#homebrew

1 messages · Page 2 of 1

native grove
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uh sure

golden temple
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//You have not made a pact, nor do you have any particular patron, rather, you are a thing which one or more beings can make pacts through you. Through purging your virtues, nature has begun the fill of the void within and you have become a beacon to the Outer Spheres, an eternal flame guiding the aberrant beings lost in the cosmos to the world, our pitiful, vulnerable world. Warlocks who have become connected to the Outer Spheres are oftentimes a people who have nothing else, either seeking out extreme power, or centers of acolyte groups desiring the connection to such. These warlocks are most usually found retired in pavilions, surrounded by incense and hanging rosaries; serving their kin and adventurers to commune with those beyond their plane, forming pacts.

marble hull
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Oh hey I made one of those.

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Based on leprechauns

native grove
golden temple
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i dunno, , ,

spring tusk
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I really wanna add Elden ring and Horizon style dodge roll mechanics, as well as horizon weak points, and horizon coils/weaves

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The weak points I've been using for months, and the coils/weaves are easy enough to implement- but I've really been stuck on the dodging

golden temple
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i mean there's already a dodge in 2014,,

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When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated or if your speed drops to 0.

spring tusk
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But in Elden ring or Horizon you don't think "I'm gonna focus on dodging" (unless you do), the main point is that you dodge roll out of the way in the moment

golden temple
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it's defined by AC or dexterity saves,,

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AC is supposed to be both dodging and armor, light armor^^

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tthe way dexterity impacts AC, etc,,,

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and dexterity saves are usually supposed to be interpreted as one dodging out of the way,,

spring tusk
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Right but thats

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Not- really what I'm going for

golden temple
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a good roll just to say "no he dodges' , , , ,

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i feel like dodge rolls aren't very easily added to the game,,

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it would probably be best if you tried adding it to a more elden ring-like system wherein attacks do more damage and getting hit isn't defined by an attack roll,,

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bbut by if you dodge or not,,

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ssorry to say but they're probably just not for 5e the way you wanna add them,,

spring tusk
golden temple
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it could be an interesting little combat system where you have multiple dodge rolls in a round, defined by some kind of stat, and you roll a dodge when targeted by an attack (or don't, up to you)), and you have to beat some kind of threshold unique to that attack in a roll to dodge it,,

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as opposed to AC and stuff,,

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i would like to see that^^

golden temple
golden temple
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mhm,,,

spring tusk
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I say "I make an attack", they roll a dice to dodge, if they fail they take the damage

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I kinda like that

golden temple
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:3!

old dagger
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hello there

golden temple
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hiiiiii,,,

old dagger
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a a sorcerer icon like myself i see

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awesome

golden temple
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:3

half breach
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How much more/less useful would the "command" spell be if it could be upcasted to instead include extra words

golden temple
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it's useful enough imo,,

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i don't really think it needs change,,

native grove
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im making stats for a wood/plant genie for my setting where wood is one of the core elements. What weapon do you think they should use? Their themes are law, precision and gardening

midnight chasm
native grove
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Sickles would actually be pretty cool

half breach
native grove
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I did actually give them a glaive but I could absolutely do a sickle

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Though I suppose it would be a scythe at that point

glass glade
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Pitchfork (Trident)

native grove
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Marids already use tridents so I’ll probably go with a scythe

spring tusk
rotund dirge
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TIL genies are islamic

spring tusk
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In 5e, Dao exist as earth elemental representations of a "genie", but this is also a pretty good starting point as it's the closest thing to "wood" you're really gonna get

native grove
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no offense but i dont care

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its my setting

spring tusk
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Im attempting to help you find inspiration so you can potentially answer your question for yourself

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There's no need to be rude.

native grove
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oh sorry then i misread

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sorry im dumb

spring tusk
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Clearly

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The first part not the second part

native grove
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so you think i should use the dao for inspiration or are you trying to make some other point that im missing?

spring tusk
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In the 2024 MM
Dao use Mauls
Djinni seem to use "storm" blades and have long range attacks
Efreeti appear to use "heated" blades
And Marids seem to just bend water into jets and whips

These weapons represent the element they uphold- represented by the djinni not as a specific blade, but as a blade that harnesses the storm, and represented by the Efreeti not as a specific blade, but as a blade that harnesses flame, where as the Marid represents the free flowing nature of the ocean, and the Dao represent the bluntness and focus on sheer strength,

native grove
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for the borenor i need a weapon that represents nature and precision

spring tusk
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it's all about show, don't tell- storytelling without telling the story

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So, in this circumstance, you need a weapon that's natural, but precise,

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Law, precision, gardening- you have creatures like dryads

native grove
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spears?

spring tusk
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Perhaps you could take inspiration from that?

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Spears could work,

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Maybe a flurry of thorns attack

shrewd comet
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A thorn-spiked club that can fire off the thorns in a precise ranged strike. Or is mutable to become flexible and be a precise ranged whip strike that can entangle and pierce flesh like a thorny vine

spring tusk
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Or binding roots that come out of the ground

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Clubs aren't precise

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They're blunt

shrewd comet
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A baseball bat is a club and you need to be precise to use it on a small target

spring tusk
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Yeah on a small target

native grove
shrewd comet
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Still, precision

spring tusk
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Im not even gonna humor that line of thinking

spring tusk
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Then I suppose we focus just on the melee? I think a spear could work

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Maybe take some inspo from the solars flying sword- this particular djinni can throw and grow its own weaponry

shrewd comet
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A spear with a kind of blooming spear head that they can fire off and it'll grow a new one.

spring tusk
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Interesting flavor

native grove
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yeah ill probably go with a spear or pike

true forge
rugged olive
true forge
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7th is just, why?

rugged olive
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Yea....there are very different ideas from people saying it's either really really good, or meh, or bad

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Makes it really hard to change

true forge
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10th seems fine

rugged olive
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Or adjust to

true forge
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idk about taking dash twice in one turn tho

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(as if we look at it, it would be 30 x 4

rugged olive
true forge
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tbh

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i wouldnt make 10 stances

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i would make 5 then upgrade them as we go

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makes it easier to understand that way

rugged olive
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I also was basing it off of Wild heart barbarian, where you choose 1 at each level thing

true forge
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well that has 3 things right?

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not 5

rugged olive
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Yea, I added the Tiger and Elk from Expanded

true forge
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where as this have 5, and fighter has 1 more subclass feature

true forge
rugged olive
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(Really made this subclass for Tenkoran and Surami Stances, then realized a subclass based around OAs isnt that great)

rugged olive
true forge
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ah

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2024 is weird at times

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wild heart/totem was fine besides bear

rugged olive
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I like the variability to change after a LR for what you might need

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Stances though I feel are more of training in that specific area, so I do not believe I allowed to switch

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Oh nvm, I did allow to switch out on a LR

true forge
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i thinking making different things for every level can be abit to much choice

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15 different stances is alot

rugged olive
# true forge 15 different stances is alot

True, I was trying to make the main fighting ideas, like a commander/general, a skirmisher, a stupidly fast swordsman (Tenkoran and Surami), and I might've added some references in it

true forge
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i can say from making a 'stance' based fighter

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less is more

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i did 4 with an upgrade at 15th

rugged olive
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What should I do for 7th level btw?

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(also took inspo from Samurai and XGtE)

true forge
rugged olive
true forge
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Protector of the Weak

Starting at 7th level, your able to throw yourself in harms way to protect those who cant protect themselves. When you are within 10 feet of an ally, If they are targeted by an attack roll, you can spend your reaction to swap places with the ally and be targeted by the attack roll instead, as you run and shove them out of harm's way.

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i did something else at 7th level also but that is to do with the gimmick

rugged olive
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mmm, ok

harsh magnet
# true forge less is more

This is a good rule of thumb. The more something does, the less of those somethings it should do at one time. If it only does one thing, it might as well be awesome at it.

flat dawn
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are there any fun homebrew warlock invocations? or maybe, do you know of some place where i can search for them?

true forge
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i do need to finsh the bulk of them lol

flat dawn
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my current character is a level 9 pact of the chain great old one warlock that was permanently transformed into a small potted cactus after disobeying his patron

true forge
# flat dawn my current character is a level 9 pact of the chain great old one warlock that w...

Chain of Command
Prerequisites: Pact of the Chain
Your Pact of the Chain becomes bolstered by your patron’s power. Depending on the patron you have, your summoned creature can gain new forms while also gaining power. These effects are listed below.

Chain of Thralls (Great Old One): you can summon a Nothic using Pact of the Chain. When you summon a Nothic in this way, its maximum HP is reduced to 27 and you can use its Rotting Gaze and Weird Insight actions once per short rest. When you summon a creature, you can spend a number of hit points equal to your Charisma modifier to grant your summoned creature a number of temp HP equal to the HP spent times 2.

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this is the old one so

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there is another but thats 15th level lol

flat dawn
flat dawn
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very ominous potted cactus

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called Neil the Grass Tyson

hollow siren
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I’m now going to homebrew a creature that does this

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It’s just a potted plant that sits there menacingly

flat dawn
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for a familiar it has a sphinx of wonder

flat dawn
hollow siren
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That’s even better lol

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Please dm me the race/background I love this lol

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It’ll get lost if sent here and I gtg in a sec

flat dawn
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the race allows me to just hide by sitting still making people have to do a DC18 insight check or think i'm just a plant

tropic stratus
true forge
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Well it summoned via potc so

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Anyway it old so not working on it

tropic stratus
median cairn
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hi, does this enemy seem fine for CR4?

Lesser Vampire
Medium Humanoid (Vampire), Lawful Evil
Armor Class 15
HP: 43
Speed: 35
STR 12 (+1) DEX 16 (+3) CON 15 (+2) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
Senses: Perfect Darkvision, Passive Perception 14
Languages: Common
CR: 4 Proficiency Bonus: 3
Traits:
Vampiric Regeneration: At the end of each turn, regain 1d6 health points unless you have been hurt by a silver weapon, touched garlic, took radiant damage, have been exposed to sunlight, or have been splashed by water.
Vampiric Weakness: Any attack made in sunlight, or if you have taken radiant damage since the end of your last turn, is made with disadvantage.
Call from the night: When bloodied, release up to 6 bats for each combatant attacking you. They will latch on to each target, and deal (1d6+2) piercing damage at the beginning of each turn. They have one hit point, and will not attack if in sunlight.
Actions:
Claws: Melee Attack: +6 to hit, (2d4 slashing + 1d6 poison damage). This may be used twice if it was the first action.
Bat Polymorph (2/Long Rest): Transform into a bat. Gain 30ft flying speed. Dying as a bat in this form will leave you prone.
Bite: Melee Attack: +5 to hit, (2d6 + 4) piercing damage, and target must make constitution save (DC14). On a failure, regain 3d6 health points and inflict Poisoned.

