#homebrew
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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.
reminds me of the broker class
i dunno, , ,
I really wanna add Elden ring and Horizon style dodge roll mechanics, as well as horizon weak points, and horizon coils/weaves
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
i mean there's already a dodge in 2014,,
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.
I know about the dodge action
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
it's defined by AC or dexterity saves,,
AC is supposed to be both dodging and armor, light armor^^
tthe way dexterity impacts AC, etc,,,
and dexterity saves are usually supposed to be interpreted as one dodging out of the way,,
a good roll just to say "no he dodges' , , , ,
i feel like dodge rolls aren't very easily added to the game,,
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,,
bbut by if you dodge or not,,
ssorry to say but they're probably just not for 5e the way you wanna add them,,
They're not, I've been trying for months
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,,
as opposed to AC and stuff,,
i would like to see that^^
:3 ^^
Oh interesting
Like reverse AC
mhm,,,
I say "I make an attack", they roll a dice to dodge, if they fail they take the damage
I kinda like that
:3!
hello there
hiiiiii,,,
:3
How much more/less useful would the "command" spell be if it could be upcasted to instead include extra words
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
Club, mace, hammer, sickle.
Sickles would actually be pretty cool
That leaf sword from Adventure time
Arms that shoot vines?
Pruning blade
Glaive reskinned as a giant farming scythe
I did actually give them a glaive but I could absolutely do a sickle
Though I suppose it would be a scythe at that point
Pitchfork (Trident)
Marids already use tridents so I’ll probably go with a scythe
So, Genies in D&D follow islamic folklore, as to say- they exist as Djinn, Efreeti, Marid, and Dao
TIL genies are islamic
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
Im attempting to help you find inspiration so you can potentially answer your question for yourself
There's no need to be rude.
so you think i should use the dao for inspiration or are you trying to make some other point that im missing?
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,
for the borenor i need a weapon that represents nature and precision
it's all about show, don't tell- storytelling without telling the story
So, in this circumstance, you need a weapon that's natural, but precise,
Law, precision, gardening- you have creatures like dryads
spears?
Perhaps you could take inspiration from that?
Spears could work,
Maybe a flurry of thorns attack
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
A baseball bat is a club and you need to be precise to use it on a small target
Yeah on a small target
they do have some plant based spells such as wrath of nature and plant growth. They can also throw binding tree sap as a projectile.
Still, precision
Im not even gonna humor that line of thinking
Tree sap is funny
Then I suppose we focus just on the melee? I think a spear could work
Maybe take some inspo from the solars flying sword- this particular djinni can throw and grow its own weaponry
A spear with a kind of blooming spear head that they can fire off and it'll grow a new one.
Interesting flavor
yeah ill probably go with a spear or pike
grass whip
or vine i guess
https://homebrewery.naturalcrit.com/share/oLoZXvmMHJQH
@tranquil dew (srry for ping), its this race if interested, the Kraken subrace
Homebrew doc: War Hero Fighter subclass https://docs.google.com/document/d/1zrBIUaRRyOpavI9KqcJBMJLljfLGUSc1I-QzeMsr5Xc/edit?usp=drivesdk
3rd level, 3/5 stances look very weak
7th is just, why?
Yea....there are very different ideas from people saying it's either really really good, or meh, or bad
Makes it really hard to change
10th seems fine
Or adjust to
Yea, I think I will change that back to once
tbh
i wouldnt make 10 stances
i would make 5 then upgrade them as we go
makes it easier to understand that way
I would've done that, because thats kinda what Surami and Tenkoran stance are supposed to be
I also was basing it off of Wild heart barbarian, where you choose 1 at each level thing
Yea, I added the Tiger and Elk from Expanded
where as this have 5, and fighter has 1 more subclass feature
oh so thats what changed from 2014, i thought it was the same 'pick this and gain features for that, nothing else'
(Really made this subclass for Tenkoran and Surami Stances, then realized a subclass based around OAs isnt that great)
No, each name was changed, and you can switch after a LR
I like the variability to change after a LR for what you might need
Stances though I feel are more of training in that specific area, so I do not believe I allowed to switch
Oh nvm, I did allow to switch out on a LR
i thinking making different things for every level can be abit to much choice
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
i can say from making a 'stance' based fighter
less is more
i did 4 with an upgrade at 15th
So get rid of 1 option at each level?
