#homebrew
1 messages · Page 1 of 1 (latest)
The extra damage is very similar to mercy monk's hand of harm, so I recommend considering that as a baseline.
alright, also I may make it so it adds monk level to the total for the undead temp hitpoints cus aberration is gonna be really fun but also powerful if you get creative with it while Fiend could debuff more than one enemy. I mainly wanna just make sure the temp hit points aren't capped at like 15 even at really high levels cus they don't stack together
Hot take but I think it would be neat for mastermind rogue to grant the ally they help their sneak attack
also I was thinking about the extra damage as more of an astral monk like thing
Maybe half the sneak attack?
Interesting idea too. It’s something I saw from a mastermind rogue variant I stumbled on, and it’s a cool concept
Spread the sneak attack love around lol
ported something i made on gmbinder (alternate options to the base genasi) to google docs, its a bit lenghty so i dont expect notes on everything :] https://docs.google.com/document/d/1QOgWloieUlmXPzzBf00rnItby8QfUYJNg41Fn3KYGhU/edit?usp=sharing
Maybe hot take: you could give Rogue an extra bonus action like it has in baldurs gate 3 and the class wouldn't end up being broken, and if there is a concern then making it only usable for cunning action or steady aim seems like it would be perfectly fine
An extra bonus action? I am not so sure. I think a rider to their current bonus action would be better. EX: When you Disengage, you give another creature an advantage on their next attack roll. or something like that. Otherwise you are removing the opportunity cost.
That could work, idk Rogue is just so underwhelming in combat atm
In my experience Rogue's perceived enjoyability is kinda table dependant. It gets really high ratings, in surveys. Most of its criticism is from white room calcs that optimize weapons and assume short adventuring days. But maybe your experience is something I am unfamiliar with?
Hey guys, one of my players asked me for a Stick Bug pet for their PC - how would you make such a thing?
anyone got more helpful advice than that?
Is it a literal stick bug?
no but it looks like one - he wants it to be like the one from fantastical beasts
I don't want it to be super powerful but maybe slightly better than a familiar
if it dies it's gone sorta deal
Based off of the Bowtruckle
It probably needs like a carrying case that can protect it during combat.
It should have intelligence to understand speech and maybe talk or mime.
Give it an ability to pick locks. no thieves tools necessary, proficiency in slide of hand.
nice gotcha that makes sense thank you
As an Action, you can force all creatures of your choice within 10 feet of you to make a Strength saving throw against your spellcasting DC. If a creature fails the save, they take 4d8 Bludgeoning damage and are pushed to be 10 feet away from you if they are Large or smaller, or only take half as much damage on a success. After which, you erect a Wind Wall at a 10 foot radius around you until the start of your next turn, creatures moving towards you within that radius must use 2 feet of movement to move 1 foot. Once this feature is used, it can’t be used again until you finish a Long Rest.
does this make sense? (gish Druid subclass 14th level feature)
Meanwhile my rogues: Off the flipping charts killing before even getting a hit in
what level do you suggest this feature happens?
no clue
also yeh, Rogues don’t need an extra BA to be good
just remember your Sneak Attack 
Fr
If player is smart, then stealth skill is a beast
As far as balance, off the top of my head, I am not sure what is the expected impact at that level. I feel as if understand what the effect is meant to do.
I don't know what is building to this feature, other than it being a gish.
Can it be a reaction? From what I know about gishes, it feels strange that 1. I am using an action to create a spell like effect, I think I would rather make weapon attacks and spend spell slots. 2. Since the feature takes up your action and ends before your next turn, you can't use it while making weapon attacks.
what would you do buff Martials?
Like simple table rules that systemically benefits martial classes?
yes!
These are untested ideas
- Only weapons can critical
- Increase triggers for opportunity attacks
- Additional armor types with higher ACs and higher strength requirements
- Long rest take longer or are harder to complete
- give them ritual casting
I have a few similar rules to this ngl - I can share them if you'd like
i have the ritual casting but that was it
im down for that
So in regards to additional armor types - I have 2 additional tiers of items beneath magic items
Masterwork - a non magical buff that grants +1 to AC
Improved Masterwork - a non-magical buff that grants +2 to AC but also doubles the weight of the armor and adds +3 to any STR requirement on the armor
Masterwork cannot stack with magic items - it's assumed all magic items are of masterwork quality anyways
In regards to long rests being harder to complete - I have a variant rule where each day you can short rest once - and each week you can long rest once (the timings for these are unchanged)
you still need to sleep 6 hours every day or make con saves to avoid exhaustion
in regards to additional triggers for opportunity attacks - I don't actually use rules for this - i just run my monsters in such a way to give the PCs AOOs more often 🙂
what if i gave martials 3 reactions
Is it bad I have a homebrewed race which is a living skeleton race?
depends what is it
Why?
guys how i send a pdf here
upload to webstei -> get shareable link -> share the link
sure
why not?
Basically the background is just that necromancers kept raising the dead and if the necromancer dies in the raising the skeleton will basically just be alive
Until it dies in combat obviously
except fighters. they get one reaction sitll
i love it
I have subclasses too
What are you trying to accomplish with 3 reactions and how did you come to that conclusion and why is it beneficial for fighters to be excluded?
Fighters get too many attacks.
Plus, i love rangers.
rangers can have as many reactions as they want
to be cool you don't need to restrict others
real coolness raises everyone up alongside you
uncoolness is forcing the others to stay down
Arcaneborn - 2+ intelligence
Naturebound - +1 constitution
Flameborn - +2 strength
Watergrave +3 charisma (if pirate background otherwise +1)
Ice bane - +1 Wisdom
Fighters are way too op
Is what I have so far and is based on the where the skeleton (PC) was raised from the dead
So you want to make rangers on par with fighter or better than fighter?
i love
yes.
Replace their level 13 and level 17 features with extra attack.
i can work the 13th and 17th level features into HM
fighter...op???
Enid is a jealous lover.
i mean, i agree ranger is undertuned and could do with some power increases
but fighter imo isnt op
I will make more based on cool stuff in my head
their whole gimmick is hitting things with a sword, and they do that VERY well
all of their subclasses increase how good they hit things with a sword or increase survivability
Jealousy and love don’t think like that. The internet decided fighter was better than the Ranger. Enid will not forgive.
fighter is better tho
Hey everyone! Can you check out the class and species I put together and let me know what you think?
but instead of making fighter bad to play we should just make ranger fun to play
but idk how to do that outside of "oops i shot 52 arrows"
Gotcha
Very nice
looks cool very nice
I finished it I think
The rizz bonus feels illegal lol
I did because the amount of skeleton pirates in media is large so I thought I'd do a nod to it as a whole
is it well balanced i don't need to change anything
Sure, I don’t think Enid actually wants to nerf fighter. I am not actually sure that they want to fix ranger or if they are just playing a character. Best to play along or ignore.
I'd say that it could benefit from a few more subclass and it's balanced
thank you
it's a prototype at the time
Your welcome for the feedback
only playtesting can tell you for sure but from my skim read over it it looks fine 👍
I don't really wanna review in detail sorry it's a lotta pages
ofc i will test it with my dm thanks for the feedback
I was thinking, maybe I could use things like burning since fiend will be among of first 3 subclasses I will make for it. Fey will definitely be messing with your mind, monstrosity on the other hand could have some plague like effects.
I'm having dumb urges to use Warhammer Chaos Gods for inspiration.
Burning like the effect from searing smite? sounds cool 😄
Yeah, fiends deal with fire right. You could make it harder to put out since it's like some magical fire.
if it's just a condition prolly should be weaker than if you used a spellslot to do it ngl
I'm just getting iffy about looks. Imagine for a second...Tiefling with Abberation mutations
very flavorful
Spell slots also adds damage on hit
i meant in comparison to Searing Smite sorry mb
I think this makes it far more interesting than just slapping raw damage and it scales with level naturally so more charges as you level up.
I mean it would be kinda funny to see it. Honestly I'm most intrigued by idea of Monstrous Elf
I was playing a homebrew species once upon a time called a Monstrosity - basically it was a once human or elf who got experiemented on by giants and cross mutated with other beasts
my guy was walking around with no features on his face (because it was a mask he made to cover up how uggo he was)
You mean, he had doll like face ?
Or Changeling face
i mean he was capable of shifting his body to form smooth skin over his face (but he could transform into his true form where he was an uggo wretched creature)
imagine a cross between an aboleth and a werewolf and an illithid
oh really? he was actually a nice guy - his ideal in life was "Nobody should be made a victim"
because y'know he was a victim
He took the better path. He could also make everyone the victim.
Oh he made the giants victims actually ngl
the ones who experimented on him specifically
So his internal build remained the same, but he could shift his skin to look more presentable
one of them he threw off her flying castle whilst wild shaped into a giant ape - king kong style
kinda yes - but when he did so it disabled a bunch of his abilities
he could shift between forms like a werewolf
I think it would only be fair to make the gian's legs smaller and arms shorter so they would have to move like gorilla with scoliosis.
lol 😂
whilst we were dealing with the mutation giants we actually freed a bunch of other test subjects who were just like him - it was a really fun game fr the party were horrified at how awful his past was 😂
most of the other test subjects were actually insane - there was a deva there who had been crossmutated with an illithid also - poor guy
we couldn't let him out of his cell because he kept shouting about how he was gonna murder everyone
Ngl imagine having 3 tentacles instead of wings. You can no longer fly, but you can use them to stick to walls.
hows ur class coming anyways? think it's almost finished?
all of the experiments including my own character had spiderclimb ngl
Concept vise mostly. Numbers and everything are going slow since I'm obviously not as capable, but I made alterations to the class so the core abilities would make more sense when put together.
oh you wanna hear the most awful part - the party met my PC for the first time when they went to fight an Aboleth in the sewers and my PC was there under mind control because the aboleth found him attractive
the party thankfully beat the mind control out of him
I'm not sure which part is worse. The fact he was under Aboleth control, or the reason, he was under Aboleth control.
thankfully he didn't remember what he did under mind control and we never brought it up in game
coz jeez
His job was doing ten tickles every day.
nice work - you should show it to bobble he's the class/subclass expert
I was thinking about it, but once it will be actually nice and presentable. It has to make sense. Like the life steal idea was cool mechanic, but I asked myself...why do they have it ? Now, the power inside them is sorta alive, not intelligent to communicate, but it grows like a power tumor.
