#homebrew

1 messages · Page 3 of 1

blazing pike
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You're welcome. Good luck!

fierce dome
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okay, i did steal the idea of a CD that augments divine sense

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and im starting over from scratch. instead of oath of asylum, its oath of the hound, and is more of a detective/hunter type than a bodyguard type

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spell list:
Oath of the Hound Spells
| Paladin Level | Spells |
| 3rd | hunter's mark, zephyr strike |
| 5th | darkvision, pass without trace |
| 9th | elemental weapon, nondetection |
| 13th | freedom of movement, locate creature |
| 17th | conjure volley, steel wind strike |

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heres the CDs:
Channel Divinity
3rd-level Oath of the Hound feature

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

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 a creature which you can see that acts later in the initiative order than you do. You have advantage on your next attack roll against that creature.

Predator's Sense. As an action, you present your holy symbol, expend a use of your Channel Divinity, and activate your Divine Sense. When you do so, you are able to sense all creatures within 60 feet of you, even those behind total cover. You know their name, alignment, and creature type, as well as their exact location. This knowledge lasts for up to one minute or until you are incapacitated. Using your Channel Divinity in this way does not expend a use of your Divine Sense.

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aaaaaaaand the aura:
Aura of Awareness
7th- and 18th-level Oath of the Hound feature

You constantly emanate an aura of discovery within 10 feet of you while you aren't incapacitated. When a creature enters the aura, it must make a Wisdom saving throw or be limned in silver light until the end of your next turn. A creature outlined in this way sheds bright light for 5 feet and dim light for another 5 feet, cannot gain any benefit from being invisible, and attack rolls against it have advantage.

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

scenic lotus
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Not 100% sure if the cr is accurate to the rest but cr is wack anyways so

scenic dew
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So I'm just gonna shoot it out here if someone has to give their opinion.
My custom class gets natural weapon at 2nd level. Instead of telling them: "it has to be this and look like this" , I would set short list of viable body parts which have predetermined damage and gimmick and it would be up to the players to describe their unique natural weapon.
Such as if you take arms you get off-hand bonus action attack and the weapon can have either slashing or piercing damage. So it can be either wolverine like claws in your forearms or spiky knuckles you punch enemies with.

true forge
true forge
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well change it is mainly for a set of things

amber hollow
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I think I just discovered a potential issue with a less recent subclass of mine

this text: "Sneaky Strike. You can use Sneak Attack with your Unarmed Strikes."
of course for a rogue with dex unarmed strikes, but how does this work, on a read?

scenic dew
amber hollow
# true forge seems fine

I mean in a mechanical term.
Does it come across as auto-qualifying sneak attack damage on unarmed strikes, or just that unarmed strikes aren't inherently disqualified as a vessel for using sneak attack, otherwise needing to qualify like normal?

true forge
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i would say "you can use Unarmed Strikes to trigger Sneak Attack" but idk if that works better or worse lol

fierce dome
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i would mimic how swashbuckler alters sneak attack with rakish audacity:
"You gain an additional way to use your Sneak Attack; you don’t need to use a finesse or a ranged weapon, you can also use your unarmed strikes. All the other rules for Sneak Attack still apply to you."

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something like that

native quail
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That’s not how semicolons and commas work

fierce dome
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well thats how theyre used in rakish audacity

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"You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you."

native quail
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I meant in your version with the comma after “ranged weapon”

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That should be a semicolon, but two semicolons in one sentence feels weird so I would change the first one to a regular colon, so I would write it

You gain an additional way to use your Sneak Attack: you don’t need to use a finesse or a ranged weapon; you can trigger sneak attack with an unarmed strike. All the other rules for Sneak Attack still apply to you.

fierce dome
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i think a commas fine

native quail
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But honestly, you could probably simplify it to just Your unarmed strikes count as a valid weapon for the purpose of triggering your Sneak Attack.

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That way the intention is clear and I don’t see any other way it could be interpreted so you save space without sacrificing clarity

amber hollow
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What about just "You can use Sneak Attack with your Unarmed Strikes. All the other rules for Sneak Attack still apply to you."

native quail
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That’s not clear what rule it’s replacing, though

fierce dome
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yeah, i don't like "valid weapon," that doesnt mean anything in rules language. its too vague for me

native quail
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It’s used multiple times in several rules

fierce dome
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"You gain an additional way to use your Sneak Attack; you can use unarmed strikes as well as a finesse or a ranged weapon. All the other rules for Sneak Attack still apply to you."

fierce dome
native quail
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Sneak Attack says

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or Ranged Weapon.

It should be clear that this feature replaces (or adds on to) the end of the last sentence, if you just say “you can use it with” there’s not much clarity

native quail
frail ferry
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Why not just say “your unarmed strikes gain the finesse property” or something?

native quail
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Finesse is a property of weapons

fierce dome
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yeah unarmed strikes arent "weapons"

violet flicker
frail ferry
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Or rather, “your unarmed strikes count as a finesse weapon for the purposes of sneak attack”

native quail
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Your hands aren’t weapons and tmk the only thing that makes them weapons are certain species features and the Finger Guns spell from Valda’s

native quail
frail ferry
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I think it’s just unnecessary to add more wording

native quail
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Like, it’s nice to have more possible tie in with maybe other rogue features that might use the wording of finesse weapon? But I don’t know of any and calling it a finesse weapon just adds another layer of verbiage that needs to be memorized or checked

frail ferry
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You’re over complicating it lol

native quail
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Could lead to confusion of “can I use this with other features that require finesse weapons?” to which the answer might be obvious to us but isn’t necessarily obvious to everyone

scenic urchin
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gettin inspired to cook up more cursed items (uses the fortune bowl from past brew)

Stone of Bad Luck
Wondrous Item, uncommon (attunement)

You gain +1 to all D20 Tests.

Curse. This item is cursed, and becoming attuned to it extends the curse to you. While there is at least one Curse die in the Fortune Bowl, you can't break the attunement.

Whenever you fail a D20 Test, add a d6 Curse die to the Fortune Bowl, up to 6. At any time, you can spend this Curse die and suffer damage equal to the result.

While there are 6 Curse dice from this effect in the Fortune Bowl, you roll a d6 instead of a d20 for D20 Tests. If you succeed on a Saving Throw with this effect, you can spend all of the Curse dice from this item to deal necrotic damage equal to the result to the creature that caused you to make the Saving Throw.

native quail
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If this feature was made for a single person then yeah even the original wording would be fine, but if it’s being distributed you should account for issues of clarity

frail ferry
native quail
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Defensive Duelist feat is the first one that comes to mind

frail ferry
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Alright

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Anything else?

native quail
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Some monk features probably

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Fighting styles

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There’s a ton of them

frail ferry
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Find them

native quail
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???

frail ferry
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Cause I can confidently say that you’re probably wrong

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And the verbiage specifically states “for the purposes of sneak attack”

native quail
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Oh yes I’m aware but that does breed confusion and shenanigans

frail ferry
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It’s really not that hard to understand and if someone gets confused it’s a very easy correction

native quail
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It’s obviously meant to be for a single purpose (you can trigger sneak attacks with unarmed strikes) so wording it with any less specificity is unnecessary

native quail
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When you’re producing any content that you’re publishing you need to make it clear what you mean because people can’t ask you for clarification

violet flicker
remote kernel
native quail
scenic urchin
native quail
native quail
scenic urchin
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no

native quail
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I might just be being too literal, but that’s not clear to me with the current wording

scenic urchin
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I'm not familiar with being able to break curses with distance with the base rules

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and it says "you can't break the attunement" I feel like that's pretty ironclad

native quail
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you can’t break the attunement but something else could. That was my first thought but the intent is pretty clear

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Anyways I really like the idea

scenic urchin
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if you want to break the attunement with this item via the intended way, you can just take a bunch of damage and be rid of it

violet flicker
scenic urchin
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i guess i can add a line about how the item cant' be parted with, thats pretty boilerplate with most cursed items anyway

violet flicker
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not points but damage reduction

smoky sand
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are there melee finesse weapons that hit harder than rapiers?

remote kernel
smoky sand
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I wanna homebrew an item

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but i wanna make sure i didnt overlook before doing it

violet flicker
remote kernel
smoky sand
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Great-Rapier (Finesse, Heavy, Slow)
1d12 piercing damage

Great-Scimitar (Finesse, Versatile)
1d10/1d12 Slashing damage
Are these broken?

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or are they balanced?

native quail
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Yes, it removes any reason to play a STR based class

remote kernel
remote kernel
# violet flicker thats a really good point. I'll workshop it

Looking at Bulwark Stance: Aggressive I see that it overlaps with Lock Formation as well. Does the aggressive stance have any limit to what it imposes disadvantage to? That seems strong at level 2 if you're just imposing disadvantage to everything on the field.

slim stump
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I have a feat idea. Let me know what you think?

Ambidextrous.
Prerequisite: Level 4+
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Weapons Expertise You double your proficiency bonus when you make weapon attacks using light or finesse weapons that you are proficient with.

Quick Witted. Finesse and light weapons now benefits from the Nick weapon mastery property in addition to any other mastery properties the weapon already has. This offhanded weapon will deal your ability modifier. The attack still happens only once per round.

violet flicker
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but things that could fight resistance, like legendary actions, etc. can nullify it. I wasn't sure the best way to limit it, or make sure it wasn't overpowered

scenic urchin
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one more cursed item

Weapon of Revenge
Weapon (any), uncommon (attunement)

You gain +1 to attack and damage rolls.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. While there is at least one Curse die in the Fortune Bowl, you can't break the attunement, and you are unwilling to part with the weapon, keeping it within reach at all times.

Whenever you take damage from a creature, add a d8 Curse die to the Fortune Bowl from them and remember which creature damaged you. When you finish a Long Rest, remove these Curse dice from the Fortune Bowl.

When you deal damage to a creature that damaged you, you can spend a Curse die they gave you and roll it twice, adding each result to the damage dealt.

Whenever you make an Attack Roll, if you don't have an unspent Curse die in the Fortune Bowl from that creature, roll all the Curse dice in the Fortune Bowl from this weapon and subtract them from the Attack Roll.

remote kernel
violet flicker
remote kernel
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It might be too good.

violet flicker
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maybe?

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not overly powered, and at lvl 7, Guardian's step is 15 feet so it isn't an overly difficult manuver for 6th lvl?

remote kernel
violet flicker
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likewise. I really like the idea of a tank who 'holds the line' style tank that feels like a irl tank build

remote kernel
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I'm not great at homebrewing classes, so I'm probably not the best guy for advice on specific abilities or replacements. Those were just the things that stuck out to me from an average player perspective.

violet flicker
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gotcha. thank you for the help!

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it's much appreciated

slim stump
oak oak
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Hey guys, me and my friend @faint wind started making a very modified version of D&D. We have one race and one class "fully" completed. Just for some context, our character creation system has been almost completely rewired. The way it works is you choose a race, then a subrace, and then that race has a few available classes, each of which have 3 subclasses. (Yes we know it's a lot). Also, each class has a weapon that levels up with them, and many weapons will have infinite ammunition. The groups we typically play with are a lot newer and less intense, so most campaigns turn out to be easy which is fine with everyone. If you have any input or constructive critisizm please reply. Thank you guys! https://docs.google.com/presentation/d/1aqSWWVlO7KMOEX9a8buOBJR798FF68-7XvEwY2sBHIY/edit?slide=id.g37799c69301_0_5#slide=id.g37799c69301_0_5 (I want to note this is a google slide link)

sick plume
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An NPC in the game I am playing enchanted my World Tree Barbarian's wooden Maul, it had grown from a Warhammer to a Maul by the DM, now it's a +1 Maul.

The Enchantment is so cool I just had to share it here:

This weapon has 3 charges which recharge on a long rest. The following abilities can be used:

Echoes of the grain (1 charge): By spending one continuous minute in contact with a tree you can learn elements of recent history in the area through minor sensory manifestations

Kin of Bark and Burrow (1 charge): By spending 10 continuous minutes in meditation in an area of nature you will naturally attract the local wildlife to your side. They will be friendly towards you and can be approached for help with simple tasks or offer simple information of the surrounding area.

Bloomtail (1 charge): For 1 hour the wielder can use Oath's Branch to cause flowers, plants or foliage native to the area to sprout and grow, these vegetation persists after the effect ends. The plants cannot be made to grow larger than they naturally would but will grow in a greater density.

Knowledge of the Forest (2 charges): Gain advantage on the next D20 test to learn information of the natural environment around you, track a beast, monstrosity, fey, fiend or aberration or navigate through the environment.

nocturne roost
spring geode
cold crown
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I was just thinking about what a weapon would need to do to really excite the whole table and possibly have players alter how they play to maximise it’s potential…

I thought of this, but it’ll need refining - what do you think?

Suspense
This weapon temporarily traps the souls of it’s victims, to use as fuel for the perfect strike.

Whenever you kill an enemy with this weapon, gain one charge.