What should I do for 7th level btw?
(also took inspo from Samurai and XGtE)
i did a support option for mine
How so?
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.
i did something else at 7th level also but that is to do with the gimmick
mmm, ok
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.
are there any fun homebrew warlock invocations? or maybe, do you know of some place where i can search for them?
i have acouple tied to patrons
i do need to finsh the bulk of them lol
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
GOO? let me look
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.
this is the old one so
there is another but thats 15th level lol
i cant seem to send the file here, i will send it through dm, then we can continue to talk here
That’s hilarious
it has 9 AC and +9 to intimidation (it rolls that allways with advantage)
very ominous potted cactus
called Neil the Grass Tyson
I’m now going to homebrew a creature that does this
It’s just a potted plant that sits there menacingly
for a familiar it has a sphinx of wonder
honestly, i was initially planning on doing that, but then i found a race called awakened plant and a backgroung called transformed monster whitch fit very well
That’s even better lol
Please dm me the race/background I love this lol
It’ll get lost if sent here and I gtg in a sec
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
sent
bobble you forgot to say you can command the nothic
fair dues
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.
i reduced the hp by a tad since it seemed slightly strong
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.
If you add these weaknesses you can simplify a lot of the other traits
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
no sunlight hypersensitivity? or running water weakness?
ya those too but probably like 10 damage instead
that seems reasonable 👍
honestly tho if ur players do somehow trick the vampire into sunlight and it instantly died - that's also valid
you could also add "Garlic Weakness" 😂
ye
ill also recycle most of this for the rest of my vampires in this thing im doing
smart 👍
I do very similar stuff with my mobs - make a base and then make stronger ones from the base
speaking off! I've gotta prepare a CR 3 variant of my CR 1 mobs today
@median cairn you wanna help me convert up a mob? 😄
ya for the CR it looks great 👍
sorry I should've started with that it looks good - the only thing I would adjust is adding the other weaknesses
https://critterdb.com:443/#/creature/view/621e97a0a9c0b302faf4429b
okay so here's the CR 1 monster - I wanna beef it up to CR 3 to represent some stronger variants the party are about to encounter
what would you suggest? I was thinking I'd give it maybe 3 more hit die and potentially up its stats and damage
maybe even a Zombie trait where it revives on hitting 0 if it succeeds a con save
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
ie fully rested in their natural environment
home court advantage
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
i personally dont like adding hp to scale difficulty too much but three more hit dice should be fine?
maybe around 34
it already seems like its definitely on the upper end of CR1
ah okay so this is the generic variant - if you encountered one it'd only have one of those two weapons to use (I just put both on there so I don't have to have 2 statblocks)
so you could probably just increase the damage numbers by a tad
especially with pack tactics
true true, it's pretty horrific fighting these guys at level 1 😂
I was thinking boosting str dex and con by +2 each and then the extra hit die - do you think that'd be good for cr3?
probably yeah, you could add an extra hit die to some actions
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).
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
im a level 14/2 sorcerer warlock for reference
uhh
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)
I like the dis/adv on things, that seems pretty good without being too broken. the necromancy im not as fond of
ill run these by my dm and shall see
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?
can you start at the beginning please - i feel like there's some context we need for this
sure, one moment
I'm in the process of making a subclass,
The idea is best explained here
https://www.dndbeyond.com/subclasses/2566637-warrior-of-the-aurion-diadem
are you looking for feedback
Side note: I'm looking for feedback https://www.dndbeyond.com/subclasses/2566637-warrior-of-the-aurion-diadem
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.
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.
seems overtuned ngl
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
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
So remove Draconic Amplification and make the Other Side only grant 2 Racial Features from another race?
no im saying remove those last 2 features entirely
and the breath weapon should be an action
There's no point in being a Half-Dragon if your not Dragon half doesn't do anything
One racial feature?
im just saying what would make it balanced - not negotiating 🤷♂️
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.
you were using the damage from the other version tho 🤷♂️
If you are matching fizbans dragonborn then sure - ideally you'd would scale your new species here to match one of those
there are races with like 3 racial features total
ASIs are also racial features so you can grab one of those for a neat +4 to a stat at
I'll add an errata: Non-ASI racial features
And I'll reduce it to 2
i mean take racial features from CL and grab free feat, +2 to a stat and then the entirety of the half dragon
still too strong because a lot of races just have one strong feature and a bunch of ribbon ones
examples: grab medium armor from dwarf, free feat from CL/VH, spider climb from dhampir, unarmored defense from tortle
Opinions on giving war magic wizard a multiplicative modifier bonus to one damage roll of all wizard cantrips
So int added per damage die rolled, max 4 times
so agonizing blast on war wizard?
