#homebrew

1 messages · Page 4 of 1

stuck mortar
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that gives it a nice nieche which valor bard doesn't have while also keeping valor bard's nieche with being more of a war bard

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then the last level 3 feature gives you the fighting style and a weapon mastery

hollow siren
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Why not both?
Then again, flourishes already feel like masteries anyway

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I like this idea of picking a specialization. Novel but not insane

stuck mortar
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At level 6, it would not only give the extra attack feature original swords bard has but you'd also gain a new ability which lets you use flourishes for free for one minute once per long rest during combat (basically think glamour bard's majesty thing)

stuck mortar
digital jetty
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I am seeing potential in the following areas:

  • savant features(build your sub spell list),
  • Buffing summons for Illusionist, Conjuror, and Necromancer
  • Giving temp HP to targets of Abjuration and Transmutation
  • when you cast a spell of your school gain X. (X being the same thing for everyone.)
  • Organize options by functions ie Blaster, Support, Controller, etc.
  • pay homage to the base class, with a take on memorize spell.
hollow siren
hollow siren
stuck mortar
hollow siren
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Fun idea for a cantrip: a lightning bolt that does xd6 lightning + xd4 thunder damage

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I’d probably make this one a 2024 and sorcerer exclusive so it’s gate kept by inaccessibility

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Crack idea I had so if it’s unbalanced feel free to ignore. If you think it’s not unbalanced then feel free to adapt to your own games idc lol

rotund dirge
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Do you guys think homebrew classes' names should try to fit into a single word like the official ones or is stuff like Blood Hunter perfectly fine?

digital jetty
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I wonder if it makes sense to borrow from bladesinger, by having the sword bard activate a duration feature. Since 24 valor bard basically stole the flourishes and this would be disguish the sword bard and bladesinger UA is the only true full caster that uses their spellcasting ability for attack rolls.

static maple
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And im sure theres more

rotund dirge
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They're subclasses though

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So it's ok to be like "X Sorcery" or "X Patron"

static maple
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Cant read, my bad

rotund dirge
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Don't worry lol

static maple
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I still think its fine, as long as its a fitting name for the class and not overly long a name is a name

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Probably dont make a blood and bone of the eternal gods hunter but blood hunter is still concise

digital jetty
# rotund dirge Do you guys think homebrew classes' names should try to fit into a single word l...

Yeah, i think there is something to having one word. It might just be that the adjective noun combo. is more specific. Blood Hunter does the job, though Witcher, Hemomancer, or Bloodbinder would also work. the trade off is the blood hunter invokes magic and martial abilities, but also the imagery of a hunter. Where as Witcher, Hemomancer, or Bloodbinder only invoke magic, unless you have context otherwise.

fierce dome
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any thoughts

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its an old sub, and i dont like a lot about it

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the temp hp from "body of the blunderer" is boring

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and i dont think "sight of the true night" offers much interesting outside of tremorsense

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i think touch of nightfall is great, it sorta mirrors physicians touch from mercy monk

fierce dome
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i still think the central idea of self-blindfolding to get a ton of effects is interesting, i just really think it needs a revision before its playable

stuck raptor
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Tempestous Aura. Aoi is surrounded in a whirlwind in a 10-foot Emanation. Attacks from outside and inside (except for ranged attacks) in the area have Disadvantage against Aoi, and the area counts as Difficult terrain.
Thoughts on this aura? Its essentially just warding her against ranged attacks, and attempts at incentiving them to get closer to not get the Disadvantage (the range gets bigger from a seperate bonus action, +10 ft for each use)

fierce dome
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as written, ranged attacks dont have disadvantage. it actually specifically says they don't

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Tempestuous Aura Aoi is surrounded by a whirlwind in a 10-foot Emanation. Attacks from outside the emanation have disadvantage against Aoi. The area of the emanation also counts as Difficult Terrain.

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id rewrite it something like this

stuck raptor
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yeah, the wording is a struggle

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yknow what, that works fine, i dont wanna beat up melee martials too much anyway

royal osprey
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if its already a dragon id avoid giving it specific anti melee features

stuck raptor
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indeed, they already got flight

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just need to draw the casters closer

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perhaps i should give her Spell Turning 🙃

hexed solar
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Oh? In which case I'll compare it to what other fighters are doing and see how it compares

royal osprey
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do keep in mind that just because wotc decided to make all of the martials weak it does not mean your homebrew has to be as well

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you can give martials a LOT before they risk overshadowing casters

stuck raptor
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oh i very much know that (and still disagree with them being weak). Im just being a bit too over the top with the aura

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but yeah, im gonna Eye of the Storm it

fierce dome
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or just give the creature warding wind

fierce dome
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still looking for any input on this sub

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its an old sub id like to revise. the central idea is blindfolding yourself to get certain benefits, including tremorsense

crude glen
hexed solar
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Well on the second hand. It isnt good to be MAD. By making it possible to use int on ranged attacks you allow yourself to enjoy a bit more liberty in stat allocation. If you just go int you have worst dex or strength saves anyways. It judt stops splitting the power of the subclass

faint sonnet
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D&D is largely laid out how it is in an effort to make things MAD, after all.

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The issue isn't being MAD, but being unfairly MAD or even unfairly SAD.
-# The irony of MADness is that it's actually something that increases the importance of choice during chargen, whereas SADness makes choice very low importance during chargen.

hollow siren
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Thoughts on tacking an offensive feature onto ancestral soul sorcerer?

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Specifically to do with sorcerous burst

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I’m revisiting a lot of old ideas I hadn’t properly balanced and/or even drafted right from the past few months recently before I start work

stuck mortar
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The idea that I have for this is that Valor represents the gish style which is mainly using the spellcasting part but uses the survivability increase from being a gish and occasionally relies on the melee attacking

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while Swords would have it to where you prioritize the melee fighting and use the class features along with your spells to suppliment that

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hence me not wanting to give a 24' swords bard the medium armor or shield proficiency along side the flavor and theming of the subclass

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while wanting to instead give swords bard more value to the actual attacking with a sword part

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This is what I have in mind rn as a very rough draft:

3rd Level - Stylish Sword

dire sparrow
austere mango
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I just had an idea for a monk class. Crux being that you gain proficiency in shield, and get the features protection and interception. You could make attacks with the shield scaling with your martial die. In addition, you can use ki to add your martial die to stack with either feature. But this is far as I've thought and I'm wondering if their are any other ideas I can employ?

scenic urchin
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surfing downhill on your shield is a must for sure

stuck raptor
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weeee

scenic urchin
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perhaps you can also captain america your shield at a cost

austere mango
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Lol. But I think not.

austere mango
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Hmm... When taking the subclass the shield gains throwing property of 20/60.

stuck mortar
scenic urchin
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there's spell reflection, and there's also "block anything, at a huge cost"

austere mango
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And you can stack 2xmartial die when theowing

scenic urchin
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well, its called spell turning in D&D, but same sandwich

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could go down the road of forming a bond with the shield and eventually animating it, or combining with it somehow

austere mango
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When I think shield bearing monk, I'm thinking more like naofumi than steve

scenic urchin
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ah yes, so like, a super powerful shield, some curses may happen as a side effect

austere mango
austere mango
scenic urchin
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oh

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a team buffing monk .... hmm

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tricky

austere mango
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Agreed. But getting protection and interception at 3rd level sounds really good, and to stack both features with martial die? Could be really clutch.

scenic fog
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I know keeping concentration on two spells has always been the home homebrew think you're told never to do... but I decided to try my hand anyways:

Borrowed Mind
3rd-level Transmutation (Or chronomancy if you use that)
Casting Time: 1 reaction when concentration ends on one of your spells.
Range: Self.
Components: V, S M. (A hair from your head.)
Duration: 1 round.
You extend the burden of concentration to your future self, allowing a spell to last some time longer. Until the end of your next turn, you keep the effects of the triggering spell, but you aren’t considered to be concentrating on the spell.