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i reduced the hp by a tad since it seemed slightly strong

tropic stratus
# median cairn hi, does this enemy seem fine for CR4? Lesser Vampire Medium Humanoid (Vampire)...

hey so i notice this vampire is missing some of the vampire weaknesses

Vampire Weaknesses: The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

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If you add these weaknesses you can simplify a lot of the other traits

median cairn
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stake to the heart and forbiddance should be there yea but i changed it around a bit to fit better for a creature that has more around 50hp than 150

tropic stratus
median cairn
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ya those too but probably like 10 damage instead

tropic stratus
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that seems reasonable 👍

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honestly tho if ur players do somehow trick the vampire into sunlight and it instantly died - that's also valid

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you could also add "Garlic Weakness" 😂

median cairn
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ill also recycle most of this for the rest of my vampires in this thing im doing

tropic stratus
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speaking off! I've gotta prepare a CR 3 variant of my CR 1 mobs today

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@median cairn you wanna help me convert up a mob? 😄

median cairn
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i can look at it, sure

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does it seem fine for cr4 though?

tropic stratus
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sorry I should've started with that it looks good - the only thing I would adjust is adding the other weaknesses

tropic stratus
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what would you suggest? I was thinking I'd give it maybe 3 more hit die and potentially up its stats and damage

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maybe even a Zombie trait where it revives on hitting 0 if it succeeds a con save

median cairn
tropic stratus
# median cairn how are the stronger variants different

so this statblock is for encountering this mob outside of it's natural environment - it would've been wearied and exhausted by the time you fight it

they're heading into this creature's homeland so I want a version which represents them at full power

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ie fully rested in their natural environment

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home court advantage

median cairn
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its actions and traits are already pretty diverse so you could probably add some saves and status effects to some of the attacks they do

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i personally dont like adding hp to scale difficulty too much but three more hit dice should be fine?

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maybe around 34

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it already seems like its definitely on the upper end of CR1

tropic stratus
median cairn
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so you could probably just increase the damage numbers by a tad

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especially with pack tactics

tropic stratus
tropic stratus
median cairn
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probably yeah, you could add an extra hit die to some actions

grim lark
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tl;dr i need passive abilities for conjuration, divination, and necromancy

Me and my dm are brainstorming passive abilities for each school of magic(I have a Crown™ that has 7/8 gems filled with each school) Ive got plenty of spells from each school of magic, so I need passive abilities representing each school that doesnt boil down to at will spells. I can only have one active at a time, and swap as a bonus action. Any help brainstorming ideas would be greatly appreciated.

The passives weve got so far: spell mod to spell damage(evocation), increasing one of my physical stats by 2(transmutation), illusions last a minute after I drop concentration(illusion, obvi), and gaining resistance to a damage type(abjuration).

median cairn
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when balancing things i usually increase the damage and only change the hp by a little bit so i cant say much but i guess it seems to be the ballpark of cr3

grim lark
median cairn
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uhh

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inflict disadvantage/advantage twice per long rest (divination), gain access to a weakened version of animate dead that can summon one skeleton or zombie per long rest (no spell slot, cannot reassert control, necromancy)

grim lark
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I like the dis/adv on things, that seems pretty good without being too broken. the necromancy im not as fond of

grim lark
keen wyvern
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A condition of death:
The spirit takes over the body on death.
The body on death will combine the dead body's character sheet with the spirit's.
(Given the spirit has some slimmed down monster character sheet)

Is this possible in dndbeyond?

tropic stratus
keen wyvern
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sure, one moment

keen wyvern
dire sparrow
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I need feedback on this race

Half-Dragon

You draw part of your ancestry from one of the mightiest creatures in this world, the all-powerful dragon.

Ability Score Improvement: You gain +2 to one score and +1 to another, or +1 to three different scores, or you can copy the score increase of your Other Side.

Age: The draconic blood flowing through your veins increases your vitality by a massive amount, so you multiply your base lifespan by 2. For instance, if the average Human lives for about 80 years then the average Half-Human Half-Dragon lives for about 190 years.

Sidenote: If you’re an Elf you live to 750, Half-Dragon doubles that to 1,500, take Druid or Grafter as your class and get Timeless Body to age only 1 year for every 10 years that pass, and you will actually be able to survive for over TEN THOUSAND years.

Size: You are Medium or Small, depending on your Other Side. Optionally, your draconic ancestry enhances your body, making you much larger than an average person of your race. Increase your base height by 1 or 2 feet. Yes, this means a Small race can become Medium due to the height increase. No, this doesn’t mean choosing Goliath or Orc and increasing your height will make you Large, you’re 10 feet tall but not 10 feet wide.

Speed: Your speed is the same as your Other Side.

Ancestry: Choose one of the following dragons to draw your ancestry from, which affects your Draconic Resistance and Breath Weapon.

Red, Gold, Brass: Fire (Dex save)
Blue, Bronze: Lightning (Dex save)
White, Silver: Cold (Con save)
Black, Copper: Acid (Dex save)
Green, Steel: Poison (Con save)
Amethyst: Force (Str save)
Crystal: Radiant (Con save)
Emerald: Psychic (Int save)
Sapphire: Thunder (Con save)
Topaz: Necrotic (Con save)

Languages: You can speak, read, and write Common, Draconic, and one additional language.

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Traits

Breath Weapon: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a saving throw depending on your Ancestry (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 2d6 damage of the type associated with your Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). You can use your Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

Draconic Resistance: You have resistance to the damage type associated with your Ancestry.

Other Side
Your other half, your non-dragon side, also grants you several abilities. Choose one separate race, then add 3 of its Racial Features to your character sheet.You gain everything listed above, including Cold Resistance and Cold Breath, from your Dragon half, while you gain Trance, Drow Magic, and Superior Darkvision from your Drow half.

Draconic Amplification: If your other side has resistance to the same damage type, it gets upgraded to an immunity. For example, a Half-Tiefling Half-Gold Dragon would be immune to Fire or a Half-Dwarf Half-Green Dragon would be immune to Poison.

dire sparrow
tropic stratus
# dire sparrow Interesting Explain why

Other Side
Your other half, your non-dragon side, also grants you several abilities. Choose one separate race, then add 3 of its Racial Features to your character sheet.You gain everything listed above, including Cold Resistance and Cold Breath, from your Dragon half, while you gain Trance, Drow Magic, and Superior Darkvision from your Drow half.

Draconic Amplification: If your other side has resistance to the same damage type, it gets upgraded to an immunity. For example, a Half-Tiefling Half-Gold Dragon would be immune to Fire or a Half-Dwarf Half-Green Dragon would be immune to Poison.

These two parts push it over the edge - up until here it seemed reasonable

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Breath Weapon: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a saving throw depending on your Ancestry (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 2d6 damage of the type associated with your Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6). You can use your Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a long rest.

this also is overtuned

dire sparrow
tropic stratus
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and the breath weapon should be an action

dire sparrow
tropic stratus
dire sparrow
# tropic stratus and the breath weapon should be an action

It says in Fizban's Dragonborn that the Breath Weapon can replace one of your attacks, look

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

tropic stratus
vocal imp
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ASIs are also racial features so you can grab one of those for a neat +4 to a stat at

dire sparrow
vocal imp
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i mean take racial features from CL and grab free feat, +2 to a stat and then the entirety of the half dragon

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still too strong because a lot of races just have one strong feature and a bunch of ribbon ones

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examples: grab medium armor from dwarf, free feat from CL/VH, spider climb from dhampir, unarmored defense from tortle

hollow siren
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Opinions on giving war magic wizard a multiplicative modifier bonus to one damage roll of all wizard cantrips

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So int added per damage die rolled, max 4 times

vocal imp
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so agonizing blast on war wizard?

hollow siren
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Yes but for one damage roll, even tho it’s a number of times per dice rolled

vocal imp
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why?

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do you think war wizard needs a buff?

hollow siren
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Yeah, power surge is crap lol

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So I think war magic wizard is good, but the offensive features (it’s supposed to be a mix of offense and defense) are lacking

vocal imp
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war wizard is one of the strongest subclasses on one of the strongest classes

hollow siren
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Power surge is so lackluster to that effect

hollow siren
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But other than that I agree

vocal imp
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theyre supposed to have a mix, and they do

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Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage's typical response: "What good is being able to throw a mighty Fireball if I die before I can cast it?"

hollow siren
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They’re billed as having a mix of features but don’t really

vocal imp
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mix of high saves/free AC boost (defense) and initiative rolls (offense)

hollow siren
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Power surge and the capstone. The latter is good, but the former is dog-turd

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Yes and the initiative bonus, true. I think the point stands though

vocal imp
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either way, as for the actual feature. it depends

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on the actual numbers and when you get it

hollow siren
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For the record, this would go where power surge is or be bumped to 2

vocal imp
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and how much of a buff would it be

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numbers wise

hollow siren
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It would add int to one damage roll (so no booming blade shenaniganery) a number of times equal to the dice rolled is essentially what the feature would do

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If that’s what you’re asking?

vocal imp
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to cantrips?

hollow siren
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Yes, only to wizard cantrips

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Or wizard evocation cantrips, haven’t decided between those

hollow siren
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Given that arcane deflection limits you to cantrips I think it’s fitting

vocal imp
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giving them better at-will damage than most martials is very questionable

hollow siren
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I mean, warlock exists. If anything this is the inverse of what warlock does and is more like the cantrip version of a rogue: high damage on one damage roll, all or nothing, instead of spreading it out

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But I don’t think your point is misplaced either

blissful ravine
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Warlock has eldritch blast. We all know that

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Lol

hollow siren
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Considering wizard is a full caster and warlock isn’t

vocal imp
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warlock by design has better at-will options than a wizard because they have much less spell slots to expend per combat

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warlocks are full casters though

hollow siren
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Right that’s what I’m saying

vocal imp
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this puts firebolt in line with eldritch blast without repelling

hollow siren
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So I think I’d put this as an alternative to power surge at 6

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Prob keep the same name

blissful ravine
vocal imp
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i dont like this change solely because war wizard doesnt need an incredibly potent option

blissful ravine
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You’re right tho

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Wizards in general have great utility

vocal imp
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war wizards are one of the strongest subclasses on one of the strongest classes, and now youre stepping on warlock toes when most spellcasting-mod-to-damage-abilities only apply once

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such as celestialock and draconic sorcerer

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which by the way have substantially more restrictions

hollow siren
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On the other hand, tho, this just applies to one (and only one) damage roll

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Yes, it’s multiple times but,only to one damage roll

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It shifts the risk

vocal imp
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the dpr ends up being the same long-term

blissful ravine
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Firebolt!

hollow siren
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So it wouldn’t be balanced out by putting this feature at 6th then?

blissful ravine
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Bro had this covered

blissful ravine
vocal imp
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wizard doesnt need more buffs

blissful ravine
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Kind of doubles the damage of a single die

ancient basin
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Got it! Let’s fully revamp your offensive, Christian-God-themed Paladin subclass with all spells scaled, plus your two signature powers: Divine Light (massive damage on enemies) and Divine Intervention: Divine Light (empowered burning sword). I’ll lay it out in a complete, D&D-ready format.