Yes but for one damage roll, even tho it’s a number of times per dice rolled
Yeah, power surge is crap lol
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
war wizard is one of the strongest subclasses on one of the strongest classes
Power surge is so lackluster to that effect
It is, but I think the offensive features that the flavor text implies will be there are lacking, which is a beef I have with it
But other than that I agree
theyre supposed to have a mix, and they do
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?"
They’re billed as having a mix of features but don’t really
mix of high saves/free AC boost (defense) and initiative rolls (offense)
Power surge and the capstone. The latter is good, but the former is dog-turd
Yes and the initiative bonus, true. I think the point stands though
either way, as for the actual feature. it depends
on the actual numbers and when you get it
For the record, this would go where power surge is or be bumped to 2
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
If that’s what you’re asking?
to cantrips?
Yes, only to wizard cantrips
Or wizard evocation cantrips, haven’t decided between those
You do you
Given that arcane deflection limits you to cantrips I think it’s fitting
giving them better at-will damage than most martials is very questionable
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
But I don’t think your point is misplaced either
Considering wizard is a full caster and warlock isn’t
warlock by design has better at-will options than a wizard because they have much less spell slots to expend per combat
warlocks are full casters though
Right that’s what I’m saying
this puts firebolt in line with eldritch blast without repelling
So I think I’d put this as an alternative to power surge at 6
Prob keep the same name
Debatable
i dont like this change solely because war wizard doesnt need an incredibly potent option
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
such as celestialock and draconic sorcerer
which by the way have substantially more restrictions
On the other hand, tho, this just applies to one (and only one) damage roll
Yes, it’s multiple times but,only to one damage roll
It shifts the risk
the dpr ends up being the same long-term
Firebolt!
Oh
So it wouldn’t be balanced out by putting this feature at 6th then?
Bro had this covered
How is this consistent?
wizard doesnt need more buffs
Kind of doubles the damage of a single die
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.
Pretty powerful on Levels below 12
Gng what do we think any improvements
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
ai isn't allowed yk,,
a class is allowed to have niche mechanics and still be good
I just asked it for advice gng
i mean, ranger has hunters mark
Them bullet points and dashes are sussy
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."'
I agree, don’t get me wrong. I still think it’s a neat feature for them, but I take your point
I tend to skip towards end for anything dnd related
Never for reading non dnd material tho, I swear!
Gng I made the class my self I only asked it for help with the stats since I have no idea what they’re supposed to be
if i wanted to buff that lv6 feature, the only thing id do is change half level to full wiz level
Yeah this is AI mate. Id have not copied what it wrote to the message
But is this the stats good or should I seek someone else
nnot copying it from the ai is the main thing here yes,,
Eh, I think you can do more than just that I guess
This is a bit random, but is that Frieren?
you get 3ish for free
and you can get more by using counterspell/dispel magic
mhm, she's getting hugged by fern,,
:3
mmy friend wanted me to match with her,,
i think its really cool, i wouldnt remove it for just... more damage
Idk, I think it’s tooooo niche to be cool. Niche is cool but if it’s too niche it kinda…ruins it
Searing smite can’t be right… right? I remember it way differently
But I suppose it’s a matter of preference I get
id agree if you didnt get them back on SR/LR
it is
Oohh
this is just ai slop, dont take what it has at face value
I was bouta hyperventilate and go search that shit
absolute ai slop. Also if the case that just got certified doesn’t settle, potentially illegal too
Anyway
oh i remember that,,
Eh. Valid point but who goes against casters enough for it to be actually useful consistently
Idk I made something up
Why’d you name it searing smite? That’s confusing
Searing smite is already a spell
It is?
