemical names and how it’s made

junior saffron
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Blood Hunter: Order of the Crimson Clypeus
Flavor/identity goals: Lifestealing, vampirism(?), durability, knighthood

3rd - Ferrous Armor: As a reaction to taking damage or losing HP, you can assume the Crimson Mantle state for 1 minute, which grants temporary Hit Points equal to your level in this class. You gain the following benefits:

• Once on each of your turns when you hit a creature with an attack, you can recover a number of hit points equal to a roll of your Hemocraft Die if you have no more than half of your hit points left.
• Whenever you use your Blood Maledict, you gain Temporary Hit Points equal to the number rolled, which don’t reduce the damage you take from using it.

The Crimson Mantle state lasts for 1 minute. Once you use it, you cannot do so again until you finish a short or long rest.

3rd - Noble Blood: You gain proficiency in Persuasion and a set of Artisan’s tools of your choice.

Once you finish a Long Rest, you can roll a Hemocraft Die and take damage equal to the result. If you do, roll your Hemocraft Die and add it to the result of each Persuasion Check or ability check using Artisan’s tools you make. This benefit lasts until you finish a Long Rest.

7th - Enduring Aegis: Upon falling unconscious due to taking damage, you regain a use of your Crimson Mantle and Blood Maledict. You can use this feature once and must finish a Long rest before using it again.

11th - Guardian’s Brand: While you are within 5 feet of it, a creature targeted by your Brand of Castigation has disadvantage on attacks against all creatures except for you.

Additionally, the number of hit points you gain from your Crimson Mantle increases to thrice your level in this class.

15th - Scarlet Knight: When you recover hit points using your Crimson Mantle, you can roll your Hemocraft Die twice, rather than once. An ally within 30 feet of you gains temporary hit points equal to the number rolled this way, which lasts until the start of your next turn.

18th - Ferrous Master: For the duration of your Crimson Mantle, you gain resistance to damage of the same type as the triggering damage, or the damage type of all of your Crimson Rites.

You also gain the Blood Curse of Lifestealing for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of Lifestealing: When a creature within 30 feet of you regains hit points, you can use your reaction to prevent them doing so.
Amplify: Any number of creatures within 30 feet of the target regain hit points equal to your level. Once you’ve amplified this blood curse, you must finish a long rest before you can amplify it again.

Any pointers for this Blood Hunter subclass?

true forge
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oh well, didnt see the Blood Curse lol

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(or the Brand, holy im blind)

terse fractal
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I have been at this for 13 hours now isaac_tired

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And all I have are some half legible notes and a canva document I don’t remember making

junior saffron
true forge
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im kinda biased aswell as one of my friends made a vamp BH and its very good (to me lol)

peak inlet
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and in that case, you can just upgrade each of the passive styles when you are the one wearing it

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to include an additional active ability

pale plover
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Looking for a review of a custom fighter archetype. I didn't write it, one of my lesser experienced players wrote it, and wants to use it in a homebrew game I'm running. I'm looking for balance when compared to other archetypes. If I get this balanced, then I will include in a campaign book I have been asked to write.

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Fighter Archetype: Combat Medic
Medic Proficiency – At 3rd level you gain proficiency in the medic skill and the healer’s kit.
First Aid – Also at 3rd level you gain an additional use of your Second Wind trait and you also gain the ability to use it on another creature.
Restoring Weapon – At 7th level using an action you can use your weapon to cast Lesser Restoration a number of times equal to your proficiency bonus.
Healing Potion Boost – At 10th level, when you use a healing potion on another creature increase the amount of healing by your wisdom modifier.
Shield Stance – Healing Aura – At 15th level if you are wielding a shield you can use a bonus action to take a defensive stance. While in this stance you cast an aura out to 10 feet that heals creatures of your choice for 2d12 plus wisdom modifier. You can use this ability 3 times per long rest. When you leave your stance your aura ends. Moving also ends your aura.
Full Cure – At 18th level you have shown such devotion to your god that 3 times per long rest you can heal one character to full health removing all status effects, positive and negative.

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I have some thoughts on changes, but I would love input before I implement any changes.