When you critically strike with this weapon, the total damage dice you would roll are doubled for each charge - you must expend all charges.

peak inlet
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the second part on its own is great for Rangers for example since they only get 2 Weapon Masteries, 1 is melee and the other is ranged usually, so now they’re basically not only getting 3 weapon masteries, but also keeping the Vex Chain even when using Nick

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whereas they usually don’t even get to Vex if they Nick

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additionally, you’re making Hand Crossbows have Nick

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with the Vex

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that second part on its own is already sufficient as a feat

crude oak
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Weapon expertise is nutty

vale crater
peak inlet
# crude oak Weapon expertise is nutty

it still takes a feat slot and Hand Crossbows need another feat for this to work, and 2 feats for it to be at the level of melee DW, so I think it’s fine

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oh wait, you’re talking about Weapon Expertise

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doya yeh that part is impossible to balance even as a full feat on its own, that’s insane

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I think the second part by itself as a general feat is good though

peak inlet
native grove
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what do you guys think?

peak inlet
native grove
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made psionic casting activate at level 3

restive tusk
# faint wind

I think some clarifying context would help. From the document and your message it seems that the only change to 5e that you've made to accommodate your homebrew races/classes is that certain classes are species locked; this is considering character creation already involves picking a race, possibly subrace, class, then subclass. If it's more substantial (e.g. overhauls to the magic system) then it's going to be much harder to give meaningful feedback.

restive tusk
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I'm going to give my feedback assuming you've not made significant structural changes to 5e.

Gearite Species

  • All of it is fine mechanically. I think the Cyborg subrace is a bit tame compared to the Walker subrace. The former should get a flavorful ability like the latter's Steam Burst.

Gunslinger Class

  • The biggest issue with this class is specificity. There's quite a few abilities that are unclear or poorly worded that lead to them being near useless or confusing on how they're supposed to work.
  • Deadeye. Fairly weak. +2 damage at level 1 to +6 damage at level 17 doesn't seem like a good use of a BA, even if it isn't limited in uses.
  • Hotstreak. Very powerful. This functionally gives expertise in weapon attack rolls which quickly breaks bounded accuracy. As it's currently worded, it is also effectively unlimited use and can trigger itself. "One turn" isn't specific enough; it specift whose turn it ends on and if it's at the end of their current turn or at the beginning/end of their next turn.
  • Trickshots. All are unclear. Ricochet doesn't specify if it bypasses cover or not. It also doesn't specify if you're actually making an attack, nor what a valid target is, nor if you need to make an attack roll, nor what is being rolled against (Int skill check? Int saving throw?) the DC16 which seems to bypass AC. Suppression has no actionable effect and is unclear what you're rolling against an enemy's Wis save. Disarm. Actually has an actionable effect, somewhat. It needs to specify how far a weapon is thrown and like with the other two needs to specify what is rolled against the enemy's saving throw.
  • Quickfire. Purely a better Deadeye, which is weird since it competes. I'd just replace this with Extra Attack, since it lacks a significant damage booster like Sneak Attack to make 1 normal attack per Attack action worthwhile.
restive tusk
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  • Bigger Cylinder. I get the intent, but its functionally useless due to how the reloading mechanic works. From the "How to play Gunslinger" subheader, it seems like you roll a d6 everytime you run out of bullets, which is a separate resource you manually track. However, there's no resource cost associated with regaining bullets other than a SR/LR ensuring that your revolver is fully loaded. Which means a Gunslinger is free to just reload whenever they hit 0 in the chamber and is therefore practically the same as not having to reload in the first place. Both features are also useless if you use a ballistic firearm other than the revolver. Speaking of which, the Gunslinger doesn't even have revolver proficiency (nor firearm proficiency), just proficiency in pistols, rifles, and shotguns.
  • Showdown. This I like a lot but I think it should work like Hunter's Mark in that you can change targets if the current Showdown target dies. That it stays useful in more populated combats.
  • Fast Reflexes. This is just Extra Attack, and imo comes a little too late for level 11.
  • Big Hotstreak. Overpowered as it is. This makes Hotstreaks infinite duration and stackable. The stackable part is unclear- does only the d4 stack or also the "add double proficiency to attack rolls"? Since it's infinite, this effectively gives the Gunslinger infinite damage (from +Xd4 stacking) and a near zero chance to miss (from possible +2*PB stacking).
  • Overclocked. Another BA competitor, and it's also really weak especially for a level 17 feature. +1d10 fire or force and a Str Save against prone and it has a 1/6 chance to remove your offense for 1 turn, even during the ability duration.
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  • Gun-Toting Legend. This is also a weak feature. Crit Range expansion is something the Fighter can get at level 3. The 3 attack dice on crit is actually a nerf to the crit damage of firearms since they'd be rolling 4 attack dice. I'd fix it to "triple attack dice" instead of "3 attack dice" which I assume is your intention.
keen wyvern
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I have it where, currently in my subclass:

A action is used, stacking damage buffs over time up to proficiency, scaling damage with proficiency.
Giving saving throw disadvantages and disadvantage: advantages on enemy attack.

I found that it was a little too strong, what should I do to balance this further or do you reccomend another mechanic?

restive tusk
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From my understanding, the ability:

  • Costs an action
  • Gives a stackable damage buff, wherein the max stacks and potency per stack increases with proficiency

After that it's less clear:

  • Is it giving advantage or disadvantage on saving throws, and to whom? Which saving throws?
  • Is it giving advantage on attack rolls against enemies or are enemies the ones getting advantage on attack rolls?
keen wyvern
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Everything is to self

Gives stackable damage to self

After that it's less clear:
Is it giving advantage or disadvantage on saving throws, and to whom? Which saving throws?
Is it giving advantage on attack rolls against enemies or are enemies the ones getting advantage on attack rolls?

disadvantage on saving throws to self
depending on the buff for example if it adds 1d4 fire damage it will give a (Overheated): Disadvantage on Strength checks/saves ...etc

enemies the ones getting advantage on attack rolls

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question remains the same, but I do have an idea; should I modify a ability score proportionately to the amount of stacks?

For example Constitution would get -1 for each stack?

restive tusk
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Ability score reductions are almost always a bad idea, I wouldn't implement them especially if they go as far as -6.

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As for the rest, it seems like a lot of debuffs for one ability. What's the benefit of using it?

fierce dome
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its the oath of the hound, meant to be a sort of "hunter" paladin

keen wyvern
restive tusk
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Strong debuffs to balance strong buffs is normally only good on paper.

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Try to reign in and specify what you want the ability to do and cost both mechanically and narratively

vale crater
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Casting Time: 1 minute (ritual) or 1 action
Range: Touch (ritual) or 60 feet (combat)
Components: V, S
Duration: Concentration, up to 1 minute (combat)
Ritual Form — The Passage of Mercy
When cast as a ritual, you touch a willing creature that is dying or that has died within the last hour. The following effects occur:
• Peaceful Passing. The creature dies without pain, and its soul is guided safely to its afterlife.
• Soul Warding. The body is warded against undeath. It cannot be animated as undead or possessed, and gentle repose is automatically applied.
• Last Whisper. If the soul is willing, you may ask it one question, as with speak with dead. The soul answers truthfully, even if it would normally refuse.
Combat Form — The Passage Perverted
When cast as an action, choose one creature you can see within 60 feet. The target must make a Constitution saving throw. On a failure:
• Soul Extraction. The target’s soul is violently pulled from its body, forming a Spectral Husk in an unoccupied space within 10 feet.
• Body Suspension. The creature’s physical body becomes incorporeal, untargetable, and incapacitated for the duration. It cannot move, act, or be harmed.
• Spectral Husk Rules:
o Uses the target’s statistics but it cannot move or act.
o All attack rolls against the husk automatically hit.
o The husk automatically fails all saving throws against spells and effects.
o The husk is immune to charm, fear, domination, and any effect that would control or alter its mind — its soul is already bound.
At the end of each of its turns, the target may make another Constitution saving throw. On a success, the soul snaps back into the body and the spell ends.
Soul Capture. If the Spectral Husk is reduced to 0 hit points, the creature’s soul is torn from the cycle of life and imprisoned directly within Ravenghast’s phylactery. The body falls dead instantly and cannot be resurrected except by wish or divine intervention.

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is this spell good/fun and what level would it be?

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I want to use this as the unique spell for my Lich that he created as a mage and that he is now abusing as a lich

slim stump
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@peak inlet How does it look now?

Ambidextrous.
Prerequisite: Level 4+
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.

Quick Witted. Finesse and light weapons now benefits from the Nick weapon mastery property in addition to any other mastery properties the weapon already has. This offhanded weapon will deal your ability modifier. The attack still happens only once per round.

wild lantern
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I made a ghost species I would like feedback on if it's too strong

Ability Score Increase
Choose one ability score to raise by 2

Size
Your size is medium.

Speed
Your Walking Speed is 30ft.

Superior Darkvision
You have Darkvision with a range of 120ft.

Creature Type
You are a Monstrosity.

Flight (Hover)
You have a fly (hover) speed equal to your walking speed. You cannot fly higher than 5ft. If you exceed 5ft above the ground you will start falling.

Ghostly Phasing
You can pass through objects and creatures (but not barriers, like walls or ceilings) as if they were rough terrain whilst carrying/wearing items. If you end your turn inside an object or creature, you receive 1d10 force damage and are ejected to the nearest available space.

Additionally, you can pass through spaces as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks to escape a grapple.

Sunlight Sensitivity
You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.

Otherworldly Nature
You do not breathe, and do not need to sleep. You can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

proper light
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I made a modified item set I'd like to share, but I can't upload the PDF or the MS Publisher file.
What should I use instead?

peak inlet
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also add “if you already benefit from the weapon’s Mastery”

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you also gotta mention that this only happens when you’re using it

violet flicker
fierce dome
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its the oath of the hound, meant to be a sort of "hunter" paladin

vale crater
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Opinions on these "combo" spells? Soul Extraction

As a bonus action, target one creature within 60 feet. The creature makes a Constitution saving throw. On a failure:
Soul Extraction. The target’s soul is ripped free, manifesting as a Spectral Husk in an unoccupied space within 10 feet.
Husk:
The husk has the target’s AC and HP.
The target’s body becomes inert (Cannot act or be targeted).
The creature now acts through the husk:
All attack rolls, ability checks, and saving throws are made at disadvantage.
Movement speed is halved (the husk drifts rather than strides).
They cannot use magic items or equipment tied to their body.

At the end of each of its turns, the target may repeat the Constitution saving throw. On a success, the husk dissolves and the soul returns to the body.
Soul Capture. If the husk drops to 0 HP, the creature’s soul is annihilated, pulled into Ravenghast’s phylactery. The body dies instantly and cannot be resurrected except by wish or divine intervention.

Soulshred
5th-level necromancy
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Instantaneous

Description
Ravenghast rends the tether between stolen souls and their bodies, shredding the essence of each husk in a devastating chain reaction.
Each active Spectral Husk within range must make a Constitution saving throw.

On a failed save, the husk takes 4d10 necrotic damage, plus an additional 2d10 necrotic damage for each other husk targeted by this casting.

On a successful save, the husk takes half as much damage.
When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

grave gust
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im tryna homebrew a big baddass goblin brute anyone got ideas (id love to here them out im tryna prepare this sessions in advance)

primal osprey
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Magically/scientifically enhanced goblin

scenic urchin
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would it be a buff, or would it be a nerf, if the lucky feat gave a +/- D4 instead of advantage/disadvantage?

steady spear
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Hi guys, I took some feedback from my friends and made some changes to my homebrew ability for all spellcasters to cast more than one spell; I was hoping i could get some input on how it could potentially be abused for game breaking combos and stuff;
https://drive.google.com/file/d/1cHUSnvEQFLW9dJqBRksHi48UbXCztvmc/view?usp=sharing
I think I've already patched up a lot of the holes but could use another few set of eyes.

tulip pasture
#

wondering if somebody would be able to check over the wording of a homebrew spell for me to make sure it's worded right? (i specifically need help on the wording and not the mechanics as it's an important feature of the setting/race) context is that one player is playing a god who's forgotten his identity, and another play is playing a sentinel, but they don't realize that they're each others god/sentinel which will lead to interesting roleplay dynamics (my players are fine with me putting in secret lore stuff or connections like that)

this is the version of the spell before the amnesiac god remembers his identity (putting it in the player's hands when she wants the reveal):

???
??? conjuration

Casting time: 1 action
Range: ???
Components: V, S
Duration: Instantaneous

In a moment of mortal peril or a situation where you otherwise find it appropriate during the campaign, you will suddenly gain the ability to cast this spell. You don't know what it does, but in the moment you gain the ability to cast it you are embraced by a feeling of comfort and protection. Casting this spell will reveal your identity as a god.

#

and this is the version after it's been cast for the first time:

Summon Sentinel
(what level would this be?) conjuration

Casting time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous

As a god, you have the intrinsic service of your sentinel. If you find yourself separated from your sentinel, you may cast this spell once per long rest to summon them to an unoccupied space within range, if they choose to heed your call. While your sentinel is within 100 feet of you, you can communicate with them telepathically. Additionally, as an action, if your sentinel agrees you can see through their eyes and hear what they hear until the start of your next turn, gaining the benefits of any special senses that they have. During this time, you are deaf and blind with regard to your own senses.