Smites are a set of paladin spells
That have very specific mechanics
First spell I ever cast on my first ever dnd character (a paladin) too
I’ve never played dnd gang
You need to play dnd before running it
Play first then homebrew, that’s the common advice you’ll get
i throw casters at my party all the time, personally
Im on my first campaign
Promise you’ll learn so much more from playing
With a good dm
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
Who knows what they’re doing
My dm is like 40 so yeah
Huh, ok. That’s fair actually
Lol
What class should I I pick paladin or wizard for the memes
What about them, at 6, you just add it twice and then get the normal power surge feature
Pick one you think you’ll enjoy, not for a meme
Paladin class or fighter
Paladins are hard to play as a first time player.
Have the easiest mechanics
I say this as someone who played a paladin as my first character
Warlock or fighter IMO
i still would not
Its okay il figure it out
I honestly had an easy time with paladin
Huh, really?
paladin is about mid-level complexity
Fair enough, to each their own I guess
Yeah. The health pool wasn’t all that confusing after some trial and error
Plus, so much funny roleplay
But my first campaign is ment for beginners so it’s not going to be that hard
Religion check 21: my god… I beseech you. Can you free these lost souls and give them peace? After I kill some bandits
i certainly hope you're not stuck in dndbeyond 😭
Hilariously I actually played my first paladin like this
With puns and deep fried salad
And copious amounts of arson
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,,
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
i only knew it was disallowed recently because i wasn't getting the warnings 😭
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
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,,
Lol
I love how you can essentially commit war crimes as long as you stick to your tenets lol
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’.
mmmh i wouldn't say so, they use pact magic, alterations of spellslots is the main defining thing in what spellcasting system you're using, , , ,
they get spell slot levels at the same rate as traditional fullcasters
either way, it is semantics
The classic Warlock dichotomy.
although i get where ur coming from - for the purposes of this channel it's much easier if you stick to the accepted meanings of the words
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)
theres no "accepted meaning" if theres disagreement on what a fullcaster means
i mean yeah but people, like yourself, can make subjective definitions of an objective definition,,
exactly, which is what i mean when i say its all semantics
tthat's where the problem arises as well though,,
ddodge just explained how it can be an issue,,
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
Anyone have a free slot?
wwdym,,?
to play as a player
this is in the context of balance
mmmh wrong place,,
dang it
Funny enough, this is why I use a few internal definitions for my homebrew, such as dropping the word "caster" and even redefining "half-caster" to instead be "hybrid."
abstract is always good,,
it's a good part of why i wanna change up the stats,,
Frieren speech
That’s so Frieren, like it’s Frightening
:3
Lol
The puns were by far the most heinous war crime of all
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
**you **can gain the following benefits for one minute:
This feature wouldn't give any benefits to other creatures (based on how you worded it)
for a capstone in particular, might be underpowered
I'd consider splitting the last bullet point into an "Additionally, ..." paragraph.
reeeeeeeeeeeally
i was worried it was too much
I would say "Creatures within your aura gain the following benefits:"
and then word them to trigger more specifically
but i only want it to apply to one creature
actually even "Creatures you choose within your aura"
bodyguard
oh wait is it not limited?
that really isn't clear from the original thing
i thought it was 1/LR for some reason
oh i just forgot to add the 1/lr
Hank can you perhaps give us an example of this feature happening how you imagine it to
oh, then yeah i would be concerned about it being underpowered
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.
that's kinda bad for a capstone feature ngl
ally 1 fails a save vs disintegrate. paladin uses reaction to give them three-quarters cover, resistance to all damage, and 20 hp
thats standard for paladins
yeah basically that
that's not much help if u've been disintegrated lol
the resistance applies to the disintegrate so it would help quite a bit
That creature gains resistance to all damage, including damage that triggered the reaction.
maybe i am wrong but i read this as you gain resistance to all damage types including the type that triggered the reaction - wordng again
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
its 1 minute
it would need to say that in the thing
@scenic urchin this says 1 minute?
it does
ah yes it does mb
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
minor point - this applies to enemies too and you don't choose to trigger it
any creature includes hostile creatures
i dont think the paladin is gonna spend their reaction to shield the creature they just stabbed
that is fair (maybe i am just pedantic)
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
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
Those who know what an Evoker is, from minecraft. What kind of spellcaster would they be?
Wizard or sorceror?
You know that wizard has the evoker subclass right
He’s talking about the Minecraft mob
The three spells an evoker from minecraft knows are Summoning Vexes, That toothy-mouth in a straight line one, and turning sheep different colors.