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Personally, I feel the 18th level ability is a bit strong, the 15th level ability could use some refinement. 2d12 plus wisdom modifier each round while in stance seems a bit strong as well. Feel free to review, and give advice.

peak inlet
# pale plover Fighter Archetype: Combat Medic Medic Proficiency – At 3rd level you gain profic...

First Aid: does not state a range for using it on another creature
Restoring Weapon: if this is for 2024, you shouldn't be using PB scaling
Healing Potion Boost: seems a bit weak for a level 10 feature, you also aren't giving them a better way of making potions
The level 7 and 10 features are quite uninteresting and disconnected from your other feature so far
Shield Stance - Healing Aura: what's the point of the aura staying if this is a 1 time heal? why are you adding a new resource at level 15? Why not bring it back to Second Wind? I see you mentioned it activates every turn, that's definitely too much.
Full Cure: You need to take a look at Warrior of Mercy Monk's Capstone as a comparison

pale plover
peak inlet
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this feels a lot more like a Paladin than a Fighter

pale plover
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Thank you for the feedback. I agree, this has a paladin feel to it. Maybe I do a bit of changing. Back during 3.5, I worked on the Holy Warrior from Green Ronin.

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I just didn't want to be overly hard on my player, he's new.

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And this is his first time creating material.

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Thanks. I copied your points, and am going to work on them, and then share them with my player.

peak inlet
# pale plover asking because it's not my creation. One of my players wants it, and I have a h...

quick suggestions,
level 3 make the range of the ally Second Wind 10 feet
level 7 you also remove the conditions from the ally when you use Second Wind (like Lesser Restoration)
level 10, you apply the healing to yourself as well when using Second Wind. Probably some way to heal allies during short rest (When you use hit die during SR, heal allies around you as well maybe?)
Level 15, make the Second Wind AoE and instantaneous activation once per Short Rest
Level 18, make it once per Long Rest, heals to max and recovers these: Blinded, Deafened, Paralyzed, Poisoned, and Stunned

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I have not properly sat down to balance this obviously, so you might have to throw in your own interpretations if you think something is too strong

pale plover
peak inlet
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is this too much on a feat?
Royal Protection. When you’re holding a weapon in one hand and no other weapons or shields, you grant creatures of your choice other than yourself within 5 feet of you a bonus of +1 AC.

dusky schooner
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I'd add the clause "while you are not incapacitated"

peak inlet
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good call

dusky schooner
peak inlet
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Kind King

General Feat (Prerequisite: Level 8+, Benevolent Bishop, Nimble Knight, or Reckless Rook feat)

Ability Score Increase. Increase an ability score by 1, to a maximum of 20.

Royal Resilience. When you're holding a weapon in two hands and not using a shield, your AC increases by +1. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Royal Protection. When you’re holding a weapon in one hand and no other weapons or shields, you grant creatures of your choice other than yourself within 5 feet of you a bonus of +1 AC. This benefit is removed if you are Incapacitated.

King's Inspiration. When a creature within 5 feet of you fails a d20 test, you can use your Heroic Inspiration to reroll the die as you would your own.

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it's the 3rd feat in the chain Origin > General > this

dusky schooner
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Looks good bcaThumbsUp

junior saffron
green moth
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I was thinking of writing an adventure/campaign guide based on animals and nature. I think animals overall have really interesting things going for them that don't shine at all since they are always pushed to the side since they usually bear a very low CR and can't keep up with regular monsters. I would essentially shonenify animals to give them cool mechanics and context. I was thinking of adding this to the guide I was talking, where the main feature would be the players playing as small animals such as mice or insects and societies built around their tininess, such as using birds and frogs as mounts, using needles and sewing covers as swords and shields, etc. Is there already any big publishing or book or guide like this? Would you like to see this being written and do you think it would be interesting (both the guide to making an animal world campaign and exagerating animal statblocks into cool "monsters")?

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Sorry if this was the wrong channel I'm not quite sure where to post this question

sonic lynx
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Hi hi! Would anyone be willing to help me out? I'm trying to build a 2024 Subclass for Warlocks based around having (specifically) Vecna as my Patron. I'm using Blackbando's "The Chained God (5e Warlock Archetype)" as a base but I am kind of stuck. Tell me what y'all think so far? And any help with the spell list or 6th level feature would be appreciated too!