If your sentinel dies, you may choose a new humanoid vessel to reincarnate a sentinel at the price of sacrificing the original person inhabiting the body. This will not bring back your original sentinel, but rather create a new one who may inhabit some traits of your original sentinel through reincarnation; the similarities to their previous incarnation depend on factors such as the age of the sacrificed humanoid in addition to pure chance. You can’t have more than one sentinel at a time.

smoky sand
#

it would be homebrew to combine different subclasses together right? like i add in 2014 subclasses into the 2024 subclasses?

oak oak
#

Does anyone have an idea for "Deadeye" ability for a kind of cowboy-ish class? This would be a level one class feature. Kind of having a creative block.

smoky sand
primal osprey
#

Might have to change a few things around but it absolutely works

smoky sand
#

What do I need to change? the capstone for both?

old nimbus
#

Question: how would it run playing as a djiin? Like messed up wish granting magic djiin?

#

I'd love to try to create that

smoky sand
#

it's like any other djinn.

#

you play on that

old nimbus
#

Wait there's an actual djiin race you can play? Where do I find it?

smoky sand
#

well, i thought you were dming

primal osprey
smoky sand
#

Anyways, imagine sneak attack being a number of d6s equal to the level of rogue

smoky sand
#

and rogue get extra attack.

primal osprey
#

I respect 🫡

smoky sand
#

Also rangers and paladins get their spell casting at level 1 like in 2024

#

but the rangers get the hunter's mark stuff sooner and the level 20 capstone from 2014 happens at level 5

wild lantern
grave gust
#

hey what would the creature chalenge rating would be if i gave it rage (goblin boss stats)

primal osprey
#

In the CR calculator, just add resistance and the damage bonus

#

Advantage in strength checks and saving throws don’t affect CR

oak oak
#

Is 19-20 crit range for a level 1 class feature balanced?

scenic urchin
#

prob not

primal osprey
#

I’d say level 3 at the minimum

#

Considering fighter champion

royal osprey
#

expanded crit range isnt that great

#

i think it'd be fine as a level 1 or 2 class feature

primal osprey
#

Level 2 I say

#

Something feels off about giving it at level 1

royal osprey
#

level 2 is good because its likely not a defining feature and i think you should try to get the main stuff online at level 1

scenic urchin
#

level 1 needs to be strong enough to be a foundation for a class

primal osprey
#

Yeah, agreed

royal osprey
#

like how barbs get rage right at level 1

scenic urchin
#

like it's competing with barbarian rage and barbarian rage is eating it for breakf

#

yeah

oak oak
#

Thanks guys. I think I'm gonna swap my first and second level features. The current 2nd level is something pretty cool and more class-defining than expanded crit range.

primal osprey
#

Good call

#

Also I’d love to hear about this class some time

faint sonnet
#

Yet another repost of the framework I advise for the first two levels of a class:

Definitive Feature: ???

  • Defined as the feature that defines the class. This is its "Spellcasting" if a caster, "Spellcasting + Favored Enemy" if a hybrid, and "Martial Arts" if a martial.
  • Required to be at level 1.
    Operative Feature: ???
  • Defined as the feature that makes the class operate. This is its "Font of Sorcery" if a caster, "Divine Smite" if a hybrid, and "Ki" if a martial.
  • Almost entirely required to be at level 2.
    Adhesive Feature: ???
  • Defined as the feature that ties the above two together. This is its "Arcane Recovery" if a caster, "Lay on Hands" if a hybrid, and "Unarmored Defense" if a martial.
  • Almost entirely required to be at level 1, but could potentially be at level 2.
oak oak
# primal osprey Also I’d love to hear about this class some time

It’s pretty complicated and still under heavy optimization, but the basic idea is that it’s kind of a cowboy with a revolver. The previously mentioned feature that’s moving to level one is a trick-shot. You have a few available tricks you can shoot like ricochet or disarm. There’s a lot more but it would take several paragraphs of explaining and im using my phone right now.

primal osprey
#

Oooh, any subclass ideas yet?

oak oak
# primal osprey Oooh, any subclass ideas yet?

Yeah. Theres one that uses different types of bullets like ones with freezing/fire/etc, a desperado which is like fast firing and high bullet capacity, and then a high damage high range almost sniper-like subclass

primal osprey
#

Nice

golden temple
#

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.

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.

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.

#

llike the squillionth time i've reposted but i wanna get this right,,

smoky sand
#

Backalley items
Power Lens - Deal 1d12+1d10+1d8+1d6+1d4 acid, 1d12+1d10+1d8+1d6+1d4 poison, 1d12+1d10+1d8+1d6+1d4 cold, 1d12+1d10+1d8+1d6+1d4 fire, 1d12+1d10+1d8+1d6+1d4 thunder, and 1d12+1d10+1d8+1d6+1d4 lightning damage on a hit

Power Bracer - Deal 1d12+1d10+1d8+1d6+1d4 extra weapon attack

Power Band - Add 1d12+1d10+1d8+1d6+1d4 to any saving throw

Power Belt - Add PB to AC

Power Weight - Add PB and total character levels to any temporary HP

Power Anklet - Add 10 feet to base walking movement and +5 to initiative rolls

#

Choice specs - Add +5 to spell attack and damage rolls and spell saving throws, you are locked to Magic action

Choice scarf - Add 10 feet to base walking movement and +5 to initiative rolls, you are locked to Magic or Attack action (whichever you did first)

Choice band - Add +5 to attack and damage rolls, you are locked to Attack action

#

Are any of these broken?

golden temple
#

i mean they're all a little broken but the weight is the one that comes off to me as weird,, , ,

golden temple
#

bbecause it seems like it's a little useless if you don't have any temp hp,,

slim stump
oak oak
fierce dome
golden temple
#

it really looks like a campaign thing more than a spell,,

tulip pasture
golden temple
#

i think it's okay,,

faint sonnet
#

Finished my parsing of stuff. Of all spells in the game:

  • There are about 200 broadly unique effects
  • 100 of those effects are shared across spells
  • 34 of those effects appear 5 or more times
  • 15 of those effects appear 10 or more times
  • Those top 15 effects appear a greater number of times than there are unique effects (roughly 225 times)
smoky sand
#

i love that

#

i think...

#

what are the top 15 effects?

golden temple
# fierce dome (bump again)

i don't know how much i like hunter's grip (flat damage + restrained aoe) and i gotta repeat, as by the standard of Me: no, i can't stress enough how the thing with official dnd making you busted at level 18-20 isn't an excuse to make your custom classes or subclasses similarly busted, no!!

fierce dome
#

So I'm guessing you didn't much care for the capstone either

golden temple
#

tthe capstone is not something i particularly enjoyed no 😭

fierce dome
#

How would you rework the 15th and 20th levels?

faint sonnet
# smoky sand what are the top 15 effects?
qty   snippet
37    create creature
22    damage over time
19    blind
19    teleportation
17    charm
16    gain information
15    attack malus
15    movement malus
14    force action
14    restrain
11    force movement
11    movement bonus
10    communicate over distance
10    prone
#

Technically the damage over time is actually not as high as it should be, because I know I miscategorized some. It's also specifically in relation to stuff that keeps doing damage as long as it's active, so something like Heat Metal.

golden temple
#

pprobably change the flat damage to a 2d8 and have the flavour be a biiiit more obvious in that one since i'm having some trouble imagining how i;d play it,,

#

20 is harder to say, it's too late for something baseline,,

fierce dome
#

15 and 20 are both pretty late

#

Part of why I hate paladin subs

golden temple
#

yyeah, , ,

fierce dome
#

3 you're locked into two CDs and 7 you're locked into an aura

#

There's very little room to get truly creative with them

golden temple
#

tthe capstone on my warlock subclass is the one i'm having the most trouble on, they're a bit harder to work on,,

grim ledge
#

I really need to work on some underwater combat rules. Any of yall run a water campaign. The general consensus is the raw 2014 underwater combat rules are good in a pinch but suck for a full campaign

golden temple
#

i have no idea how to do one,,

fierce dome
golden temple
#

i have drowning rules, if you hold your breath fortoo long, but fighting in water,,? ddefinitely not, , ,

faint sonnet
#

It's actually kinda nutty that there are more spells that blind creatures than charm them.

#

Never would have guessed it.

Next step from here is to do a bit more parsing to figure out what groups of spells have specific tags and go from there, though some of the top 15 things make it obvious what cantrips I need to make right away.

fierce dome
#

I can't imagine how you'd expand on the existing underwater rules without making everything wildly complex and dull to play

oak oak
#

Does anyone have input on this race and it’s subraces? This is the race (Gearite):
Ability Score Increase: Your Constitution score increases by 2.
Size: Gearites share the build of humans. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Augmented Body: You gain proficiency in one of the following of your choice: Perception, Investigation, or Athletics.
Languages: You can speak, read, and write Common and one additional language of your choice.
This is subrace 1(Cyborg):
Ability Score Increase: Your Strength score increases by 1.
Reinforced Frame: When unarmored, your AC is 12 + Dexterity modifier. You can still wear armor and use shields normally.
Heavy Duty: You have advantage on saving throws against being knocked prone
Copper Fists: Your fists now do 1d6+strength modifier bludgeoning damage.
And this is subrace 2, walker:
Ability Score Increase: Your Dexterity score increases by 1.
Fleet of Foot: Your base walking speed increases to 35 ft.
Steam Burst: Once per short or long rest, you can take the Dash action as a bonus action.
Light Build: You gain proficiency in Acrobatics.

golden temple
#

"You count as a human"'?

oak oak
#

Idk. For everything you count as fully human. Not robotic, just with implants. Makes less sense now that i sent it lol

grim ledge
grim ledge
golden temple
#

it probably depends on flavour but that's the part i like about underwater combat,,

#

mmmh i think that's how i do it 😭?

#

interesting fact abt the 1 minute before death though,,

#

i have it as, you have a breath count equal to your constitution score, you can hold your breath underwater for that many turns,, if you run out, you have to start making constitution saving throws, fail, and you fall unconscious,,

grim ledge
# golden temple interesting fact abt the 1 minute before death though,,

Its actually much longer in real life. We have a sorta lizard brain that after we pass out it won't let us attempt to breath while there is water on our fsces unless we are literally about to die.

If you ever watch shallow water blackout videos you see when the Free diver hits the surface the safety divers pull their mask off and blow air in their face to get them to breath

golden temple
#

interesting, , ,

grim ledge
golden temple
#

it'd be an interesting idea for some kind of ranger that has a breath increase,,

#

although certain races ofc just kinda, ignore it,,

#

(plasmoid 1 hour breath)

royal osprey
#

breath increase is a very minor ribbon feature

grim ledge
#

Depends on the campaign

#

Its a huge deal for mine

golden temple
#

wwe're talking about a campaign in which water combat is prevalent,,

#

^^^

grim ledge
#

Bur yes for tur most part it doesn't come up often

royal osprey
#

dhampir would probably be really nice

grim ledge
#

One thing to remember is no verbal casting while breath holding

#

Vs water breathing where you can cast

royal osprey
#

its not really clear how verbal interacts with breath holding RAW, i usually just make it subtract a minute of air or smthn

golden temple
#

a minute of air 😭?

royal osprey
#

yeah it makes casting if you dont have some form of underwater breathing or extra air rather risky

grim ledge
royal osprey
#

you can talk underwater and not instantly lose all the air you have, probably depends on how deep you are realistically

golden temple
#

i'm not so sure that's how it works, , ,

tulip pasture
grim ledge
#

Quick JC check. I guess he ruled it as this.

"No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath."

royal osprey
#

i dont really like the jc tweets because he's contradicted himself multiple times, sometimes even in the same post

grim ledge
oak oak
#

what would you guys call it when a gunslinger class could choose their subclass? Like how monks choose their monastic tradition, paladins choose their oath, etc.

grim ledge
oak oak
royal osprey
#

artificers already use that but that would be my first thought

grim ledge
#

Expertise then

royal osprey
#

goated

golden temple
#

use the word "six-gun' a lot instead of revolver,,

grim ledge
#

I did add a blunderbus to ky game meant for ship boarding

golden temple
grim ledge
#

Does 1d4 cone damage and on a failed dex save knocks creatures prone.

Cone size, damage, and dex save DC are all based on rarity

#

Takes a full action to reload as well.

The idea is to use them when boarding a ship to knock sailors prone for melee attacks

oak oak
#

Trail and expertise are unfortunately both peak and I am tasked with the decision to choose one

grim ledge
#

Flip a coin and follow your gut. You will know

stuck mortar
golden temple
#

dndbeyondddddddd

oak oak
#

Alright. Heads for expertise and tails for trail

grim ledge
#

Yeah ofnyour gut is happy with trail. Then trail it is

vestal shore
#

Im trying to homebrew a sleeping curse, for a sleeping beauty inspired campaign, the curse takes effect when the targets blood is added to the potion vial, and to break the curse the blood needs to be taken from the potion. I was wondering is anyone knew of spells that would be able to do this in 5th edition? Or if I need to make up some bs for my players

fierce dome
#

sounds more like a plot thing that just happens than a spell youd need to write

vestal shore
#

Im trying to figure out if the players are instantly going to break the curse with a spell they pull out their arse

#

I want it to be more drawn out than just 1 spell and it's done

nova basin
#

Like gun chamber of course but also like a chamber of people

#

Chamber of commerce, chamber of the ministry, etc

#

Chamber of the deadeye, chamber of the quickdraw, chamber of the damned

fierce dome
#

"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded."