I don't know if the wording is clear enough but I wanted to see people's thoughts.

stuck raptor
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a no

scenic urchin
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nope not clear enough

austere mango
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What's the pun of using a hair from your head?

scenic fog
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Borrowed Mind
3rd-level Transmutation (Or chronomancy if you use that)
Casting Time: 1 reaction when concentration ends on one of your spells.
Range: Self.
Components: V, S M. (A hair from your head.)
Duration: 1 round.
You extend the burden of concentration to your future self, allowing a spell to last some time longer. Until the end of your next turn, the triggering spell continues as though you were still concentrating on it, but you are not considered to be concentrating.

Is this better?

scenic urchin
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it is clearer than before, but its a lot of words for a simple effect

scenic fog
# austere mango What's the pun of using a hair from your head?

I guess Its not really pun, I just thought thought about all the movies where somebody uses DNA from hair to clone somebody. And cause this is using time magic to expend the concentration to a future version of yourself, I thought the hair was fitting

scenic urchin
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also i dont agree with this being balanced ... and this is going to cause friction with the 2024 rule that you can only spend one spell slot per turn, if you want to cast a second concentration spell, you can't spend the spell slot to use this spell as a reaction to make it happen

austere mango
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Personally think it could be second level and casting it higher makes it work for higher spells your concentrating on

scenic fog
scenic urchin
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nope

scenic fog
# scenic urchin nope

So you can't for example, cast lighting bolt on a lich, then try to counterspell the lich's power word kill?

stuck raptor
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in 2024, all it cares about is that you use a spell slot to cast the spell

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one spell slot to cast a spell per turn

scenic urchin
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you can because the lich's power word kill isn't happening on your turn, but you can't, say, cast lightning bolt, the lich counterspells your lightning bolt, and you counterspell the lich's counterspell

stuck raptor
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Unless you can cast one of those spells without a spell slot

austere mango
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What's funny to me is that if you're fighting a lich with pwk, you should be fine unless youre under leveled, then it's the dms fault

scenic urchin
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nah PWK got buffed

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12d12 damage is no joke

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i mean its not meteor swarm, but it still hits way harder than finger of death

austere mango
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No. The most powerful spell in the game is actually turn to stone. Or ray of stone? The thing Medusa can do with her eyes.

scenic fog
scenic urchin
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flesh to stone

austere mango
austere mango
stuck raptor
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cuz Shepherd Druid is insanity

austere mango
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It's really not

stuck raptor
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Action Economy is a fickle thing

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even if its not powerful summons, it can become a slog with that much new creatures

austere mango
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That's why I made this handy subclass

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Artificer, Corpus Forger
At 3rd level when you acquire this subclass, gain proficiency in medicine. If you already have proficiency, upgrade to expertise. Any roll made to identify damage to a humanoid will be made at advantage.
Also 1 time per long rest, you may construct a corpse knight with a corpse near you, which you take the full long rest to complete. You may only have one knight at any time until higher levels. The corpse cannot speak for itself. The corpse acts on your turn, using your bonus action, you can make specific commands to the corpse and it will carry them out. The corpse starts with the feature, undead fortitude, always.
.
At 5th level, you've become more adept at crafting your knight. You can now give your corpse a voice and give it one feature when you craft the corpse. The feature can be 1 from any class from first level. Note, armor, weapon, skill proficiencies, will count as a separate feature each. If you choose spell casting from any class, the knight will gain a random set of spells from the class of choice. It will be treated as a first level castor. For wizard, it won't need a spell book. When casting, it takes on your intelligence modifier unless, given parts associated to increase the modifier as desired, examples being a brain, a heart, or a face and voice combination.
.
At 9th level, the corpse knight gains 4 attunement slots, you and the corpse knight share these attunement slots as well as the features shared by the magic items attuned to you or the corpse. If you have a band of intelligence equiped, your corpse knight will gain the same benefit. If the corpse has a pair of boots if flying equipped, you too will be able to fly. The charges on the magic items will be shared as well. So if you use a charge on a staff of defense, the corpse will have one less charge to use with the staff.
.

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15th level, corpse knight gains one extra attunement slot which isn't shared and gains a second class feature of your choice so long as the corpse meets prerequisite for the class the feature belongs to. You can now have a second corpse knight, they share the same attunement slots. You may choose this feature among 2nd level features if you stay within the first level class
1st Cure Wounds-Heroism
2nd Wither and Bloom-Healing Spirit
3rd Animate Dead-Speak with Dead
4th Shadow of Moil-Stoneskin
5th Enervation-Modify memory

stuck mortar
scenic urchin
scenic fog
# austere mango Personally think it could be second level and casting it higher makes it work fo...

Borrowed Mind
2nd-level Transmutation (Or chronomancy if you use that)
Casting Time: 1 reaction when concentration ends on a 2nd level or less spell you casted.
Range: Self.
Components: V, S M. (A hair from your head.)
Duration: 1 round.
You offload the burden of concentration to your future version of yourself. You keep concentration on the triggering spell until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the trigger spell can be of a level greater than or equal to the level of the spell slot you used.

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_ _

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Is this better? I guess now its more of keep concentration on a spell you lose and not a keep concentration on two spells at once for a bit

scenic fog
austere mango
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And I think that's good.

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Now put a stipulation in saying you cast this before you roll the concentration save.

hexed solar
scenic urchin
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i dont think its impossible to make a feature that lets you concentrate on two things at once but it needs to have something about it that prevents it from buffing the best spells that casters already have access to, like if it's enabling "now I can have two webs at the same time" I don't see why that's an improvement

scenic fog
# austere mango Now put a stipulation in saying you cast this before you roll the concentration ...

Borrowed Mind
2nd-level Transmutation (Or chronomancy if you use that)
Casting Time: 1 reaction when concentration ends, or you make a saving throw to maintain concentration on a 2nd level or less spell you casted.
Range: Self.
Components: V, S M. (A hair from your head.)
Duration: 1 round.
You offload the burden of concentration to your future version of yourself. You keep concentration on the triggering spell until the end of your next turn. If you cast this spell in response to making a constitution saving throw to maintain concentration, you must cast it before rolling the saving throw.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the trigger spell can be of a level greater than or equal to the level of the spell slot you used.

I hope I didn't muddy up the casting time or description wording while trying to do it, but here it is!

austere mango
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So you can't have two delayed fireballs active at the same time

scenic fog
austere mango
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Sure

scenic fog
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It seems like the final version will be...