The Maimed God (5.5e Warlock Subclass)

The Undying King:

The Arch-Lich, the Chained God, the Maimed God, Master of the Spider Throne, the Whispered One, these are all names used to describe one of the most ambitious and malevolent gods known to mankind; Vecna. Vecna is usually depicted as a powerful magician resembling a desiccated corpse missing his left hand and eye, and is one of the main reasons why so many 'evil' artifacts, such as the Book of Vile Darkness exist. Cults of his are widespread, though not many are known of, making many a warlock serve him.

Chained God Spells: [EDITED]
3: (Four to Six Spells) Spare the Dying, False Life, Command, Blindness/Deafness, Phantasmal Force
5: (Two Spells) Speak with the Dead, Phantom Steed
7: (Two Spells) Death Ward, Greater Invisibility
9: (Two Spells) Antilife Shell, Cloudkill

3: Grace of Vecna:

  • Your eyesight becomes blessed by Vecna's might. You have advantage against illusions and other checks relying on sight, resistance to necrotic damage, and gain Darkvision with a range of 120 feet.
  • Your hands feel dead and clammy, temporarily making you almost mummified. You have advantage on checks made to grapple or shove, resistance to cold damage, and your melee weapon and melee spell attacks deal an additional 1d6 cold damage.

[EDIT] 6: Undying Nature (Replaceable if the race chosen already has this Nature?)

  • Beginning at 6th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

10: Blood of Vecna:

  • Starting at 10th level, your blood churns with the might of Vecna, making you immune to poison-type damage and disease.

14: Whispering Touch:

  • Starting at 14th level, you are able to channel the might of liches such as Vecna into your touch itself. As an action, you may make a melee spell attack on a creature within reach of you. On a hit, the creature takes 3d6 cold damage, and must succeed on a Constitution saving throw against your spell save DC, being paralyzed until the start of your next turn on a failed save.
sonic lynx
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Maybe swap 6 and 10? Then the replaceable Level 10 feature I could combine Form of Dread and Either Mortal Husk or Necrotic Husk?

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Like this maybe?

10: Undying Nature or Dread Form + Mortal Husk:

[UN]

-Beginning at 10th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

[DF]

-You manifest an aspect of your patron’s dreadful power. As a bonus action, you transform for 1 minute. You gain the following benefits while transformed:

You gain temporary hit points equal to 1d10 + your warlock level.
Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw, and if the saving throw fails, the target is frightened of you until the end of your next turn.
You are immune to the frightened condition.
You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

The appearance of your Dread Form reflects some aspect of your patron. For example, your form could be a shroud of shadows or Red Mist forming the crown and robes of your Arch-Lich patron.

[MH]

  • Your connection to undeath and necrotic energy now saturates your body. You have resistance to necrotic damage. If you are transformed using your Dread Form, you instead become immune to necrotic damage.

In addition, when you are reduced to 0 hit points, you can cause your body to explode. Each creature within 30 feet of you takes necrotic damage equal to 2d10 + your warlock level. You then revive with 1 hit point in your previous space, along with your gear, and you gain 1 level of exhaustion. Once you revive this way, you can’t do so again until you finish 1d4 long rests.

signal island
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It doesn't sound bad

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I need some help in developing and optimising armor breaking abilities/skills, how should i do them

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Like things that temporarily or permanently drops the player AC by some points

final smelt
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homebrew creature Shatter Roc This link is an image of the creatures stats and features within the Foundry VTT program. You can hover over the link to see it before clicking.

I created a creature and wanted feedback for it. Looking for suggestions on clarifying the writing and balance suggestions/ideas.

I have not dm'd in a very long time and wanted to create a creature for my campaign. This creature is designed around 5.5e/2024 rules. It will be in a group of 5-6 similar creatures, the goal is to hover around safely until a player fails its save, on its next turn it will attempt the make the player fail the save again to have disadvantage but even if the player succeeds it will attempt a grapple. Once a player is grappled, it will fly up if able to safely, if not on its next turn it will use its Roc's Adrenaine feature to fly up and drop the player for damage. The Chat description is what players see if I choose to send attacks/features publicly. Image was used as I think its easier to prepare the message and read the content.