So life steal is way to feed it and lore explanation for level ups.
iirc Life Steal was one of the core class identities right
•Life Steal
• Survival through Adaptation
• Monsterous Mutations
List you helped me to put together.
He gains exp through life steal i love it very nice
Thank you. I will probably give it a rest for a while because long week at work and return to it with fresh ideas, fresh mind and more time. Since pushing it would likely cause only trouble.
Detective’s Intuition
Origin Feat
Studious Mind. When you make the Study action and roll higher than 10 + the target’s Deception modifier, you may activate this feature. The target has vulnerability against the next attack made against them that hits.
Searching Gaze. When you make the Search action and roll higher than 10 + the target’s Stealth modifier, you may activate this feature. You know the direction of the target and they are highlighted for 1 minute as though by the Faerie Fire spell, this doesn’t require concentration.
You can use this feature a number of times equal to your Proficiency Bonus. You regain your uses when you finish a Long Rest.
idk if I should be using saving throws or doing it some other way
I was thinking of running 8+PB+CHA/DEX instead of skills
very cool idea - very flavorful and fun to imagine 😄
this seems like it'd syngerise very well with reliable talent and keen mind (perhaps too well ?)
The target has vulnerability against the next attack made against them that hits.
Pretty sure this should be they have vulnerability against one damage type from the next attack you hit them with before the end of your next turn
You know the direction of the target and they are highlighted for 1 minute as though by the Faerie Fire spell, this doesn’t require concentration.
This grants advantage on attacks?
You can use this feature a number of times equal to your Proficiency Bonus. You regain your uses when you finish a Long Rest.
Probably should be per short rest
yeah i think a saving throw would be more appropriate here if this is for 2024 👍
yeh, I was looking at it again, it should be vulnerability against 1 type of damage before the next turn. The Faerie Fire will give advantage, it probably needs a way to break, I was looking at ways to keep it useful for finding stuff and useful in combat without being too broken, I’m still thinking about ways of going about that
and I’ve decided I’m making it saving throw vs. the number rolled
so it’s kind of more a contested check
on a success, it would lock you out of using the feature against the same target but won’t consume the use (at least that’s what I’m thinking of rn)
the points you bring up are kind of the things I was already thinking about, so it’s good to know I gotta pay attention to those
as for the vulnerability, I kinda wanted it to be usable by supports too, like a Bard setting up a Rogue
but I’m not so sure if that breaks it or not
(although yes, it should be 1 damage type from the next attack)
sounds about right yeah - it's a cool feat lemme know what you do with it 🙂
yeh, I’ll probably post an update later on, I def need to figure out the Faerie Fire bit
is the last sentence even necesary?
When you make a saving throw while carrying this item, you can use your Reaction to roll a d4 and add the number rolled to that saving throw. You must decide to use this property before the outcome of the saving throw is determined. Once you use this property, or if you carry more than one item with it, the item loses its magic and becomes a nonmagical object. A creature can carrying only one item with the Protection property at a time.
Once you use this property, or if you carry more than one item with it, the item loses its magic and becomes a nonmagical object.
this implies that if you carry 2 of them they both become non-magical
I also came up with a feat
so im right that this part is redundant
yeah the last sentence is pointless
just another note - you can take items with you without carrying them
for example putting it on a mount or a familiar etc.
you could have a bag of holding full of these (coz you don't carry the contents of the bag it's another dimension)
thats fine, you cant benefit from it while you dont carry it
and 5 is max either way unless you could get your int above 20
If i could suggest
You can only gain the benefits of an item with the protection property once per a long rest.
Who Were you..?
origin feat
PC Gets Blessed with the spirit of the person who brought them back temporarily, depending on what subclass they are +2 to their proficient weapon or unarmed strike
i assume this is a house rule?
Is it balanced or no?
im not sure what this even helps with ngl?
noup, its for my artificer, there was a group that whined about the arti having not really a combat feature at lvl 1
it's a combat feat you can't use in combat ?
Wdym?
oh i misread the last few words mb
Could you help me with fixing it?
Just give me some criticism and I'll try my best to fix it
sure - what do you want it to do in general (forget mechanics just describe plz)
thats why i wanted to ad this small combat option to magical tinkering, since im not a fan of artis getting the infusons (enchantments in my version) at lvl 1
Pretty much The Homebrewed race remembers something and feels determined to fight better and in honor of the person whom brought them back
oh okay this is an infusion for an arti i get you - technically you can't make duplicate infusions iirc
close, its a option for magical tinkering. this way its not just a roleplay feature
Okay so you gain some blessing/powerup from the being who brought you back
I'll rewrite it now
thats although why it turns of right after one use. its compareble with the resistance cantrip
how about an all around minor boost as you feel the need to honor the person who brought you back
- THP equal to your level for 1 minute
- Damage on your attacks equal to half your PB on all attacks for 1 minute
- Bonus to Saving throws of 1d4 for 1 minutes
That could work
If you check it now it's different
if you don't mind lemme try give it a go
Sure
How's this for a controversial 6th level bard feature:
"Spell Tutor
6th-level College of Pedagogues feature
Through aid and instruction, you are able to allow even the magically disinclined to cast spells. You are now able to create magical pamphlets which describe the casting of a spell. To create one pamphlet, you must:
- Have ink, paper, and a quill.
- Expend a spell slot of the spell's level.
- Spend ten minutes transcribing the spell onto the pamphlet.
- Know the spell or have a scroll or spellbook which contains the spell at hand.
A creature holding a pamphlet can use it to cast the spell at its lowest level, using the spell's normal casting time, and using your spell attack modifier or spell save DC. If the spell requires concentration, the creature which cast the spell from the pamphlet must concentrate on the spell.
A pamphlet lasts until its spell is cast or until your next long rest, when the pamphlet crumbles to dust and is destroyed. "
It's basically converting to vancian casting then giving your slots to other characters
Who were you?
origin feat
You vaguely recall being brought back by someone you half remember, whether they were good or evil you can't let their efforts go to waste.
An invigorating surge of energy washes over you as you fight on in their honor. On your turn when you use this feature you gain the following benefits for 1 minute:
- All your attacks deal extra damage equal to half your Proficiency Bonus
- You gain Temporary Hit Points equal to your Character Level
- You gain a Bonus to all your Saving Throws equal to 1d4
Once used, this feature cannot be used again until you complete a Long Rest.
I love this
It's perfect
You need an action economy. Does it cost an action or a bonus action to "turn on?" And also "Character level" means nothing in 5e rules language. You could probably just say "level"
glad you like it 🙂 happy to help
@tropic stratus
what option would you use:
You can only gain the benefits of an item with the protection property once per a long rest.
or:
Once you use this property, the item loses its magic and becomes a nonmagical object. You can only gain the benefits of an item with the protection property once per short or long rest.
or:
Once you use this property, or if you carry more than one item with it, the item loses its magic and becomes a nonmagical object.
The last one would allow more to share.but the other two are more balanced
ah ur right it should say on ur turn you can use this feature
If you ever want to help again don't be afraid to
I would go for A or B and not C because C is kinda punishing
B is probably the best choice here
Anyway, let me try again with this bard feature:
"Spell Tutor
6th-level College of Pedagogues feature
Through aid and instruction, you are able to allow even the magically disinclined to cast spells. You are now able to create magical pamphlets which describe the casting of a spell. To create one pamphlet, you must:
- Have ink, paper, and a quill.
- Expend a spell slot of the spell's level.
- Spend ten minutes transcribing the spell onto the pamphlet.
- Know the spell or have a scroll or spellbook which contains the spell at hand.
A creature holding a pamphlet can use it to cast the spell at its lowest level, using the spell's normal casting time, and using your spell attack modifier or spell save DC. If the spell requires concentration, the creature which cast the spell from the pamphlet must concentrate on the spell.
A pamphlet lasts until its spell is cast or until your next long rest, when the pamphlet crumbles to dust and is destroyed. "
no worries drop me a ping if u got more stuff - if I'm around I'll help 🙂
It's basically converting to vancian casting then giving your slots to other characters
this is pretty strong
cool idea - i can see the spell scroll inspiration here 🙂
I think you might wanna check out the Ring of Spellstoring cos it does something very similar to this
you can get a familiar and essentially double concentrate on spells
thats feels very specifically like it's pulling too much out of Wizard's playbook
its a lot like arcane abeyance from chronurgy wizard, except that version doesnt care about casting times
I need to write a line that the caster must have an intelligence of 4 or higher. Or something else that prevents that
not really - making scrolls is something any spellcaster can do
the weird part of this ability is that it lets other creatures cast the spells perhaps
Yeah the idea is that you're letting other PCs (generally) use your slots, basically
i mean it feels very Spellbook-y
you can also use goons or hirelings to use them in that case
So a few things I'd change
firstly the spell you put in the pamphlet should be low level - perhaps a spell up to your proficiency bonus in level
secondly there should be a limit on how many pamphlets you can make - probably Proficiency Bonus once again
finally I'd add an ability check for other creatures to use the spell from the pamphlet
EDIT
Also only Bard spells cos this is a bard feature
you can also make more than one pamphlet at a time
its for this. its part of the lvl 1 feature:
https://drive.google.com/file/d/1znsLgs_Et4LJdYlL8IlOxi6CCv3b673u/view?usp=sharing
Casually instigates a peasant revolt through pamphleteering by this ability
That's an intended use case
@tropic stratus if you dont mind you i would realy apriciate if you take a look at it
i can only imagine shoving Spirit Shroud into it, handing it over to the party's fighter, and watching them go hand
oh damn very professional i can see you put a lot of work into this
Oh see I want you to be able to blow all your spell slots on this if you want to. You'd be nerfing yourself, but I want the option
its a little too strong in that case then, in my opinion
i deffently did ^^
I can see that breaking the game ngl
How
Warlocks for example
the number of "actions" that you have is only limited to the number of spell slots and hirelings you have
imagine you made 100 spell scrolls of magic missile and handed them out to 100 rats
then you got all the rats to cast magic missile on the boss at the same time 😂
the boss uses Shield but you counterspell
so if you have two hirelings, you essentially get to act three times in a turn
it's a silly example i know Hank but im just trying to give an example how it might break the game
better to just have a limit 👍
most important for me is lvl 1 at the moment (magical tinkering) but when you want and if you are intrested you could grand me feadback for the other stuff in it aswell. i woundt be sad about it ^^
You can't do that with this feature. You're limited by your slots, and once you've used your slots you don't have them anymore. Plus the pamphlets are destroyed on your next long rest
It's not an item of spell storing, you can't stockpile
with a warlock you can get as many spellslots as you want per a long rest
nobody can force you to take a long rest either
if you want an extreme example, you can kill a lot of things with a single hireling
give them wall of force or sickening radiance
Wouldn't those hirelings have their own action economy?
and you cast the other
Their own turns?