Oath of the Divine Light (Ultimate Offensive Version)

Tenets of the Oath
• Faith: Trust God’s will; your strength comes from Him.
• Justice: Strike down evil wherever it hides.
• Righteousness: Your purpose is to purge darkness, even with overwhelming force.
• Humility: Your power is a gift, not your own.

Oath Spells

These are automatically prepared at the given levels. Spells are scaled for damage and offense.

Paladin Level Spells
3rd Bless, Wrathful Smite
5th Magic Weapon, Branding Smite
9th Spirit Guardians, Blinding Smite
13th Staggering Smite, Wall of Fire
17th Holy Weapon, Flame Strike

Channel Divine Wrath (3rd Level)

Two Options:
• Searing Smite: When you hit, deal 1d8 + half paladin level radiant damage. Fiends or undead take 1d6 extra damage at the start of their turn.
• Smite of Light: As a bonus action, next attack deals 1d8 + paladin level radiant damage.

Uses: Charisma modifier per long rest.

Aura of Judgment (7th Level)

Enemies within 10 ft of you take radiant damage equal to your Charisma modifier at the start of their turn if they are fiends or undead. Allies still gain your usual bonuses.

At 18th level, radius = 30 ft; damage = 2 × Charisma modifier.

#

Divine Reckoning (15th Level)

When you use Divine Smite, you can overcharge it:
• Target must make a Constitution save (DC = 8 + prof + Cha) or be stunned until your next turn.
• Fiends/undead take +2d8 radiant damage.

Uses: Charisma modifier per long rest.

Avatar of Wrath (20th Level)

For 1 minute:
• Shed bright light in a 30 ft radius.
• Weapon attacks deal 3d8 radiant damage extra.
• Fiends/undead hit must make a Wisdom save or be frightened 1 minute.
• All enemies within 10 ft take radiant damage = Charisma modifier at start of turn.

Once per long rest.

Signature Powers

Divine Light
• Action: Call down a beam of holy energy.
• Mechanics: Roll d20. On a 15 or higher, 75% of current health of any enemy is instantly removed. Does not affect the player or allies.
• Uses: Once per long rest.
• Fluff: “The heavens strike with a purifying light, leaving only righteousness behind.”

Divine Intervention: Divine Light
• Bonus Action: A beam of holy light touches your blade, igniting it.
• Weapon attacks now deal +2d8 radiant damage.
• Fiends or undead take double the extra radiant damage.
• Lasts 1 minute, once per long rest.

Damage Scaling Example Table (Simplified)

Level Searing Smite Smite of Light Avatar of Wrath Divine Intervention
3 1d8 +1 1d8 +1 N/A +2d8
5 1d8 +3 1d8 +3 N/A +2d8
9 1d8 +5 1d8 +5 +3d8 +2d8
13 1d8 +7 1d8 +7 +3d8 +2d8
17 1d8 +9 1d8 +9 +3d8 +2d8
20 1d8 +10 1d8 +10 +3d8 +2d8

This version is very offensive, designed to be a high-damage, radiant-heavy Paladin with massive boss-killing potential. Divine Light is essentially a burst ultimate, while Divine Intervention gives sustained damage boosts.

blissful ravine
#

Pretty powerful on Levels below 12

ancient basin
#

Gng what do we think any improvements

hollow siren
# vocal imp wizard doesnt need more buffs

I mean, eh yes but also no. I think wizards don’t need buffs but some of the features on classes like war wizard like power surge are really inconsistently bad. I generally agree outside of features in this same bucket

golden temple
#

ai isn't allowed yk,,

vocal imp
#

a class is allowed to have niche mechanics and still be good

blissful ravine
#

Ye who uses dots for points

#

Ain’t no way

ancient basin
#

I just asked it for advice gng

vocal imp
#

i mean, ranger has hunters mark

blissful ravine
#

Them bullet points and dashes are sussy

golden temple
# blissful ravine Ye who uses dots for points

it was pretty clear from the starting paragraph 😭
"Got it! Let’s fully revamp your offensive, Christian-God-themed Paladin subclass with all spells scaled, plus your two signature powers: Divine Light (massive damage on enemies) and Divine Intervention: Divine Light (empowered burning sword). I’ll lay it out in a complete, D&D-ready format."'

hollow siren
blissful ravine
#

Never for reading non dnd material tho, I swear!

ancient basin
vocal imp
#

if i wanted to buff that lv6 feature, the only thing id do is change half level to full wiz level

hollow siren
#

Yeah this is AI mate. Id have not copied what it wrote to the message

ancient basin
#

But is this the stats good or should I seek someone else

golden temple
#

nnot copying it from the ai is the main thing here yes,,

hollow siren
blissful ravine
vocal imp
#

and you can get more by using counterspell/dispel magic

golden temple
#

:3

#

mmy friend wanted me to match with her,,

vocal imp
#

i think its really cool, i wouldnt remove it for just... more damage

hollow siren
blissful ravine
hollow siren
#

But I suppose it’s a matter of preference I get

vocal imp
blissful ravine
#

I must be losing my shit

#

I swear it was fire damage

#

And con saves

vocal imp
#

it is

blissful ravine
#

Oohh

vocal imp
#

this is just ai slop, dont take what it has at face value

blissful ravine
#

I was bouta hyperventilate and go search that shit

hollow siren
#

absolute ai slop. Also if the case that just got certified doesn’t settle, potentially illegal too

#

Anyway

golden temple
#

oh i remember that,,

hollow siren
ancient basin
blissful ravine
hollow siren
ancient basin
#

It is?

blissful ravine
#

Smites are a set of paladin spells

hollow siren
#

Uh yeah lol

#

It’s a first level spell

blissful ravine
#

That have very specific mechanics

hollow siren
#

First spell I ever cast on my first ever dnd character (a paladin) too

ancient basin
#

I’ve never played dnd gang

blissful ravine
hollow siren
vocal imp
ancient basin
#

Im on my first campaign

blissful ravine
#

With a good dm

hollow siren
#

The most homebrew I would use as a new player is something the dm curates or a small scale variance but even then, use the Official material first

blissful ravine
#

Who knows what they’re doing

ancient basin
hollow siren
blissful ravine
#

Lol

ancient basin
#

What class should I I pick paladin or wizard for the memes

hollow siren
hollow siren
blissful ravine
hollow siren
#

Paladins are hard to play as a first time player.

blissful ravine
#

Have the easiest mechanics

hollow siren
#

I say this as someone who played a paladin as my first character

#

Warlock or fighter IMO

ancient basin
#

Its okay il figure it out

blissful ravine
hollow siren
vocal imp
#

paladin is about mid-level complexity

hollow siren
blissful ravine
#

Yeah. The health pool wasn’t all that confusing after some trial and error

#

Plus, so much funny roleplay

ancient basin
#

But my first campaign is ment for beginners so it’s not going to be that hard

blissful ravine
#

Religion check 21: my god… I beseech you. Can you free these lost souls and give them peace? After I kill some bandits

golden temple
#

i certainly hope you're not stuck in dndbeyond 😭

hollow siren
#

With puns and deep fried salad

#

And copious amounts of arson

golden temple
#

ui in dndbeyond is so non-straightforward that i didn't know a couple of important features until the End Of The Campaign

#

i had spiderclimb and the only thing i got to use it on was the dramatic me walking off the side of the wall during the morning rain,,

hollow siren
#

No I get that completely and agree

#

I went to law school and took the bar, and somehow that was simpler than trying to use dnd beyond’s homebrew system or dnd beyond’s UI

golden temple
#

i only knew it was disallowed recently because i wasn't getting the warnings 😭

hollow siren
#

For goodness sake the rule against perpetuities (which is so complicated that california says it’s not malpractice to misapply it because it’s hard to understand IIRC) was easier to puzzle out than it is to figure dndbeyond out

#

Anyway nuff lawyer jokes

#

Yeah DDB is bad lol

golden temple
#

even dicecloud and roll20, supposedly more technical platforms, were easier to use than dndbeyond,,

#

and roll20 was my first platform,,

#

and i used illrigger,,

#

on my first ever campaign,,

blissful ravine
blissful ravine
#

We don’t speak of the ways I murdered said bandits, but one of them almost got branded, and now is with us ‘good guys’.

golden temple
vocal imp
#

they get spell slot levels at the same rate as traditional fullcasters

#

either way, it is semantics

faint sonnet
#

The classic Warlock dichotomy.

tropic stratus
#

rather than having to explain what you mean with your words when u share your homebrew and then having to explain the homebrew too (and then dealing with all the people who will interpret it the way the words mean anyways)

vocal imp
#

theres no "accepted meaning" if theres disagreement on what a fullcaster means

golden temple
#

i mean yeah but people, like yourself, can make subjective definitions of an objective definition,,

vocal imp
#

exactly, which is what i mean when i say its all semantics

golden temple
#

tthat's where the problem arises as well though,,

#

ddodge just explained how it can be an issue,,

vocal imp
#

but i wasnt sharing my homebrew, i was offering critique on someones homebrew change to an existing subclass

#

this isnt in the context of a document that i shared

weak oriole
#

Anyone have a free slot?

golden temple
#

wwdym,,?

weak oriole
#

to play as a player

vocal imp
#

this is in the context of balance

golden temple
#

mmmh wrong place,,

weak oriole
#

dang it

vocal imp
golden temple
faint sonnet
golden temple
#

abstract is always good,,

blissful ravine
#

Lol

#

What’d I miss

golden temple
#

it's a good part of why i wanna change up the stats,,

blissful ravine
golden temple
#

Courage, Justice, Temperance, Humanity, Transcendence,,

#

wisdom or not unsure<<

blissful ravine
#

That’s so Frieren, like it’s Frightening

golden temple
#

:3

hollow siren
fierce dome
#

how's this for a 20th-level paladin feature:
"Guardian Angel
20th-level Oath of Asylum feature

Your ability to protect your charge approaches the divine. As a reaction when a creature which you can see within your aura fails a save or takes damage, you can gain the following benefits for one minute:

  • That creature gains three-quarters cover.
  • That creature gains resistance to all damage, including damage that triggered the reaction.
  • You can use a bonus action on each of your turns to restore hit points to the creature equal to your paladin level."
#

its meant to be a "bodyguard" paladin

tropic stratus
fierce dome
#

hrm

#

how would you word it

scenic urchin
#

for a capstone in particular, might be underpowered

faint sonnet
#

I'd consider splitting the last bullet point into an "Additionally, ..." paragraph.

fierce dome
#

i was worried it was too much

tropic stratus
#

and then word them to trigger more specifically

fierce dome
#

but i only want it to apply to one creature

tropic stratus
#

actually even "Creatures you choose within your aura"

fierce dome
#

bodyguard

scenic urchin
#

oh wait is it not limited?

tropic stratus
scenic urchin
#

i thought it was 1/LR for some reason

fierce dome
tropic stratus
#

Hank can you perhaps give us an example of this feature happening how you imagine it to

scenic urchin
#

oh, then yeah i would be concerned about it being underpowered

fierce dome
#

Once you use this reaction, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

tropic stratus
scenic urchin
fierce dome
tropic stratus
scenic urchin
#

the resistance applies to the disintegrate so it would help quite a bit

tropic stratus
#

if that is how it's meant to work (how acid said) I would suggest reworing it to be clearly state that ngl

#

also just thinking about it

#

duration

scenic urchin
#

its 1 minute

tropic stratus
scenic urchin
#

it does say that

#

the benefits all last for one minute

tropic stratus
scenic urchin
#

it does

tropic stratus
#

ah yes it does mb

fierce dome
#

Guardian Angel
20th-level Oath of Asylum feature

Your ability to protect your charge approaches the divine. As a reaction when a creature which you can see within your aura fails a save or takes damage, that creature gain the following benefits for one minute:

  • That creature gains three-quarters cover.
  • That creature gains resistance to all damage, including any damage that may have triggered the reaction.

Additionally, you can use a bonus action on each of your turns to restore hit points to the creature equal to your paladin level.

Once you use this reaction, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

#

i feel like i need a third point, but i cant think of anything

tropic stratus
#

any creature includes hostile creatures

scenic urchin
#

i dont think the paladin is gonna spend their reaction to shield the creature they just stabbed

tropic stratus
#

that is fair (maybe i am just pedantic)

scenic urchin
#

the two things that popped into my mind:

  • some kinda death ward effect, like "the next time the creature would die, roll a save, if you succeed they don't die"
  • dispelling conditions ala lesser resto or greater resto
fierce dome
#

hmmm a greater resto could be decent

#

here's the spell list:

Oath of Asylum Spells
| Paladin Level | Spells |
| 3rd | alarm, sanctuary |
| 5th | aid, warding bond |
| 9th | beacon of hope, nondetection |
| 13th | aura of purity, private sanctum |
| 17th | circle of power, greater restoration |

#

the channel divinities:
Channel Divinity
3rd-level Oath of Asylum feature

You gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Beckoning Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can expend a use of your Channel Divinity to force creatures of your choice within 30 feet of you to make a Wisdom saving throw. On a failure, a creature has disadvantage on attack rolls against creatures other than you until the end of your next turn.

Ever Vigilant. When you roll initiative, you can expend a use of your Channel Divinity to gain a +10 bonus to the roll. When you do so, choose one creature within 30 feet of you which you can see. That creature takes its turn immediately after yours in the initiative order.

#

the aura:
Aura of Escape
7th- and 18th-level Oath of Asylum feature

You emanate an aura that enables your allies to flee when necessary. If you arent incapacitated, any ally who starts their turn within 10 feet of you can Dash or Disengage as a bonus action on their turn.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

#

and the 15th:
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 havent written any fluff yet for it

slender quartz
#

Those who know what an Evoker is, from minecraft. What kind of spellcaster would they be?
Wizard or sorceror?

cobalt granite
#

You know that wizard has the evoker subclass right

hollow siren
#

He’s talking about the Minecraft mob

golden temple
#

mmmh,

#

aren't they like summoners,,?

slender quartz
ashen ginkgo
#

how can I represent a Speedster in DnD, as a class or some item from a god etc
All I can think about them Speedsters is that they just move very very fast and if they want to do any damage they just pull off either punch at mach 2 or A-Train

blissful sun
#

Build up tremendous amounts of static electricity and then give them a life ending shock by touching them lmao

ashen ginkgo
#

it can work, already have ideas thanks

golden temple
slender quartz
golden temple
#

wwhat are the vexes,,?

#

yyou can make them some kind of conjure spell,,

#

conjure fae, conjure animals, conjure celestial, etc,,

#

although i suppose if it;s an evoker you can make these evocation spells somehow,,

golden temple
# slender quartz the other two would have to be homebrew tbh.

Maws of Earth
Action | Multiple Targets | Evocation | 2nd Level | 30 feet | V, S, M (a ceramic plate) | 1 minute
You invoke hateful energy into a point within 30 feet, a straight line 15 feet long and 5 feet wide emanates from this point in a direction you choose, terrestrial mouths erupt in this line from the floor, and snap shut, gnashing and biting. Creatures within this line must make a Spellcasting DC Dexterity Saving Throw or take 3d4 piercing damage on a failed save, or half as much on a successful one.

You may use your reaction to have the mouths bite again, forcing creatures to make the same Dexterity Save.

You may use your bonus action to dismiss the mouths, ridding the terrain of the wrathful electricity. If you do not do so by the end of your turn, this will require Concentration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

#

hhow's this,,?

#

i might take away the bonus action to dismiss,,

slender quartz
#

Oooh, very nice

golden temple
#

:3!

midnight zinc
fierce dome
#

extra damage: the subclass

midnight zinc
#

its supposed to be a subclass about violence to be fair

#

"Members of the gang are notorious for their wanton, reckless violence, with the culprit behind this desire to kill being a product of the group's ranking system: the more people a member kills, the higher their rank. In the Infinity Franchise, one's rank is dubbed a "fold", with the first "fold of Infinity" requiring eight kills. Each subsequent fold requires a larger number of kills with each kill explicitly being 'senseless', with each being in the name of violence and nothing more."

-thing i based the subclass on

golden temple
#

mmaybe you should look into the pugilist homebrew class,,

midnight zinc
#

i looked into the laserllama brawler a good while ago and came out really dissapointed as a frequent regular to his homebrews

#

never really saw other similar homebrew classes

keen wyvern
#

@fierce dome, did you see the updates I made to Warrior of the Aurion Diadem?

fierce dome
#

I did. The presentation is a lot cleaner but it's still pretty hard for me to follow

blissful ravine
#

If not humorous

#

Which is probably not what you’re going for with the class, right?

midnight zinc
midnight zinc
#

but i do agree! the wording is a bit off

#

ill change it later

blissful ravine
#

It’s a bit difficult making it stand out

#

I’ll read the rest of this class

#

Infinity has touched your very being and people can tell just by looking at you. You gain proficiency in intimidation, you gain advantage in any social situation backed by violence.

Aura

#

Should absolutely add aura to this

#

Frighten should be in the cards with it

#

Fr fr

midnight zinc
#

looool, my DM was talking to me about something that i think its called stones and ribbons and i made that one to fit that purpose

#

if you have an ability that is stone (usability) you should have another that is ribbons (flair)

blissful ravine
#

A certain iron black man once said “we all have a plan until we get punched in the face,”. You should give a 5ft aura

#

That forces saving throws (this is out of my ass rn) when a humanoid creature gets punched with max damage

#

Dc is 8+Rizz+prof

midnight zinc
#

walk in room deal aura damage leave

blissful ravine
#

Refuse to elaborate

#

Basically guarantees one gets frightened of you at 17th lvl lol

#

“Infinity. You can expend all your remaining ki to have rounds equal to the amount of ki spent where you deal and receive double damage”

#

This is too powerful. You need to reword it for sure in case of items with powerful spells in them

#

Maybe to “Infinity. You can expend all your remaining ki to have rounds equal to the amount of ki spent where you deal double blunt damage and receive double damage from attacks”

midnight zinc
smoky sand
#

Would this be broken?
Melee weapons can become priestly weapons (can use strength or wisdom mod for attack and damage rolls), arcane weapons (can use strength or intelligence mod for attack and damage rolls), or rizz weapons (can use strength or charisma mod for attack and damage rolls) for an additional 250 GP

brittle glacier
#

I would like some opinions on my homebrew concept of steampunk mech suits for a campaign. these are meant to be used similar to fallout power armor/titanfall titans where they are entered by a skilled pilot (which the players will play as) can wield special mech weapons which I have yet to make. this is my first ever real homebrew attempt so some nice feedback would be great, Thanks!

-Mechs
Mechs are large vehicles used as support to standard infantry lines. They are piloted by skilled soldiers who are trained in a specific class of mech.

Guardian Class: A heavily armored class of mech, the majority of which are used as frontline troops to defend infantry troops and other, less armored mechs.
Armor Class: 18

Hit Points: 120

Speed: 25 ft.

Vanguard Class: A medium armored class of mech, the majority of which are used as frontline troops to deal quick and heavy damage to enemy mechs and infantry troops.
Armor Class: 16

Hit Points: 80

Speed: 40 ft.

Aerial Class: A very light armored class of mech, used to fly above battlefields and dish out large area attacks with explosives.
Armor Class: 15

Hit Points: 50

Speed: 30 ft. (ground), 40 ft. (fly)

Sentinel class: A lightly armored and slow moving class of mech though able to carry heavy equipment, mostly used to carry and fire large, automatic 20mm anti-air and anti-mech weaponry.
Armor Class: 15

Hit Points: 70

Speed: 20 ft.

#

you can DM me or just reply to the message if you have feedback as I may not see anything else

frigid tulip
#

The level 6 feature for 2024 Diviner wizards is really underwhelming since there's basically nothing interesting to use it with... so I'm thinking of offering this slightly nerfed Evoker Wizard feature... what do you think? It's good, but doesn't change that Evoker Wizard's feature is much better:

Level 6: Foreseen Avoidance
Your glimpses of possible futures let you warn allies to brace for danger.
When you cast a spell that forces creatures to make a Dexterity saving throw, you can choose a number of creatures equal to your Intelligence modifier (minimum of one). Each chosen creature gains advantage on its saving throw against the spell, and if it would normally take half damage on a successful save, it instead takes only a quarter of the damage.

smoky sand
#

i think that it could be used for an army

brittle glacier
#

yeah, my plan is that the players are part of an army going into their first battle as a new pilot

smoky sand
#

i love it

brittle sorrel
#

I have a good idea for Warlock spell

"Dark limbs" player can create 2 dark limbs anywhere on their body. The shape of the limbs can be anything like a sword, hammer and like that. If a player makes one big sword from two limbs they get a bonus at the dice throw (No you can't spam with that). The spell level is 0 but if your warlock uses a weapon you can increase the level to 1. Max damage of this spell is 1d8 or 1d8+2 (Master's choice)

golden temple
#

Maws of Earth
Action | Multiple Targets | Evocation | 2nd Level | 30 feet | V, S, M (a ceramic plate) | 1 minute
You invoke hateful energy into a point within 30 feet, a straight line 15 feet long and 5 feet wide emanates from this point in a direction you choose, terrestrial mouths erupt in this line from the floor, and snap shut, gnashing and biting. Creatures within this line must make a Spellcasting DC Dexterity Saving Throw or take 3d4 piercing damage on a failed save, or half as much on a successful one.