Thanks for anyone who gives it a look!

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I have forgotten stuff v.v The save for Stone Song will be dc 12, and the creature has multiattack, One beak attack, one talon attack

frosty canopy
# signal island .

Ok, clarification needed. Do you want to permanently break armor, or temporarily lower AC ?

signal island
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Both would be good

frosty canopy
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Ok, let's start with the easiest, temporarily lowering AC could be modeled as some sort of special attack property a-la Rend. Some sort of save, probably Con to resist the effects

signal island
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Yep

frosty canopy
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Could make it a mastery property of certain weapons

signal island
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Ok ok and loweing the AC by 2 is good enough

frosty canopy
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just be careful of the application, because it would be pretty powerful

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with the bounded accuracy rules of 5e

signal island
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Ok ok thanks

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Now how about a spell which deals very little acid damage but starts to melt down armor the user is having

final smelt
# signal island Now how about a spell which deals very little acid damage but starts to melt dow...

A few things ive done to manipulate AC

Provided armor to players that would block the first crit, but then had its AC reduced by 1/2 until a short or long rest and they could repair it.

A creature with an aura that lowered ac within a 30 ft. range on a failed save. It stacked up to 3 and if you left the radius for a full turn it reset. If you succeeded a save after failing one, it wouldnt restore your AC but it wouldnt lower. This was a single creature encounter.

I had a creature with an attack that on a crit would reduce AC until rest where they can easily repair the damage.

Heres a simple way you could do a spell, add flavor text as ya want

2nd level evocation
30 ft. range.
instataeneous

You unleash a corrosive acid bolt at a target within range. ( You could do an attack roll, save, or both. If both it should be easier to trigger since theirs two points of failure/success. ) On a hit/fail, the target takes 1d6 acid damage (Damage is low but can trigger concentration checks, or anything else reliant on simply dealing damage.) that creatures AC is then reduced by 2 for 1 minute. Or maybe the AC is reduced by 1, next turn 2, next turn 3, then ends.

Theres many ways to go about it and things that effect the strength of the effect. More range is strong. Longer ranged spell should be weaker, while a touch based spell could be stronger. You could add a splash effect in a small radius. It could deal damage over time and/or reduce ac further over time. As axiom said it can scale very strongly, keep the bounded accuracy in mind as you make something.

signal island
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Thanks, i have also one thing in mind, that spell is more effecient on heavy armor

final smelt
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Ooh thats a nice little addition. Hope that helped and gave ya some ideas

hollow palm
final smelt
# hollow palm Hello y'all I took some feedback from another person in this chat long ago about...

How do you enter a spirit mode? Is it an action, or bonus action? Is it picked at the end of a rest? How do you swap modes and how frequently can you do so?

Consistent and concise wording goes a long way in homebrew, for Destruction the start of the feature says you gain the following features, because of that you dont need to say you gain access to or gain an additional for the other features. It can simply say

Proficiency with intimidation

Your speed increases by 5 ft.

The 'desolating power' feature needs clarification on what and how the damage applies. If someone had eldritch blast and makes multiple attack rolls, does each hit add damage? Is there a limit?

The features in this arent all in the order you would gain access to them by levels, it makes it really confusing to read and gro through

I think the first step you should take is first decide on a core mechanical niche for your class thats different from the other ones that exist. Why would someone wanto to play your class over another? Answer that question and start from there. You can find templates and guides online that can help you make the writing consistent with what already exist, and easy to understand for anyone reading.

signal island
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Do you have any ideas for some little chalenges during downtime in a big city?

hollow palm
final smelt
hollow palm
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Damn I didn’t put it in, I’ll put that in as soon as I can under the “Spirit Modes”

hollow palm
hollow palm
signal island
mighty cosmos
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Yo, im looking for a neat character creation idea I saw years ago, maybe one of you legends knows it or something similar. I’m looking for a Class that’s all about playing as twins, like two characters with one stat sheet

final smelt
mighty cosmos
mighty cosmos
light harness
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Hey what could I fix on this subclass this is the info

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Could somone look

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I used ai to organize it all

upper otter
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Does anyone have any cool Oaths they have made for a paladin 5e

oblique wigeon
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Can someone remind me the formula for figuring out HP? I know the basic "[# of hit dice] × [1/2(hit die value) +.5] + X". I just can't find a solid explanation of how X is calculated.