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
Build up tremendous amounts of static electricity and then give them a life ending shock by touching them lmao
it can work, already have ideas thanks
tthat last one can just be colour spray, but i;m unsure abt the other two, , ,
the other two would have to be homebrew tbh.
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,,
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,,
Oooh, very nice
:3!
https://docs.google.com/document/d/1BOPSITehxcyZHyJBtdG5DAsv39s1lSoDOQiW6_8ipbg/edit?usp=sharing gave a shot at making a monk subclass, would like some pointers if anyone has time to waste :]
extra damage: the subclass
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
mmaybe you should look into the pugilist homebrew class,,
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
@fierce dome, did you see the updates I made to Warrior of the Aurion Diadem?
I did. The presentation is a lot cleaner but it's still pretty hard for me to follow
“Into causing pain and more pain” is a little bit awkward
If not humorous
Which is probably not what you’re going for with the class, right?
lul i was honestly making it while talking with my pals over vc
eh, i think its hard to make this subclass without it sounding silly because of how edgy it is in nature
but i do agree! the wording is a bit off
ill change it later
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
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)
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
walk in room deal aura damage leave
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”
you're right, im gonna word it as deal unarmed damage
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
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
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.
looks pretty interesting.
i think that it could be used for an army
yeah, my plan is that the players are part of an army going into their first battle as a new pilot
i love it
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)
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.
It’d be powerful, but ‘broken’ really depends on what you can handle as dm. It’s completely up to you, and might wanna flesh the idea out more before putting it into games. Streamlining goes a long way to making things smoother with it during games
reasonable and definitely makes sense to add. Might wanna add a limit to prevent spamming, but this is good with or without limitations.
Overlord type shit
hm,,?
I just wanna make sure its not... I give ranger like 20 feats, an aura, better/more uses of action surge and indomitable, better sneak attack, some sort of ki points, druidic and thieves cant, and super healing.
Well, this is pretty mild then lol
20 feats is bonkers
Oh do you want to read the first version of the homebrew ranger?
No… god no. I want to sleep instead of that
what about the second version?
I think I’ll sleep, so I’lll be back tomorrow!
Nah
Send it here tho
You’ll get feedback on it, if that’s what you’re looking for
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
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
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
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.
woah, expertise in 2 skills at 3rd level?
It's one of the things Knowledge Domain gets (except with Int skills rather than Cha)
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
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
I agree, you can make it like Thaumaturge
Or better yet, give them the choice to get proficiency in performance or two instruments instead of just performance
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
As Divine Inspiration is written, each of the targeted creatures get was is basically a constant bardic inspiration for 10 minutes, since the wording doesnt specify that the dice can only be added once and then it’s gone
it does say “one d20 test” so I don’t think that was the intention
Missed that lol
Nvm
Honestly, I think divine inspiration could be cool if it were changed to give heroic inspiration
but I still think a scaling BI die for the whole group using 1 Bonus Action is insane
So you could get use out of it both in and out of combat
And not many things mess with heroic inspiration or give it so it could be a nice little niche
Musician does give it on a rest
That and human I think just gets it for free every long rest
but a Divine Inspiration giving it as an extra thing as a Long Action?
or at least an Action I think
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
damn, I actually haven’t looked at the new Channel Divinities
Especially cause clerics only get like, a maximum of 4 channel divinity uses
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
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
you would have to make it so that it only applies to units who don’t have Heroic Inspiration
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
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 
its giving lucian vibes
i think maybe the flashfire could be changed to one attack like dborn breath weapons?
it does, and the creatures we’re fighting are like dark undead
wdym by 1 attack?
like, instead of taking a full action
dragonborn breath weapons allow you to replace one of your attacks with the exhale
like an attack replacement?
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
is this a new 2024 thing? I thought it was a full action
I might have screwed over one of my players 4 years ago
I’m actually kinda worried that would be even more broken lol, I have a few quicken spell uses 
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
started in fizbans iirc
and then they ported it over for the full update
ah, got it, makes sense
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
In the process of remaking the 24 Dragonborn rn, funny enough lol
2d8 + mod radiant that can scale with dex or a spellcasting mod is very strong imo
very rare seems like the right fit
does it have a + bonus to hit and damage rolls? or just flat
no extra bonus
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
it’s just that the DM is giving some of the other players Very Rare items from the DMG
By Tier 3 much of the damage boosts that seem broken aren't lol
yeah fair enough
i think then that VR is the perfect rarity for it
and I don’t wanna be completely overpowering the rest of my group
we’re still in Tier 2 lol
that might be why I feel like it’s too strong
Yeah, but Tier 3 is 7 levels long.