Borrowed Mind
2nd-level Transmutation
Casting Time: 1 reaction when concentration ends, or you make a saving throw to maintain concentration on a 2nd level or less spell.
Range: Self.
Components: V, S M. (A hair from your head.)
Duration: 1 round.
You offload the burden of concentration to your future version of yourself. You keep concentration on the triggering spell until the end of your next turn. You can’t cast the triggering spell again while it is sustained in this way.
If you cast this spell in response to making a saving throw to maintain concentration, you must cast it before rolling the saving throw.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the trigger spell can be of a level less than or equal to the level of the spell slot you used.

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@austere mango @scenic urchin

austere mango
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Alright, now how does this affect your future self? I imagine it takes effect when resting.

scenic fog
# austere mango Alright, now how does this affect your future self? I imagine it takes effect wh...

I made one for change to the spell description, as I removed the whole thing that let you keep concentration on two spells for a bit. Let me know if you think this is a good way to word this? Or if the spell should just be a way to protect your concentration.

"You offload the burden of concentration to your future version of yourself. The triggering spell’s effects continue until the end of your next turn, though you are not considered to be concentrating on it. You can’t cast the triggering spell again while it is sustained in this way."

But huh- I guess I never really thought about that... I guess the simple way to do it would be you gaining a level of exhaustion after completing a long rest? But maybe a more interesting and silly consequence would work better

faint sonnet
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It gets more attacks and more feats baked-in than other classes, as well as fighting styles, so it technically can get away with more sacrifices than some other classes can.

hexed solar
hexed stratus
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can someone help me with coding my homebrew item? I have to text description, but idk how to do all the fancy stuff

dusk shard
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Hello everyone, I need some help with a player who wants to use a custom subrace and class, which is something I have never allowed before because I am still relatively new to D&D. Is anyone available for DMs that can help me?

faint sonnet
true forge
dusk shard
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doesnt answer question, thanks for your time though

faint sonnet
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If you're looking for help running the actual content, I'd check in #dm-discussion, because it sounds like it's not actually about the homebrew and more about the existence of it.

dusk shard
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they just sent me here

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its all good

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take it easy and have a ncie day! I got assistance

hexed solar
faint sonnet
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The two channels are a bit close in function, as #homebrew is more "the homebrew itself is the focus", where #dm-discussion is more that the running is the focus.

true forge
faint sonnet
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AA has "dead levels" because it scales via options, not features.

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Consider Psi Warrior vs Arcane Archer for an example of what I mean.

hexed solar
hexed solar
dusk shard
true forge
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give it here

faint sonnet
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I think BM is touted as wonderful design but in reality BM can very easily be a crutch for good design, not an example of it.

dusk shard
true forge
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just send the link?

dusk shard
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He texted it to me on DC

true forge
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just copy it and paste it into a doc or something

hexed solar
faint sonnet
hexed solar
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Especially since most of the arrows are "insert status effect"

faint sonnet
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You could look at Gladiator. Just pick some, essentially.

hexed solar
faint sonnet
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This is why AA is how it is, yes.

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It's designed as a tradeoff, and the later boring levels are due to the design of the initial feature containing 90%+ of the subclass (even if you don't get to access that 90% right away and start with only a bit.)

hexed solar
faint sonnet
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So it's a question of if you take away from that initial portion to add stuff later or leave it as is, basically.

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Put another way, AA sacrifices focus of features for versatility of features.

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They are inversely linked when aiming for a healthy balance.

hexed solar
faint sonnet
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There's no issue in making them scale.

true forge
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AA is kinda just a more magical BM, which is very boring imo

faint sonnet
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What I find that people tend to want from something like AA (at least compared to the UA one) is having their cake and eating it too within a chassis that can't support that idea.

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The more focus you put on the arrows, the less focus you must put on the other features. The more focus you put on the other features, the less focus you must put on the arrows.

hexed solar
faint sonnet
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Oh, it definitely feels dead. I'm not saying it doesn't. What I'm saying is that it is intentionally dead because all of the space is placed in that first initial feature.

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So to make those later levels feel not dead, you have to take away from that initial feature.

hexed solar
vocal imp
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what do you think an eldritch knight achieves that an arcane archer does not?

faint sonnet
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They are already cultivated by virtue of being bespoke choices.

hexed solar
fierce dome
faint sonnet
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It's also worth mentioning that the arrow AA uses aren't really "replacing" attacks like an EK needs to do. They are added onto attacks.

fierce dome
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Battle Master loads most of its budget into its first feature and a lot of the rest of the class is ribbons

faint sonnet
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EK only gets to cast its actual spell slot spells when it attacks...at level 18 (and even then, only level 1 and level 2 spells), replacing two attacks.

vocal imp
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achieves similar what exactly, strength or power level?

hexed solar
faint sonnet
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Define "ribbon".

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Anything to do with increasing the power or usage of shots isn't a ribbon feature, for example.

fierce dome
hexed solar
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If we wanr to compare

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BM starts with higher die

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It also gets a ribbon features at levek 15

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AA does not

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The last 3 levels are just "number boost"

hexed solar
faint sonnet
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Maneuvers are also significantly weaker in most cases.

fierce dome
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There's a rain bm is a better sub lol

faint sonnet
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Banishing Shot is a brutally powerful choice throughout almost all of progression, for example. It's a CHA save against Hypnotic Pattern, essentially.

hexed solar
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Which leads back to the whole point of false choice

faint sonnet
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BM makes people feel good about the ability to choose from a ton of options, but there's not really that much value gained by choosing as opposed to something like picking a pathway and getting maneuvers assigned to you.

hexed solar
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So if we are gonna elaborate on this.

I want to make the subclass get access to a number of arrows. But I find it difficult to fit all the cool arrows i want into a small level list

faint sonnet
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I don't say that to be callous as much as acknowledge that it's a very difficult choice to make.

hexed solar
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To counter this. I could bar stronger arrows behind a level and still it could work just fine

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Like a level pre requisite in the fighter level

rustic path
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9th level

Domain expansion

Somatic transmutation type spell which effects a 10ft by 10ft range centered around the spellcaster, the traditional use for a Domain is to never be able to miss your target by infusing another transmutation spell or your class a Domain can be shaped for other benifits casting time one action lasting time is until the hit points hit zero or is manually decast by the user can be force canceled if multiple simple domains exist in at once

Class Domain alterations changes

Bard:through song you can turn all spell to any range and no longer need verbal components

Barbarian:your rage ability is off cooldown and cannot end inside of the domain

Cleric:you take on passive healing from your diety meaning if somthing doesn't do your full hit points you take no damege

Druid:you may summon up to seven spirit or animals you have met or somehow seen

Fighter:you now for the duration have access to every weapon you have proficiency in

Monk: ki points cannot run out but if you have no ki points you won't gain any

Paliden:your oath takes a physical form and fights for you and enhancing the magic from your oath

Ranger: all the buffs of your favorited terrain apples here and and ranged weapons you may have richiche off the walls and floor of the domain

Rogue:while the Domain is active you add a +7 to all stealth rolls and can create mirages of your self around the pirimeter

Sorcerer:all ranged spells that are level 5 or lower can be cast multiple times without repercussion

Warlock:depending on the nature of the entity you get your power from the action may vary but manly it will try to distract opponents for you in extended for something valuble

Wizard:while Domain is active spell slots of level 7 and lower are doubled and your health gets a +5
7th level

Simple domain. 5ft radius around player
Visually a thin glowing line around the user
Casting time is one action and lasts until the user is hit

faint sonnet
rustic path
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do you guys like my domain spell i made it like a year ago

faint sonnet
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Other issue is that you can potentially hedge out your earlier arrows from being used, which is why upgrading is often smiled upon as a direction.

scenic urchin
faint sonnet
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It's a bit over half of Wish lul

scenic urchin
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okay it's formatted poorly then

faint sonnet
hexed solar
rustic path
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i made this a year ago im gonna alter it this is like a draft

faint sonnet
hexed solar
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For example "hit target with arrow. Target makes save or else be charmed, frightened, or other condition" for one minute concentration

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No damage boost

fierce dome
hexed solar
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Having the aoe arrows scale and the status arrows... im unsure

faint sonnet
hexed solar
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But i am debating a little ribbon like BM

faint sonnet
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Interestingly, AA actually has the same number of non-choice features as BM. The structure is just different.