oblique wigeon
peak inlet
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or maybe it changed in 2024, is this 2014 or 2024?

oblique wigeon
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2024

peak inlet
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2024 is just what I said, yes

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if it’s an odd number of hit dice, you round down

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CON times # of hit dice

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150 (20d10 + 40) for CON = +2

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20*(5.5+2)

oblique wigeon
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So the final average HP formula is:
[# of hit dice × (1/2 hit die value + 0.5) + (# of hit dice × CON modifier)]

peak inlet
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what would you consider the 1/2 hit die value of a d12?

oblique wigeon
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6

peak inlet
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then yeah

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and always round down

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the creature’s size determines their hit die

sacred solar
oblique wigeon
# peak inlet then yeah

So, a monster with 5d8 hit dice and a CON modifier of +2 would have an average HP of...
[5×(4.5) + (5×2)]
=(22.5 + 10)
=32.5
=32

peak inlet
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yes

north elbow
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just easier maybe than multiplying by hit dice number twice

oblique wigeon
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In this case, it wasn't actually getting the average HP for some NPCs, it was more reverse engineering the HP notation for the stat block based on the HP I wanted them to have 🙂

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Thanks so much @peak inlet and @north elbow

tired ridge
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I am trying to make a first proper dnd tank which would be a subclass for Barbarian adn I need your feedback (important note I have 2014 rules in mind while creating that subclass)

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its still a wip and wording would be a littel clunky but you would get an idea
my main isnpiration is a Flagellant from Darkest Dungeon 2

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so
Barbarian Patch of Martyr

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at 3 level u get 3 features
1
you are immune to psychical pain
2
you gain proficency with intimidation and you can use your strenght modifire for intimitadion cheks instead of charisma
3
each time you your allied withing 30 ft of you is hit by an attack roll you can use your reaction to reduce damage taken by half, then u receive rest of the damage, you need to see both attacker and defender to sue that feature

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6 level you got 2 features
1
you can use your reckless attack while making opportunity attacks, additionally each time you receive that half damage from previous feature you can make 1 melee weapon attack againts a creature that hit your ally with attack that you reduced, that attack counst as opportunity attack (I want to make that an interaction with polearm master feat)
2
once per rage u can use your action to create an aura for 1 minute, aura has 15 ft of range adn u can exclude any creature from receiving effects of that aura

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if a creature starst its turn withing raneg of that aura it has hsi speed halfed, additionally it has to make a wisdom saving throw, if tehy failed they cannot taregt any creature with single target spell, attack or feature until they deal a damage to you that turn or until end of their turn, creatures with immunity to charm are immune to that effect (but not the slow)

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10 level feauture
if u gain paralyzed, poisoned, stunned, frightened, possesed condition or your movenet speed is slowed u can end any of them at the end of your turn u can do it number of times equal your prof bonus if u do that u receive xd6 necrotic damage that you cannot reduc in any way where x is a half of your barbarian level (rounded down)

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and I dont have level 14 feature yet

shy walrus
tired ridge
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he is immune to pain which only has flavor/roleplay value

plucky vigil
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pure mitochondria subclass 🗣️🗣️🗣️🔥🔥🔥🗣️🔥

shy walrus
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What’s immune to psychical pain?

tired ridge
shy walrus
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And that’s only at level 3

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Non rage feature

tired ridge
tired ridge
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its only flavor feature

plucky vigil
tired ridge
plucky vigil
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im pretty new to dnd so i understand very little of this convo 😭

tired ridge
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aslo barba is second weakest class in the game so I have some space to make him strong he isnt intednted to be on pair with other barba subclass

shy walrus
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¯_(ツ)_/¯

tired ridge
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if your only job is to me a tank u need to be damm good at it

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at that barbarian would be never stronger than any full caster played well

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and he doesnt have ANY offensive features

tired ridge
bright trout
# tired ridge I am trying to make a first proper dnd tank which would be a subclass for Barbar...

here's some changes you can do
3rd Level — Pain Without Fear

You gain proficiency in the Intimidation skill. If you already have proficiency in it, you gain proficiency in another skill from the barbarian skill list.