You may use your reaction to have the mouths bite again, forcing creatures to make the same Dexterity Save.

You may use your bonus action to dismiss the mouths, ridding the terrain of the wrathful electricity. If you do not do so by the end of your turn, this will require Concentration.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

blissful ravine
blissful ravine
golden temple
#

hm,,?

smoky sand
blissful ravine
#

20 feats is bonkers

smoky sand
blissful ravine
#

No… god no. I want to sleep instead of that

smoky sand
#

what about the second version?

blissful ravine
#

I think I’ll sleep, so I’lll be back tomorrow!

blissful ravine
#

Send it here tho

#

You’ll get feedback on it, if that’s what you’re looking for

fast timber
#

this is all i've got so far for the conductor bard

Level 3: Morendo
You always have Silence prepared. With this feature, you can cast the spell without expending a spell slot and if you do, you can target one creature within the spell’s area and force them to make a Charisma saving throw against your spell save DC. On a failed save, the spell’s range becomes a 20-foot Emanation originating from that creature for the duration.

Once you cast the spell without a spell slot, you must finish a Long Rest before you can cast the spell in this way again, unless you expend one use of your Bardic Inspiration (no action required).

i'm thinking of having the other level 3 feature be some reactions that you can do to buff up damage or reduce damage (crescendo/diminuendo, etc.) but i am kinda stuck with the direction i plan to go

#

might nerf the range of the emanation but we'll see how the subclass goes

#

this was my other idea (not fully formulated or worded properly) for level 3
You are good at directing others. Gain proficiency and expertise in either persuasion or insight.
CHA mod per day, you can react and do a number of things

  • Decrease damage by a roll of BI (diminuendo)
  • Increase damage by a roll of BI (crescendo)
  • Allow a target on hit to make an attack as a Bonus action. Maybe if it hits, add CHA mod to damage (some tempo speed up sign)
  • one more
woeful forum
#

Im working on a homebrew feat for a specific campaign im running, i want it to let you cast a spell once per day without using a spell slot but it keeps showing up as at will when i put it on a character to test that its working properly

#

I dont think i can post pictures here but i took screenshots

#

Other parts of it are working eg. i changed the casting time and range and both of those came out fine on the character sheet

#

I figured it out!

#

I had put in a casting stat which ended up messing with uses area (i did not put the stat the uses by ability modifier), idk why

#

well rest in peace Vi your time as my ginnui pig is over

steady spear
#

Hi, I was hoping i could get some feedback on a homebrew ability i made for 5e spellcasters that would allow them to cast 2 spells a turn starting level 5. I want it to be balanced and not game breaking, while still being versatile and fun. Would really appreciate any kind of feedback.

(realised i cant upload images or pdfs so heres the link)
https://drive.google.com/file/d/1cHUSnvEQFLW9dJqBRksHi48UbXCztvmc/view?usp=drive_link

half condor
#

Made a Bard-like Cleric, thoughts?
Cleric: Music Domain
Level 3: Blessings of Song

You gain proficiency with one Instrument of your choice, the Performance skill, and one of the following skills of your choice: Deception, Intimidation or Persuasion. You have Expertise in those two skills.

In addition, you can use an instrument that you are proficient with as a Holy Symbol when casting your spells.
Level 3: Divine Inspiration
As a Bonus Action, you can expend one use of your Channel Divinity to grant a number of creatures up to your Wisdom Modifier (minimum of 1) within 60 feet of yourself a bonus to one D20 test they make equal to 1d6 for the next 10 minutes.

The bonus for this feature increases when you reach levels 6 (1d8) and 17 (1d10).
Level 3: Music Domain Spells
Your connection to this divine domain ensures you always have certain spells ready. When you reach a Cleric level specified in the Music Domain Spells table, you thereafter always have the listed spells prepared.

Music Domain Spells
| Cleric Level | Prepared Spells
| 3rd | Charm Person, Enthrall, Heroism, Enhance Ability
| 5th | Beacon of Hope, Hypnotic Pattern
| 7th | Charm Monster, Compulsion
|9th | Circle of Power, Yolande’s Regal Presence
Level 6: Divine Secrets
You learn two spells of your choice. These spells can come from the Bard, Druid, or Wizard spell list or any combination thereof. A spell you chose must be a cantrip or a spell for which you have spell slots, as shown in the Cleric Features table.

You always have the chosen spells prepared, and whenever you finish a long rest, you can replace those spells with others that meet these requirements.
Level 17: Heroic Performance
As an action, you can expend two uses of your channel divinity feature to begin a performance that lasts one minute. Creatures of your choice within a 30 foot emanation originating from yourself gain Heroic Inspiration at the start of each of their turns.

peak inlet
half condor
peak inlet
#

yeh, but it’s a bit different with INT-based skills to begin with

#

the Channel divinity is a bit too much like Bardic Inspiration

#

and giving 5 allies BI for a single Bonus Action is definitely strong

#

that level 17 feature is insane

#

I would definitely also tone down the level 6 feature

#

you shouldn’t make them a bard by taking this subclass, they just need to feel like one

frail ferry
#

Honestly for blessing of the song, I would make it more like fey wanderer’s Otherworldly glamour

#

Give them prof in performance and then let them add their wisdom to charisma checks

peak inlet
frail ferry
#

Or better yet, give them the choice to get proficiency in performance or two instruments instead of just performance

peak inlet
#

wait, I did misread it the first time, I thought you were giving 2 expertise in the 3 skills, didn’t realize that it was performance + 1 other, but I still think it’s a bit weird giving expertise in the influence skills like this

#

I think Performance + Instrument + WIS on all CHA checks is fine

#

since the only other features they are getting at 3rd level are the Channel Divinity and Spell List

frail ferry
peak inlet
#

it does say “one d20 test” so I don’t think that was the intention

frail ferry
#

Missed that lol

#

Nvm

#

Honestly, I think divine inspiration could be cool if it were changed to give heroic inspiration

peak inlet
#

but I still think a scaling BI die for the whole group using 1 Bonus Action is insane

frail ferry
#

And not many things mess with heroic inspiration or give it so it could be a nice little niche

peak inlet
frail ferry
#

That and human I think just gets it for free every long rest

peak inlet
#

but a Divine Inspiration giving it as an extra thing as a Long Action?

#

or at least an Action I think

frail ferry
#

I think a bonus action is fine especially compared to what the other 2024 cleric domains get for their channel divinities

#

Cause heroic inspiration is just reroll one roll

#

Which is very useful, but not game changing enough to be an action

peak inlet
frail ferry
#

Especially cause clerics only get like, a maximum of 4 channel divinity uses

peak inlet
#

I guess the thing that makes Heroic Inspiration strong is that it lasts forever or until used

#

I would still say that it’s 20 rerolls with 4 uses

#

and the range will be higher because you can pass it to someone else if you have it already

#

thankfully, you can’t give it to familiars and abuse it that way anymore

#

When you or a creature within 30 feet of you misses with an attack roll, you can use your Reaction to expend one use of your Channel Divinity and give that roll a +10 bonus, potentially causing it to hit.

#

I def think this one is definitely more powerful than the War Domain one

#

which should likely be the one to compare to

#

I think BA to give it to 1 ally would work

#

5 allies is just too much

frail ferry
#

Just had an idea

#

Kinda taking from the 17th level feature, you could have it be that you start a minute long performance and on each of your turns during that minute you can use a bonus action to give 1 person heroic inspiration. So more inspirations in the long run, but it requires constant use and you can only give it to at most one person a turn. Maybe even make it so that the heroic inspiration goes away once the performance stops if you care about abusing this to load a group up with heroic inspiration outside of combat

#

And to give it to someone, it also means you can’t use healing word or spiritual weapon, which are both very good uses of a cleric’s bonus action

peak inlet
#

but it could work as a 17th level upgrade

#

Radiant Repeater

Weapon (firearm), Very Rare (requires attunement by a spellcaster or proficient firearm user)

Stats

Modifier: DEX (or spellcasting modifier if attuned to a spellcaster)
Ranged Weapon Attack dealing 2d8 + mod radiant damage on a hit
it has the Range(60/180), Ammunition, and Special Reload (6)
Special Reload (6): you have 6 shots, as an Action or Bonus Action, you can absorb a dead (special creature type) to refill your bullets back to 6.

While you are attuned to this weapon, you have proficiency with it and it has the following properties:
Piercing Beam: On a critical hit, the beam pierces through the target, striking another creature in a straight line behind them (within 10 ft.) for half damage.
Flashfire (1/short rest): As a Bonus Action, you may expend 2 shots to cause your attack to explode in radiant sparks. All creatures within 10 ft. of the target must succeed on a DC 15 Constitution saving throw or take 2d6 radiant damage and be blinded until the start of your next turn.

#

my DM sent me this meguDom I was wondering what rarity others would give it

#

it’s mainly used for taking out this specific type of creature, but I could have 6 shots outside of that as well

#

I would say a good 80% of the campaign right now faces this type of creature

#

I guess if I’m taking firearms for granted, it could be a Very Rare, it might just be my issue with seeing all firearms as broken

#

I still think the AoE with BA is really strong megu

fast timber
#

i think maybe the flashfire could be changed to one attack like dborn breath weapons?

peak inlet
#

it does, and the creatures we’re fighting are like dark undead

fast timber
#

like, instead of taking a full action
dragonborn breath weapons allow you to replace one of your attacks with the exhale

peak inlet
#

like an attack replacement?

fast timber
#

other than that i love it so much, i found out the other day that holy avenger firearms exist now and i instantly knew i wanted to make a shotgun pally like sentinel graves

peak inlet
#

I might have screwed over one of my players 4 years ago

peak inlet
#

but you do make a good point in terms of general design

#

would you say Very Rare is about right in terms of rarity?