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
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
ultimately its case by case basis, some items can be busted in certain games and settings, some might get little use in comparison
yeh makes sense
vibes-based DMing, i've found, is the key
Magic items can go up to +4, and you're meant to give a player roughly 25 magic items over 20 levels
go with your gut
Mind, that includes potions and minors and all that.
I see, I tend to be on the more stingy side with magic items
XGE laid things out much cleaner than DMG14 did
DMG24 seems to have followed suit, more or less
mostly the damaging ones, utility ones could be purchased and found
Insofar as how many and what re: magic items
yeh, I saw the list and it does make sense
I would say I’m slightly higher than the recommended in my games but that’s because I have 6-8 players usually
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.
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
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
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
Hi, was hoping I could get some feedback on a homebrew ability I made for 5e spellcasters that allows them to cast 2 spells a turn.
https://drive.google.com/file/d/1cHUSnvEQFLW9dJqBRksHi48UbXCztvmc/view?usp=drive_link
thats interesting and pretty balanced tbh
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
I understand. but with 2024 5e with only one spell slot, that shouldnt be an issue
also my dm at the lgs only allows one leveled spell per turn
no matter if its a spell slot consumed or not
Oof that sounds pretty strict tbh.
Actually you spend both spell slots for each spell.
Oooof
Yeah I mainly came up with this because I was kind of annoyed at how restrictive 5e is about casting multiple leveled spells
but i would allow it tbh
Glad to know, guess I'll pitch it to my DM then xD
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,,?
i love that. but i think a d6 would work better tbh
but thats me
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,,
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 😅
You add downsides to whatever you want, or cut off the flesh and keep the skeleton, if that makes any sense…
Ah I see. Like keeping the most important parts of your original vision and getting rid of unnecessary parts
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.
Yes. Can’t make it into your grand vision, but keep the core of the idea. It has to make sense… if there’s any gap in logic or clarity then there’s room for much needed improvement
Sometimes, players will question those gaps and you’ll need to fill it on the spot
I don't like "downsides." 5e doesn't engage in malus design, and most people read "downsides" as "build something powerful but make it hurt to use." Like blood Hunter, which I hate
The only "downside" 5e really supports in design is opportunity cost
Thank you so much for the tips! I’ll have to try that.
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.
It is a viable form of balancing though, and so long as it makes sense, works well for me
If the feature that defines the class needs a lot of work, that often ends up with ripple effects.
That’s fine for now, still have a ways to go before finishing even the ideas of some classes because it’s quite a bit of work. I’m working on it with a friend (who I think is on this server also) so he might be posting it.
I mean, not in 5e. What little "downside" or malus design existed in 5e was thrown out the window with 2024
I honestly think BH gets a worse rap than it deserves, though there are a few rough patches with it.
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
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.
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
-# hoeh, Reg in the homebrew chat?!
I’m a lurker lol
Yeah. One of my primary issues with BH is that the maluses keep up with the bonuses to the point that you don't feel as if you are becoming comparatively more powerful.
Right. The trade-off ultimately makes you feel “average” throughout all 20 levels
If they fixed that scaling aspect, I really think that people's perspective of the class would shift towards being more positive.
And when they start to feel more powerful at higher tiers, they still end up feeling subpar to the other classes
Yeah, it definitely is made for a slightly more "grounded" class, despite the fantasy notions of it.
whats the next highest frost giant statblock under the Scion of Thrymm? Frost Giant Everlasting one?
i like the idea of bloodhunter but its not official content so i cant play it in dnd at the lgs
ccan i get critique on this,,? i was told 6d4 + 2d4 per spell slot above 2nd is too much damage, and that necromancy, transmutation or conjuration would be better schools to use,,
I've finished damage type tagging all of the official spells and I've finished making snippets for all of the 1st level spells 
Only 400 spells left to snippet
Need a name for a legendary action that can summon ice wolves
mmmh how do you tend to name them,,?
bbecause i feel like i should get down your template before suggesting something,,
i just give it a name. My current name for it is Fury of the Pack
https://homebrewery.naturalcrit.com/share/gnIWcrGno5zY
Under Jarl Storvold
biting rimewind
Frostmaws?