Thank you for the idea
which they spend casting your spells, yes
It's a lil overwhelming - I'm not sure I even have the skills to review it 🙂
but if you have some specific parts you want me to look at for sure I can do that
That's no different than one PC casting wall of force and another PC casting sickening radiance
just take the cofeelock as a example
TBEF this is no less terrifying than 50 coins with catapult inscribed on them via glyph of warding
oh lol this idea has been in my mind for a long time 😂
the thing is if a glphy of warding moves from it's original casting location the glyph breaks
It’s a beautiful idea. Rat magic missile rail gun, I love it
if youre equating it to that example, its kinda like adding another fullcaster to the party then, no?
No in a bag of holding
You throw it at the boss
They take 150d8 falling damage
if its no different from having another PC... then youve increased your party size by 1 this way
Except you have to plan it out in advance
Which I'm fond of
I'm also fond of teamwork
magical tinkering, if you could give me feadback for that it would be great and what part exactly is overwhelming?
ah I see so you break the bag when it lands
I think moving the coin to a new dimension might count as moving it more than 30 ft but i am not sure really
its not teamwork if youre telling a hireling to do something, hirelings arent PCs
oh I mean it's overwhelming reviewing something with soo much content and thought put into it already - I don't think i'm capable of that to be honest
I will take a look at magical tinkering 👍
ahh, thats fine, its always good to hear other opinions ^^
thanks buddy ^^
regardless, if you see nothing wrong with being able to cast multiple high level spells in a single turn as a fullcaster with no opportunity cost to their action economy, i have nothing more to say on the subject
Basically yeah
I don’t think so as it’s on the person of the caster
What's stopping a regular wizard hireling from doing exactly what you're saying
The only issue is this requires 50 coins and a bag of holding plus an obscene amount of downtime/rest time
But you can't do that in a single turn?
because its easier to find joe schmoe than a lv9 wizard
sorry single round
lol
Any party with multiple full casters (ie most parties) can already do that
And every character using a pamphlet isn't doing what they would normally do on a turn
The wizard isn't casting their spells, the fighter isn't attacking, the monk isn't flurrying
so a single bard has the strength of a party with multiple full casters
Except that every pamphlet created is a spell the bard can no longer cast
they are hirelings, so they dont have to have impactful turns if theyre casting pamphlet
we are going in circles, i am respectfully stepping away from this
they all seem really well made and flavorful and distinct - very cool and honestly I would say they're all good and ready to use already 🙂
I have a few very minor suggestions but they're honestly not that big a deal but I'll list them out anyways
Illumination - I would perhaps make as strong as the light cantrip ngl
Recorded Message - should have a limit on the number of words (for easier time determining if a message fits)
finally in instant cleaning or soiling you've missed a few spaces in the text "acreature" and "orsoils"
the point is you can higher a npc for a few coins to do it for you
(I'll be honest, I've been playing for six years and have never seen a single hireling actually show up in actual play)
(I genuinely forget they're technically an option)
you mean it in this way?
- Recorded Message: When tapped by a creature, the object emits a recorded message that can be heard clearly up to 10 feet away. You record the message when you grant this property, and the recording can be no more than 30 words long.
do the tinkered items lose their properties once you LR
The chosen property lasts indefinitely, but ends early if you touch the object as an action to dismiss it. A single object can bear only one property at a time, and you can maintain properties on a number of objects equal to your Intelligence modifier (minimum of one). If you exceed this maximum, your oldest property immediately ends.
Additionally, when you grant a property, you can expend an additional use of your Magical Tinkering to instantly create the required nonmagical object. If you enchant an object created by your Magical Fabrication, its existence matches the duration of this enchantment; if the enchantment ends, the fabricated item vanishes.
short answer:
No
Long one:
you can read it in my message over this one
yeah something like that but perhaps less powerful than magic mouth which is limited to 25 words
maybe 10 words would make sense
path of the arcane knowledge
path of arcane knowledge
@indigo escarp these should probably be renamed
in what exactly ? that was the best i could come up tbh
and its just path of the arcane knowledge, forgot the one the
theres 2 with the same name
the nature/survival one is called Path of the arcane knowledege
The int dmg to cantrips is called Path of Arcane Knowledge
im stupid
those are the 10th level features mb
it is the same feature, its just to clearefy which one gets which improvement
id probably move the improvements to the section with the other 10th level features
is this better?
- Recorded Message: When tapped by a creature, the object emits a recorded message that can be heard clearly up to 10 feet away. You record the message when you grant this property, and the recording can be no more than 6 seconds or 20 words long.
looks good
also im having fun imagining someone saying 20 words in 6 seconds
auctioneers are like 250-400 wpm
Ight
eminem could bring 30 in it under XD
like that?
Level 10: Improved Inventor’s Resolve
Your experience in battle and the refinement of your skills grant you unique abilities, depending on your chosen path:
Path of the Forged Warrior. You gain a Fighting Style feat of your choice (see Chapter 5). Instead of choosing one of those feats, you can select the following option:
Arcane Strike. Once per round, when you hit a creature with a weapon attack, you can deal an additional 1d8 force damage to the target.
Path of the Arcane Knowledge. You add your Intelligence modifier to the damage you deal with any Artificer cantrip.
you can add that to the spell text
"If your name is Eminem you can instead put 60 words in this message"
jk ofc 🙂
yesss
XD
what are your thoughts about arteficer infusions at lvl 1. so that the lvl 2 infusions are availeble at lvl 1
i think infusions should be at 2
i think so to, but on a other server 3 peaple said its bad game design when the core feature comes at lvl 2 and you dont have combat features at lvl 1
you have spells and weapon mastery dont you
something funny about sharing homebrew online is someone will always tell you it's overpowered or underpowered - often without understand the thing properly
that's part of why im soo hesitant to review big things cos it's really hard not to do that y'know
yeah and ball bearings
I would encourage you to trust your gut instincts but listen to other peoples advice (but don't take it as absolute truth) people offer advice which you need to think about and implement how you see fits best 💯
and the protection one aswell know. thats more than enough combat features for lvl in my opinion. i wont place the enchantmets at lvl 2
what are your thoughts about it, the new spell list, inventors resolve, and two options for magical tinkering are enough for lvl 1 when it comes to combat or not?
that should be very solid
that is the cantrip option:
Acid Splash
Dancing Lights
Elementalism
Fire Bolt
Guidance
Light
Mage Hand
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Resistance
Shocking Grasp
Spare the Dying
Thorn Whip
Thunderclap
True Strike
and this is the 1st lvl spell list options btw:
Alarm
Burning Hands
Color Spray
Comprehend Languages
Cure Wounds
Detect Magic
Disguise Self
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Fog Cloud
Grease
Healing Word
Heroism
Identify
Illusory Script
Jump
Longstrider
Purify Food and Drink
Sanctuary
Silent Image
Sleep
Tasha’s Hideous Laughter
Thunderwave
Unseen Servant
plus all the spells they get in tasha and evry other source book
Holy wall of text
sry, maybe it would had bean better to write them after each other and not under each other. 😅
what do you guys think about this item list for magical fabrication:
Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Grappling Hook, Flask, Jug, Lamp, Net, Oil, Paper, Pole, Pouch, Rope, Sack, Shovel, String, Tent, Tinderbox, Vial
A update for the artificer 5e to the 2024 roules. Have fun with it and chreate a char using it if you want. Yyou are welcome to share it or share your thoughts about it with me. ^^
https://drive.google.com/file/d/1znsLgs_Et4LJdYlL8IlOxi6CCv3b673u/view?usp=sharing
Eminem ?
Okay my last bard feature was pretty controversial, let's see how this one fares:
"KNOWLEDGE ETERNAL
14th-level College of Pedagogues feature
Your teachings are indelible, outlasting more common instruction. When you give a creature a Bardic Inspiration die, that die lasts until it is used or until the end of the creature's next long rest, instead of expiring within ten minutes of being given."
I don't think that's very controversial at all, tbh. Iirc, you can only have one Bardic Inspiration die at a time, right?
gods homebrewery is being annoying with photos
I wish you luck in masking the photo.
Homebrewery defeats me
the photos i want the links dont work with it :(
Where is the photo hosted?
you can, yes
Seems like a good, consistent capstone, lol
well there is acouple i do want, some from MTG but some do work that arent that
(ive looked at other creators and sourcing the art from the same website but it isnt working)
Hmm, if you really want to get it figured out, you can check with the Homebrewery devs.
unless it only works on GMbinder, which would be annoying
even though i use gmb exclusively, i dont recommend anyone else use it
its no longer supported by the devs, so its kinda falling apart
homebrewery at least still has a team behind it
the art i found from MTG (from art of MTG) worked on it
i need to make the switch
guess it just doesnt on homebrewery, sad
i really wanted to add something else, maybe something that happened when you used the inspiration die, but all i could think of was thp, which is overdone, and anyway doesnt creation bard do that
The funniest thing about HBRE is that most of the devs have barely played D&D.
it was made for another TTRPG right?
or at least 'was' but then just people used it for DND
Naw, it's mostly for D&D, they just don't play that often, or at all.
ah
If you think that's controversial, I introduce to you the idea I'm running with where every spell "theme" starts as a single cantrip that you have to take to take any spells in that theme.
so like feat trees but spells?
A bit, yeah, though I'm still trying to work through if I want a single cantrip or multiple.
I would describe the guiding principle being that spellcasters can actually expect to feel more specialized and that within a party, it's unlikely you have two spellcasters that are kinda doing the same thing.
yeah and thats interesting
That's cool
The players the change hurts the most are the ones that want to pick and choose spells individually as opposed to holding a theme.
The interesting bit I'll have to figure out is how true prep casting works, because I realize the idea won't work if you can just swap stuff.
Every spellcaster may become similar to Wizard's spellbook type of thing.
Maybe they'll be able to prep different spells within a spell tree, but be unable to swap the "root" spells.
Thinking about it, I'll probably go with one cantrip per theme, tbh.
I was considering having three and gating spells behind picking the cantrip that fits the most but I'm realizing that having three starting points that themselves have branches only works for themes that can support that, which isn't a ton.
the trick now is separating out "themes"
theres gotta be more to it than spell schools and elemental damage types
Oh, there definitely is, and I actually think that 5e has a lot of the work done already, but you have to look to at patterns to notice it.