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Makes me wonder if people would prefer a restructured AA with no actual change to features.

hexed solar
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Binding arrow is good. An action to repeat the save is always goated

digital jetty
true forge
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well i got the gimmick feature for Wordsmith's summon subclass

stuck mortar
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You can only add it to that of allies

hexed solar
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Charmed does seem a worse banishing

stuck mortar
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as it states they can use the inspiration you give to them for those purposes

hexed solar
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I feel like the restrained one is good and maybe add banishing as an option at a higher level?

true forge
true forge
# true forge mostly taken from drakewarden and summon spells with the Choose these when summo...

Work of Art

Medium Fey

Armor Class :: 14 + PB
Hit Points :: 5 +5 times your Wordsmith level (the Work of Art has a number of Hit Dice [d10s] equal to your Wordsmith level)
Speed :: 30 ft.

Challenge :: {{bonus Proficiency Bonus Equal to your bonus}}

Shared Stats and Senses. The Work of Art shares your stat totals, senses, languages known and skill proficiencies.

Fox-Like Cunning (Fox only). The Work of Art gains a climbing speed equal to their walking speed. It can also take the Hide action whenever they use an attack.

Grace of the Sky (Bird only). The Work of Art gains a flying speed qual to their walking speed. The Work of Art doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Blessing of the Seas (Narwhal only). The Work of Art gains a swimming speed equal to their walking speed. For every 10 feet moved in one turn, the Work of Art deals an extra damage die worth of damage.

Actions

Bite (Fox only). Melee Weapon Attack: Wisdom modifier + PB to hit, reach 5 ft., one target. Hit: 1d8 + Wisdom modifier piercing damage.

Claw (Bird only). Melee Weapon Attack: Wisdom modifier + PB to hit, reach 5 ft., one target. Hit: 1d6 + Wisdom modifier slashing damage.

Horn (Narwhal only). Melee Weapon Attack: Wisdom modifier + PB to hit, reach 5 ft., one target. Hit: 1d4 + Wisdom modifier piercing damage.

the statblock

faint sonnet
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For those who aren't aware, some (if not most) coin counting machines count basically instantly, but it was found that people were less trusting of a coin counting machine that spit out the total immediately as opposed to one that took its time, so a "function" was added that made the machine sit there and make noises and stuff so that when it gave a total, people were much more trusting. People "trusted" a technically worse experience more.

hollow siren
stuck mortar
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np

hexed solar
# faint sonnet This seems totally unrelated, but I think that the idea behind how some coin-cou...

I think maybe starting with a binding arrow is good. Then you could introduce more interesting options at later levels. I think maybe a darkness arrow or keep the blinding arrow could be good. Or a marking arrow. Piercing is neat but just not that interesting imo.

I feel like an aoe arrow could definitely have some punch at level 7

Id maybe start off with a weaker cone aoe tho for semi decent aoe at close ish range? But might run counter intuitive to the arcane archer design.

In which case perhaps just a bland damaging arrow option, an aoe arrow option later?

You only pick 2 arrows going up to 6.

Personally id start off with still knowing 2 from a selection at 3rd level.

Ensnaring arrow lasts a minute, action on each turn to break free.

A blinding arrow

Seeking shot is good i think might need changing tho. Perhaps to every shot you make towards that target? Concentration too.

A lot of these arrows hinge off concentration and that's the big dilemma

Id save for level 7 the aoe arrow (around when casters get decent aoes anyway)

Need to think of more interesting options for later levels tho!

fierce dome
#

Which seems silly, I say in the post that I don't think it's very good and needs revising

digital jetty
faint sonnet
#

The shots definitely do have very similar effects in terms of the extrapolation of what they do offensively vs defensively, yeah.

  • Banishing: Bidirectional prevention of harm.
  • Beguiling: Bidirectional prevention of harm.
  • Bursting: AOE.
  • Enfeebling: Offensive malus.
  • Grasping: Offensive and movement malus.
  • Piercing: Ignoring of cover and precise AOE.
  • Seeking: Ignoring of cover and location information.
  • Shadow: Offensive and defensive malus.
hexed solar
loud briar
#

can i get some feedback on this Magic Item?

Executioner’s Greataxe

Weapon (Great Axe), Rare (requires attunement)


You have a +1 bonus to attack and damage rolls made with this magic weapon.

Execution Swing (3/day, recharges at dawn): Before making an attack, you may declare an Execution Swing. If the attack hits a creature at 50% HP or less, the attack becomes a critical hit.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one. Each day at dawn make a Charisma Saving Throw vs DC 10 + the number of days since you last killed a humanoid. On a fail, the murderous bloodlust is too much to keep at bay and you become unable to rest until you've killed a humanoid to satisfy it.

scenic fog
#

But I'm still looking

#

Maybe word the second part as "...you become unable to gain the benefits of a long rest until you kill a humanoid."

scenic urchin
#

the idea is okay, but the general problem with cursed items that are "buff now, curse later" is remove curse kinda throws a spanner into that design

faint sonnet
scenic urchin
#

use axe, right before long rest, remove curse the axe away, reattune after dawn

loud briar
#

I've nerfed remove curse in my setting to letting it reveal how to break the curse, so it can't be used in that manner

#

still have to go on a quest and do a special thing that takes time, not an immediate fix

scenic urchin
#

whats the method for breaking the curse here?

rotund dirge
#

Ok, so i'm going with the idea of the pseudo-caster and i'm enjoying it a lot more

That being said: I realized mixing it a little doesn't hurt, since the UA Rune Scribe actually mixed pseudo-casting with actual spellcasting

Do you guys think i should go 100% pseudo-casting or a few spells are okay?

loud briar
#

Hasn't come up with one yet since none of the players want to take the risk of it being cursed in the first place

scenic urchin
#

i dont blame em, being stuck in a position unable to rest would be fatal

scenic fog
rotund dirge
loud briar
#

they don't know its cursed yet or what the curse might be

scenic urchin
#

if amulets of strangulation are in the setting, i'm not putting on ANY amulet until its identified

#

same energy I assume

loud briar
scenic fog
# loud briar Unfortunately, I limited myself in the penalties to offset its power because it ...