#

but getting around that is as simple as banning the spell

nova basin
royal osprey
#

yeah if players want to avoid being cursed there are countermeasures they can take, randomly attuning to magic items is potentially risky

nova basin
#

I say rework the spell to work kinda like counterspell, any curse 3rd level or weaker is auto success, higher needs a casting check with a DC scaling based on curse level and level difference

#

Which is how I thought it worked up until just now honestly

fierce dome
#

id rather ban the spell than rewrite it, personally

#

less work, for one

vestal shore
fierce dome
#

it wont necessarily clue them in to the vial itself, just that theres a curse somewhere you dont want cured that easily

#

i suppose it also matters what level theyll be and what the party makeup is like

vestal shore
#

They're all starting at level 3, cause it's a short campaign, and because the genre is fantasy and mystery, im trying to not give them any hints before we begin. I think ill try and find loop holes in remove curse, or ways around it to give my curse

#

That was very helpful tho thank you so much!

fierce dome
#

well you cant get remove curse until 5th level so you may not need to address it at all

vestal shore
#

Very true

#

I hope not

nova basin
#

And most stuff you take the easier option on ends up cringe at best

indigo escarp
#

i crated a few items, a new feat 3 new subclasses for the artificer and a update/rework of the old artificer to the 2024 rouls. Have fun with it and share your thoughts regarding it with me ^^

Here is a sneak peak for it with one item thats inside:
Ring of Fear and Fury

Rare, wondrous item

This ring radiates an ominous aura, its inscription glowing faintly:

"A blade borne of fury and fear shall bring glory to those who wield it."
While wearing it, you can use a bonus action and expend 1 charge to awaken its dormant power for 1 minute. While empowered, you gain the following benefit:

Fear or Fury. Once on each of your turns when you hit a creature with a melee attack, you can force it to make a DC = 14 Charisma saving throw. A creature that is immune to the charmed condition makes the save with advantage. On a failed save, you choose one of the following effects:

  • Fear. The target is frightened of you until the end of your next turn.
  • Fury. Until the end of your next turn, the target must direct its attack rolls against you if able.

The ring has 3 charges and regains all expended charges daily at dawn.

https://drive.google.com/file/d/1znsLgs_Et4LJdYlL8IlOxi6CCv3b673u/view?usp=sharing

indigo escarp
#

thx ^^

fierce dome
#

im building a "bodyguard" style fighter subclass that im calling the watchdog archetype. at 3rd level it gets a feature where you can mark an ally as your "charge" and it gets all kinds of defensive benefits. the current 10th level feature builds on that, and im wondering if its too powerful.

"Watchdog's Reproach
10th-level Watchdog feature
You fight back when your charge is endangered. If a creature successfully hits your charge with an attack roll, all your attacks against that creature have advantage until it is reduced to 0 hit points or you are."

faint sonnet
#

Definitely needs to be one target at a time, methinks.

royal osprey
#

realistically as a fighter you want to focus fire anyway

keen wyvern
#

Taking inspiration from Fighter Battle Master 's Maneuvers and Command Strike (Maneuver)
I got an idea of buddy mechanic.

Where:
Superiority like dice charges are granted from reactions, each reaction giving a different damage buff

Then as an action:
Spend a Superiority like dice to give a damage buff to a friend,
They do an attack action.

  • but you have to move to the same tile as them, if there is a enemy near by they will get the attack of opportunity on you since you are moving.
smoky sand
#

I want to become a good fighter. but ranger my beloved

indigo escarp
royal osprey
#

in 2014 the best way to be a good fighter is to also be a ranger

fierce dome
indigo escarp
#

my tank dosnt uses taunts, he runs on fear:

Ring of Vengeance

Very Rare, wondrous item (requires attunement by a Artificer, Barbarian, Fighter, Monk, Paladin, Ranger or Rogue)

This plain copper ring, of unknown origin, bears an inscription worn by time yet still legible:

"No crime goes unanswered, no wound forgotten. With this ring, vengeance is sworn and pursued until the bitter end." When it comes in contact with blood it radiates a faint black fog.

While wearing this attuned ring, you can mark a creature when you hit it with a melee weapon attack or unarmed strike. The mark lasts for 1 minute or until the marked creature dies, you dont attack it with a melee attack for 1 round or you mark another creature. You gain the following benefits and drawbacks while the mark is active:

#

Mark of Vengeance: When the marked creature willingly attacks a creature other than you or forces another creature to make a saving throw, its attack rolls and its saving throw DC is reduced by 1 until the beginning of its next turn. Additionally the next time you hit the marked creature with an attack before the end of your next turn, the attack becomes an automatic critical hit.

Unyielding Pursuit: At the start of your next turn you gain extra movement equal to half your walking speed. You can only use the extra movement to move towards the marked creature

Unyielding Grip: The ring magically secures itself to your finger, making it impossible to remove against your will unless you are incapacitated.

Cinder eyes: The marked creature cannot benefit from the invisible condition against you. Additionally, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to track or locate the marked creature while it is within 120 feet of you. You also gain advantage on attack rolls against the marked creature and a +1 bonus to the attack’s damage roll. However, the marked creature has advantage on its first attack roll against you on each of its turns. <div style='margin-top:1px'></div>You can mark a number of creatures equal to your proficiency bonus

You regain all uses when you finish a short or long rest

fierce dome
#

@faint sonnet
"Watchdog's Reproach
10th-level Watchdog feature

You fight back when your charge is endangered. If a creature successfully hits your charge with an attack roll, all your attacks against that creature have advantage until it is reduced to 0 hit points, you are reduced to 0 hit points, or you use this feature on another creature."

faint sonnet
# fierce dome how would you word that within the current feature

When a creature hits your charge with an attack roll, you can [focus your ire on it.] Your attacks against that creature have advantage for 1 minute, and it ends early if the creature is reduced or 0 hit points, or you die. You can have no more than one creature affected by this feature at a time, and you can end it early at any time (no action required).

#

I'm a bit rusty with writing 5.14 wording, but I'm pretty sure that's close.

fierce dome
#

here's the central 3rd-level feature
"Watchdog's Charge
3rd-level Watchdog feature

You are able to safeguard one ally, protecting them from harm. When you roll initiative, choose one creature which you can see within 30 feet of you to designate as your "charge." Becoming your charge gives that creature the following benefits:

  • Your charge has resistance to all damage.
  • Attack rolls against your charge have disadvantage as long as you are in the attacker's line of sight.
  • When you use your second wind, both you and your charge regain hit points equal to 1d10 + your fighter level.

These benefits last for 1 minute, until you are incapacitated, or until you are more than 30 feet from your charge. Once you have used this feature, you cannot do so again until you finish a short or a long rest."

#

i dont think i need the 1-minute limit on reproach, given that the charge designation is already only good for a minute

royal osprey
#

this is really solid its nice to see martial subclasses actually getting useful features

#

btw you should specify that you cannot make yourself your charge

twilit folio
#

The Helm of Uncontrollable Narration:

#

Causes an ethereal voice to narrate the wearer’s every action in an overly dramatic tone. Provides advantage on Intimidation but disadvantage on Stealth.

royal osprey
#

ergo you can designate yourself as your charge to get all of those benefits

fierce dome
scenic urchin
#

alternative potion of poison

Potion of Cursed Healing
Potion, Uncommon

You regain 4d4+4 Hit Points and add 2 d8 Curse dice to the Fortune Bowl when you drink this potion. When you finish a Long Rest, remove these Curse dice from the Fortune Bowl.

After you take damage, spend one of the Curse dice from this item, and add the result to your Hit Points. If you roll a 1 or 2, you instead drop to 0 Hit Points.

sturdy knoll
#

That's pretty interesting!

scenic urchin
#

ty

smoky sand
#

Falcon Punch - unarmed strike, deals 4d12 bludgeoning + 4d12 fire damage

hollow siren
hollow siren
smoky sand
#

Favored foe – does not require concentration and 1d4 for first attack that hits on turn, improves to 1d6 at level 6, 1d8 at level 10, 1d10 at level 14, 1d12 at level 17 (total levels of character?)

smoky sand
hollow siren
#

I actually like all or nothing one shot attacks

#

It’s one reason I love normal cantrips over eldritch blast, even tho I love eldritch blast’s stacking multiplative cha mod bonus a lot

fierce dome
#

im going through and doing minor touches on a bunch of subclasses right now

oak oak
#

As of now, the way the campaign I’m working on works, is you basically have a primary weapon that levels up with your class. One of these classes weapons is a revolver-type weapon. As of now, it has infinite ammo, with only the need to reload using a d6 when you run out(which takes up an action and bonus action). Do you guys think infinite ammo is a good idea, to overpowered, or maybe limits the game? My group is a little newer and not super intense and is not seeking a big challenge .

glass glade
#

What's the damage die?

vagrant glade
scenic urchin
#

D&D isn't designed around ammo scarcity, with the exception of like, magic ammo, and laser guns, and stuff on that level

frosty nimbus
#

Thoughts on having Ekko (from LoL) as a DND Character? beholderthink (Or his gadgetry being added)

indigo escarp
frank berry
scenic urchin
#

i dont know why armor of vulnerability is only plate

Armor of Overconfidence
Armor (plate), rare (requires attunement)

Curse. This item is cursed, and becoming attuned to it extends the curse to you. While there is at least one Curse die in the Fortune Bowl, you can't break the attunement.

When you attune to this armor, choose Bludgeoning, Piercing, or Slashing and add 2 d8 Curse dice to the Fortune Bowl. You have Resistance to that damage type while you wear this armor and there is at least one Curse die from this item in the Fortune Bowl.

As a Bonus Action, you add 2 more d8 Curse dice to the Fortune Bowl and can change your choice of damage type for Resistance. You can add a maximum of 10 Curse dice from this item to the Fortune Bowl at a time.

Whenever you suffer damage that you aren't resistant to, spend a Curse die from this item and add the result to the damage suffered.

restive tusk
# oak oak As of now, the way the campaign I’m working on works, is you basically have a pr...

Infinite ammo is almost never a problem, especially for martial classes. What might need more scrutiny is this reload mechanic. Costing essentially your entire action for possibly not even getting a full cylinder (assuming this d6 determines how many bullets are reloaded) is very steep. The average combat is pretty short (3-4 rounds), so any given martial is either:

  • Needing to reload mid-combat, therefore contributing nothing for at least 1 round. This gets worse if you have more attacks which expend ammo more rapidly.
  • Started combat with a full cylinder and might not ever have to reload until it ends (assuming 2 attacks per turn). Which makes the reload mechanic effectively useless.

So what’s the advantage of using a Revolver over other ranged weapons?

primal osprey
#

I say the revolver needs to have a big benefit to justify reloading it instead of switching weapons

restive tusk
#

Honestly given the average combat even if it is a big benefit it’d almost always be more useful to just drop the Revolver and switch to an option you can use in the turn you would reload

primal osprey
#

Yeah maybe the reloading is a little harsh

#

Using a bonus action too is just a little excessive

violet flicker
#

Is this too much?

Bloodrune Warrior
Akin to a barbarian/fighter/warlock mix, what separates a Bloodrune Warrior from these classes is their devotion to pain, sacrifice, and the sigils carved on their very flesh. Unlike the raw fury of a barbarian, the trained mastery of the fighter, or the otherworldly pact of a warlock, the Bloodrune Warrior draws power directly from their own lifeblood. They bleed to fight harder, endure longer, and carve runes of power into themselves to defy fate. Where others fall back to survive, the Bloodrune Warrior presses forward, fueled by the iron truth that pain is the price of victory.

Subclasses:
Painforged Berserker
Bloodbinding Mystic
Carved Seer
Warded Titan

Much like a monk’s ‘Ki’ or a Legionnaire’s ‘Bulwark Points’, or the Ashen Knight’s ‘Cinder Points’, Bloodrune Warriors have Blood Points - a sacred resource carved from their own vitality and willpower. These points represent the warrior’s willingness to bleed for strength, to fuel their runes with pain, and to pay the cost of power in their own lifeblood.

Blood Points:
Bloodrune warriors do not have an unlimited supply of Blood Points, and the pool of how many they have is equal to their Constitution Modifier + 1/2 of their Bloodrune Warrior Level (rounded up) and refreshes on a short rest. Blood Points are unique in that they also cost HP to activate certain class features

true forge
frank berry
# violet flicker Is this too much? ``` Bloodrune Warrior Akin to a barbarian/fighter/warlock mix...