Additionally, when you make a Charisma (Intimidation) check, you can use your Strength modifier in place of your Charisma modifier.

You also become immune to magical effects that would force you to recoil from pain, at the DM’s discretion. (IE Power Word Pain)

3rd Level — Martyr’s Protection

When a creature you can see within 30 feet of you is hit by an attack, you can use your reaction to intercept the blow.

The target gains resistance to the triggering attack’s damage, and you take damage equal to the amount prevented.

You must be able to see both the attacker and the target to use this feature.

6th Level — Vengeful Interception

When you take damage from your Martyr’s Protection feature, you can immediately make one melee weapon attack against the triggering creature if it is within your reach.

This attack uses your reaction as part of the same reaction used for Martyr’s Protection.

Additionally, you can use Reckless Attack when making opportunity attacks.

6th Level — Aura of Provocation

As an action while raging, you emit a hostile aura for 1 minute. The aura extends 15 feet from you and moves with you.

When you activate the aura, choose any number of creatures you can see to be unaffected by it.

A hostile creature that starts its turn within the aura has its speed halved until the start of its next turn.

In addition, the creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or it cannot willingly target creatures other than you with attacks, spells, or abilities until the start of its next turn.

A creature immune to the charmed condition is immune to this targeting restriction, but not the reduced speed.

Once you use this feature, you can’t use it again until you finish a long rest.

tired ridge
tired ridge
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both allys and yours

stuck raptor
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I would just take the wording from Warding Bond

bright trout
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we shall use Warding Bond wording then, where you take half damage

tired ridge
stuck raptor
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Warding Bond does the same thing

tired ridge
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if your ally would take 40 piercing damage he would get 20 and u would got 10

stuck raptor
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Grants the target Resistance to the damage, and you take that damage

tired ridge
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if it woudl be 40 fire damage and your ally is a tiefling he owudl take 10 and you 20 thats intedted way

tired ridge
stuck raptor
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Ok, what do you mean by stack with resistances

stuck raptor
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im asking you to clarify

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If someone has Resistance to all damage and Resistance to Fire damage, they still only take half a fireball's damage

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not a quarter

tired ridge
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aslo thoughts about subclass? @stuck raptor @bright trout

stuck raptor
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its ok

tired ridge
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I feel like we really lack proper tabnk in dnd theb est tank rn is propbaly cleric with spiri guradians

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barbarian doesnt work as a tank he is only damage sponge that can be simply ignored

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he can stop 1 guy with reaction and thats all

stuck raptor
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You do know that Ancestral Guardians is a thing, right?

clever scarab
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Hello everyone im new to dnd and trying to learn to play and train and be able to learn to make stories

tired ridge
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its a place for homebrew subclass and items tec

bright trout
# tired ridge aslo thoughts about subclass? <@847168982065610852> <@213535985261084672>

The subclass does a good job capturing the whole “suffering protector” fantasy inspired by the Flagellant. The core mechanic of taking damage for your allies is both thematic and seems fun, and it gives the Barbarian a clear role in combat beyond just hitting things. Most of the problems come from how overloaded and reaction-heavy the subclass is, especially once feats like Polearm Master or Sentinel get involved. Some mechanics, particularly the forced-targeting aura, also push against how 5e is normally balanced and can make encounters awkward for DMs to run. It also ends up feeling a little close to the Ancestral Guardian Barbarian at times. Overall though, the foundation is good it just needs cleaner wording, a bit less control, and more focus on the “power through suffering” aspect rather than locking enemies into attacking you.

tired ridge
stuck raptor
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Xanathar's Guide

tired ridge
bright trout
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but do take a look at Ancestral Guardian it might be what you're looking for

tired ridge
stuck raptor
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Or reducing

tired ridge
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I somehow didnt know about ancestral guardian existence still prefer my own version mostly bcs its betetr againts mobs

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ancestral guardain doesnt giev you many option to counter many lesser enemies

bright trout
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grapple them xd honestly it's the way to go

tired ridge
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what if u fight 20 zombies or skeletons

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any weak mobs in numbers

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what do u think guys about level 10 feature?

bright trout
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you shouldn't have to worry about the damage from mob monsters

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ope i forgor about that

bright trout
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minion variant rule

bright trout
# tired ridge what do u think guys about level 10 feature?