Ah okay I get that! Then from what you've said this is my idea

Executioner’s Greataxe

Weapon (Great Axe), Rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Execution Swing (3/day, recharges at dawn): Before making an attack, you may declare an Execution Swing. If the attack hits a bloodied creature the attack becomes a critical hit for damage purposes only.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one.
When you or an ally you can see spare a hostile humanoid, make a charisma saving throw with a DC 10 + the number of humanoids you've killed with this weapon. On a fail, you become unable to gain the benefits of a long rest until you kill the triggering humanoid.

#

_ _

#

The curse is less brutal but there is still a growing cost, idk how many people your group spares so it may not matter-

scenic urchin
#

that is kinda a wrinkle

scenic fog
#

I guess the mechanics are a little odd, cause there is no rule for sparing a creature...

#

But seeing as executioner's are meant to kill somebody to punish them, I felt that a curse making so that you struggle to do the opposite would be fitting

loud briar
#

lol that's almost more brutal since I don't plan on telling them the exact details, just letting on hints and explaining what happens as it comes up. With that one, if they spare a humanoid and they carry on, then it becomes a hunt to find that same humanoid again until they can long rest, instead of being any humanoid that cures it.

#

Also the big bad they got it from was a Hobgoblin using it to execute prisoners for fun and dinner

scenic fog
faint sonnet
faint sonnet
loud briar
#

Thanks! I just hope the Paladin eventually caves and attunes to it T.T if they try to get rid of it/sell it i'm gonna have to make that a problem for them to deal with again

scenic fog
#

Maybe it offers to give them important information if they feed it blood... by killing people with it

hexed solar
faint sonnet
# hexed solar What's your suggestion then?

Hmm, I think there's a few ways, but I'd probably focus on providing as few as possible really compelling "functions" of shots, and have those shots improve with leveling and progression. At a certain point, you don't even need the player to "pick" shots and instead have them all things you choose when you use them.

scenic fog
shell dew
#

Hi looking for help on a original and non use of licensed DND npc and monsters etc. hardcore one shot that can be played using 5e and OSE

stuck mortar
#

You know a 2024 drunken master monk would totally be awesome as an improvised weapon based subclass

faint sonnet
#

I may start on writing my spell rework cantrips tonight 👀

Pretty hype, though I gotta figure out a big thing about scaling.

stuck mortar
true forge
stuck mortar
true forge
#

It has what it has in 2014 plus some new moves

#

Like pocket sand

digital jetty
digital jetty
stuck mortar
#

also its just a really fun idea

stuck mortar
fierce dome
#

Thoughts on giving a monk subclass truesight as a core feature at third level?

faint sonnet
#

I refer back to this statement.

fierce dome
#

What if it's limited duration/limited use

stuck mortar
#

could make it a budget true sight

#

like a "Half-true sight"

faint sonnet
#

I think the issue with TS is that it's a problem-solving feature, so if you get it early and consistently, the problems that it solves just kinda go away.

#

I actually even think that 5e has too many features like that, tbh.

grim atlas
#

Set up my first homebrew moth race! Now I just have to draw the pictures 😁

#

I'm setting up a thing for my family and I. Maybe even set up a legacy campaign.

#

I'm not really sure, since it's my first time homebrewing.

digital jetty
digital jetty
viral eagle
#

I'd say tremorsight or echolocation could be a great alternative for that

#

True sight has some amazing benefits though

rancid latch
#

Is Jedi force lightning more shocking grasp, witch bolt, or lightning bolt

#

Or chain lightning

viral eagle
#

Shocking grasp is "what if hands were tasers", witch bolt makes two people essentially a closed circuit, and lightning bolt is one big blast of lightning from point A to point B with a woe for everything inbetween.

#

If you extend shocking grasp from a touch spell to a ranged spell though, then it's probably the closest to force lightning

#

sorc can technically do that with one of its metamagics

rancid latch
#

Hmm

hexed stratus
#

is there a resource i can use to learn homebrew creation’s text “coding”?

frank berry
#

Honestly the best option is probably just comparing and copying the way official items/ spells / monsters etc. are worded, and to keep in mind to be specific when necessary, since the text is meant to basically be the instructions for both the DM and player to avoid confusion and disagreements

hexed solar
#

Revising Ranger's Mark

#

In 3 Tiers (Where the Rangers doing 1d6 1d8 2d12 already)
+1 +2 +3 Damage from All Sources on creatures with the Mark
or taking 1d3 1d4 1d6 damage from all sources

#

Which one would be more balanced

hexed stratus
remote kernel
dense mason
#

Hi guysss so i have a character concept where this character that im going to play have a really short attention span, and so to like apply it i have an idea to make this homebrew:

FLAW - Short Attention Span

| "Man... why are you like this...?"

Your wandering focus makes it hard to stay on task, though that same scattered thinking sometimes shields you from mental influence. Well, sometimes it does; if it doesn't, then the problem is with you.

Distracted Mind.
If you maintain Concentration on a spell or effect for more than 1 minute, the next time you make a saving throw to maintain Concentration before you finish a long rest, you make the roll with disadvantage. You also have disadvantage on Wisdom (Perception) checks that rely on prolonged attention, such as keeping watch for hours or tracking subtle details over time.

Easily Sidetracked.
When you attempt an extended task or serious conversation (DM’s discretion), the DM may call for a Wisdom saving throw (DC 8 + your proficiency bonus). On a failure, you become distracted or interject irrelevantly. In social interactions, an opponent gains advantage on their next Charisma (Deception, Intimidation, or Persuasion) check against you.

Scatterbrained Resilience.
Once per long rest, when you fail an Intelligence or Wisdom saving throw, you can reroll it. You must use the new result. If the reroll is lower than the original result, you feel dumber, and immediately take 1d4 psychic damage and have disadvantage on Intelligence checks until the end of your next turn.

please give me a feedback on this if something's amiss its my first time O~O dndExciteBite

true portal
#

@thorny torrent Pandafolk

Ability Score Increase. You gain a +2 to Constitution and a +1 to Wisdom.

Size. Pandafolk are broad-shouldered and stocky, usually between 5 and 6 feet tall, weighing 200–300 pounds. Your size is Medium.

Speed. Your walking speed is 30 feet.

Darkvision. Accustomed to dim bamboo forests and misty mountains, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.

Bamboo Resilience. You have advantage on saving throws against poison, and you have resistance to poison damage.

Gentle Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Natural Climber. You have a climbing speed equal to your walking speed.

Serene Spirit. Once per long rest, you can reroll a Wisdom saving throw you fail. You must use the new roll.

Languages. You can speak, read, and write Common and one other language of your choice (often Sylvan or another nature-tied tongue).

thorny torrent
#

Copied, thanks

hexed stratus
#

why isnt it working????

#

i cant post the pic of how exactly its screwing up WhatSquintHuh1_ParadoxPaws

#

HALP

primal osprey
#

There’s only a few channels in this server where you can post pictures

hexed stratus
#

which ones?

primal osprey
#

Most of the creative ones

hexed stratus
#

is someone willing to let me dm them the pics and help me?

primal osprey
#

Dnd beyond homebrew destroys me

#

Google docs is my homebrewery 😭

hexed stratus
#

i’m going feral. Been working on this for 2 hours

#

its 4am now

primal osprey
#

Oh dayum

hexed stratus
#

“Attack: [roll]1d20+9[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d4, 2{1d4}.expand()))[/roll]

Each arrow costs 1 charge. Choose from the following effects:

Bludgeoning ([roll]1d4[/roll]): Bonk them in the head! The target must make a {@dc 15} {@ability con} saving throw or lose reactions until the end of its next turn.”