Well this is just about the points, so not much to say, really
Although if the class features cost life and points to activate, what's the purpose of these points? I feel if you want to limit the number of uses, just have the abilities cost life but have limited number of uses rather than separate resource just for that, instead of having your abilities make you juggle two resources (points and health)

tropic stratus
rancid basalt
#

Hello, I have an important question
What properties would anyone suggest for a cute maid outfit minor magic item?
This is a deliberately cringe, semi-joke item that a player has directly requested for their PC, so would like it be fun, rather than super useful

#

The PC in question currently has a cursed cat ears headband stuck to their head, for context

craggy oriole
midnight zinc
true forge
#

are these just warlock patrons as monk subclasses?

violet flicker
violet flicker
stuck mortar
maiden thorn
#

Ladies, gentlemen, theys and thems and its, question how do i make a crafting system? How i make my players prefer trying to make their own armor/go to someone and make a custom set for them over just the usual adamantine or mithril and thats it

true forge
#

like, rip features off from the warlock but make it work on monk (aka use Ki/focus) or just

#

the same type of effects but altered in a way to where they are different enough from the warlock counterpart?

azure perch
#

Crown of Yinouro (Rare) (requires attunement)
While wearing this crown, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, your tentacle may attack twice, instead of once, when you use your tentacle of the deep feature

#

How does this item look?

maiden thorn
#

Oo it looks good but make it very rare, also is that a Goolock?(Great old one

twilit folio
midnight zinc
maiden thorn
midnight zinc
#

hold on

#

Kibbles Compendium of Craft and Creation this is what its called, you can just look it up

maiden thorn
#

Ty!

fresh sapphire
#

Okay so after discussions with my DM, a couple of people both here in this server and outside of it, I think I have finished my Homebrew Subclass based on Wylder from Elden Ring Nightreign.

Please give me your thoughts thanks ❤️

#

The Night Striker fights with reckless resilience and explosive force, using unique weapons and sheer grit to overwhelm foes. With a claw-launched grappling weapon, devastating strikes, and the will to survive beyond mortal limits, these fighters embody chaos and control in equal measure.

Level 3 – Claw Shot
You gain a unique weapon called a Claw Shot, a mechanical launcher that fires a grappling claw attached to a chain. The launcher is mounted on your wrist. While you cannot wield a shield or weapon in that hand, your claw shot does not prevent you from wielding weapons with the Two-handed or Loading properties, and weapons with the Versatile property can use their two-handed damage die.

Weapon. The Claw Shot is a martial ranged weapon with a normal range of 20 feet and a long range of 40 feet. Attacks with it use your Strength modifier for attack and damage rolls. It deals 1d4 piercing damage (This damage increases to 1d8 at level 15).

Once per turn. On your turn, you can use your Claw Shot in one of the following ways, using either one of your attacks (from the Attack action) or a bonus action:

Pull. Make a ranged weapon attack with the Claw Shot against a creature within range. On a hit, it deals its damage. If the target is your size or smaller, it must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pulled up to 15 feet toward you. If you pull the target at least 5 feet, you gain advantage on your next attack against it before the end of your turn (as if using Vex weapon mastery).

Traverse. Fire the Claw Shot at a fixed surface or a creature that is within 15 feet and pull yourself to that space, provided the path is clear. If this movement does provoke an opportunity attack, that attack has disadvantage.

Level 3 – Sixth sense
When you take damage, you can use your reaction and expend a use of your Second Wind, utilizing your Claw Shot to escape. If you do, you immediately move up to 15 feet without provoking opportunity attacks and gain 1 level of exhaustion. Roll your Second Wind. That total reduces the damage you take from this attack. You can use this feature once per long rest.

You gain an additional use at 11th level, and a third at 17th level.

#

Level 7 – Onslaught Stake

As an action, you can load and fire an explosive stake from your Claw Shot into a creature within 20 feet. On a hit, the target takes 2d6 + Strength modifier piercing damage. Then, the stake explodes: each creature within 15-foot cone must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, a creature takes 3d8 fire damage, or half as much on a successful save.

Uses. You can use this feature once per Long rest. You gain an additional use at 17th level.

Level 10 – Enhanced Strikes

When you use your Claw Shot to Pull a creature within reach, you can immediately make one melee weapon attack, granted that the weapon lacks the two-handed property (versatile weapons much use their one-handed damage die), against it. In addition:

The piercing damage of your Onslaught Stake becomes force damage, and adds one additional damage die.

The effect of your Claw Shot’s Pull and Traverse abilities increases to 30 feet.

Level 15 – Enhanced Claw
The damage of your Claw Shot increases to 1d8 + Strength modifier, and attacking at Long Range with your Claw Shot no longer imposes disadvantage.

Additionally, when you reduce a creature to 0 hit points with your Claw Shot or the melee weapon attack you make immediately after pulling a creature with it, you can immediately make another Claw Shot attack as part of the same turn.

Level 18 – Onslaught Mastery
You upgrade your Onslaught Stake into a devastating battlefield weapon.

The fire damage of the explosion increases to 6d8, and the area of effect increases to 20 feet.

Creatures that fail the Dexterity saving throw are also knocked prone.

The ground in the affected area ignites for 3 rounds. A creature that ends its turn in the flames takes 2d8 fire damage.

stuck mortar
# true forge how similar?

It uses the flavor, nothing else. Specifically it involves a monk being trained by/gaining power from an otherworldly entity

#

its 3 branches of one subclass so all the beats are the same but its easier on dndbeyond to split it into 3 subclasses despite just being different branches of one

vocal imp
#

otherwise, i like the flavor

stuck mortar
#

One big thing the subclasses give from the patron is a physical manifestation

#

so like undead gives a bone exoskeleton, aberration gives tendrils and fiend gives horns

fresh sapphire
fresh sapphire
#

Otherwise I would have kept it to just Second Wind with this new version as it’s already limited 1/per day and tied to a well loved resource (Second Wind)

fresh sapphire
#

Like I said I nabbed the basics from Wylder from Elden Ring, and tried to make a cohesive subclass identity around that.

#

(I wanted a fighter subclass with plenty of play and mobility)

maiden thorn
#

Yea works too

#

Its good!

scenic lotus
#

i'm working on a halfcaster class that has a special weapon tied to your soul and i need a name for it. i was thinking something with "soul" as a first word but other ideas are also welcome

fresh sapphire
#

Hexblade Warlock /s

Soulblade, but sounds similar to Soulknife (the Rogue Subclass)

Soulsword

Souldier

Soulmage

scenic lotus
#

ooh, ok ok. i do like soul mage or soul sword

midnight zinc
#

is it fair to ask peoples opinion on a homebrew that isnt mine here?

#

i wanna know how fair something i saw for shaman (laserllama) is

crude oak
crude oak
scenic lotus
# crude oak What unique mechanics will come with it

so basically it has a some sort of weapon, it starts with 1d6 damage, then 2d6 at level 5 and 3d6 at level 10. the other main gimmick is that it has a special transformation that lasts for a minute once per long rest. this does differing things depending of your subclass and damage type of the weapon you choose.

#

you can transform in combat as a bonus action, but im also gonna have a higher level ability where you can subtract three off your initiative for the transformation to start at the begining of your turn without a bonus action

vocal imp
#

my issue with classes that grant you weapons is that they dont work with magic weapons

oak oak
oak oak
scenic urchin
#

for some reason I remember 3rd edition having a line under berserker axe saying 'some consider this curse a good thing' and I shake my head every time I read it

Frenzy Axe
Weapon (any axe), rare (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Your Hit Point maximum increases by 1 for each level you have attained if there is at least one Curse die in the Fortune Bowl from this item.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. While there is at least one Curse die in the Fortune Bowl, you can't break the attunement, and you are unwilling to part with the weapon, keeping it within reach at all times. You also have Disadvantage on all attacks made with weapons other than this one.

When you attune to this item, add 3 d6 Curse dice to the Fortune Bowl.

When you draw this weapon, roll the Curse dice from this item. If the total exceeds your Wisdom score, you enter a frenzy state. The frenzy state ends when you can't see or hear any other creatures within 60 feet of you at the start of your turn.

While in a frenzy state, whenever you deal damage to a creature with this weapon, roll the Curse dice from this item and add them to the damage dealt. At the end of your turn, if you didn't deal damage to a creature with this weapon, roll the Curse dice from this item and suffer damage equal to the total rolled.

fresh sapphire
scenic urchin
#

its not that good

fresh sapphire
royal osprey
#

id just never use the feature then

#

it uses your reaction, second wind, AND gives exhaustion

patent obsidian
#

I want to remove the cap on leveled spells like in BG3 in my campaign, but I don’t want to make the martials feel like I’m buffing the stronger playstyle of spell casters without giving them some love. What are some other things I can do to help them out?

tropic stratus
#

might i suggest giving some free feats for non-spellcasters 👍

#

"If you do not gain spellcasting from your class or subclass you gain 1 free feat of your choice at level 1"

unique parrot
#

Multiple leveled spells a turn only comes up for certain builds, so it really depends if the spellcasters plan on using it
It also depends on 2014 or 2024

scenic urchin
#

it also depends on how you do the adventuring day

#

"martials gain +2 hit points every level" would be worthy compensation in the worst case scenario

patent obsidian
#

Would adding pommel strikes be too strong? I know it of invalidates PAM

tropic stratus
# patent obsidian Yes

yeh i thought so check the suggestion above 👍
what acid suggested is also a good one (basically just the tough feat for free)

tropic stratus
scenic urchin
#

not every martial can use pommel strikes

#

so it depends

fresh sapphire
scenic urchin
#

rogue would love it, ranger wouldn't care at all

#

and paladin would hate it

tropic stratus
#

i mean if ur a paladin and ur getting the martial buff and the spellcaster buff ur kinda winning

#

I'd probably say halfcasters can't do multiple spells a turn or halfcasters don't gain the martial buffs (their choice)

scenic urchin
#

paladin's bonus action is spoken for

fresh sapphire
royal osprey
tropic stratus
fresh sapphire
# tropic stratus sorry what's the feature ur talking about here?

Level 3 – Sixth sense
When you take damage, you can use your reaction and expend a use of your Second Wind, utilizing your Claw Shot to escape. If you do, you immediately move up to 15 feet without provoking opportunity attacks and gain 1 level of exhaustion. Roll your Second Wind. That total reduces the damage you take from this attack. You can use this feature once per long rest.

You gain an additional use at 11th level, and a third at 17th level.

tropic stratus
#

feels very punishing to the player

chilly jewel
tropic stratus
#

I think honestly it would be better to just take the damage

#

even if it did reduce you to 0hp

fresh sapphire
tropic stratus
fresh sapphire
tropic stratus
#

Stone's Endurance. You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

#

that's a species trait you get from level 1 😅

#

honestly yeah I would recommend asking for a different feature given the additional context 👍

fresh sapphire
#

I'll ask for exhaustion to be removed, Sixth Sense does need to exist in some fashion based on the inspiration of the subclass. but thank you for the input

fierce dome
scenic urchin
#

I like to assume if I post a brew and nobody replies to it, it's because people can find no fault with it to comment on / it's perfect

fierce dome
#

Lol if only

#

It gets at-will detect thoughts and I assume someone would take issue with that, so I'm guessing no one's read it

vocal imp
#

at will detect thoughts at 6 is fine

#

its a second level spell, warlocks at 5th get invisibility at-will

grave gust
#

hey so i made a moster what lvl should i wait till using it

#

lemme send it here 1 sec

fierce dome
craggy oriole
#

I've got an interest in prosthetic limbs in DND. There's nothing in RAW that isn't a 'unique' magic item like the Everglacier Prosthesis, so I was wondering of other examples of rules for 'generic' prosthetics

scenic urchin
#

Prosthetic limbs are in Tasha's cauldron, if I understand your question correctly

scenic urchin
#

pg 134

#

they're also apparently in eberron somewhere but idk where

craggy oriole
# scenic urchin pg 134

Unhelpful! I lost my books in a flood apart from like four of 'em, and Tasha's wasn't one of 'em. Wherabouts in the Beyond version are they? c:

scenic urchin
#

oops that first link is the eberron one, the 2nd one is the right one

#

i guess since its in the 2024 dmg it wont show me the tasha's one? idk

craggy oriole
#

Thank you! ^^

peak inlet
#

Quick Save Clock

Wondrous Item, Uncommon (requires attunement)

As a Bonus Action, you can activate the clock for 10 minutes. During that time, you can do the following:
Quick Save. When first activating the Clock or as a Bonus Action afterwards, you may assign your current position as a Quick Save Position.
Quick Load. If you have a Quick Save Position, you may use a Magic Action to teleport to the Quick Save Position (or to the closest unoccupied space around that position). After using the teleport, your Quick Save Position becomes unassigned and must be reassigned before you can teleport using this action again.

Once this item is activated, it can’t be activated again until the next dawn.

vocal imp
#

when first activating the clock or as a bonus action

#

what kind of scenario would you want to activate the clock but not use it

#

if the activation cost is a BA either way?