Like, I'd consider Color Spray and Hypnotic Pattern to both be expressions of the same theme (beyond basic illusions, that is.)
I even think you can break up a lot of branches of things based on the "location" it's focused on.
You may have an illusion around yourself, or you may have a illusion at a location, or you may have an illusion that covers an area, etc.
I think the neat part of the whole idea is that high level spells from a specific focus would require a pretty big investment, as my plan is to make it where when you get to pick a new spell, you basically get to "unlock" a new spell in a tree you have, meaning that you don't unlock stuff automatically.
I also just realized that revival could be a branch from healing, which would start at Spare the Dying.
this sounds like its gonna take a lot of categorizing
Oh, definitely, though the key is going to be that something like Revivify would be a "subcategory" of a spell (maybe named Revival) so there will be a significantly lower quantity and spells will largely aim to exist as modifiers of each other.
Stuff like Revivify, Raise Dead, Res, and True Res would be, for the sake of the fantasy, bundled into a single spell and broken out by function within that "spell."
anyone got a hero hunter garu character i can use like from one punch man
You're right that it's gonna take a lot of research, though.
My initial thought is to go through every spell and give a brief snippet of it with broad terms and use that to start putting stuff together.
Best-case I can describe every spell in about two words (that aren't the same words as the name of the spell, or maybe I'll do that for some.)
gosh i wish we could post pictures in here. screenshots of a gmb or homebrewery page would be so much easier than copypasting text or dropping a link most people wont click on
Use a reputable file sharing service (Google Drive, OneDrive, etc.) or image hosting service (imagur) and link to an image that way (and make sure to provide text context explaining what folks will see when sharing the link).
But yeah unfortunately plain links it is (stupid spammers/scammers ruining it for everyone)
Anyone versed in making custom weapons in dndb. I have a stat block for a glaive I'm trying to add to my character.
Learn to clickbait like me 👀
(Which often includes something like putting the first feature into the message with the link.)
okay, lets see how much more controversial my bard features can get
"Bardic Instruction
3rd-level College of Pedagogues feature
Your words bring out the best in those you teach. While a creature has a Bardic Inspiration die you have given it, that creature has advantage on all ability checks which use a skill.
Hmmm, I feel like this would, especially early on, result in people not using Bardic Inspiration because Advantage would be better than a d6.
i main bard, and my #1 frustration is that people already dont use bardic inspiration
they hoard it, or they forget about it, or they roll well and dont need it
so it goes unused in the fight its given in, and then has evaporated before the next fight starts
I feel like this would only make that issue worse outside of combat, no?
even in a game where we regularly get 6-8 combats between LRs, i would say about 20% of the inspirations i give out actually get used
Because I'm a nerd, I know that advantage averages out to +3.325.
i figure theyre not using it anyway, they might as well get a benefit while theyre not, haha
But that apparently assumes they remember they get the benefit, y'know?
plus i find the idea of getting benefits while holding the die to be a really interesting design space
as a bard, i would be reminding them constantly
and then if you fail, even with advantage, you still have the inspiration you can use on the same roll you just failed
But then you should be able to remind them about rolling it 
which is less than the 3.5 average roll of a d6
i do. but it doesnt help if theyre hoarding. or if they roll a 6 against an AC or DC of 16. or if they just keep rolling great and dont need it
i have thought about this haha
I don't actually dislike the design space, though I'm a bit reluctant about it because 5.14 Bardic Inspiration is so frequent and the effect isn't super powerful when you roll it.
That's a Maps thing 🥹
do i need to assign a color marker a certain color? 
To follow-up on this, I view it like this: If it's not impactful when I use the resource, why not hold onto it if I get a bonus while I'm holding it?
I can confirm that I hoard inspiration points… having 5+ is like winning the lottery
If anything, I'd be inclined to give a buff after the Bardic die is rolled.
creation does that
need an opinion on a homebrew spell. Its a 5th level illusion spell (still trying to figure out the description).
Its called Illusory Bombardment (basically you drop a bunch of illusory bombs on creatures) it targets creatures of your choice in a 20ft radius. They make a wisdom save, taking 5d10 psychic damage on a failed save, or half as much on a successful one. does that seem fine for a 5th level spell?
because the benefit you get while holding onto it will at some point fail you
i think practically its not going to lead to any more hoarding than already happens, except in one scenario:
...and thats grappling specialists
grappling is the one place skill checks are regularly used in combat
Hide and Search action
i dont think those are as frequent as grappling, though i could be wrong
I dont think youve played with enough rogues or hiding monsters then
I'm thinking more similar to the buff you have here, though I suppose that would hurt if the die is used in combat.
I just allow Search with investigation
Basically bonus action/action
Investigation is in the Search action
You have to use BI before you resolve the check, so you theoretically can't get both the passive and the active of BI on the same check.
Oh wait, thats Study
:/
Investigation is bonus action in my games
Search is an action
this balanced, overpowered, or underpowered?
i dont really homebrew spells
Cone of Cold makes that seem rather tame. I'd say leave it as is and buff it if it doesn't perform as expected.
Balanced in terms of damage, fits the table in the DMG for spell damage targeting multiple creatures.
I'm gonna work on this tomorrow, but I realize that I can just Google Sheet/Excel this information into a massive table and run queries on it.
A snippet of the information I parsed on cantrips is below:
- Acid Splash: Acid damage; ranged; radial.
- Blade Ward: Buff; attack malus.
- Booming Blade: Thunder damage; melee; punish movement.
- Chill Touch: Necrotic damage; ranged; prevent healing.
- Control Flames: Misc.; [Self-Referential].
- Create Bonfire: Damage; ranged; [Self-Referential].
- Dancing Lights: Movable lights; ranged.
- Druidcraft: Predict weather, modify plant, sensory effect.
- Eldritch Blast: Force damage; ranged.
- Elementalism: Misc; small air, earth, fire, or water effect.
- Encode Thoughts: Misc.; [Self-Referential].
- Fire Bolt: Fire damage; ranged.
- Friends: Misc.; charm creature.
- Frostbite: Cold damage; ranged; attack malus.
- Green-Flame Blade: Fire damage, melee; cleave.
- Guidance: Buff; skill check.
- Gust: Misc.; control air.
Very curious as to how small of categories can be made once completed.
Myth of the Icebound Blade
You can use a longsword as a catalyst for the Writer’s Tool, gaining its property Versatile(d10).
:
When you make a Writer's Tool using a longsword, you can make it become a replica of the fabled Icebound Blade, which causes the Writer's Tool to deal cold damage. Once per turn when you hit a creature with the Writer's Tool while it is the Icebound Blade, the creature’s walking speed is reduced by 10ft until the end of their turn.
Myth of the Gravity Saber
Prerequisites: 11th level
You can use a scimitar as a catalyst for the Writer’s Tool, gaining its damage die (1d6) and properties Light and Finesse.
:
When you make a Writer's Tool using a scimitar, it becomes a crude version of the legendary Gravity Saber, which causes the Writer's Tool to deal force damage. At the end of your turn, the creature you hit with the Writer's Tool while it is the Gravity Saber during your turn is pushed back 10ft per successful attack.
Myth of the Booming Blade
Prerequisites: 6th level
You can use a greatsword as a catalyst for the Writer’s Tool, gaining its damage die (2d6) and properties Heavy and Two-handed.
:
When you make a Writer's Tool using a scimitar, it becomes the thought to be lost Booming Blade, which causes the Writer's Tool to deal thunder damage. Once on each of your turns, when you attack a creature with the Writer's Tool when it is the Booming Blade, they must make a Constitution saving throw, on a fail the creature is Deafened for 1 minute.
Myth of the Caustic Javelin
Prerequisites: 6th level
You can use a Pike as a catalyst for the Writer’s Tool, gaining its damage die (1d10) and properties Heavy, Two-handed and Reach.
:
When you make a Writer's Tool using a Pike, it becomes the lost to time Caustic Javelin, which causes the Writer's Tool to deal acid damage. Once on each of your turns when you deal damage with the Writer's Tool while it is the Caustic Javelin, you can cause acid to melt the target’s armour. The target’s AC is reduced by 1. A creature can be affected by this once per long rest, in which they regain this AC.
Myth of Totality
Prerequisites: 11th level
Your Writer's Tool gains new powers of balance. Once on each of your turns, when you damage a creature with a Writer's Tool, you can force them to make a Dexterity saving throw, on a fail you can force them to be Blinded, Deafened, Frightened, Poisoned, or Restrained for 1 minute. You are also affected by this condition, even if you're immune to it for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the condition early on a success. When the condition ends on the creature, it also ends on you.
i think those work as Myths
Rock Shot
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of coarse sand)
Duration: Instantaneous
You conjure fragments of stone, shaping them into a jagged pellet that launches toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 bludgeoning damage.
In addition, the target must succeed on a Strength saving throw or be pushed 5 feet directly away from you.
This spell’s damage increases when you reach higher levels, becoming 2d8 at level 5, 3d8 at level 11, and 4d8 at level 17.
The rap god
Have fun with it, I threw up while trying it
Thoughts about it?
I think I would drop the saving throw
you already need to land the attack, and being pushed away 5 feet as a Cantrip is completely fine
Eldritch Blast with Repelling Blast is pushing them back 10 feet per blast without a save
I think changing it to 10 feet there should also be fine but it would need testing, for 5 feet, you definitely are fine without a save
you usually don’t wanna gate effects behind 2 rolls unless you’ve got a good reason to do so
This is fair, though I believe cantrips are already strong as is
they’re not
there’s a good reason they’re the way they are
take full spellcaster vs. Fighter
the levels you get an increase to your cantrip are the same turns you get extra attack
both of them are Actions
a direct comparison between the 2 should put the Fighter’s Attack Action at a higher level than any Cantrip by a decent bit (except for a fully specced out Eldritch Blast which should be at the same level)
One of them is reflected by a damage increase, and one reflected by an extra attack, similar to eldritch blast.
Eldritch blast in that sense gets the upgrade regardless of class distribution, extra attack specifically needs 5 levels in specific martials, or alternatively through a warlock pact boon/halfcaster subclass
Eldritch Blast also needs Eldritch Invocations to get to that level
There is also the range versus melee comparison to take into account where weapons that have comparitively or better damage output require a a feat to overcome the loading property.