Seems good to me
okay,,,
Maws of earth should be renamed tho ngl
tto,,?
That sounds too legendary for a second level spell lol
i see it 😭
although the later level spells are more like one single word,,
usually,,
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
Melf’s Mountain Maws 
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.
I don’t really get the concentration clause on the thing
it's so you can't put a ton of these on the field,,
the Reaction to repeat the save is also pretty awkward, it doesn’t have any condition
shouldn’t that part be a Bonus Action?
yyou can use it out of turn,,
Talking about blood hunter and malus design for me thinking about how I'd design blood hunter, given the chance
an AoE 3d4 as a Reaction is pretty weird
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
and I still don’t understand the concentration part
mmmh how so,,?
That should put them on par with barbarian as far as health goes
does it not require concentration unless you use a bonus action to not dismiss it?
Then turn them into basically "Armor of Agathys: The Class"
Like they get a bunch of benefits while they have that thp
tthat;s how it works, mhm, , , ,\
why isn’t it just concentration to begin with?
I want to homebrew!
sso you can use it as a single attack instead of using it as a deployable, if you would like,,,
Hmm, I feel like the issue would mostly be that BH seems to be more offensively focused than defensively focused, so it would require a pretty big tonal shift.
the base situation in that case would be to have it be concentration
and not requiring concentration is the exception
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.?
also, Action + BA just to dismiss it instantly
yyes that;'s an issue i saw,,
but if you’re concentrating on something, you don’t need BA?
i thought of getting rid of the bonus action to dismiss it,,
mmh wdym,,?
if concentrating: this spell drops by itself
if not concentrating on something else: this spell requires a BA to drop
tthis seems to be my call to get rid of the bonus action, , ,
but if I’m not concentrating, I can just keep it until I need to concentrate on something else
for the first time, i actually made a monster with balanced CR (at least, according to the calculator im using) 
Personally, I consider how pivotal the spell is to the class that gets it exclusively.
I was thinking the same thing
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.
honestly, I would say that’s the most difficult thing to do in homebrew, more difficult than making a class
figuring out what CR something is using the super vague info we have on CR
i usually go insane with offensive CR 
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
a lot of my monsters ended up a bit as glass cannons lmao
Maybe you could expend some of that thp to fuel offensive abilities
sslowly removes hex from the witch class
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.
it’s still very confusing
just make it concentration and remove the whole paragraph
Same as something like Smite spells (even though some subclasses get it) or Find Steed
I see
i dunno,,, tthe point is that you have a choice to avoid the concentration, , ,
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.
mhm,,
What about stuff like, idk, Find Familiar?
ssame as aganazaar's scorcher but smaller aoe, different range rules, and requires a reaction for the full damage in a single turn,,
Artificer's Homunculus Servant is basically the same spell, just a little different and more Artificer-themed
and if you use concentration, you can use it to make more aoe attacks over the course of the full 1 minute duration,,
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.
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
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.
Same as Sorcerous Burst
It's a cantrip i believe not all Sorcerers pick (maybe like 50%?) but it's the Sorcerer cantrip
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 
Oooh, that's true
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.
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.
What about Hunter's Mark? I mean, it's a Ranger's exclusive, even from the feature, but it's very controversial because it's kinda forced 
Also, Vengeance Paladin
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.
I would put the last part before you mention the save
“[flavor text], giving the creature disadvantage on its attack rolls until the end of its next turn and forcing it to make a save.”
is it? Idk why I recall it being the other way
it very much is yeah
It's actually funny Vengeance Paladin gets it since their Channel Divinity is basically the same thing as the spell
oh right, i should add in the time duration of blinded 
until end of the giants next turn it is
FR, it's kinda sad.
I mean, on a success what happens? Does the flock still peck?
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.
I thought it was just if you fail the save, they peck your eyes out until you use Lesser Restoration or something
i just forgot to add in the duration, its not supposed to be infinite
but yeah, the flavor is:
Frost Giant sends out the flock, you get assaulted
i think i stole it from the Animal Lord
I’d say that it’s more fitting to have disadvantage from ranged attacks
Or advantage for them, rather
Can’t see it coming
Blinded condition already imposes Adv on attacks against them
making the save just means youre not blinded
this thing is a CR 20 boss
What if the "BI" dice were downgraded to d4/d6/d8? Or alternatively, didn't upgrade and remained at 1d6 (or 1d4)
Maybe just one bard/druid/wizard spell instead of 2?