#

and by "once this item is used"

#

do you mean you can teleport once or teleport as many times as you want in 10 min?

peak inlet
#

I’m not sure how to word it, I’m just trying to say that when you activate it, you also assign it, you don’t have to turn it on then save on a later round

peak inlet
#

so you can teleport as many times in that 10 minutes

peak inlet
vocal imp
#

id just clarify that it doesnt stop working when its used, just when the 10 min ends

vocal imp
#

it can be a good anchor, like you jump off a cliff and cant get back up, and you just use the clock

#

theres not a lot of practical ways to use it in combat, i think it shines as a scouting tool

vocal imp
#

which is to say, no, i dont think its broken

peak inlet
#

yeh, I felt like that should be fine for combat, I know times when this could catch a DM off-guard, but I feel like if the player had the foresight they should be allowed to get out of the situation

peak inlet
restive tusk
#

Or take the DMG Revolver which does 2d8 + Dex instead and only requires a BA to reload

golden temple
#

mmmh,,

#

i wanna work a bit on that idea i had,,

#

ssomeone asked for a way to implement dodge rolls, and i thought of like, an alternate system to use in combat instead of just making every attack a DC,,

#

wwherein, instead of people making attack rolls, they have an accuracy modifier for each of their attacks,,

restive tusk
#

How would that differ from the existing attack modifier, which also affects attack accuracy?

golden temple
#

tthe same, instead of AC being the definitive call for whether an attack hits or not, you have a number of like, whatever i name these dodge rolls because "dodge rolls' is a very bad name for them,, yyou have a number of them based on some kind of stat,,

#

yyou can "dodge roll"' that many times in a round,,

#

bbasically, when a creature is targeted, they can 'dodge roll", they roll the die, and, if it beats the accuracy of the attack, they don't get hit,,

#

bbasically backwards AC but AC would still be in the game it'd just do something else,,

restive tusk
#

I think this system is interesting but needs further consideration. Here's some of my thoughts:

  • Despite design goals, attacking remains a d20 test. The only difference is who's doing the rolling.
  • It's going to be relatively easy for hostile creatures to burn up the pool of players' dodge rolls compared to the players' ability to do the same to enemies. This issue will be exacerbated at higher levels where more monsters have multiattack.
  • If dodging can be expended how does that work with critical hits/misses?
faint sonnet
#

First of two lists when it comes to the spells I gotta create for my spellcasting rework, ayy. I'm open to any thoughts on subthemes that people think are missing here, obviously, even if they aren't exactly expressed in the game already.

# Effects by Damage Type

## Acid (Theme: Damage over Time)
### Subtheme: Defensive Malus
### Arcane Subtheme: Corrosive Mixture
### Primal Subtheme: Bubbling Earth

## Cold/Water (Theme: Slow)
### Subtheme: Reduce Speed to 0
### Arcane Subtheme: Precise Attacks
### Primal Subtheme: Storms and Waves

## Fire (Theme: Burning)
### Subtheme: Delayed Damage
### Arcane Subtheme: Controlled Fire
### Primal Subtheme: Spreading Fire

## Force (Theme: Precise Damage)
### Subtheme: Create Weapons of Force
### Arcane Subtheme: Multi-Hit Spells
### Divine Subtheme: Harm Extraplanar Creatures

## Lightning (Theme: Damage on Miss)
### Subtheme: Proximity Damage
### Arcane Subtheme: Chaining Effects
### Primal Subtheme: Summon Storms

## Necrotic (Theme: Prevent Healing)
### Subtheme: Control Undead
### Arcane Subtheme: Fighting against Death (Lifesteal)
### Divine Subtheme: Reduce Maximum HP

## Poison (Theme: Poisoned)
### Subtheme: Paralyzed while Poisoned
### Arcane Subtheme: Spreading Poison
### Primal Subtheme: Poisonous Plants

## Psychic (Theme: Untrackable Damage)
### Subtheme: Action Denial
### Arcane Subtheme: Confusing Senses
### Divine Subtheme: Censure

## Radiant (Theme: Light)
### Subtheme: Blind
### Divine Subtheme: Smiting
### Primal Subtheme: Sun & Stars

## Thunder (Theme: Radial Damage)
### Subtheme: Deafen
### Arcane Subtheme: Sonic Boom
### Primal Subtheme: Splitting Earth
smoky sand
#

how do I combine Undead and undying warlocks?

true forge
#

Dont?

smoky sand
#

wdym

true forge
#

You dont combine subclasses

#

Like, ever

smoky sand
#

what if... i add 2014 features to 2024 classes

true forge
#

Just copy and pasting features wont work

#

You need to change the features to fit 2024 rules

smoky sand
#

why?

true forge
#

Because 2024 rules have alot more things about wording and such

smoky sand
#

It will be okay.

faint sonnet
#

That will really help to fill it out.

crude oak
faint sonnet
#

One thing I'm now also considering is a sort of theme that is all about infusing or empowering stuff with the damage types.

unique parrot
unique parrot
worn dust
#

I thought of something I think would be cool for my campaign’s Lich BBEG. In the campaign he has ties to Tiamat, so what if he could turn himself into a dragon as a phase 2?

#

I’d have to hash this out since his base form is already pretty powerful (like I buffed the Lich spellcasting to reflect him being an expert pyromancer)

#

Maybe this doesn’t belong in this channel. Crap. 😅

viral eagle
#

A killing blow can be something as simple as baiting the opponent into an attack to exploit an opening in defense.

viral eagle
#

Perhaps with the caveat that it requires either light or medium armor.

#

It'd be a great addition for Rogues or ranged characters to create distance.

#

Defensive duelist is still a superior defensive skill since it lasts until the start of your turn and scales with PB, but the dodgeroll gives bonuses to saving throws and a movement action.

dusk shard
#

Hey peeps, working on a new spell, and wanted to see if it was well balanced enough to give to my players. and maybe see if someone has a better name for it than what I have :D

Expose Weaknesses
1st level Transmutation
Wizard, Sorcerer
Casting Time: Bonus Action
Range: 30 feet
Component: V, S
Duration: Until the start of your next turn
Description:
You target one creature you can see within range. The target’s AC is reduced by your proficiency bonus, up to a maximum of 5, until the start of your next turn. The target’s AC cannot be reduced below 10 by this effect.

primal osprey
#

I’m thinking that’s a little too low level

#

I’d say level 2 at the minimum

dusk shard
#

Yeah? Ive never actually made a spell before. Level two could be a good idea. I mostly feel like my players could make use of something that makes combat easier for them

#

I run somewhat difficult combats

#

thanks, btw

primal osprey
#

No problem

cold bay
#

Home brew is awesome

glass glade
# dusk shard Hey peeps, working on a new spell, and wanted to see if it was well balanced eno...

Make sure to keep in mind that a spell's effects can't stack on a creature, I can definitely see people's initial instinct being "I'll just stack this on the bad guy til we get em down to 10!"

Still a little strong for a bonus action with no concentration, an AC reduction is functionally similar to a modifier to hit, a comparison to Bless might be helpful! As a Level 1 character spending a 1st level spell slot, your spell does what is essentially +2 to hit against a single creature for all friendly creatures within range for 1 round, whereas Bless gives +2.5 to hit on average to attacks and saves, lasts for a minute (or til Concentration ends), and allows you to target more than one creature, but requires an action, concentration, and only benefits 3 creatures.

What's helpful to think about as well is how long a typical initiative is in your games. If you're hitting 8 rounds often, maybe this doesn't outpace bless. If you're more in the 3-4 range, it steps on its toes a bit more.

The scaling with character level is a bit funky, normally that'd be more a cantrip thing! With a -4 to AC at level 9, I'd say this is a pretty damn strong first level spell.

I think if you wanted to make the spell more consistent, you make it a cantrip, give the bad guy a Dex save against the caster's spell save DC, and just make it a -1, -2, -3, and -4 at the appropriate levels! Maybe even do let it stack up to that max of 5? Idk!

primal osprey
dusk shard
# glass glade Make sure to keep in mind that a spell's effects can't stack on a creature, I ca...

This is a lot, thank you!

I originally had it as a cantrip, but I was sort of aiming to create something useful as a bonus action since some of my players always feel they dont have enough options in the department.

I also hadn't thought about the best wording either, as I did not mean to convey that it could stack! It does not.

I think adding a save is a great idea, and will likely do that. Honestly, all of your ideas were very helpful, thank you!

glass glade
dusk shard
#

I think the numbers you posted are good ideas. I wanted to keep it as a cantrip and a bonus action, but it felt too strong, but with your recommendations, it actually would work well as a cantrip

glass glade
#

Glad to be of help!

#

Also, just a little final tidbit, typically the first sentence of a spell is a little flavor text that describes what it looks like for the spell to do what it does! Maybe add a little something that shows what the spell does

dusk shard
mellow galleon
#

Hey i was wanting to make the infinity guantlet for a one shot I'm running with it having 5 charges to use on spells for each of the stones and alternatively spend all 5 charges on wish what should be the spells for power,soul,space,reality,and time thoe

deft walrus
mellow galleon
deft walrus
mellow galleon
#

What stone would meatirswarm fall under

deft walrus
#

Dunno about plane shift but true polymorph also seems to fit one of the stones

mellow galleon
#

Plane shift fits space stone

mellow galleon
glass glade
#

Mind

deft walrus
mellow galleon
#

Maby power can be a any power word spell

deft walrus
#

Power helps enhance the self though no?

glass glade
#

Reality: Meteor Swarm
Time: Time Stop
Mind: Dominate Monster
Space: Plane Shift
Soul: Banishment
Power: Power Word Kill (Just reflavor it as the user getting really strong and instakilling someone with 100 or less HP)

#

That'd be my list, but Soul could probably be that one that traps them in a cube if there was time for out of initiative

mellow galleon
deft walrus
#

Could have it be an upcast steel wind strike, ok cant be upcast so just add damage dice. 😄

mellow galleon
#

Got it made thankyou every one

native grove
steep hazel
#

Werewolf to Rougarou

Alter - Immunity to blud, slash, and pierce non magic / silver, just change it so it’s solely nonmagic, Rougarou aren’t effected by silver

Add - Vulnerability to Fire damage

Weakness

  • If the Rougarou starts its turn in physical contact with salt, it takes 2d6 fire damage
  • If the Rougarou can see a frog or a depiction of a frog, it is frightened of said creature or depiction
golden temple
golden temple
golden temple
crude oak
#

I mean thats basically what a dodge is

golden temple
#

hhow helpful,,

#

sso,,!

#

i still need to figure it out,,

#

instead of AC against attack rolls being what defines if an attack hits or not, all attacks automatically hit if you don't use a "dodge roll' (name TBD)

#

a dodge roll is a roll you make out of turn, you have a number of dodge rolls equal to,,, some kind of formula interacting with your character level and some kind of stat,,

#

tthat many per round,,

#

wwhen you are targeted, you may choose to make a dodge roll, which, if it beats the accuracy of the attack, does not hit,,

#

opposite if it doesn't beat the accuracy, ofc,,

golden temple
#

ttwenties and ones are still confirmed hits and misses respectively, but i'll have to think of what changes about AC,,

#

ssince much of what AC is in 5e has been kinda just reduced to like, you aren't hit if your armor is powerful enough,,

#

i think it's probably a part of the reason "tanking"' as a style is known as it is in 5e,,

#

wwherein it does not exist,,

#

bbasically a better difference between dodging and having armour powerful enough for an attack to matter little,,

crude oak
#

Thats work though

crude oak
#

No damage is no damage

#

What really needs to change is Armour not dodging, if you get AC to grant damage reduction

golden temple
ancient quarry
#

Has anyone ever found or made a good wild magic table for barbarian that’s Feywild themed ?

restive tusk
#

Outside of the Wild Magic Barbarian subclass?

peak inlet
ancient quarry
#

Yes outside of it, I was hoping to get one that’s a bit different and more Feywild themed

#

I find the table for wild magic surge barbarian a little boring

restive tusk
coarse coral
#

como funciona esse server?

ancient quarry
#

Yeah, I was kinda hoping that the Wild beyond the witchlight would have brought some good stuff in but I’m not finding much. I might be S O L tbh.

median oak
#

So i got the idea to do a khorne sorcerer who's focus is blood manipulation in the flavor of magic

Pretty much the only spells hes using is to make a weapon or slashing waves made out of blood(yes ik khorne hates magic but creative liberties taken)

#

If the dudes obviously insane because he was a victim of a khorne cult raid and thrown into a blood pit, but instead of dying he adapted

What kind of things yall imagine him saying during combat

scenic urchin
#

"no items, fox only, final destination"

median oak
#

Fox only?

vocal imp
#

fox mccloud

torn fjord
#

throwing out a random creature idea i had

golden temple
#

mhm,,?

#

oh my i still have to finish my creatures

torn fjord
#

an Animated Armor/Helmed Horror, but its entire left arm has been replaced by a mimic. Whenever it uses its multiattack, it can replace one of the attacks with a Pseudopod attack, which will have a reach of 10 ft., and pull any creatures that fail to escape the grapple 5 ft. closer to the Armor/Horror

glass glade
#

Fun!

torn fjord
#

personally, I believe it would be best used in an encounter where the players are already encouraged to be moving around a lot

#

some kinda environmental hazard that forces players to either move or take damage

stuck raptor
#

So, i have a creature that just goes from Nonlegendary to Mythic when its reduced to 0 for the first time, any ideas how to word it

crude oak
#

I have an premise

#

I'm imagining a fighter class rebuilt from the ground up around the idea of gaining movement speed, and spending movement speed on actions

faint sonnet
#

It could work, with the caveat that it couldn't spend more than a certain amount of speed per turn on stuff, probably.