#

just become LINKED

#

why does Dice Roller do NOTHING

#

but anyway

#

PepeHands i just want my item to work. but i need to stop and sleep

blazing dirge
#

i want to give my players a portable Da Vinci hang glider type thing made by a gnome inventor as a quest reward, how does this sound?

Collapsible Glider

wondrous item, very rare

This strange strapbox contraption of wood and leather can be worn on the back and activated as an action, unfolding into a large winged glider. It can carry one Medium creature and up to 50 pounds of gear.

When activated, the wearer rises up to 60 feet in the air and gains a Fly speed of 30 ft, with some limitations: the wearer cannot gain further altitude with their Fly speed, except with a significant updraft or similar effects, and the glider descends by 1 foot for every 10 feet of horizontal distance covered. At the end of flight, the wearer lands on their feet and the glider collapses back into its portable form.

The glider has an AC of 13, 30 hit points, and is immune to poison and psychic damage, but weak to fire damage.

As a bonus action while gliding, the wearer may choose to collapse the glider in midair. When they do so, they gain resistance to falling damage, and if they make a melee attack against a target while in freefall, may add the number of d6 from their fall damage to their damage roll.

Once activated, the glider cannot be used again until the next dawn.

#

basically the idea is that they can use it to maneuver and stay at range

#

but also do a cool divebomb if they want

#

like those guys in sekiro lol

peak inlet
dense mason
peak inlet
# dense mason lmaoo alright then

you’re allowed to roleplay stuff without actually making yourself less useful to the group, I’ve had “stupid” characters with high INT, you can roleplay it as them being lucky and just accidentally figuring stuff out. If you want to work on this properly, make it a race, choose 1 of the flaws, tone it down, then give them extra benefits to cover that

#

all 3 things you have are gonna be pretty annoying to your party

dense mason
dense mason
true portal
#

anyone need any homebrew?

hexed solar
# faint sonnet Hmm, I think there's a few ways, but I'd probably focus on providing as few as p...

So have a limited number of shots the player can use.

In which case i was thinking of a general status arrow

An aoe arrow

And a damage arrow.

I am debating being able to select effects. I.e. an emination around the target or a cone infront of you.

The main issue is different status arrows targeting different saves. Like an ensnaring arrow and a shadow arrow. One restraining and the other blinding.

Its moreso balancing how each arrow can work and the conditions applied.

Since you only know 2 at first level I feel like it might work well if you have a general aoe arrow and some other nicer status arrows maybe? At later levels you gain access to a banishing arrow or a ricochet arrow.

I dont know tbh. I feel like by trying to bake in multiple different features you may lose some of the appeal. Imo the charmed and banishing arrows do quite similar things.

You want an ensnaring arrow for sure and I think a blinding arrow is good.

Poisoned arrow seems good on paper but a lot of monsters are resistant to necrotic or outright immune, furthermore the damage reduction is quite insubstantial at later levels.

Did you have any suggestions for conditions? I am honestly debating for an expanded arrow list at 7th to be a banishing arrow and at 15 to maybe be a paralysing arrow?

The different aoe arrows im debating with starting with a cone at earlier levels and moving up to an emination around you?

All these arrows would scale ofc bit the stronger cc effects and status' would be deligated for higher levels?

Idk. Thoughts

slim dune
#

Can I use homebrew for a character I made using the regular rules?

hexed stratus
hexed solar
#

Thing is that, im basing this on a fighter subclass and arrows are stronger than most other effects tbh

#

I think it might be odd to structure arrows based on level but im unsure how to balance accordingly

azure cloak
#

Hypothetically, how does one make a subclass without knowing any of the subclasses?

true forge
#

find a niche or something they are missing

#

boom

fierce dome
scenic fog
blazing dirge
#

knowing my group theyll find a way to turn it into a way to nuke someone from orbit

slim dune
blazing dirge
blazing dirge
slim dune
blazing dirge
#

i guess? i'd really just talk it out with the DM and see what they have to say

#

i dont see much point in keeping it on your sheet if you cant use it

scenic fog
blazing dirge
#

one of them brought up the peasant railgun once and i had a lightning bolt strike the earth inches away from them lmao

azure cloak
slim dune
azure cloak
#

Also if you're using beyond, just write any of this on like a docs page first dndLol

slim dune
#

Beyond?

azure cloak
#

DnD Beyond

slim dune
#

I need to check it out

azure cloak
#

Where do you keep your homebrew otherwise?

slim dune
#

I don't have it yet, just asking questions

azure cloak
#

Ah, just checking, check out Beyond then it's got pretty good examples

slim dune
#

Okie tyyy

hollow siren
#

I’m reworking the flavor and some of the mechanics for ancestral sorcerer. Any good ideas for a capstone

#

The UA capstone is literally a feature they gave to sorcerers at level 5 but worse in 2014 as an optional feature

#

I’m specifically reworking the flavor to be more generic flavored sorcerer (e.g. you’re just Draco Malloy, you don’t get a stand of Lucius Malfoy like you do in the existing flavor mechanics), and I did the following:
-buffed some of the features that I felt were oddly designed
-added a damage focused mechanic around sorcerous burst at 3rd level
-changed the expanded spell list around, including so that the two cantrips in the list were sorcerous burst and guidance (I also deliberated to changing guidance and resistance to sorcerous burst and starry wisp because sorcerer doesn’t get a lot of radiant damage access and I thought that would be neat as an idea)

if that helps!

#

Some ideas I had:
-something to do with metamagic, possibly gain 2 metamagic options and 2 sorcery points, and choose 2 you know which have their SP cost reduced to 0 for cantrips and 1 for leveled spells
-cribbing arcane recovery from the Wizard
-cribbing the wizard’s 18th level feature but from 2014 instead of 2024

digital jetty
# fierce dome It's for a blind monk sub I've been trying to build and can't get anyone to read...

The basic concept of the “blindness is a superpower” trope is that the person is without sight, but has overdeveloped another sense usually hearing, feeling, a third eye, or a 6th sense.

I think figuring out which sense you want heightened and is the first step.

If you were making a feat or just a comic book character you could just stop there with the concept they are good at martial arts but because you want a subclass you need to add something to make it unique.

Some initial brainstorming is:

  • heightened hearing leads to developing blindsight (echolocation) and using sound based powers.
  • heightened feeling leads to developing tremorsense and the ability to manipulate the earth
  • heightened 3rd eye allows you to see the weave flowing in all living things, you develop abilities similar to divine sense and you can attack not just the body but the spirit.
  • a heightened 6 sense develops attunes you with the powers of fate and you can sense the future.
hollow siren
hollow siren
#

Though instead of weave sense it could be ki sense or something if it’s monk

fierce dome
hollow siren
#

True sight monk when

fierce dome
#

lol thats what started this

#

talking about maybe doing truesight on a monk

hollow siren
#

Interesting

#

Would true sight focused monk be broken with true sight at level 3 then it scales to greater distances each time you get a monk feature

digital jetty
scenic fog
#

The peasents don't need to know the survival rates...

scarlet coral
#

A quick question for everyone; is it considered blood magic if a spell's material component is that of a vial containing blood?