Fighters can use Crossbows
Eldritch blast does not need an invocation to get multiattack.
they can also use Greatswords
Which require, as I stated a feat to overcome the loading property
and they get an extra feat which gives them early access to PAM GWM
Otherwise it's one attack per action
Longbows also exist, but again, they get an extra feat
In any case I do believe cantripts are generally already strong as is. That said, I'll get back to work. Break's over
besides, Eldritch Blast is supposed to be an exception
have fun
Detective’s Intuition
Origin Feat
Studious Mind. After you make a roll for the Study action on a creature, you can force the target to make a Charisma saving throw, the DC equals your roll on that action. On a fail, the next time you or one of your allies attacks the creature, that creature has vulnerability to one damage type of that attack before the end of your next turn. Whether or not they fail, if you rolled a 20 or higher, you learn one of the target’s vulnerabilities if it has any.
Searching Gaze. After you make a roll for the Search action, you can force the target to make a Dexterity saving throw, the DC equals your roll on that action (objects automatically fail if you roll a 15 or higher). On a fail, the target is highlighted for 1 minute as though by the Faerie Fire spell; this doesn’t require concentration, but the target can reroll its save as an Action. Whether or not they fail, if you rolled a 20 or higher, you learn the direction of the target in relation to you.
You can use this feature a number of times equal to your Proficiency Bonus. You regain your uses when you finish a Short or Long Rest.
I decided against the free fail and instead went for Short or Long Rest
Hi guys I'm fairly new to d&d and I wanted to made a class I had in mind a little while ago, can you tell me if you like it? (Note I've used chatgpt to translate it all in English since I first wrote it in italian, if you have any question about something or you want the italian version you can tell me:])
(I'll have to wait 30 mins to send the file of the class sorry😭)
if i had a dollar for every person who is new to DND and made a class, i would be a rich man
Sorry to disturb then 😭
oh its not a bad thing
more just, new players chuck what's cool, without a clue (or little) when it comes to balance
classes take months of making, playtesting, balancing, repeat
Also might I add a lot of experience with the actual rules of dnd
I know that but i thought that asking to a community if competetent people would've made it a little bit easier for me
the first major question is, why?
why did you make it? Why cant it be a subclass?
then what
What does this class do that is different from others? What is the flavour and how does it relate to DND in all types of settings (mostly fantasy)
Well my first idea was mostly to make some kind of rogue but maybe i got a bit far from that idea during the making of it
Anyway lemme see if I can send the pdf
need access
what in the echo knight?
What do you value more out of this feat: it being an origin feat, or it having those abilities?
Where'd you read it?
its a fighter subclass.....
I ask this cause if I wanted it to be an origin feat, I’d nerf it slightly, while if I wanted to keep it as is I would make it a 4th level feat and add on an ASI
based around making a another verison of you to fight
Didn't knew that ngl
It's totally identical?
In all the things I've wrote?
No
well no, just the concept
Only barely
That's a problem? I've to change smth?
which tbh i could see this more as a rogue sub then a full class
No, don’t worry about it
Okok thank u
You think so?
It looks unbalanced?
didnt say that
its almost sharing stuff with rogue as is, like subclass levels, profs and hit dice
and equipment
Would you be able to reformat the Google doc to make it easier to read?
it is also lacking the flavour text of a class
Yeah I will bcs I noticed is hard to read
which is kinda not giving me an idea of what its trying to do lol
Wdym?
what y' all discussing?
An attempt to make a class I've made
He's trying to make me understand what I've done wrong
Shadow walker?
Yes
like, it has one flavour paragraph when most other classes have about 3-5
taking a look now
Wordsmith
A Tiefling tells his latest story to a group of humans, a story about a hero saving a princess from a powerful demon, little did the humans know, the Tiefling was the hero in the story and the princess is now his wife, it was his story from a time long gone, but he held on to it.
:
An elf started writing her grand adventure, recalling all the memories of adventure she had, so she set off, pen in hand and mind racing as combat showed its head, but to heed off the evil, the elf poured their soul into the pen, making it grow into a blade, a blade from a story she once heard before.
:
A dwarf recounted a story to his sons and daughters, of a time where all lived peacefully, until a demon desended from the hells appeared and captured the kings of the land. A band of heroes saved them, and then all the scribes wrote a tale of the band of heroes, telling their epic tale.
Writers and Storytellers
A Wordsmith's craft is one of story craft and writing. Where as most adventurers have no need for anybody to regale there most famous deeds, others find Wordsmith's tales of old and new a relaxing time between their fights or missions. Wordsmiths seek to create their own tale, their own story to share.
The Pen is mightier then the Sword
Wordsmiths come with the ability to forge their stories into tangible weapons for them to use in the heat of combat. Maybe a magical accident caused your writing to take a new form or a god blessed your tales with the power to make them real. Nevertheless, a Wordsmith's words are just as sharp as any blade.
for example, thats the flavour text for my full class
I still don't get what you're trying to say, like you're saying its too aimed at one precise thing?
I made it an Origin Feat partially to balance it out
classes in design are suppose to be more open ended
this would be too overtuned as a half-feat
subclasses give you something to go for, and multiclassing is pain
So here's my feedback/questions from a quick look over it:
- Please use headings and formatting fr
- Looks like a cross between a rogue and a fighter - what's the intended identity of the class?
- Dark Arts are subclasses?
I was figuring out if the Study one should only apply to the user and the other one be the support option
looks good fr 👍
How so?
Hey so if i could suggest - if you wanted to make this a rogue subclass that seems fine - however if you want this to be a whole class you're gonna need to give it a unique identity (separate to rogues and fighters)
in terms of getting an extra ASI alongside it
so if you wanted it as a kind of rogue, why not make it a subclasss
the other issue is that it does end up blocking out the ability to run Keen Mind or Observant with it
Cause from where I’m sitting, it seems overtuned even as an origin feat
Well my master asked me if I wanted to try to make a class for his new campaign and I wanted to try, but since I didn't wanted to show it to him yet I asked u for advices
ah okay i see you want to specifically make a new class - gotcha
So what are your unique ideas for new the class?
@forest solar
for flavour sake, do something like this for it
thats how most official classes are and looks alot better
what exactly do you think is overtuned? or is it just the whole thing?
The ones I've wrote in the format, kind of like a rogue who fights with his and other ppl shadow's, interact with the shadoworld and controls marks and glyphs
in comparison to some other origin feats cough musician cough I think it's fine 👍
Understood
Okay so what I'm hearing is you want to make a Shadow based class
I would recommend dropping the whole "like a rogue" part - you don't want your class to be similar to rogues
Shadow Walker:
- Interacts with and walks through the Shadow World
Got maybe 1 or 2 other unique things about this class you're making so we can get an identity going
I don’t think there is an issue with making a class that is like the rogue or another official class if that is what someone wants to do
Then what am j supposed to take reference for save throws and hp dice
uhmmm you're making a new class so there's not really anything to use for comparison other than just all the classes at once
If you were making a rogue subclass it would make sense to compare to other rogues - but as this is a new class it shouldn't be referencing other classes like that
@frail ferry the reason I set it up in this way is because it’s an Action that completely wastes a resource on a failure. There’s the chance you roll low to begin with and waste your action that way, then there’s a chance you roll decent and choose to use the feature, then they still save which consumes the resource and still wastes your Action
No extra attack until level 7?
I take too long to type lol
it’s alright take your time, but I do wanna hear your take on it
https://homebrewery.naturalcrit.com/share/kPBF9GlN7j1E
and after awhile, the port of Wordsmith's base class is done
This seems too strong for an origin feat.
I think studious mind should only affect one attack and for searching gaze is a target an object or a creature?
Studious Mind only affects 1 attack, Searching Gaze should be usable against either
Target typically means just that, the target of the effect
It’s often used when the effect doesn’t need to specify between object and creature
The ability to set a save DC to the roll of an ability check is currently not present in 2024, nor anywhere in official 5e content from my knowledge, and makes this unique but also strong, especially because the wording lets you do it after you make the roll, meaning you could choose to do it only when you wait to roll really high and then the save DC could be set to a number that would normally only be available at much higher levels.
A level 1 rogue with a +3 int (highest possible bonus with standard array at that level) and expertise in investigation has a +7, rolling a 17 on average. A DC of 17 for fullcasters is only possible at level 9 and beyond (without considering magic items), assuming the spellcaster has a spellcasting ability of 20 (which with standard array is only possible if they put both 4th and 8th level feats into ASIs and started off with at least a 16). You can see why this might be a problem.
However, as you said previously, this feature takes an Action and if you roll low you could just waste the action, or they could just succeed. A lot of balance comes from this being save or suck, but it’s not fully save or suck cause you still get to learn a vulnerability if it has one (which is honestly not that strong at all, especially considering there’s only like 20 ish monsters in the 2024 MM with vulnerability to a damage type).
The DC having the possibility to be that high for something that is mechanically a better critical hit could be problematic, even if it’s only for one damage type of an attack. For example, the
highest damage of a single type a level 1 Paladin (using standard array) can do on their turn is 1d12 + 1d4 + 3d8 + 3. Greataxe + divine favor + divine smite (against an undead/fiend) having used true strike to make the attack deal radiant damage (which is easily acquirable through a background or as a human). This is a very niche circumstance with a lot of set up and minmaxxing, but that is an average of 25 damage (if my math is right), doubled to 50 by a target failing a save that could on average have a DC equal to something only available to other classes at 8 levels above this.
Basically, considering all of this (if it’s correct, so take it with a grain of salt cause I am indeed a human), if I made this and I wanted to keep it an origin feat, I would get rid of the ability check based DC and have it calculated like other save DCs and then make the learning of vulnerabilities just something they just get if they use the feature.
Sorry for the wall lol
Got a lot of thoughts especially when it’s a feature that actually intrigues me like this one
Why would you target an object with searching gaze?
Searching gaze needs a range. Characters with buffs to skill checks can get the DC pretty high. Negating invisibly and giving everyone advantage against a creature that you can’t see is pretty strong. This probably should only last until your next turn or be nerfed.