I woulda said you get an extra Bard or Cleric spell
or maaaaybe even share the Bard spell list?
considering making a magic firearm that increases in damage the longer you wait
what, like charging your shot?
yeah
like the machina from tf2
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
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.
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
Not very good
Ruins action economy for minimal damage increases
maybe up the damage dice?
@clever aurora this it?
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
I think so
Long live discord search function
The issue is specifically the action economy
Real
If this was concentration instead of "you can't do anything else," I think it'd actually be solid
that better?
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
what do you suggest? i wanna try not to use exponential because if i do it's gonna get WAY high WAY too fast
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
Maybe when you take the attack action, instead of making an attack, you can charge the weapon with each possible attack you have
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
Good but I still don't understand a dex save vs a concentration check
It's not visually clear and makes it wayyy too min-maxxy
yeah that's fair
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
makes sense
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
d&d isn't really a system suited for vertical combat
What about flight
flight is moreso a mobility thing than a combat thing for most folks
my suggestion? ask your DM
Ok
I don’t see why you would have to worry about friendly fire unless your DM uses homebrew crit fumble tables
i only do friendly fire if you miss an attack while an enemy has 3/4 cover from a teammate
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
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
you could just give it a fly (hover) speed equal to walking speed and call it a day
Not everyone wants true flight on a species though.... I guess that's what I'm worried about
A 10 ft hover doesn’t sound bad
giving a race flight speed isn't unheard of
aarakocra have a flight speed that ISN'T hover
winged tiefling gets 30 ft
I just thought it was generally an issue if a player race can just naturally avoid terrain hazards without any ill effects
just throw a "You gain a flying (hover) speed equal to your walking speed" and bing bang boom done
thats a minor thing really.
any other race with flying speed can do the same thing
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"
TRUE ..,... Idk unless fall damage is really important to the DM
fall damage is usually really irrelevant in most situations
because, yk, the dodge roll
The hag we made jump out a window would beg otherwise (joking I see your point)
also, feather fall
it's a reaction spell
would wind type spells, effects, etc dealing thunder damage make sense? If so how can I explain it, flavour wise ?
Make sense for what? Just in general or are you asking about a specific thing?
just in general i guess
https://critterdb.com:443/#/creature/view/68aa4534602030b6fb9f53de
I made this silly stick bug familiar
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)
which one?
standard, not experimental
cyberware is all of the possible mods
experimental would just be direct conversion (or just give 'em access to action surge)
oh right i mean the sandevistan xD
do you mean a specific cyberware?
ohhh okay - time stop
really?
oh
actually that kinda makes sense
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
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
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)
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
are we allowed to send google docs files in here lol
yeah
People do it all the time
nice
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
Can anyone take a look?
It's about Giant Runes (there's 20 of them AFAIK) and spell lists for each of them, each one with 1 cantrip and 5 level 1- 5 spells
I only made like half of them so far
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
a bit much if they're ALL for a single ranger subclass
just convert them to magic items and you're ballin
swarmkeeper
or gloom
but mostly for swarmkeeper rangers
yeah man just convert the chromicons/coils to normal ass magic items and you're ballin
I just realised those are megastone names 😂
hahaha noice.
i had a bit of ideas when making them
@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?
well to my knowledge it fights solo, but it's abilities are described as "The dermal spikes on its back glow white when it is using strong thunder attacks, and its mouth gurgles with Thunder when it is enraged. It is also capable of the Water element, but only when underwater."
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
Hmmm, that makes me think Controller
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."
i think its really strong
its glamour bards mantle of majesty but with sanctuary instead of command
so basically you get 10 level 1 spellslots for the price of 1 CD?
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
How about something like this? I think some older editions of D&D had an Inquisitor Paladin. https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/132328-paladin-subclass-oath-of-inquisition?srsltid=AfmBOooltJ_1FnTHxu5LUF9M-rFZ1OQDrcXyp5MpCXgK0sSdlWgg1rrF
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?
ill read it and see if it sparks anything thanks
Go for it