An example; you have a spell that requires its material components be a viol of Wolf's blood. When cast, you press your hand on your chest and fill your body with bestial vigor and thus gain resistance to Cold and Piercing damage in addition to Con saves for the duration of the spell.

So would it be considered blood magic since it uses blood as a material component, or not because you're technically not using blood in the spell casting?

blazing dirge
#

blood magic isnt really like a defined thing in dnd that i know of, unless its for blood hunters which arent really an official class

#

so sure, i guess, its up to DM discretion cause blood magic is kind of arbitrary

crisp horizon
#

how balanced is this capstone for a Siren theme sorcer Intoxicating
At 18th level, even creatures with charm immunity cannot resist your guile, causing all your charm effects to ignore charm immunity. When you cast a spell like Suggestion that cannot force a creature to commit harm to themselves, you can ignore these restrictions, forcing a creature to do any action they can perform as long as it will not result in their immediate death

hollow siren
hollow siren
#

Is this a balanced variant of superior spell disruption from ancestral sorcery?

LEVEL 6: SUPERIOR SPELL DISRUPTION
Your ancestral line’s spellcasting mastery aids you in breaking spells. You always have Counterspell and Dispel Magic prepared. You can cast each spell without expending a spell slot a number of times equal to your Charisma modifier. Once you expend all uses of this feature, you must finish a Long Rest before you can cast these spells in this way again.

If you cast Counterspell while your Innate Sorcery feature is active, the target has Disadvantage on its Constitution saving throw. If you cast Dispel Magic while your Innate Sorcery feature is active, you have Advantage on your ability checks to end ongoing spells.

#

One idea I had was also when you counterspell with innate sorcery active, you can “riposte” the spell with sorcerous burst as part of the same reaction

#

Instead of the disadvantage on the saving throw (or with it, but prob instead)

#

Call it arcane riposte or something. It also works as an independent feature for another subclass for the name alone lol

scenic fog
hollow siren
#

True tho, we’ve all been there

#

Hot take but drakkenheim is basically a cross of modern dnd/forgetten realms type lore with 40k elements

scenic fog
hollow siren
digital jetty
scenic fog
scenic fog
#

I never really thought about that

hollow siren
hollow siren
hollow siren
scenic fog
#

Don't give me ideas...

hollow siren
hollow siren
crude oak
hollow siren
#

Wait I’m thinking not of the 40k homunculus but the OTHER 40k thing that sounds like homunculus shudders

scenic fog
#

Like WW1 technology

hollow siren
#

I like the idea!

scenic fog
#

Who use it to sculpt new creations

#

So many ideas so little time, I can't run it all

hollow siren
hollow siren
#

Though I may have friends/players interested in such a setting. I can reach out to them if you need players to run it

scenic fog
hollow siren
#

Like so freaking much. I love it

scenic fog
#

Lemme type this up

hollow siren
#

I need it! Lol

digital jetty
hollow siren
#

Good idea

scenic fog
woven pelican
#

Anyone got a good book with quality humanoid statblocks? Especially on higher CR

crisp horizon
#

how do you give a class Feature charges

hollow siren
crisp horizon
#

like i have been trying to convert Bladesinger to 2024, but the charges don't show and I don't know how to make them

#

i am using D&D Beyond if that helps

hollow siren
#

Ahh
Yeah DDB is a mess lol

primal osprey
#

Making Dnd beyond homebrew kills me

#

Google docs is always there for me

hollow siren
stuck mortar
#

Yo @hollow siren did you read the thing?

hollow siren
#

Nvm I’m reading it now! :)

stuck mortar
#

k

hollow siren
#

I like the additional flourishes idea, that’s pretty cool

#

I’d still give the bladesinger/cantrip extra attack too tho

#

Esp because you can only use flourishes once per round

#

I’d clean up the formatting

#

The only thing that seems busted is ballad of the clanging steel. It’s an ok feature that’s balanced, but your variant has feature bloat around 6 with an extra attack, additional flourishes, AND the ballad. All of these are balanced, but not all at the same level

#

I like the 14th level feature otherwise. It interacts very well with the others

digital jetty
#

I don't think you can have the bladesinger/cantrip extra attack and the Ballad of the Clanging.
Debilitating Flourish is really impactful, i think it should be disadvantage rather than subtracting Bardic Inspiration. Even then it might be an outlier.

stuck mortar
#

So I was not really worried about the exact formatting

stuck mortar
stuck mortar
#

Like I would honestly make Ballad of the clanging steel or the extra flourishes their own features with one being at a higher level, issue is theres only 3 levels where bards get subclass stuff

dire sparrow
#

I made a new class

#

You can steal body parts with it

hollow siren
hollow siren
stuck mortar
#

but also again I want this to be distinct from the valor bard which has the bladesinger extra attack

#

also the blade flourishes rely on weapon attacks not cantrips

hollow siren
#

As in put one of your favorites of the new flourishes at 3

stuck mortar
#

Theres only 2 flourishes

#

I mean I am fine with giving an additional one earlier on, just not sure which would be better for that

#

probably debilitating

digital jetty
stuck mortar
#

Alright ig

#

So gives disadvantage instead of subtracting from the total.... wait a sec

#

aren't multiple bards able to do this and without actually hitting someone no less?

hollow siren
#

Lore bard iirc can

scenic fog
scenic fog
primal osprey
#

Exactly 😭

hollow siren
#

IT IS THO

#

LIKE WHAT THE HECK

stuck mortar
hollow siren
dire sparrow
median oak
#

How powerful should a blood slicing attack from a creature 8 humaniod cultist be

digital jetty
digital jetty
hollow siren
#

Ehhh. Ballad to me is just a way to get free inspiration on attacks at max die? Or did I misread

low ember
#

the bard song?

#

I guess so

#

still cool

pliant lake
#

i need my homebrew reviewed

#

Infected: An infected creature can't take any actions, bonus actions or reacteons. The inflicted creature's actions are instead taken over by an oozeling. On the following 3 turns the infected creature must make 3 con saves dc 11. If the infected creature fails all of them they are dead and completely taken over by the oozeling. If the creature saves one, the oozling is ejected out.

Any creaturen taken over by the oozling gain the following abbileties:

  • 1D4 acid damage on each atack the infected make
  • escape: When an inflicted creature, apon reaching 0hp, The oozling infecting the creature can atempt to infect another creature within 15 feet. the target must make a dc 12 or be infected. Any creature within 5 feat of the infected creature can make an atack of opertunety on the oozling
spring geode
#

i mean it looks pretty solid, do you want this to be challenging in which case ig you could scale or drop the dc with con or something so some have a better chance against it and some dont. provided its also used against the party not just npcs

are there other ways of removing the oozeling besides con saves and close up attacks?

spring geode
pliant lake
pliant lake
#

its an apocalyptic campaign intirely focuzed on these oozes

spring geode
# pliant lake No realy, what do you recomend

well i think if you want more diversity for the party to possibly realize its more dangerous to some than others you make the save dc scale with their con, so barbarian with +5 could get a con save of only dc 7 while party members like mages that tend to have low con have the dc increase so like -3 con wizard's save is then 14

pliant lake
#

i see, realy giving con another use

#

yeah

#

Tho how woumd i implement that in game mechanics

#

its not easy to write

spring geode
#

On the following 3 turns the infected creature must make 3 con saves with a base DC of 11 that scales/decreases with infected con stats. (+3 con score = DC 8 vice versa a -3 con score = DC 14)?