10th Level — Unyielding Flesh

At the end of each of your turns, you can end one of the following conditions affecting you:

frightened
paralyzed
poisoned
stunned

You can use this feature a number of times equal to your proficiency bonus per long rest.

When you do so, you take necrotic damage equal to half your barbarian level (rounded down) d6s. This damage cannot be reduced or prevented in any way.

tired ridge
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I am aslo considering giving him something like strong auta heal at cost of level of exhoustion that u can only take of by long rest

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to give you toying with dead flavor

bright trout
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i think it's pretty solid, happens at the end of turn but I do think the damage might be a bit much, hopefully your DM isn't throwing those conditions at you left and right so perhaps maybe Con Save? On fail you still take off the condition but you take a level of exhasution on success no exhasution

tired ridge
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(I am aslo player with house that gives u level of exhoustion each time you are going back from 0 hp)

tired ridge
unique stag
tired ridge
unique stag
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Really going for the kill, huh? Haha no problems with that. Everybody runs their game differently!

tired ridge
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i forgot to wriet word ressuretion

tired ridge
sonic lynx
stuck raptor
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I was about to say, banning all spells except revivify would have been a choice

tired ridge
bright trout
tired ridge
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I simply hate idea of ressurection/life after death in media so revivify is flavored as a like near dying last chance heal and other ressurection spells are banned

unique stag
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I've killed a couple PC's before but always gave the option for some kind of journey to retrieve them. Sometimes the players feel like their story is closed off enough to allow them to start a new one but there's definitely times where somebody wants to get revived. All up to the party preferences, yo.

tired ridge
sonic lynx
bright trout
faint sonnet
tired ridge
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its boring in my opinion

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that subclass gives u only some defensive capabilites and doesnt give u anything that u can activly use

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it deosnt give any new toys to play only boost your stats

unique stag
bright trout
# sonic lynx Lemme know, i tried blending the old undead and undying archetypes with a homebr...

I'd say for the 3rd level feature take out maybe

  • grapple/shove advantage
  • cold resistance
  • melee cold damage
    Keep
  • necrotic resistance
  • enhanced darkvision
    Maybe a defining mechanic tied to Vecna like
  • advantage on Insight, Investigation, or Arcana checks
  • ability to detect lies/magic/secrets
  • temporary telepathy
  • ability to “mark” creatures after learning information about them
    Example:
    When a creature speaks within 30 feet of you, you can learn whether it knowingly speaks a lie.
tired ridge
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its lacks something that u can make with your actions/bonus actions/reactions

sonic lynx
tired ridge
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would they give u new toys to play or simply boost your stats

sonic lynx
# tired ridge would they give u new toys to play or simply boost your stats

This is the one the previous homebrew had for Pact of the Blade:

Gauntlet of Vecna:
Prerequisite: Pact of the Blade
-When you create your pact weapon as a gauntlet, it manifests as a gnarled mummified hand, similar to the Hand of Vecna. The weapon has the reach property, and when you hit a creature with it, you can expend a warlock spell slot to deal an additional 2d8 necrotic damage to the target per spell level.

tired ridge
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aslo flavor features liek not aging are cool, but doesnt give u anything gampelay wise in my opinion features liek that should be paired with something that works in gampely so u got not aging AND something to sue in game at the same level

bright trout
sonic lynx
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I was thinking of trying to make a Pact of the Tome based off the Book of Vile Darkness, and maybe something with Pact of the Chain

tired ridge
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aslo we arleady have invocations that works liek that eldrich smite

sonic lynx
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I'll definitely take all that into consideration

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Thank you!

bright trout
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I do love me some Mind Spike and Physic Lance

sonic lynx
mortal juniper
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Hey if anyone knows Kamen Rider, is there any good homebrew to play as one in dnd? If not could someone help me make one

tired ridge
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for example fathomless gives u cool tectacle that u can use in combat fiend gives u highway to hell type ability u need to give something interesting and unique to your creation

sonic lynx
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Well yeah, but I'm also trying to keep it within the realms of 2024 ruleset as well as keep it relatively balanced

tired ridge
sonic lynx
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mkay

tired ridge
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aslo is that intented that your subclass works only for melee builds?