#

Movement to [insert thing here] often struggles with the fact that the game makes it very easy to get a lot of movement.

#

So if it cares about trading a certain amount of movement for actions, that traded movement likely needs to be a linearly scaling pool that represents the boundary of what Fighter can spend.

crude oak
#

It started with the premise of a revamped extra attack ; gain 15ft of movement, and once /turn you may spend 15 feet of movement to attack an additional time, or something to that effect.

I'd like to limit the amount you spend, yea. Otherwise players would be zipping around breaking the system.

But I think the idea of letting them attack via the movement option, and spend attacks on other actions on top of shove / grapple, would fulfill a super athletic and fast flurry of weapons that I imagine a fighter to be

#

Im just spit balling for now if you wanna throw ideas out

Might actually write this up formally

faint sonnet
#

I actually have somewhat of a similar idea for Fighter, though it isn't about movement, and is instead about Action Surge granting a certain number of extra actions much closer to how Haste works.

crude oak
#

Talk to me about the differences I'm curious

faint sonnet
#

Lemme see if I can find a snippet of it.

#

This was my initial wording of it. Breakdown to be forwarded in a bit.

#

This is the actual breakdown of how many uses you get, though a necessary caveat is that I'm putting more stuff elsewhere in Fighter, so I'm fine sacrificing here.

#

Technically it's not even an actual sacrifice, though, as it scales faster for most of the game and only is outpaced...at level 20.

#

Spellcasting rework has been gaining traction, ayy.

copper zealot
#

Hi I’m currently making a class a race and some stats for modern weapons I couldn’t find stats for would this be where I put them for people to see

peak inlet
#

there’s a huge difference between 1 extra hit per round and 3 extra hits in 1 turn

#

also, Action Surge can be used for stuff other than extra attacks

faint sonnet
#

The part that's still in flux is if they can do other stuff with the Surge, because one of the things I understand about Surge, but recognize that it often gets paced out later in leveling, is that once you hit level 11, you almost never want to use it on anything but attacking.

celest mica
#

I'm currently working on a Variant Plasmoid race that has subraces based on the different kinds of oozes. The one I'm working on now is based on the Ochre Jelly that splits in half when you slice it.

#

Right now I'm figuring out how to turn splitting into two smaller versions of yourself into a feasible ability. This is what I got so far:

#

As a Reaction to taking Lightning or Slashing damage while Bloodied or that causes you to become Bloodied, you can split yourself into two duplicates. These two duplicates are one size smaller than you normally are, they act on your Initiative, and your Hit Points at the time of you splitting are divided evenly among them (rounded down). When you split, you choose what equipment you have is given to which duplicate. Each duplicate has all of your memories, personality, class abilities, spells (if you have any), etc., except all of their Ability Scores are 3 less than all of yours, and their Speed is 10 feet less than yours.

When either of your duplicates spends a spell slot, spends a die from a pool of dice, or uses a limited-use ability, they must spend it from the same pool of slots / uses / dice; they do not each have their own uses of your limited-use abilities.

As an action that either of your duplicates can take while within 5 feet of one another, they can combine to form your normal self again. When they combine, their current Hit Points are added together to determine your Hit Points.

nova basin
#

I don't think it's feasible in general

#

Doubles your action economy, self sufficient flanking if you play with it, double concentration

#

Even if it takes some cost to get there, it's effectively a "get me low and I win" effect

#

If you wanted it to be balanced, it'd have to be limited use with a high long term cost, and the split off couldn't be super impactful

#

Maybe only one action, bonus action, or reaction every round, not all three. No concentration, limited use time, and primary body max hp reduction + exhaustion

#

Tldr it needs a ton of restrictions and consequences to feel fair. Even though the concept is cool, it's too far from what we currently have in the game to see a baseline power level, and it's still incredibly risky for all its strength even if they let you play with it

frank berry
#

Or maybe your actions are also shared, so if one copy takes action, the other cannot

nova basin
#

Also an option

safe fable
#

Okay so I'm working on a story and it calls for a rabbit that is strangely fast. How would I get a rabbit to go faster by biological means, rather than with an enchanted item?

#

I tried to think of a mutation gene, like the ones cats get with the extra toe beans, but idk what would be feasible on such a small creature like a bunny.

frank berry
#

I mean not many ways biologically that wouldn't fall under mutation or evolution (whoch in fairness is also based on mutations so)

I guess it'd help to know is why does the rabbit need to be fast, and does it need to be unnaturally fast? Because there's no reason why you can't just have a rabbit that just happens to be really fast. There are people that are faster and stronger than others, and it is the same for animals

paper belfry
#

I was thinking of making a alpha tarruesqe because I'm looking for a very hard campaign so I want to pump them up by tons

nova basin
#

Longer body plan, reinforced tendons and muscle fibers between joints in the hind legs with more fast twitch muscle fibers, think the difference between body builder legs and sprinter legs

#

Replace a significant amount of bone with reinforced cartilage to reduce weight and improve reactive elastic strength

#

Altered front leg construction to allow the shoulder blades to bend further around the body and stronger tendons to allow for momentum redirection with minimal speed loss (imagine the spine as the y axis, moving the head up and down would define the z plane, you want the shoulders to be able to move more freely on the x plane and push power through those positions)

#

Rabbits don't move like we do, they're effectively doing repeated long jumps with momentum to conserve energy, so the core of making them faster is making their jumps more horizontal with more force, as well as removing intrinsic obstacles to that speed, namely their body's ability to withstand the repetitive impact

#

Bone is too heavy and too rigid, it becomes a stressor on the system after a certain point, so you need a base material that can absorb or redirect those impacts

#

My proposition is to give them more overall power in the rear with more resilience and control in the front

#

They'd also need some serious friction multiplier in their front legs for my idea, likely bigger claws or specialized foot pads

#

The movement plan is basically long jump, before landing decide if you want to turn or not, hit front legs first and torque tf out of your shoulders to rotate the body and hind legs around a fixed point, then push straight forward in the new angle with the back legs

#

Normal rabbits kind of do this, but to a much lesser degree and with a necessary lean to compensate for the lack of shoulder mobility

#

Wow I wrote way more on this than I thought I would

fringe shoal
#

hi, i need some help in tweaking an item for my level 4 rogue. In this campaign, my character came across (as a reward from a battle with a wizard trying to revive a skeleton dragon) a skeleton dragon tooth. and i had this idea that my rogue is gonna carve it into a dagger, and without being too op, this is what i had in mind:
Tooth of the Fallen Wyrm

Weapon (dagger), uncommon (requires attunement by a creature proficient with daggers)

This dagger is carved from the fang of a skeletal dragon. Its bone-white surface is veined with faint black cracks that pulse with cold light when it tastes blood. The fang whispers a hunger that can only be silenced by striking flesh.

Weapon

You gain a +1 bonus to attack and damage rolls made with this magic dagger.

Reroll of the Fang

Once per long rest, when you miss with an attack using this dagger, you may reroll the attack roll. You must accept the second result.

Curse — Blood Hunger

At the start of each combat, you have disadvantage on attack rolls made with this dagger.
The first time you hit a creature with it in that combat, the fang is sated and the disadvantage ends for the remainder of that combat. That hit deals additional necrotic damage based on your level:

Levels 1–4: +1d4 necrotic damage

Levels 5–8: +2d4 necrotic damage

Levels 9–12: +3d4 necrotic damage

The fang can only be sated once per combat.

Sated Boon — Vampiric Drip

When the fang is sated, its necrotic essence feeds back into you. You immediately regain 1d4 hit points.

paper belfry
#

Why so weak

#

Why doesn't it summon the sun

fringe shoal
#

im only level 4 😭

#

dont want it to be too op

paper belfry
#

So I made a level 5 spell cause organs to go to mush

#

And a level 8 spell summon a sun

#

Then throw it and deal damage 900ft cone

fringe shoal
#

based on this, i think i am able to use create water inside someone's lungs? 😂

true forge
paper belfry
#

I'm built different

true forge
#

and thats a dragons breath (i think)

paper belfry
#

Well I make strong spells for fun

#

And I make downsides also

#

So 4d20 perm DMG but in exchange for 4d100 DMG to the enemy

vivid gorge
fringe shoal
#

i was just about to ask him

#

thats why i asked first here

#

if you guys think its ok

paper belfry
#

Idk

#

I made a prosthetic with a glaive and explosive barrel 3d12 fire

true forge
paper belfry
#

Yes my scaling is amazing

primal osprey
paper belfry
#

Well I didn't even tell you the 9th level spell

#

And tbh it's worse

sturdy knoll
primal osprey
#

Although we’ll be happy to help you change it if your DM says no

fringe shoal
#

alright, thank you

true forge
#

thats, too much for 8th level

paper belfry
#

Death blight
9th level spell
Enchantment
The user puts this magic on their blade with a horrible smell dealing 4d12 extra necrotic damage
On any weapon and if they keep it on for 3 turns they can use a bonus action to cause an explosion for 3d20 necrotic and 2d12 fire

#

Well I make my bosses strong so gotta make the spells strong enough to do damage to them

paper belfry
true forge
#

....

paper belfry
#

He has 2700 HP in total then 1200 will

primal osprey
paper belfry
#

He is the embodiment of all the sins in one being

paper belfry
#

I made a madness meter for dnd also

#

50 DMG for normal enemies then 175 DMG for bosses

#

And if they have fire resistance 350 DMG

paper belfry
#

I was gonna read it but to much reading

true portal
#

srry, i put some time in it so it is a lot

primal osprey
#

Oh don’t worry Alfiz, I got this

#

As long as there’s paragraphing I can get through it

paper belfry
#

Can you dumb it down for me

sturdy knoll
#

You don't have to engage with it if you don't have time, energy, or bandwidth

primal osprey
true portal
primal osprey
#

MELEE WARLOCK

#

I love

#

And at last, plague cleric. Moses would be proud

true portal
#

and birth domain

true forge
#

ok, for a ranger subclass

60 foot of blindsight, as a bonus action, you can 'focus' on 1 creature that you can see with the blindsight, you now loose the blindsight for 'truesight' on that creature you choose

thoughts?

true forge
true portal
true forge
#

i was thinking advantage on that creature till death

true portal
#

you want me to make one?

#

or just an idea

true forge
#

oh im making it lol

true portal
#

aaaah, lol

true forge
#

just seeing if the idea is workable/not to OP lol

true portal
#

with some, tempering, in light this just doesn't do anything

true forge
#

well it does

#

darkness and fog cloud do exist

true portal
#

yeah but that's not a guarantee

true forge
#

your a caster lol

#

and they will both be going on the spell list

true portal
#

oooooooh, that's how you do it

#

that's smart

true forge
#

well what other spells beside blindness/deafness would a blindsight based ranger get?

true portal
#

well maybe some light-themed spells

#

not neccesarily blinding but just flavour

true forge
#

(it is a monk based subclass but more of the idea of monk's patience and training opening up stuff, in this case the 'third eye')

#

(like my fighter based paladin was also about ego, as most gladiators and army man have high egos

true portal
#

i just think that the character fantasy is not very clear, you would need a third eye ability and 100% eyebite as a spell

#

it is a cool idea though!

true forge
true portal
#

ah okay, but that makes it worse, suggestions would be better because players can feel locked to the roll

#

i had to learn that the hard way

foggy grove
#

hi i'm trying out homebrew for the first time and making a staff right now to learn the features. i saw that the staff of healing will disappear when it runs out of charge. is that going to actually take effect automatically in dnd beyond, or do you just kinda roleplay it?

true portal
true forge
#

they also dont have to followed at all

true portal
true forge
#

its really only flavour

true portal
#

just say you might have gained it this or this way

true forge
#

not like its going to impact the wider game lol

true portal
#

this is also not worth argueing about XD

true forge
#

Altered By Hellflame

when you gain this subclass, your body becomes altered by the hellscapes and brimstone of the 9 hells. At your choice, you can choose a option from the Altered By Hellflame table below

Altered By Hellflame
1d6 Altered Body
1 You grow 2 nonuseable horns
2 Your skin becomes cracked and burnt, this cant be healed
3 Your eyes become blood red
4 Whenever you sleep, your body looks to be writhed in flame
5 When you cast a spell, the screams of the undead can be heard
6 Your covered head to toe in warm to the touch flame

like, this is one for a druid sub i made awhile ago

#

(its very old lol)

true forge
#

When you gain this subclass at 3rd level, you can choose an option below to show your origin and dedication to this Tradition.

D6
Origin
1
You were struck by lightning, gaining a scar that is a reminder of your journey.
2
You were lost in the elemental plane of air, taking in the sights and feeling.
3
A lightning storm was raging while you were born, altering your body in strange ways
4
Your heart becomes a mini storm, being powered by your Ki
5
Your KI shocked all that it came into contact with, hence you need training to keep it contained
6
Your body was experimented on, but when the lightning struck, you escaped

and another for my lightning monk

foggy grove
# true portal it won't go away automatically

oh okay, thank you! so if for example i want to make it that, when the staff runs out of charge, the wielder gets the poisoned condition until the staff gets recharged, do i just say that in the description or is there anything that can automate that? in case i forget in session lol

true portal
#

no, you can't automate anything except spell slot consumption in ddb

#

it's stupid but good at the same time

foggy grove
#

ohhh i see. thank you again for the help!

true portal
#

Anyone want me to make homebrew for them? I'm bored af and just want to have something to do

true forge
#

just have a project lol

#

find something or alot of things, make a bunch of subclasses for it

or do something for each class

#

like that ranger subclass is for my Hybrid Subclass thing im doing

true portal
#

huh, cool

primal osprey
#

I have an idea

#

Something for you to do

true portal
#

that is?