I would agree on the range, 30 or 60 ft is easy, same with the dc thing. I’d make it not faerie fire and just give advantage for a minute, but they can remake the save at the end of each of their turns if you care more about the combat side
ngl, I was planning on nerfing it again, I know it’s too strong but I wanted to know which parts are the ones setting off alarms
using it against an object is mainly to make it still useful in RP-main campaigns, a disguised or invisible item still gets highlighted
honestly, I think the 1 minute should only be on objects while creatures would only be for 1 round
the DC being set in this way is mostly mimicking contesting throws
I couldn’t figure out how to set it otherwise, but I think I could go 8+PB+ability of the skill used
since Search and Study don’t always use the same stat and the skill used depends on the thing you’re trying to check
I will be keeping the object option but I need a better way of setting the DCs on that
I genuinely think that if you do set up as much as you did in this case, it should be fine for you to get that high damage, you’re wasting multiple Actions and Resources over a couple rounds
and you also need to actually land the attack that has all the buffs on it
it’s quite a bit of teamwork and requires 2 rounds to set up anyway, battles are supposed to be 3 rounds, ending them a round early should be fine
although, I do think I gotta go back to PB/Long Rest
maybe remove the 20 roll requirement on the additional thing
so if you use the feature, you get some benefit
2 times per LR until level 5 should be fine in that way
I would agree
(and Grave Domain Cleric gets a stronger version of this)
I’ll rewrite it and see what comes up, I gotta write in the range, I just haven’t decided yet because I can’t find the usual range of Search and Study
My thoughts are:
- Origin feats are pretty conservative on damage. If it was just the character with the feat getting advantage for 1 minute, I suspect it will do the most damage for an origin feat. (I can try to math this out)
- search and study actions can become bonus action or can be done leading up to combat
Since you have two ways to increase damage — directly through vulnerability and indirectly from advantage — you could streamline the feat by search and study actions providing the same benefit.
Another approach is to give one more RP benefit.
Looking at the 2024 rules search is all wisdom and study is all intelligence.
I’m not sure how I missed that ngl
but there are features that swap the stat out, not sure if those still exist in 2024
but that’s also what I was thinking of when trying to figure this out
I know a lot of it is changed to just adding the additional stat
The barb can use strength instead of wisdom for a short list of skills. perception and survival are the only ones that affect the search and study actions.
After mathing out the advantage: For one rapier attack, no rider or bonuses, rolling with advantage adds about 2.4 damage to the average.
Compared to savage attacker, which once per turn gives the same rapier an average damage increase of 1.3. Never scales and can only be increased by using a d10 or d12 weapon.
removed the save on the object
and I do realize that 1 minute was too much, I realized it was mostly that long for the RP aspect than the advantage
I think a lot of aspects were just imported from previous versions of this feat because they made sense then rather than because they make sense now
Detective’s Intuition
Origin Feat
Studious Mind. When you use the Study action on a creature, you can force the target to make a Charisma saving throw, the DC equals 8 + your Proficiency Bonus and Intelligence modifier. On a fail, the next time you or one of your allies attacks the creature, that creature has vulnerability to one damage type of that attack before the end of your next turn. Whether or not they fail, you learn one of the target’s vulnerabilities if it has any.
Searching Gaze. When you use the Search action on a creature, you can force the target to make a Dexterity saving throw, the DC equals 8 + your Proficiency Bonus and your Wisdom modifier. On a fail, the outline of the target is highlighted until the end of your next turn as though by the Faerie Fire spell. Whether or not they fail, you learn the direction of the target in relation to you.
Crucial Clue. When you use the Study or Search action on an object, you can learn the direction of the object in relation to you and whether there’s any magical effect on it (but you don’t learn any information about the nature of the effect on it from this feature).
You can use this feature a number of times equal to your Proficiency Bonus. You regain your uses when you finish a Long Rest.
Changes
DC is now static
PB/LR uses
Separated the use on objects and tweaked it
Removed the requirement to roll 20 on the additional effect
Faerie Fire duration down to 1 round
I don’t think the vulnerability part is too strong anymore, it activates on PB hits per long rest and requires a save, high INT, and an Action
if you still think any of it is overtuned (including the vulnerability) I do wanna know
the combo vulnerability thing is quite strong - allowing other PCs to use the vulnerability i mean
the update to the DC makes a lot of sense
If you are going to allow others to capitalise on the vulnerability I would say you should make them plan it out more than this and maybe adjust the rules for which attacks trigger it
it has a Saving Throw though, I’m genuinely not sure if it is too much, I’m still deciding if it should be solo or if it should allow combo, but it requires a save and also does require making sure you’re in the right order because it activates on the next attack and not an attack of your choice
what were you thinking of though? why would it be too much?
what I’m thinking is that you have PB uses including failures, it costs an Action + limited resource every time you attempt it
I think generally just limiting the vulnerability to the person with this feat would make sense narratively and mechanically both
You could make it work as a combo move but the specifics of that will be harder to figure out and balance
I do think that makes sense, but at that point, it should cover the full attack I think
I'm imagining Sherlock Holmes sorta guy trying to explain to Watson "you can tell by the upturned scuff on his fingernail he is a regular..." and watson just going "wtf"
theoretically - that would of course make it a lot stronger and less tactical with the usages
I think it being limited to one damage type is actually quite a tactical incentive
I feel like limiting it to 1 damage type to you specifically ends up locking it much more towards specific classes even moreso than it already does
what I think could break it is like spells since they are the burst part, but those have 1 element
then Sneak Attack comes next
but that’s also a single type
What i would think would really be the best way - is when you use the feature you choose the damage type on a success before the attack hits 👍
so this would be stopping Rangers and Gish casters?
I feel like this just ends up being a 2014 True Strike situation
you need to set up over the first turn, then the next turn, you might get some payoff
I mean choose the damage type and let people combo with you
ie "hey guys i know he's weak to radiant damage.... paladin do your thing"
then the paladin is like "hell yeah my brother" smite
ah, ok 
I was talking about it only working for you
mb I meant if you wanted to make it work as a combo move
I feel like that’s actually a buff to it though isn’t it?
because now you can set it up for a specific ally instead of worrying about other allies triggering it accidentally
well it's still only on the next hit right?
oh, so it could still do nothing
I’m definitely willing to stop it from being a combo move since the Search is a combo move
but I’m very opposed to making the saving throw completely useless
it's gonna be hard to balance it whilst you aren't sure how you want it to work I think
I would suggest making a clear choice right now - then start to balance
I already said I was leaning towards changing it to only working for yourself
even before this latest change
I think the identification of an actual vulnerability covers that
but you personally have identified a weak point in their defenses
the automatic effect would be helpful for all allies
but it’s also dependent on the target
vs. the other part that isn’t dependent on the target, but is instead only for you
hey what do you guys think of this ability a barbarian in my campaign will unlock at some point
Promised Revenge (3/Long rest):
whilst enraged when you are attacked by an opponent you can use a bonus action to specifically target the attacker and inflict one of two effects
Scorn: inflict a target with searing fear of you giving them disadvantage on saving throws you challenge them with.
Embolden: You lure your opponent into a pseudo duel making them only target you. if this is used outside of combat you advantage on insight, investigation and perception rolls against that target however you also have disadvantage on stealth, sleight of hand and deception on rolls you make against them.
Bonus Action or Reaction?
what is this exactly? a feat? Magic item?
Embolden doesn’t make much sense since you can activate it out of combat while you’re enraged and someone hits you?
why is someone hitting you and why are you enraged out of combat?
hmm fair im kinda stumped and i didnt realise that that does not make much sense
it seems like a magic item, probably Rare, attunement
yeah pretty much aiming for it to be a ring
take away the hitting thing and make it a bonus action to inflict on of the two effects on a target
wont know if that would make it more usable
and remove the rage needed thing
Promised Revenge Ring
Wondrous Item, Rare (requires attunement by a Barbarian)
Scorn. As a Reaction to being attacked while enraged, you consume 1 charge and inflict a target with searing fear of you, they have disadvantage on saving throws against effect made by you till the end of your next turn.
Embolden. As a Reaction to being attacked while enraged, you consume 2 charges and inflict a target with searing fear of you, until the start of your next turn, while the target is within 15 feet of you, attacks it makes against any creatures are made at disadvantage.
Promise. As a Magic action, you can consume 3 charges from this item and think of a specific creature, for the next hour you gain advantage on insight rolls against that creature and survival and perception rolls to track the creature. If that creature is not on the same plane, this is not activated and you only consume 1 charge.
This item has 6 charges and regains 1d6 charges on the next dawn.
maybe?
idk I mainly just took your thing and translated it
I didn’t think much about balance and stuff
but looking at it now, the first Reaction is pretty weak
I don’t have much experience with Barbarians but to me, that seems like it only activates on Weapon Masteries?
I’m assuming there’s something very obvious I’m missing
the second one is a bit strong, gotta limit the range on that
I don't understand how you'd use this outside combat when it triggers when someone attacks you
if there is fighting going on then it's combat
I wanna make a cr 2 creature called an 'umbral cat'
They should be efficient hunters that lurk in the shadows, but I don't know how to translate that to mechanics
I've been wanting to make the spell rude buster from deltarune into a spell in DND and I am wondering if someone has any ideas of how I could go about doing this. It's either going to be a spell level spell or a cantripp that uses a weapon such as green flame/booming blade. I was thinking it could do damage on top of your weapon damage which is very good but maybe the enemy has a chance to redirect the blast onto the caster or another enemy by succeeding a save or maybe a athletics check. So it can do large amounts of damage but also could be flung back to you making it high risk high reward. It's just a concept but does anyone know if this is a good direction I'm taking this, if it should be a cantripp or spell slots
Maybe make it like a lesser more stealthy version of a displacer beast.
yea, that could work, buff its dex and wis, i dont like that displacement and would rather make it more stealthy
remove displacement ability, give it at-will invisibility spell?
and give it pounce, from lion
Those work. I also wanna give it an ability that can affect a mid level party(my party is 12) Thatll prolly bump its cr a bit but thats fine
deal extra damage, if nat 1, refelect back to self? spell slot, for sure
Maybe if your not looking for a invisible stalker give it pass without trace. It removes its footsteps/tracks and gives it a big buff to dtealth
pass without trace is prolly best here
so its not impossible to find, just very tricky
Bonus to hiding while in darkness or can hide in dim light
Trying to write a bodyguard paladin, themed around protection of one individual, but having a hard time coming up with features that don't already exist on other paladins
Curious if anyone has any good ideas
buff the auras, but make them only affect one person?
Vigilant Guardian from Mark of the Sentinel
Take a hit instead of an ally within 5ft
Any thoughts on this paladin feature
"Distant Protection
15th-level Oath of Asylum feature
You are able to guard your charges even from a great distance. Whenever an ally within 120 feet of you which you can see fails a saving throw, you can use your reaction to allow them to reroll it with a bonus equal to your Charisma modifier."