sonic lynx
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It looks like the original one was based on Pact of the Blade

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Ooooo.... what if it can altar the damage of Eldritch Blast to Necrotic?

tired ridge
sonic lynx
tired ridge
sonic lynx
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Then i think it would be on par

tired ridge
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it wouldnt be

#

many creatures has immunity to necrotic damage and even if they dont why witch for necrotic if 99% of creatures arent resistant or immune to force

sonic lynx
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thematics o3o

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I like my undead army

bright trout
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not everything is about optomizing and powergaming

tired ridge
# sonic lynx thematics o3o

but encourage player to use that feature aslo gameplay wise what about something like u can chaneg your damage type of eldrich blast to necrotic AND give subclass some benefit for dealing necrotic damage

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now it woudl work both thematicly and flavor wise

tired ridge
sonic lynx
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Like, I'm playing a Reborn Warlock who lost their memories due to the resurrection who made a pact and worshipped Vecna in a Tomb of Annihilation Campaign o3o

bright trout
# sonic lynx thematics o3o

speaking of which
6th Level — Forbidden Revelation

This should something like the subclass engine feature.

Something like:

when a creature fails a save against your warlock spell, you learn one resistance, immunity, vulnerability, or highest saving throw.

Or:

once per turn, deal extra psychic/necrotic damage after forcing a save.

Or even:

temporarily steal senses from creatures.
(imagine stealing sight from a beholder lol eye balls mean nothing now)

sonic lynx
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ooooo

bright trout
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the 10th ability is good as is, just some working change up

tired ridge
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what is Vecna flavor he is a guy of forbidden knowledge or something?

bright trout
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14th Level — Hand of Vecna

A Vecna capstone should feel horrifying and forbidden.

Something like:
touch a creature and temporarily erase its ability to speak, see, or cast spells.

Or:
rip memories from them.

Or:
curse them so they cannot hide from you.

Example:
On a failed save, the creature cannot speak or cast spells with verbal components for 1 minute.

sonic lynx
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Human turned Arch-Lich turned God

bright trout
sonic lynx
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Make it a roll o3o

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add a fourth and its a D4 roll

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xD

tired ridge
bright trout
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i dont know I like the dice roll, gambling time

mortal juniper
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Guess no is going to help lol.

tired ridge
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aslo I woudl give immunity for that feautre creaters that cannot be charmed

tired ridge
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memory wipe needs clarifications and restrictions for sure rn is too dm dependent which I dont like

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swapping damage for nectotic is cool if u have some synergeis with dealing necrotic damage

sonic lynx
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I'll see if i can come up with another one too that is more necromancer esque

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Summoning and playing with life energy nyehehehe

tired ridge
sonic lynx
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Truueee... I was thinking more like maybe a Sorcerer? Like undead bloodline ish?

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OOOOO a necrotic Paladin sounds fun

tired ridge
tired ridge
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depend of the mechaincis that u want

sonic lynx
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Gahh y'all are giving me too many ideas

tired ridge
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paladin doesnt work as a schoalr of forbidden knowledge but ist perfect asa general of undead army

sonic lynx
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Scholar of Forbidden Knowledge would be Wiz, i think

tired ridge
sonic lynx
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Cult of Vecna Lore for any who care:

Lay members of the cult consist of the Teeth, Fingers, Blood, and Spawn of Vecna. The Teeth of Vecna are made up of wizards, and specialize in arcane spellcasting and crafting magical items for the cult. The Fingers of Vecna consist mainly of thieves, who engage in various forms of subterfuge. The Blood of Vecna are mainly warriors charged with protection and enforcement of the cult and its goals. The Spawn of Vecna are the lowest in the cult hierarchy, and consist of the common people who honor the Lich Lord.

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Oki i disapear now, thanks again! Y'all have a wonderful day/night!

karmic pagoda
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First time making something in Homebrewery! I made what is fundamentally an Anti-Druid subclass, the Circle of Pollution, which destroys the environment instead of protecting it. Would love feedback on the subclass features

https://homebrewery.naturalcrit.com/share/rhf0Mjc8yM7H