#

you're very active here

primal osprey
#

Give me a mo I lost my train of thought

true portal
#

always happens

primal osprey
#

I’m trying to think of backgrounds and origin feats for those backgrounds

#

Would you be up for making a homebrew background and an a unique origin feat for it?

true portal
#

yeah sure!

true portal
primal osprey
#

Anything really. Go wild. Any kind of background

#

Make the concept for the background and a feat that goes with it

true portal
#

aaaah, okay

true portal
# primal osprey Anything really. Go wild. Any kind of background

Background: Wanderer of the Hidden Path

Description:
You’ve spent your life on secluded trails and forgotten roads, often between towns and villages. You know secrets that others don’t, and you’ve learned to survive through your instincts and connections to both the natural and supernatural world. People often see you as a mysterious traveler or guide, and your skills reflect a life spent outside the walls of civilization.

Skill Proficiencies: Survival, Stealth
Tool Proficiencies: Herbalism kit
Languages: One extra language of your choice

Equipment:

A small backpack with one day’s rations

A herbalism kit

A keepsake from a person or place important to you

A set of simple clothes Feat: Pathborn Instincts

Prerequisite: Wanderer of the Hidden Path background or DM approval for level 1 characters

You have honed your instincts from a life on hidden trails and forgotten paths.

Increase your Dexterity or Wisdom by 1 (maximum 20).

You gain proficiency in Survival or Perception (your choice).

You can move through difficult terrain without your speed being halved.

When making a Dexterity saving throw, you can roll a d4 and add it to the result. You can use this feature once per short or long rest.

#

@primal osprey

#

Anyone else?

primal osprey
#

Cool af

#

Good job

true portal
#

want anything else?

#

like a subclass?

primal osprey
#

I’m good for now

#

Ty

#

Maybe one day I’ll share my campaign setting with you and we can make some setting-specific content

true forge
#

what creature type would a piece of art reflect?

#

'magical' created

tropic stratus
true forge
tropic stratus
true forge
#

oh no thats fine

#

its an art based subclass for Wordsmith

#

which inturn is becoming the summon subclass

tropic stratus
#

Celestials, Fiends or Fey would be the typical choices then

true forge
#

hmmmm

#

ig fey then

tropic stratus
#

link it to alignment if u want (i don't think it matters if you do tho)

#

it's better to let the player choose which one (and only one)

tropic stratus
#

🤷‍♂️ alignment has its place like all things

true forge
#

i did just rip the stuff from drakewarden lol

tropic stratus
#

lol

true forge
#

i mean

#

dont reinvent the wheel

tropic stratus
#

100% I agree

#

do reinvent the flavor of the wheel tho

true forge
#

i did

#

just changed drake for Work of Art (the name of the summon)

#

although, it has 3 different forms it can take

#

Beast, Bird, Landscape

#

choose when you make it

tropic stratus
#

normally it goes air, land, water

true forge
#

im thinking thats a 'backpack' type summon lol

tropic stratus
#

Conjure Backpack 😂 that's cool lol

true forge
#

but the idea i have for it isnt the best so a fish or something could work better lol

#

whats a common thing people paint thats sea based....

tropic stratus
#

yeah i would recommend one with a swimming speed, one with a climbing speed, and one with a flying speed

tropic stratus
true forge
#

hmm, guess a whale

tropic stratus
#

A Porpoise would be a really cool summon

#

or a Narwhal or a Seal or a Squid

true forge
tropic stratus
#

a porpoise is like a smol dolphin

true forge
#

ig Narwhal as it has an easy weapon idea

tropic stratus
#

😂 narwhals are awesome because people often think they're fake

#

nah they're real irl

true forge
#

true

#

umm

#

what land animal....

west tangle
#

Fox

tropic stratus
#

it's a common theory that the myth of Unicorns was invented because sailors tried to sell narwhal horns but couldn't convince people it was a real animal

true forge
tropic stratus
#

so they started saying it was from a horse instead because that's more believable

#

I am biassed towards foxes - i almost always get a Fox Familiar

west tangle
#

Foxes are swag

tropic stratus
#

my current PC can't cast find familiar so they got a pet fox instead

true forge
#

i need to make a fox/kitsune based subclass

wispy atlas
#

Hey all, quick question, I've introduced the concept of baby chimera's into my campaign and my party have managed to detain and imprison them with the hope of taming them. What are people's thoughts on this? I reckon that because it's a monstrosity and not a beast that it should never have the capacity to be tamed, but curious to get peoples insights and thoughts and if they've had any similar situations

safe fable
safe fable
#

Given that they're still babies, maybe the intelligence warrants a different kind of "taming". Since they're babies and rely on protection from other things, given they're at the most vulnerable point in their lives, they might see it as more contractual. If the party helps them to grow for X amount of months, they might see it as months of service they need to repay. But make no mistake, intelligent things can form bonds too, and might forget about the aforementioned contract and just help bc they've grown to care a little

#

It all depends on how the party treats it, but if they don't do the proper tlc, then they'll just have to lose them in a horrific way to teach them a lesson about rearing monsters

#

And what can go very wrong if you don't do it right

amber hollow
#

3/3 times now I've run dry on what to give a monk capstone other than a temporay super buff dndLol (pain)

fierce dome
#

i usually go for a big burst thing like open hand does

fierce dome
#

lets see:

  • mercy gets a 1/lr revive for 5 ki
  • shadow gets a weird opportunity attack thing
  • ascendant dragon gets buffs to its breath weapon and senses, as well as a burst thing
  • astral self gets a boost to its...astral self that lasts 10 minute
  • drunken masters gets 3 extra attacks on its flurry
  • four elements gets higher level spells
  • kensei gets a reroll on missed attack rolls
  • open hand gets quivering palm, a one-off big damage thing for 3 ki
  • sun soul gets a light aura that deals radiant damage as a reaction
#

so really you could do almost anything you want

true portal
#

does anybody want something homebrewed for them?

hexed solar
#

Hey. Currently debatung an arcane archer subclass and wanted to change some of thr arrows. Let me know what you think.

Arcane Archer lore: same as before

Additionally you learn truestrike with int being the spellcasting modifier.

Arcane Ammunition: whenever you make a ranged attack roll, you can use int instead of strength or dexterity for the attack and damage rolls.

Level 7: True Shots
When you take the Attack action on your turn, you can replace one of the attacks with the true strike cantrip

Level 7: Curving Shot is the same

Level 7: ever ready shot. Its neat. One use is fine unless you think it should be more

Level 10: improved shots

Level 10: (unsure)

Level 15: improved shots again

Level 15: Eldritch barrage. Whenever you use your action surge, you can instead replace two attacks with an arcane shot instead of one?

Level 18: whenver you roll initiative, you regain all uses of your arcane shots?

Idk, how is this looking. Mostly trying to fix the MAD issue. Thoughts?

#

I plan on putting a lot of power into the arrows themselves

#

And gatekeeping them behind certain levels

#

Bursting shot is good. I would have it scale at 10 and 15 to increase the damage at 10 and the size at 15?

#

Perhaps adding int to the damage of all arcane shots at 10th might be good

#

"Whenever a creature is damaged by one of your arcane shots. You can choose one creature, that creature takes extra damage of the type of the arcane shot equal to your intelligence modifier. Its that or it applies to all (could make bursting shot quite good)

true portal
#

anyone need something homebrewed? I'm bored AF and want to do something

hexed solar
true portal
#

oh, i don't like building on existing stuff

#

original arcane archer

hexed solar
#

No worries. Im just tweaking arrows and stuff

faint sonnet
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I'd be inclined to say that making it SAD and adding damage as a Fighter, a historically SAD and bursty class, isn't the way to go unless you want it to be what I'd call "optimization bait".

rancid tartan
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working on a curse for a character that allows them to do some blood magic stuff

a mechanic of it is the ability to trade hp for spell slots (warlock) what would yall say a fair amount for each spell slot would be

spring geode
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So the hp drain raises with spell slots?

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Hmm 5 hp per lvl of the spell slot but then at higher lvls that could suck 3hp per? For a lvl 4 spellslot they give up 12 hp, are they a caster?

rancid tartan
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they can also get charges to save after killing creatures (that bleed)

spring geode
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Hmm id id say if keeping it simple 3hp per is solid and you can always make it harder whenever by pulling a curse grows stronger or sum.

hollow siren
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Thinking of making a homebrew variant of the ancestral soul sorcerer that’s less of the sorcerer version of “my father will hear about this!” and more a generic arcane flavored sorcerer

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Thoughts?

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I may incorporate the theurgy wizard approach but for wizard subclasses instead of cleric subclasses

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Also thinking of revising my storm sorcerer variant to have a capstone that’s power word kill but a giant lightning bolt

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But yeah
Thoughts on a generic/arcane flavored sorcerer using the theurgy approach?

stuck mortar
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What do yall think a 2024 swords bard would look like?

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ideally it would at least get to have shield prof and give martial weapon proficiency like valor bard does

hollow siren
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Swords got subsumed into valor imo

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Except for flourishes all of its mechanical strengths got subsumed into valor

digital jetty
hollow siren
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Just feedback testing an idea

digital jetty
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Subclass features seems clunky, would there be 8 paths?

rotund dirge
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I'm making a homebrew class based on Runes, loosely based on Rune Scribe (UA)

Should i make it:

  • An Int half-caster, where runes are actually spell lists (imagine subclasses' spell lists)
  • A pseudo-caster (like Rune Knight), where runes act similar to the ones in Storm King's Thunder

?

hollow siren
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I’d prob make a backported version to 2024

hollow siren
digital jetty
rotund dirge
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I started it as a half-caster, but the pseudo-caster sounds more unique

rotund dirge
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So it would be really easy to adapt them

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How would i do that based on Bigby's lol

hollow siren
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Pseudo caster with cantrips might be cool

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I’d play that

digital jetty
rotund dirge
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Oh, that

hollow siren
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You know what I want to draw this up now too

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A wis pseudo/rune caster (Arcanist) with cantrips and a lot of skill monkey abilities

digital jetty
hollow siren
rotund dirge
hollow siren
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I think a wis arcane “caster”/pseudo caster with cantrips might be a cool idea tbh

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Tho TBEF Druid fulfills this in 2024 ish

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I’m thinking 3 subclasses for mine: scholar (lean into skill monkey), mage (1/3 caster), and warmage (defensive oriented subclass)

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I’ll have to get on this later lol

stuck mortar
fierce dome
hollow siren
digital jetty
# hollow siren All of the above. More open ended/“you could have gained your powers from a desc...

I would caution against sticking close to the Theurgy Wizard approach and seeing if you can adapt the feel without all the mechanics. I would also see if you can create features that do double or triple duty.
Which could look like two spells schools having the same path or maybe at level 6 Evocation and Abjuration get the same feature, but at level 14 Evocation, Illusion, and Transmutation get the same feature.

does that make sense?

hollow siren
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I’ll have to explore it

stuck mortar
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and I got ideas for how

hollow siren
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Evocation is the obvious mod to damage etc.
Abjuration could be unarmored defense (as a ward)
Transmutation and conjugation are difficult to jot just copy paste those spell schools

hollow siren
stuck mortar
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its also worth noting that performing with blades is what Swords bard is based on

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in theory meaning stuff like fencing

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Bards only have subclass features at levels 3, 6, and 14 with level 6 here obviously giving extra attack though we can probably spice it up a bit

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perhaps say, giving more flourish options

hollow siren
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If that’s what you meant

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The rest I think could be interesting

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And I would love to see a fully drafted version

stuck mortar
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what would be nice is if you just get charisma blade via swords bard

hollow siren
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I’d keep it on both, tbh.

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It makes slash and blast as a play style feel very integrated

stuck mortar
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Fair enough

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but then how will it compare to valor bard?

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they'd need to be equal

hollow siren
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Valid

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Hmmm

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I forget, does 24 valor bard get weapon masteries

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And/or fighting styles

fierce dome
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Nope

hollow siren
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Ah, ok

Then that’s a great way to distinguish a 24 ported swords bard, fusion

stuck mortar
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should be fine though

hollow siren
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I get that so it’s just an idea so you don’t have to reinvent the wheel

stuck mortar
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I don't want it to feel like just "Valor bard but better"

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Hmmm, okay so heres my idea: there are 3 level 3 features. One gives the flourishes. One gives proficiency in martial weapons (no medium armor or shields. Performers wouldn't really be using either of those for competitive sports like fencing or Hima or Kendo) buuuut in exchange you get to use charisma for your weapon attacks since well, your fighting style is based around entertaining a crowd and competition meaning you might wanna be using a little magic boost to fight in actual battles