#

I honestly can’t figure out the balance of firearms, they all seem broken to me so idk how to judge it

fast timber
#

and then they ported it over for the full update

peak inlet
#

ah, got it, makes sense

fast timber
#

i think its a good change tbh, allows for martials to have some more action parity compared to the shenanigans casters can get up to by the time Extra Attack comes online

wet yarrow
#

In the process of remaking the 24 Dragonborn rn, funny enough lol

fast timber
fast timber
#

yeah i think very rare is appropriate

#

ultimately rarity doesn't matter really unless you've involved crafting or buying/selling rules, its DM discretion to give items when they feel makes most sense or is rewarding

#

hell, you could give a party each a legendary item at level 1 if that's the kinda story you're going for

peak inlet
wet yarrow
#

By Tier 3 much of the damage boosts that seem broken aren't lol

fast timber
#

yeah fair enough
i think then that VR is the perfect rarity for it

peak inlet
#

and I don’t wanna be completely overpowering the rest of my group

peak inlet
#

that might be why I feel like it’s too strong

wet yarrow
#

Yeah, but Tier 3 is 7 levels long.

fast timber
#

there's a lot of really nice VR items and i think that there is parity between this item and the VR items i've use or provided to players

wet yarrow
#

Balancing for the long term sometimes makes things feel a little -too- beefy early

#

But you also dont want them to be useless by the early teens

fast timber
#

ultimately its case by case basis, some items can be busted in certain games and settings, some might get little use in comparison

peak inlet
#

yeh makes sense

fast timber
#

vibes-based DMing, i've found, is the key

wet yarrow
#

Magic items can go up to +4, and you're meant to give a player roughly 25 magic items over 20 levels

fast timber
#

go with your gut

wet yarrow
#

Mind, that includes potions and minors and all that.

peak inlet
#

I see, I tend to be on the more stingy side with magic items

wet yarrow
#

XGE laid things out much cleaner than DMG14 did

#

DMG24 seems to have followed suit, more or less

peak inlet
wet yarrow
#

Insofar as how many and what re: magic items

peak inlet
#

I would say I’m slightly higher than the recommended in my games but that’s because I have 6-8 players usually

wet yarrow
#

Well, the recommended would be leaning on you running everything else standard. As you adjust things like monster HP, lair effects, traps, emanations, legendary actions, etc. you shift that standard.

#

In other words, its fine to boost things that are going up against other things you make.

#

You're playing both sides.

#

Ultimately it'll be your magic items vs your monsters.

#

Just has to feel good on the player side.

peak inlet
#

yeh I get that, I think I tend to be more worried as a player with magic items since I’m usually the most experienced player and I end up doing much better in DPS compared to others

#

as a DM, I’m used to tweaking stuff over sessions at this point

brittle glacier
# brittle glacier I would like some opinions on my homebrew concept of steampunk mech suits for a ...

I have worked on some weapons, keep in mind the previous part posted about mechs which has been replied to. I would like some feedback from anyone on if these may be too powerful. especially the infantry weapons against other infantry (except the Anti-armor rifle which is meant to be balenced to fight mechs with)

-Firearms
Reload - use movement to reload your weapon (i.e. a firearm with Reload 10 spends 10ft of movement to reload)
Long range - disadvantage against targets within the range of the first number in the range section
Burst fire: this weapon fires multiple shots in one attack action, the amount is dictated by the number next to the burst fire property. Each shot requires a separate attack roll
Infantry weapons:
Semi-automatic pistol
Damage: 1d6 piercing
Range: 30/60
Properties: Ammunition, Burst fire 2, Reload 10 (8 shots)

Revolver
Damage: 2d8 piercing
Range: 30/60
Properties: Ammunition, Reload 15 (6 shots)

Bolt-action rifle
Damage: 2d10 piercing
Range: 40/120
Properties: Ammunition, Loading, Reload 15 (5 shots)

Semi-automatic rifle
Damage: 2d4 piercing
Range: 30/90
Properties: Ammunition, Burst fire 2, Reload 10 (8 shots)

Anti-armor rifle
Damage: 4d12 Piercing damage
Range: (30/80/320
Properties: Ammunition, Reload 25 (1 shot), Long range

Mech weapons:
“Big iron” revolver
Damage: 2d10 piercing damage
Range: (30/60)
Properties: Ammunition, Reload (4 shots)

“Thunderbolt” semi-automatic rifle
Damage: 2d12 piercing damage
Range: (30/90)
Properties: Ammunition, Reload (10 shots)

“Earsplitter” Anit-armor rifle
Damage: 4d12
Range: (60/120/500)
Properties: Ammunition, Reload 20 (10 shots), Sentinel only, Long range

“Archblade” longsword
3d8 slashing, reach

“Titanfang” greatsword
4d8 slashing, heavy, reach

“Cinderhead” mace
3d8 bludgening, reach

“Thundercrack” maul
5d6 bludgening, heavy, reach

“Doomcleaver” greataxe
4d10 slashing, heavy, reach

true forge
#
When you pick this subclass at 3rd level, you gain proficiency in the Survival skill, if you already have this proficiency, you instead gain expertise.
### Ki Tag
Starting at 3rd level, you learn how to tag creatures with your Ki. As a bonus action and spending a Ki point or as apart of the Flurry of Blow feature, you can Tag a creature with your Ki. This Tag is invisible to all creatures unless it has Truesight. You can have 3 Tags on a creature at a time, depending on the number of Tags on a creature, you gain effects as seen below.
- ***1 Tag.*** You learn any resistances and immunities the creature may have, as well as vulnerabilities. If the Tagged creature makes an attack roll against you, as a reaction you can impose disadvantage on that attack roll.
- ***2 Tags.*** You have advantage on attack rolls against the Tagged creature.
- ***3 Tags*** When you deal damage to a Tagged creature, you can add a roll of your Martial Arts die in force damage to the result.
####
These Tags last for 1 hour. When a Tagged creature is reduced to 0 HP or is knocked unconscious, you regain Ki based on how many Tags that creature had.```

i think that works
steady spear
smoky sand
steady spear
#

Thanks! I think I still need to add a clause for preventing meta magic and other such abilities to pair with this, but I'm glad you find it balanced

smoky sand
#

also my dm at the lgs only allows one leveled spell per turn

#

no matter if its a spell slot consumed or not

steady spear
#

Oof that sounds pretty strict tbh.

steady spear
steady spear
smoky sand
#

but i would allow it tbh

steady spear
#

Glad to know, guess I'll pitch it to my DM then xD

golden temple
#

Maws of Earth
Action | Multiple Targets | Evocation | 2nd Level | 30 feet | V, S, M (a ceramic plate) | 1 minute
You invoke hateful energy into a point within 30 feet, a straight line 15 feet long and 5 feet wide emanates from this point in a direction you choose, terrestrial mouths erupt in this line from the floor, and snap shut, gnashing and biting. Creatures within this line must make a Spellcasting DC Dexterity Saving Throw or take 3d4 piercing damage on a failed save, or half as much on a successful one.

You may use your reaction to have the mouths bite again, forcing creatures to make the same Dexterity Save.

You may use your bonus action to dismiss the mouths, ridding the terrain of the wrathful electricity. If you do not do so by the end of your turn, this will require Concentration. If you already have Concentration, this spell will dismiss on its own at the end of your turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

#

hhow's this,,?

smoky sand
#

but thats me

golden temple
#

i wanted to make it a d6 but i had to go with d4 so the damage would split properly with the reaction + action and with upcasting,,

smoky sand
#

ah okay

#

then that makes sense

oak oak
#

Hey guys! This might be an incredibly stupid question, but how do you even begin to balance classes while still keeping your original vision? It’s overwhelming to even think about fixing 😅

blissful ravine
oak oak
faint sonnet
# oak oak Hey guys! This might be an incredibly stupid question, but how do you even begin...

Not a stupid question at all, if anything being one of the best questions to ask on class design. One of the big things I do is pore over all of the existing classes and yoink as much "background system functions" as I can from them, using that to contextualize what works and what doesn't work. The context is often one of the most important parts, because there are quite a few things that just don't work in 5e.

blissful ravine
#

Sometimes, players will question those gaps and you’ll need to fill it on the spot

fierce dome
#

The only "downside" 5e really supports in design is opportunity cost

oak oak
faint sonnet
#

I can maybe help a wee bit with what you have if you want to even just post the feature that you think "defines" the class.

blissful ravine
faint sonnet
#

If the feature that defines the class needs a lot of work, that often ends up with ripple effects.

oak oak
fierce dome
faint sonnet
fierce dome
#

I just really dislike everything about blood Hunter. It's a mess, designwise

#

But I generally don't like mercer's homebrew, it very much plays like trying to squeeze 3.5e or Pathfinder into 5e, which I didn't think works

#

Where he excels as a DM, I really don't think he's a strong designer

faint sonnet
#

Interesting. I think it has a pretty firm direction (after being fixed multiple times, lol), with the issue being that what it does best at isn't something that most games engage in as themes.

#

It's very unapologetically designed, and I think its issues are relatively easily to quarantine.

pliant onyx
#

I’ll give credit to Mercer for designing things that interest his specific players, but I agree malus design generally doesn’t mesh well with 5E’s design philosophy

stuck raptor
#

-# hoeh, Reg in the homebrew chat?!

pliant onyx
#

I’m a lurker lol

stuck raptor
#

oop

#

in anycase, gonna make a slightly nerfed Scion of Thrymm..

faint sonnet
pliant onyx
#

Right. The trade-off ultimately makes you feel “average” throughout all 20 levels

faint sonnet
#

If they fixed that scaling aspect, I really think that people's perspective of the class would shift towards being more positive.

pliant onyx
#

And when they start to feel more powerful at higher tiers, they still end up feeling subpar to the other classes

faint sonnet
#

Yeah, it definitely is made for a slightly more "grounded" class, despite the fantasy notions of it.

stuck raptor
#

whats the next highest frost giant statblock under the Scion of Thrymm? Frost Giant Everlasting one?

smoky sand
#

i like the idea of bloodhunter but its not official content so i cant play it in dnd at the lgs

golden temple
faint sonnet
#

I've finished damage type tagging all of the official spells and I've finished making snippets for all of the 1st level spells sunglassescrying

Only 400 spells left to snippet

stuck raptor
#

Need a name for a legendary action that can summon ice wolves

golden temple
#

mmmh how do you tend to name them,,?