I know it's hard to judge in isolation, but I'm still fiddling with the 3rd and 7th level features
And I don't wanna spam either lol
i like it, results in a +10 any save at will
higher level paladin features are kind of abysmal
Is it enough for 15th?
id think so
I hate designing for paladins, every feature I write ends up feeling bland or underpowered
What do you guys think of this for a feat
Damage Piercing
Prerequisite: Level 4+Whenever you deal Bludgeoning, Piercing or Slashing damage to a target with Resistance or Immunity this feature triggers.
The target must make a Constitution Saving Throw. On a failure if they have Immunity to any of those damage types it is now Resistance or if they have Resistance to any of those damage types it no longer applies.
This effect lasts until the end of your next turn. The DC for the Saving Throw is 8 + Proficiency Bonus + Constitution Modifier.
is this 2014 feat?
both
I think it seems fine without the ASI
asi? sorry i don't understand
ability score increase
General feats in 2024 are all half feats
no i mean it doesn't give one
huh
I guess this could be a 2014 one that you can port forward, which do not automatically get an ASI added to them
can you quote where it says that?
that’s just 2024 design
anyways this feat lives alongside
Explosive Damage
Prerequisite: Level 4+Once per long rest you may use an action to make your damage dice explosive. For the next minute any damage dice you roll on attacks or spells are "Explosive".
Each time an explosive damage dice rolls its maximum value you may roll an additional die of the same size and add it to the total damage dealt.
sorry wdym?
I forgot you’re a 2014 main, General Feats in 2024 all have a +1 to an ability score
no...?
sorry what?
archery fighting style
anyways there's no rule that says a feat grants an asi
unless that feat grants an asi
so really i don't get this
not if it’s ported it doesn’t
...you can?
but if you’re making it for 2024, it’s different
you can’t
that’s why I asked, I wasn’t trying to do a gotcha
Thoughts on this feat please?
does it only explode once?
it triggers exactly how i describe in the first paragraph
Whenever you deal Bludgeoning, Piercing or Slashing damage to a target with Resistance or Immunity this feature triggers.
I was talking about the other one
it goes forever
you probably wanna limit that, if not for balance, for sanity
I already said it seems like it should be fine, but it should only activate for yourself and till the start of your next turn
or maybe even the end of the current turn
Thank you 🙂
I was thinking about making a Rune Scribe class based on the Prestige Classes UA, and for its spellcasting, i wanted it to be unique, like the complete opposite of Warlock
So what i thought is:
- You get normal spell slots, like a full-caster
- Instead of a spell list, runes give you spells (example: Ild Rune could give you Burning Hands, Fireball, etc)
- You can swap active runes on a Short Rest, changing your spell "list" completely
Is that a bad idea and if so, how bad?
Very weird and seems decently strong until late levels
honestly, you could just play a Wizard and flavor it in this way
Like, you do realize this “To a Target with Resistance or immunity this feat triggers”
could be interpreted as a target with any resistance or immunity triggers effect
but i dont want to play a Wizard 
i want to make a homebrew class
Kinda like. Taking inspiration from how Warlocks work with Eldritch Invocations
the only difference between this and Wizard from what you currently described is that this one changes it to a limited full selection on a short rest while Wizards do it on a long rest but are more flexible in their choices
yeah
if you’re just asking about the idea of a Rune Scribe, sure, that’s an idea that works
the issue is this type of spellcasting doesn’t really allow you much space for other features
you can probably make 1 feature that gives you a buff based on the rune and then make different spell lists for the different runes
then empower the buff feature
and you will already be out of features to add
Anyone else got good homebrews for what is essentially upgraded/downgraded versions of regular enemies?
I’m in the process of homebrewing a subclass for the monk
I call it the Warrior of the Aurion Diadem. It introduces several new mechanics some are table(multi-player-oriented) focused too. Let me know if you think this looks alright to proceed. https://docs.google.com/document/d/1xW-7LjssgWHki_wSIcZr5z3mDpCaLct7gU5OVA7YAOs/edit?usp=sharing
I know what a diadem is but what's an aurion
Warrior of the Aurion Diadem introduces a new realm and higher entity too (Aurion)
Aurion seems like a weird science god
Which is kinda interesting, it's not an angle I see often
I haven't read the features yet (there's a lot of lore) but aurion seems to fit more naturally as a warlock patron, cleric deity or even a sorcerer origin than a monk subclass
So you're clearly coming at this sideways, which I, again, find interesting
Sorry, I'm reading in-between doing other stuff, gonna check the features now
Thermoelectric alignment doesn't seem to do anything on its own, I'm guessing it's like picking your dragon ancestor for draconic sorcerer?
WOW infra-red aura is a lot
I'm still not sure I understood it, haha
It's a core mechanic around, picking the right damage type, later on (at level 6) having the right resistances.
I'll break it down to two catigories, perceptions and tolls. Perceptions are what give you charges for tolls, tolls give damage buffs at the cost of life.
This sounds waaaaaaay more complex than 5e usually is
I also really don't like self-damage mechanics
Especially on a class as CON-hungry as monk
Yeah, this feels like it was designed for a different game entirely
Lots and lots of crunchy pluses and minuses, where part of 5e's design philosophy was to cut most of those out in favor of advantage/disadvantage
I also may not be grasping what's actually happening, I've read the four 3rd-level features twice, and it seems like you're taking a lot of damage for not a lot of benefit
Sure I'll fix that thanks 🙂
Hey I’ve got a homebrew species for my campaign setting called “The Winterfolk”. Residents of snow valleys, they’re like tall, pale halflings, but with a preference for festivals and parties and more energetic activities.
However, I’m struggling to think of abilities they’d have
I think cold resistance is a must
advantage/disadvantage - something like this?
(Overheated): Disadvantage on Strength checks/saves.
(Chilled): Disadvantage on Dexterity checks/saves.
(Shocked): Disadvantage on attack rolls against you (advantage for enemies).
(Glowing): Disadvantage on Stealth checks and hiding.
Other than cold resistance, you could probably also give them a frost ability, such as dragonborns breath attack. If you didn't want to go that route, i suggest something defensive. When I think of cold, i think of defense
it would help having access to the document
Yeah they’re more about defence and evasion
Maybe I can give them a frost breath, but it’s a frosty mist that blinds instead
I also want to play into their festivity theme
With the festivity theme, perhaps they can have proficiancy in performance
reposting the same link doesnt help, you need to change permissions on the document
I had an idea, what if Rogue could turn their sneak attack dices into that many attacks ? Would that be strong? Would that be weak?
That would be hell
im not sure what "nonstackable" means in the context
otherwise the base subclass feels rather uninspired
You cant use more than one cleave dice per turn
at level 3, sometimes do more damage
Completely broken at a 1:1 ratio
It could be a subclass feature for one extra attack for one or two dice
It’s a cool idea but the thought of standing there while a player does 10 attacks and calculates each of them before rolling damage for each of them is…
They are also supposed to be faster, thats why I gave them higher movement speed abilities, along with advantage on dex saving throws
otherwise, speed increases are a bit strange because it doesnt give you extra movement, but sets your movement to something else
so if you had 35 movement already, maybe from a species, it would not help
you dont get adv on dex saves, you get adv on dex checks
so acrobatics, stealth, sleight of hand
I wrote it wrong, whoops
But the other major thing is bleed damage. at level three, thats an extra d4, plus whatever you rolled on your cleave dice. And sure, if they pass the bleed is halved, but thats to balance it
well yeah, its just extra damage
tacking on extra damage to a class doesnt make for interesting or flavorful design. imo anyways
Sometimes it can
It'd probably be weak, that's more chances to miss
Also more chances to crit
The rage damage bonus adds flavour as the barbarian’s wrath increases their power behind each attack
It's a really tricky thing to answer honestly, I was thinking about it all day
and it isnt just more damage. You get more movement speed, the ability to take dash as a bonus action, advatnage on dex checks and saves, and enemies have disadvantage on you as well. The main ability is more damage yes, but the subclass itself has many abilities that arent just for damage
theres a lot more to barbarian to just the rage damage bonus
I think it’s a cool image but in practice at high level everyone’s gonna be bored waiting their turn as the rogue makes 10 attack rolls and then rolls for damage of each
Yeah but if you crit on every hit, that'd still only be as strong as a regular crit with sneak attack
This too
I know that, I’m just bringing up how a damage bonus does add flavour sometimes
@fierce dome overall, what are your thoughts on my presented monk subclass idea, should I continue making this subclass?
(understanding there is a lot to do relating to constitution, I'll change up the debuffs and change it from working around health)
thank you
I like the lore and stuff, and if you feel passionate about it, then it's worth working on. I just think it needs a lot more simplification. Maybe reread the official monk subs and try again
There's a lot of extra math and assessing and rolling that I think, in practice, will lead to the other players at the table getting bored and frustrated
Not unlike that rogue idea from a few posts upward
Do you think we can have a ranger subclass thats like fighters? or monk?
That’s not exactly their flavour
I want to play ranger like a fighter but better than a fighter
If you want to play like a fighter then… play fighter
If you love them then why do you want to play another class?
I wanna homebrew a class that allows ranger to have some fighter things. like a third extra attack and indomitable
Play fighter 😭
If you’d rather play a fighter than a ranger then you don’t love Ranger
adding the word "may roll" changes that it's now up to the dice holder if they want to utilize the feature.
but i love the spells from ranger
I want all the spells from ranger but with more features from fighter
and monk
Then multiclass
i can multiclass?
Yes
I want to multiclass ranger, monk, cleric, and druid
Astral monk, Gloom ranger, twilight cleric, and stars druid
Understanding that every level can be spent in only one of the classes at a time, and each class levels from 1 up.
Consider having fewer classes. Otherwise in a campaign where you will have level 12 normally, (this is at subclass feature 2) you will be stuck at level 3 for all of them basically
hm....
how do I homebrew a dnd subclass for ranger that allows for everything else i mentioned?
I had a DM question. I don't know how to word this in the NPC sheet. How do I word that when a creature is hit by "monster's weapon" they need to make a DC 15 Chr saving throw or be under he effect of the Bane spell until the end of the creature's next turn. I feel like something is missing or I am just feel stupid and overthinking it.