#

bbecause i feel like i should get down your template before suggesting something,,

stuck raptor
#

i just give it a name. My current name for it is Fury of the Pack

scenic urchin
#

biting rimewind

cursive pumice
#

Frostmaws?

golden temple
#

okay,,,

blissful ravine
#

Maws of earth should be renamed tho ngl

golden temple
#

tto,,?

blissful ravine
#

That sounds too legendary for a second level spell lol

golden temple
#

i see it 😭

#

although the later level spells are more like one single word,,

#

usually,,

blissful ravine
#

Make an 8th or 7th lvl version

#

With a wizards name on it like Meru’s Maw of Earth

#

Or go another route, but maw of earth just sounds too good to be lvl 2

peak inlet
#

Melf’s Mountain Maws meguDom

golden temple
#

hmm,,

#

wwhat about it's like a sister spell to earthen grasp,,

#

llike,,

#

Maximillian's Earthen Gnash
Action | Multiple Targets | Evocation | 2nd Level | 30 feet | V, S, M (a ceramic plate) | 1 minute
You invoke hateful energy into a point within 30 feet, a straight line 15 feet long and 5 feet wide emanates from this point in a direction you choose, terrestrial mouths erupt in this line from the floor, and snap shut, gnashing and biting. Creatures within this line must make a Spellcasting DC Dexterity Saving Throw or take 3d4 piercing damage on a failed save, or half as much on a successful one.

You may use your reaction to have the mouths bite again, forcing creatures to make the same Dexterity Save.

You may use your bonus action to dismiss the mouths, ridding the terrain of the wrathful electricity. If you do not do so by the end of your turn, this will require Concentration. If you already have Concentration, this spell will dismiss on its own at the end of your turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

peak inlet
#

I don’t really get the concentration clause on the thing

golden temple
#

it's so you can't put a ton of these on the field,,

peak inlet
#

the Reaction to repeat the save is also pretty awkward, it doesn’t have any condition

#

shouldn’t that part be a Bonus Action?

golden temple
#

yyou can use it out of turn,,

fierce dome
#

Talking about blood hunter and malus design for me thinking about how I'd design blood hunter, given the chance

peak inlet
#

an AoE 3d4 as a Reaction is pretty weird

fierce dome
#

I think I'd drop their hit dice to a d8, then give them a rage-like bonus action that generated a ton of temp hp

#

Like 1d4 per bh level

peak inlet
#

and I still don’t understand the concentration part

golden temple
#

mmmh how so,,?

fierce dome
#

That should put them on par with barbarian as far as health goes

peak inlet
#

does it not require concentration unless you use a bonus action to not dismiss it?

fierce dome
#

Then turn them into basically "Armor of Agathys: The Class"

#

Like they get a bunch of benefits while they have that thp

golden temple
#

tthat;s how it works, mhm, , , ,\

peak inlet
smoky sand
#

I want to homebrew!

golden temple
#

sso you can use it as a single attack instead of using it as a deployable, if you would like,,,

faint sonnet
peak inlet
#

and not requiring concentration is the exception

rotund dirge
#

Do you guys worry about spell exclusivity when making homebrew caster classes? Or are you ok with making a class with spells exclusive to other classes like Spirit Guardians, Vicious Mockery, Find Familiar, etc.?

peak inlet
#

also, Action + BA just to dismiss it instantly

golden temple
#

yyes that;'s an issue i saw,,

peak inlet
#

but if you’re concentrating on something, you don’t need BA?

golden temple
#

i thought of getting rid of the bonus action to dismiss it,,

peak inlet
#

why wouldn’t I just take on the concentration then drop it?

#

so confusing

golden temple
#

mmh wdym,,?

peak inlet
#

if concentrating: this spell drops by itself

#

if not concentrating on something else: this spell requires a BA to drop

golden temple
#

tthis seems to be my call to get rid of the bonus action, , ,

peak inlet
#

but if I’m not concentrating, I can just keep it until I need to concentrate on something else

stuck raptor
#

for the first time, i actually made a monster with balanced CR (at least, according to the calculator im using) blurryeyes

faint sonnet
rotund dirge
#

I was thinking the same thing

golden temple
#

During your turn, you may freely dismiss the mouths, ridding the terrain of the wrathful electricity and ending the spell early. If you do not do so by the end of your turn, this will require Concentration. If you already have Concentration, this spell will dismiss on its own at the end of your turn.

peak inlet
#

figuring out what CR something is using the super vague info we have on CR

stuck raptor
#

i usually go insane with offensive CR painsmile

rotund dirge
#

Hex and EB feel like the signature spells of Warlock, so i wouldn't "steal" it

The spells i mentioned feel more like just another spell in their classes' spell lists, so i wouldn't mind

stuck raptor
#

a lot of my monsters ended up a bit as glass cannons lmao

fierce dome
golden temple
faint sonnet
#

Like, SG is itself something that could be generic, but it's also often very pivotal to Clerics, so I'd be reluctant to put it on something with better offenses than Clerics with the same scaling.

peak inlet
#

just make it concentration and remove the whole paragraph

rotund dirge
golden temple
#

i dunno,,, tthe point is that you have a choice to avoid the concentration, , ,

peak inlet
#

this is a 2nd level 6d4 spell

#

without concentration

faint sonnet
#

Put another way, the Cleric-exclusive combat spell list has slowly gotten subsumed into other classes more than vice versa, so I'm wary of yoinking more from Cleric if that makes sense.

peak inlet
#

AoE

#

you can use a Reaction right away as soon as you cast it

#

+2d4 upcast

golden temple
#

mhm,,

rotund dirge
golden temple
#

ssame as aganazaar's scorcher but smaller aoe, different range rules, and requires a reaction for the full damage in a single turn,,

rotund dirge
#

Artificer's Homunculus Servant is basically the same spell, just a little different and more Artificer-themed

golden temple
#

and if you use concentration, you can use it to make more aoe attacks over the course of the full 1 minute duration,,

faint sonnet
# rotund dirge What about stuff like, idk, Find Familiar?

I feel like Find Familiar is something that could easily be very generic, so I'd be less worried about it, personally. After all, an optional feature for Druids lets them cast it and Warlock has an entire pathway within the class for it.

rotund dirge
#

That's true, forgot about those

#

It's just i'm making a Rune Scribe-based class with different spells for each rune, and i'm trying (kind of) to not steal spells from other classes

#

I can send you the document if you want

faint sonnet
#

Vicious Mockery is one that I think is a bit of a pain, specifically because it's really not that mechanically defining for the class due to it being rather minor in effect, but it's very thematically fitting.

rotund dirge
#

Same as Sorcerous Burst

#

It's a cantrip i believe not all Sorcerers pick (maybe like 50%?) but it's the Sorcerer cantrip

faint sonnet
#

Ahh, I see what you mean. I was just about to say that it does have synergy with Innate Sorcery in terms of critting seemingly synergizing with the extra rolls dndLol

rotund dirge
#

Oooh, that's true

faint sonnet
#

I'd honestly be inclined to make intended class-specific cantrips scale somehow with the class, such as having Vicious Mockery's damage dice scaling with your Bardic Inspiration dice.

stuck raptor
#

Would you guys say this is a bit redundant? The last part?

Sending the Flock (Recharge 5-6). A flurry of spectral owls appear and peck at enemies before dissapearing. Dexterity Saving Throw: DC 17, each creature in a 30-foot Emanation. Failure: 38 (7d10) Cold damage, and the target has the Blinded condition. Success: Half damage. Success or Failure: The creature has Disadvantage on its attack rolls until the end of its next turn.

rotund dirge
#

Also, Vengeance Paladin

faint sonnet
#

I'm already not super happy that Vengeance gets it, despite understanding exactly why it does. I feel like HM and Hex are both kinda locked to their legacy.

#

Like, I enjoy the idea of Bards having Vicious Mockery doing either 4d12 damage at max level, or having it impose Disadvantage on 4 attacks on a failed save.

#

Also, finished categorizing level 2 spells, ayy. That's 218 out of like 535 or something.

#

Once everything is categorized, I can have the spreadsheet run some stuff and I can easily sort spells into categories and figure out what functions I want for the spellcasting rework.

peak inlet
stuck raptor
#

what?

#

oh thats just how its done in 2024

peak inlet
#

“[flavor text], giving the creature disadvantage on its attack rolls until the end of its next turn and forcing it to make a save.”

peak inlet
stuck raptor
#

it very much is yeah

peak inlet
#

I would say Blinded can have immunity

#

so it should be fine

rotund dirge
stuck raptor
#

oh right, i should add in the time duration of blinded Hanya_facepalm

#

until end of the giants next turn it is

blissful ravine
stuck raptor
#

Failure: 38 (7d10) Cold damage, and the target has the Blinded condition until the end of Storvald's next turn.

#

Success: Half damage. Success or Failure: The creature has Disadvantage on its attack rolls until the end of its next turn.

peak inlet
#

I thought it was just if you fail the save, they peck your eyes out until you use Lesser Restoration or something

stuck raptor
#

i just forgot to add in the duration, its not supposed to be infinite

peak inlet
#

that makes more sense

#

but I don’t think it’s redundant either way

stuck raptor
#

but yeah, the flavor is:
Frost Giant sends out the flock, you get assaulted

#

i think i stole it from the Animal Lord

blissful ravine
#

Or advantage for them, rather

#

Can’t see it coming

stuck raptor
#

Blinded condition already imposes Adv on attacks against them

#

making the save just means youre not blinded

blissful ravine
#

I know that

#

But blind condition is powerful and niche

stuck raptor
#

this thing is a CR 20 boss

blissful ravine
#

I’m all for it

#

dndNat20 Go for it dndNat20

stuck raptor
half condor
half condor
peak inlet
#

or maaaaybe even share the Bard spell list?

gloomy flower
#

considering making a magic firearm that increases in damage the longer you wait

midnight zinc
gloomy flower
midnight zinc
#

as long as it uses your action it could be interesting

#

if it was just wait without shooting then you could theoretically charge it for free if you have any conditions that impede you from using your action

gloomy flower
#

The Machina

-# Weapon (any two-handed firearm), rarity varies
This weapon appears to be a normal gun at first glance, but it has a special feature to it. Instead of shooting, you may choose to start charging a shot. Every turn, you can use your Attack action to charge it. If you have the Extra Attack feature, you may use your extra attacks to charge it. Charging the weapon increases the damage die of the attack by one (rare), two (very rare), or three (legendary) per charge. If you take damage while charging, make a Constitution saving throw with a DC equal to the opponent's attack roll. On a success, keep charging. On a failure, stop charging and lose all the accumulated. Charging the rifle is treated the same as concentrating on a spell, and you are unable to use other weapons while charging the weapon. Once you shoot while charging, you stop charging the firearm and all the accumulated damage dice are added to the attack.

clever aurora
#

I was asking about a magical sword for my DND villain a few weeks ago and one of y'all sent me some super powerful hold this to long you think your god type sword but I can't remember what it was called if you know what it is please tell me

nova basin
#

Ruins action economy for minimal damage increases

gloomy flower
#

maybe up the damage dice?

static maple
#

@clever aurora this it?

nova basin
#

Except in the use case where you have ample time to charge it with arbitrarily high one shot damage for a planned assassination, it's p4p worse than using a regular version of that firearm with other action economy

clever aurora
static maple
nova basin
clever aurora
nova basin
#

If this was concentration instead of "you can't do anything else," I think it'd actually be solid

gloomy flower
#

that better?

nova basin
#

I would make it just pure concentration

#

No dex save equal to x or whatever

#

Take damage, make a con save vs half the damage or 10 (higher)

#

I also think locking yourself out of attacking is sort of necessary for the visuals and effects, but that would also require the extra damage to ramp way faster

#

No character is getting this before level 5, so most that want to use this have extra attack

gloomy flower
nova basin
#

The damage ramp has to meet or (probably) beat that damage to make it worth it, and there's always the chance you do all this charging just to miss

nova basin
#

So a level 11 fighter could charge it 3 times in a turn or charge twice and fire one shot

#

Idk what kind of ammo you want this to take but it could be overloading rounds for this big ol shot

gloomy flower
#

alright yeah that looks a lot better

#

what do you think?

nova basin
#

It's not visually clear and makes it wayyy too min-maxxy

gloomy flower
#

yeah that's fair

nova basin
#

Your offensive and defensive stat being the same is a very very strong concept, it's why a CON caster is basically never gonna happen

gloomy flower
#

makes sense

jagged sonnet
#

How could having the high ground give an advantage?

#

I wanna make mechanical stilts for our party's ranger so that he can extend his height by 5 or 10 ft so he can't accidentally hit us (if friendly fire is a thing) and so he can hit targets better

gloomy flower
jagged sonnet
#

What about flight

gloomy flower
#

flight is moreso a mobility thing than a combat thing for most folks

#

my suggestion? ask your DM

jagged sonnet
#

Ok

restive tusk
#

I don’t see why you would have to worry about friendly fire unless your DM uses homebrew crit fumble tables

gloomy flower
#

i only do friendly fire if you miss an attack while an enemy has 3/4 cover from a teammate

restive tusk
#

The Ranger already has a major advantage in playing ranged. If you wanted to help them further I’d see if you can make their bow into a +X weapon if it’s currently nonmagical

wild lantern
#

Mmmmmm I'm trying to think of a balanced ghost species idea

The main issue is probably phasing through objects and hovering. The phasing could be treated like plasmoid's amorphous ability but hovering is a problem for terrain hazards

Could just say difficult terrains still effect you I guess I don't really care I'm more of a Looks kind of guy

gloomy flower
#

you could just give it a fly (hover) speed equal to walking speed and call it a day

wild lantern
#

Not everyone wants true flight on a species though.... I guess that's what I'm worried about

restive tusk
#

A 10 ft hover doesn’t sound bad

gloomy flower
#

giving a race flight speed isn't unheard of

#

aarakocra have a flight speed that ISN'T hover

stuck raptor
#

winged tiefling gets 30 ft

wild lantern
#

I just thought it was generally an issue if a player race can just naturally avoid terrain hazards without any ill effects

gloomy flower
#

just throw a "You gain a flying (hover) speed equal to your walking speed" and bing bang boom done

gloomy flower
wild lantern
#

Could it really be so simple..........

#

HMMMM ok I'll ask my dm

gloomy flower
#

also who really thinks that avoiding difficult terrain is that unbalanced

#

"oh wow, you can move faster than your teammates sometimes which is kind of irrelevant in MOST scenarios unless you frequent caves or mountains n stuff"

wild lantern
#

TRUE ..,... Idk unless fall damage is really important to the DM

gloomy flower
#

fall damage is usually really irrelevant in most situations

#

because, yk, the dodge roll

wild lantern
#

The hag we made jump out a window would beg otherwise (joking I see your point)

gloomy flower
#

it's a reaction spell

ashen ginkgo
#

would wind type spells, effects, etc dealing thunder damage make sense? If so how can I explain it, flavour wise ?

wild lantern
ashen ginkgo
#

just in general i guess

tropic stratus
gloomy flower
#

hey, if you were to be converting CPR's cyberware to 5e, would it be better to make it so you can cast Misty Step once per short/long rest (more lore-accurate) or give +3 to initiative? (direct conversion)

gloomy flower
tropic stratus
#

cyberware is all of the possible mods

gloomy flower
#

experimental would just be direct conversion (or just give 'em access to action surge)

#

oh right i mean the sandevistan xD

tropic stratus
#

do you mean a specific cyberware?

tropic stratus
gloomy flower
#

really?

tropic stratus
#

ya it's cracced

#

it's basically time stop

gloomy flower
#

oh
actually that kinda makes sense

tropic stratus
#

it's better than time stop actually coz when you hit people they can't move

#

normal timestop doesn't let you hit people in stopped time

gloomy flower
#

i think for the sake of "i'm not letting you cast time stop as a non-spellcaster" i'll just do misty step xD

tropic stratus
#

if u want a less powerful version

#

maybe a blink spell you can control when it activates

#

but if u wanna be accurate to the story - yeah getting a sandevistan at level 1 is basically just cheating (that's what david did)

gloomy flower
#

yeah i think i'll either do controllable blink or misty step

#

because i'm just going off wiki articles, i've never played the games or watched the show
i didn't know it was THAT busted

rotund dirge
#

are we allowed to send google docs files in here lol

gloomy flower
#

yeah

fierce dome
#

People do it all the time

rotund dirge
#

nice

smoky sand
#

Chromicons and coils (Requires attunement) [Chromicon and coils count as one attunement when both gemstones match.]

Amber Chromicon – Heal 2d8 HP as bonus action (PB per long rest)
Amber Coil – Add 3d6 radiant damage on an attack
Amethyst Chromicon– Transfer 2d8 damage from ally character to chosen opposing character as Psychic damage as bonus action (Both must be within 30 feet of user, PB per long rest)
Amethyst Coil – Add 3d6 poison and 3d6 acid damage on an attack
Emerald Chromicon – Add 2d8 to AC as reaction (PB per long rest)
Emerald Coil – Add 3d6 force damage on an attack
Ruby Chromicon – Add 2d8 to spell attack rolls and damage as bonus action (up to 1 minute, requires concentration, PB per long rest)
Ruby Coil – Add 3d6 fire damage on an attack
Sapphire Chromicon – Subtract 2d8 from an incoming attack roll as reaction (PB per short or long rest)
Sapphire Coil – Add 3d6 cold damage on an attack
Steel Chromicon– Add 2d8 to weapon attack rolls and damage rolls as bonus action (up to 1 minute, requires concentration, PB per long rest)
Steel Coil – Add 3d6 force damage on an attack

Beedrillite
Add 2d8 piercing damage + 2d4 acid+2d4 poison damage to every weapon attack.
Your swarm can deal 3d6 piercing damage (3d8 at level 11) to enemies.
The swarm can move an enemy up to ranger’s movement speed on a strength saving throw. (Prone and paralyzed at level 11).

Gengarite
Add 2d8 necrotic + 2d4 acid +2d4poison damage to every weapon attack.
Target must make a Wisdom saving throw or become frightened.
Target must make a Constitution saving throw or become poisoned for one minute.

Diancite
Add 2d8 radiant + 2d4 force +2d4 bludgeoning to every weapon attack
Target must make a Constitution Saving throw or become paralyzed for one minute.
Heal half of damage dealt per weapon attack while wearing this.

#

Would this be too much for one ranger?

#

specifically a swarmkeeper or gloom ranger

rotund dirge
#

I only made like half of them so far

gloomy flower
smoky sand
# gloomy flower honestly these just seem like solid magic items

So as long as im not giving all the magic items to one ranger, i should be fine?
Mindbreaker Orb
Deal 4d8 psychic damage on top of one weapon attack, ignore resistance to psychic damage and treat immunity to psychic damage as resistance, up to 1 minute.

Double espresso shot
Allows for two arrows to be shot on one attack, roll attack roll for each arrow. Finesse, light, two handed. 2d12+dex per arrow. Constitution saving throw DC 8+PB+Dex or become paralyzed until end of user’s next turn

#

i got some ideas

gloomy flower
#

just convert them to magic items and you're ballin

smoky sand
#

or gloom

#

but mostly for swarmkeeper rangers

gloomy flower
#

yeah man just convert the chromicons/coils to normal ass magic items and you're ballin

static maple
smoky sand
#

i had a bit of ideas when making them

stuck raptor
#

@brave patrol , sorry to bother but trying to make a lagiacrus statblock, and im basically jsut adapting the Ammelwind one with some changes. What would you say is the general playstyle of a lagiacrus though? Ambusher, Solo, Brute, Artillery, Controller, etc?

brave patrol
#

it's behavior is described as "Lagiacrus are highly aggressive Leviathans considered the "Lord of the Sea". To hunt down and capture prey, Lagiacrus will swim in a circle to form a whirlpool. These whirlpools are used to suck up fish and other prey so Lagiacrus can shock them to death before feeding on their quarry. These whirlpools are occasionally used to sink boats and ships."

#

so make of that what you will

stuck raptor
#

Hmmm, that makes me think Controller

fierce dome
#

hows this for a paladin channel divinity
"Safeguard. As a bonus action, you can expend a use of your Channel Divinity and cast sanctuary without expending a spell slot, and you take on a protective glow for 1 minute. During this time, you can cast sanctuary as a bonus action on each of your turns, without expending a spell slot."

fierce dome
#

its glamour bards mantle of majesty but with sanctuary instead of command

tropic stratus
fierce dome
#

yup

#

glamour bard does the same thing, albeit at 6th instead of 3rd

fierce dome
#

im hitting a real homebrew writers block

#

this dude i know is getting ready to run a social-heavy detective campaign, and he wants unique subclasses for each class that he can offer his players

#

they need to be useful in a low-combat campaign

#

and im having a real problem with paladin

#

their sub structure is just so rigid and doesnt offer anything for non-combat use, really

#

best theming ive been able to come up with so far is the oath of asylum, a sort of protector/bodyguard thing, but paladins are already holy protectors, so that theming is largely redundant

#

most of the features id want to write either already exist on another paladin or are made redundant by the spell list

#

its frustrating

blazing pike
#

Some nice exploration spells like detect thoughts/detect magic/locate creature.

#

You have advantage on all Intelligence, Wisdom and Charisma saving throws and ability checks against the marked creature. So charisma checks and insight checks for investigating and gathering info made with advantage. Thats not bad either.

#

Seems like that would fit the investigator/detective theme pretty nicely?

fierce dome
#

ill read it and see if it sparks anything thanks