@tall seal
This is how i would do it:
If the target is a creature, it must succeed on a DC 15 Charisma saving throw or subtract 1d4 from its attack and saving throws until the end of its next turn
this would be after the damage
oooooh what if ranger gets PB uses of action surge and indomitable and a third attack at level 11? and unarmored defense of 10+dex mod+ Wis mod at level 3 With guiding bolt and guidance being ranger spells? and 300 feet of darkvision for all types of darkness at level 7? then level 15, they get 1d12+1d10+1d8+1d6+1d4 extra damage on enemies that have been hunters mark?
No.
Have you ever played at a table before?
yes i have
i havent homebrewed in a hot minute
Just checking
Just look at existing classes over and over and over.
See if any classes have that in totality.
but i want rangers to have better higher tier play without multiclassing
That doesn't fix the issue, though, because no one would allow it.
blindly adding shit is not going to solve that
dont discount it until you try it
Can’t you just like rangers… normally?
I mean this constructively, but you need to understand why the classes are made how they are.
As long as not a soul can complain about high tier rangers, im fine.
People will complain about anything and everything
ooooh what if we bring back favored terrain and favored enemies?
So, there's an issue with that, then. Now people will complain that Rangers are OP.
so thats already an impossible standard
and hide in plain sight? but we can work that out
If you spend your entire life trying to make something in a way that it can never be criticised, you’re gonna go crazy
Why?
it'll be giving you a role that's like a superhero in a regular human adventure,
it's stronger than you think, like you are living in a seprate world from the other players
Correct. Making stuff actively too strong is something that can considered "greed".
but i dont think im beeing greedy
That's the thing: The person being greedy rarely does.
You’re not greedy, you’re bat-crap insane /ref
but isnt my homebrew balanced?
no, but I like the passion haha
Conservation is balance,
Balance means when you make something do a thing it doesn't normally do, you have to take away from something else
(this is just one example)
Not at all.
Thoughts on these actions a pilot can perform with their craft along with whatever their character can do normally?
Brace: Increase craft AC by 2 until your next turn.
Throttle: Double craft Speed for one turn. All weapon mounts shoot at Disadvantage but all attacks against the craft are also.
Positioning: Gives all weapon mounts advantage but also gives all attacks against the ship it as well.
Call-out: Give one weapon mount Advantage it's next attack.
Strafe: Reduce craft speed by 25ft but give all weapon mounts +2 to hit and damage.
Chaff (Bonus): Break missile lock and prevent lock-on for one turn.
Inspire (Bonus): Give all crew aboard the craft advantage on skill checks.
Ascend/Descend (Bonus): Move the craft, up to its speed, either up or down in relation to the enemy craft.
I don't actually thing there's anything wrong with making unbalanced homebrew, but what I do think is a problematic mentality for it is entirely ignoring people's advice and attempts to help. At a certain point, no one will listen to your ideas because they understand that you don't care about their feedback, and therefore they shouldn't care about you asking for feedback.
im confused
what if ranger gets PB uses of action surge and indomitable and a third attack at level 11
This is better than what the Fighter class gets. You either don't know this or don't care, which is why my advice is to read the classes to understand.
yeah i just don't see the vision here. Im all for trying to make a homebrew class that fits one idea. I took my Swarmkeeper Swordbard and made a class for my own worlds but that's just too many things in one class.
Because it literally isn’t possible
I was doing this and realized i'll need the humble amount of 20 cantrips and 100 spells from levels 1-5 to match all the runes
I love your character
I think i'll go the Rune Knight/Rune Shaper way and choose like, 10 of those 20
I began to rename all bard spells into song like ones.
Enid, if you like, actually wanna fix the ranger, I reiterate what I said earlier about being systematic about it. I also advise you to start with smaller things that actually make sense. Don’t just defenestrate the entire kitchen sink
Thank you
For instance, make a better capstone and move the capstone to a reasonable level.
That’s one thing
yeah like what about ranger do you like? i stole swarmkeeper for my Minstrel class because i wanted the literal piped piper.
My Bard was a contemporary human thrown into D&D world
All of his spells were songs:
Ace of Spades - Spray of Cards
Thunderstruck - that one level 1 spell
Don't Stop Me Now - Heroism
Another thing, rewrite the features to actually fit a particular play niche. A complaint I have about the ranger class design in base game is it doesn’t know what it wants to be. Skill monkey? Martial? Caster? Heck if I know. Pick one direction and rewrite the features in that way systematically
And don’t just make the class the objectively best class. Balance it out
That being said, i don't see how that applies to my message
But cool information anyways lol
Ok I said my piece lol
Probably all of three
oh my bad thought you were like making special runes for each spell or something.
Nah, that'd be crazy
I agree it is possible to make a class that dips into all three but the way base game ranger is designed it doesn’t all 3 poorly. It’s like what pointy hat said about bards lol: they do room much and dont do all of what they’re trying to do well
I can’t remember the specific phrasing but you get the idea
I’m not dumping on bards, they’re great, for the record
I was trying to fit 1 cantrip and 1 spell each from levwl 1-5 for each rune, but some of them are really hard
Like, Ild Rune? Cool, just pick fire damage spells
ah i see
This is a neat concept
Jack-of-all-trades, master of none?
P much is the idea. I think pointy hat was explaining why bards function so well with a multiclass dip into other classes but cannot recall the specific context off the top of my head, it was from like 2022
Idk in terms of mechanics, but in terms of roleplaying, Rangers are like the generic adventurer to me
Which would be fine if they weren’t locked into wis casting imo
I like the idea but like, the wis casting makes them very hard to build a wide variety of characters if that’s the niche they’re meant to fill
Lol
Good one
I was discussing about it a few days ago and once i realized Link from The Legends of Zelda would be a Ranger, i was like "oooh, so that's the flavor"
Probably Indiana Jones too
But true jokes aside
Rogue for me is Indy
I wish I wasn’t so sleepy, I’d be happy to explain how I see rangers
I like that it uses Wis because then you have high Perception, which i believe fits the theme of a ranger/hunter
Although i wouldn't mind if copied Paladin and also used Charisma
Like a "charismatic adventurer that goes from town to town, travelling the world and meeting people"
I'd rather have a very social and exploring Ranger than a "i'm a lone wolf who lived in the same hut for 20 years already" one
Ok I like that and that makes sense, but counterpoint that’s what rogue’s slippery mind and the 14 version is for
Or warlock getting proficiency in that
I like ranger getting high Wis as a secondary stat
I can send the pure martial ranger I found, it’s a fairly decent fix
There's the UA
It’s meh from what I heard, but BRB will send in sec
https://drive.google.com/file/d/1hADQ7kScRUyChWiElvaP1S8j7tv_iWZO/view
sending here again because it’s that good
Looking for help/guide to making your own minions of creatures - I want to make a Gnoll minion stat block for myself. Didn't find one, so I'm curious how people create their own using common minion traits. How do people determine attack strength? HP? etc. I've seen stat blocks that include 1 HP for all of them while others just have lower values like 5 or 6 HP
In addition, when using Mob rules, if a PC attacks a member of that Mob, they only do dmg to a single unit correct? Not like a piercing arrow hits the 4 creatures from that Mob
So I have the kobold poka, kobold reka, kobold slinga, kobold bone breaka, and kobold bone’ead. I imagine besides the bone’ead the health would rise up for each one, pokas are your typical kobolds but with shields and spears as well as light armor, they also have the ability to form together to add to their ac, the rekas have heavier armor as well as axes with torches or bottles of acid tied to the end which they use to spew flames or acid as a ranged attack, they can also rally other kobolds similar to bardic inspiration. Slingas use bows and they have an ability I call “we can’t all miss” which means if multiple slingas are next to one another they can all fire within the same turn as long as they aim towards the same enemy, each shot however is at disadvantage.
The bone breaks is like the leader, he’s heavily armored with dragon bones… or really just any bones they find, and use “skull bombs”.
The bone’ead is basically a cleric of a dark dracolich and is capable of using bone magic either to summon bone spikes or even heal kobolds by mending their own broken bones and sealing up wounds with bone plate
I haven’t fully made it yet but I also want to make kobolds that ride on velociraptors
I’m in the process of homebrewing a subclass for the monk
I call it the Warrior of the Aurion Diadem. It introduces several new mechanics some are table (multi-player-oriented) focused too. Let me know if you think this looks alright to proceed. https://docs.google.com/document/d/1xW-7LjssgWHki_wSIcZr5z3mDpCaLct7gU5OVA7YAOs/edit?usp=sharing
@fierce dome Warrior of the Aurion Diadem significant updates inbound, I believe I addressed all of the critique given, thanks
I am looking for a paladin that would kill someone that wouldn't repent from their deeds and would kill them on the spot without hesitation. I want this npc to basically have a guilty until found incent or repented mindset. I had this idea of them lining up the guilty and one by one ask them if they repent. If they hesitate or say no then they are excited. I have a few ideas but don't really know what oath it would be.
Cool idea, Reminds me a little like Arthur Harrow from moon knight.
Are you looking to make a monster stat block?
Just completed my 4 year homebrew campaign it feels great 😃
im proud of you
i know im not the person who asked, but i would love to see it
Ur more then welcome to check it out I'm looking for new players to play it with currently working on making it into a video game
ooooh really?
bwawa,,,
ccould i get some help working on some magic items,,? it's a unique magic system for this campaign,,
hm,,
unrelated, how do you feel about pinning the AC to a mental modifier instead of dex,,?
tthe specifics of what mental modifier would be transient, so it wouldn't be something you can just pick as your spellcasting modifier,,
I did something like that once for a homebrew subclass. Gave a Paladin a Channel Divinity option that’d increase their AC by their Wisdom modifier when taking the attack in lieu of another PC
If I think I understand your meaning, anyways
kkiiindaaa,,
Dang, I got nothin?
i meant like entirely using a mental modifier instead of dexterity for your base AC,,
i mean you didn't really ask for contributions 😭? it's hard to really give anything since they just kinda seem like ideas for creatures,,
no just an npc. I can make a stat block for them on my own if I want to
Eh, fair, you’re right I’m not really sure what I’m looking for
This isn’t really a homebrew for the sake of making something cool this is more because I need enemy kobolds for a one shot
i mean you can like, look for some,,
hhomebrew yes, , , ,
Yeah that’s true, though I figured it be easier to just make exactly what I want rather than look for something close to it
I just want to make sure everything is balanced
i want to make warlock subclasses, any ideas for possible things to make warlock patrons out of?
wwanna take a look at my warlock subclass,,? i still have to work on it,,

that’s a Fighting Style