pliant lake
#

a friend of mine said imunety for like a few moments after being infected and surviving. Like the dragons frightfull presents

spring geode
#

Yea that would make sense

#

you could flavor it like extra vigilance against them, if you make them a heavy threath then you extend the immunity period, if they are common then you make it shorter.

pliant lake
#

Its like the campaign thing

#

the campaign is called the oozepocalypse

spring geode
#

lmao that sounds metal as hell

spring geode
# pliant lake Its like the campaign thing

but even so that doesnt necesarrily mean you need them to be always present, unless these are the most basic common spawn= skeleton and goblin equivalent in which case yea

pliant lake
#

yeah

#

and they themself are laughebly weak

digital jetty
pliant lake
#

hp :1
Ac: 12

#

movement: 25f

#

and their highest stat is a 13

spring geode
#

gotcha id say for a little oomph you could make it scale/decrease with con other than that maybe add a 3rd way of getting them off players, so ranged/casters can deal with them if needed.

smoky sand
#

I think i balance things okay for what they are

stuck mortar
blissful ravine
smoky sand
#

like rangers?

devout kestrel
#

I have a new Barbarian subclass i think its really ghool

#

Can anyone please give me some feedback on the design?

#

Path of the Gragor alcoholic.

Level 3: Keg proficiency

You gain proficiency of the Keg Weapon type. After you roll or throw the keg, it disappears and appears into your arms at the beginning of your turn.

Level 3: Drunken Rage

Body Slam: You can take the body slam action as part of your attack. If the body slam hits you get to impregnate the opponent.
If you are inebriated, deal 1d6 extra damage in a 10 foot circle from the point your attack hits the opponent. This damage scales level. Trust.

Level 6: Explosive Cask
During a long rest you can imbue your keg with the special sauce ale.
You can roll the Keg up to 20 feet. After rolling, you can use a “magic” action to trigger the

“yeasts” in the “ale” to explod ina 20 foot circle. Opponents in the circle have to make a constitution saving throw. On a failed save take 2d12 necrotic damage, on success take half.

Level 9: Bomba!
You can throw your imbued barrel now up to 60 feet. When the keg lands it explodes instantly in a 20 foot radius. Creatures in the radius have to make a Dexterity saving throw. On a failed save. the creature takes 3d12 force damage and gets pushed 20 feet in the opposite direction. On success take half and mog the barbarian.

Level 12: Slimy tip

Your tip becomes slimy: If you make an athletics check as part of a grapple, add your total strength score to the roll.

Level 14: The Impregnator

If your bodyslam hits an opponent and deals damage, you can make an additional bodyslam. This effect goes on until you miss a bodyslam.

smoky sand
#

yay

graceful sluice
#

When im making a spell, do i need to specify that the save DC is equal to the casters spell save dc or can i just say "They must make a dexterity save or _____ happens"?

chilly jewel
#

like a normal spell

#

for a spell list?

#

yea they assume the casters stats

#

if its for a magic item you gotta specify though

graceful sluice
#

ok thanks

analog atlas
#

Custom subclass worked on w player - finalized except for numbers cus not sure for balance, any suggestions on stuff I should buff/nerf? Simplified cus limit

Corrupted Magic Sorcerer

3rd Level: Magic Madness
A voice lives in your mind
The Voice. After a long rest, the DM secretly rolls a d6. That number is the “Voice’s Countdown.” Each time you cast a spell (including cantrips), reduce the countdown by 1. When it reaches 0, the Voice manifests.

When the Voice Manifests - Choice:
Give In. Advantage on your next roll following the completion of the ask.

Resist. Nothing immediately, but the next time the Voice manifests its demand is harsher. After resisting 5 times, your mind breaks (Home-brewed table)

6th Level: Corruption Unleashed
You may enter Corrupted State once per Long Rest.
Corrupted State. As a BA, you may enter a corrupted state. This state lasts for 1 minute, or until you are incapacitated, or until you end it early (reaction).
While in state:

All ranged spell attacks trigger Fractured Surge (no d6 roll required).

Con saves automatically succeed for all Fractured Surge uses within this state.

Your body is weakened by the broken magic and you have vulnerability to all damage.

Ending Early. You may end this state before the duration expires. If you do, increase the Voice’s Countdown by 2 immediately.

14th Level: Controlled Corruption
Corrupted Insight. When the Voice manifests, doesn’t only tempts you. It may also offer useful information, such as hints, tactical advice, or warnings (DM discretion).

Balance in Madness. You gain resistance to psychic damage.

18th Level: Harmonized Corruption
Perfect Channel. When you trigger a Fractured Surge, you no longer take backlash damage.

Guiding Voice. You gain advantage on Wisdom (Perception), Wisdom (Survival), and Wisdom (Insight) checks.

Cataclysmic Casting. Once per long rest, when you cast a spell of 5th level or lower, you may upcast it by 2 levels without expending a higher-level spell slot.

hollow siren
hollow siren
hollow siren
graceful sluice
#

lol

#

I am stressed outa my mind bc i got 2 weeks to finish the whole elden ring thing so yay!

hollow siren
#

Lol
Mega oof

#

You don’t have to do it in two weeks you know

#

Take time

#

Project will be better if you take the time you need

sterile prairie
#

I have an idea for a new class where they get their magic from cards

hollow siren
#

So it’s just yugioh

#

You’re just playing yugioh at that point but with dice

#

(I’m joking lol, it sounds like a cool concept)

graceful sluice
graceful sluice
hollow siren
hollow siren
sterile prairie
hollow siren
sterile prairie
graceful sluice
hollow siren
#

The entire class/subclass is starting to look like anime swordsman, the best yet most balanced joke subclass ever written besides garlic bread domain cleric

sterile prairie
#

Yugi and Seto Kaiba are currently fighting to see he will get into Pegasus‘s castle

graceful sluice
hollow siren
sterile prairie
hollow siren
graceful sluice
sterile prairie
hollow siren
sterile prairie
#

Even then, the monsters would still be slightly weak The normal

#

Maybe each time they reach a new level they get access to different cards

graceful sluice
sterile prairie
#

For The magic and trap cards. I think it might just be regular spells.

#

Like it would function like regular spells, but they would still be cards

#

They have a magical device that is attached to their arm, allowing them to summon cards by placing them onto the device

#

The player will not only have to keep track of thale HP but also the monsters that have been summoned HP

graceful sluice
sterile prairie
#

However, if they’re fighting, just a regular old monster oh yeah, they’re definitely getting booted to the shadow realm

#

So basically with regular people, it depends on the match but when up against a regular monster, absolutely

#

For someone who is not part of the same class, they have to fight against the monsters that get summoned

#

At level one you’re only able to summon one monster and two traps and magics

#

Kind of off topic, but I’m about to finish the first ark of Yu-Gi-Oh!

#

Kind of weird how up to this point no one has noticed when Yugi goes from being like a child to being a full grown man in a blink of a second

#

I think I’m going to call this class the doolur class

austere mango
#

Way of The Dancing form monk
Blind dancer: At 3rd level you gain blindsight for 30 feet and you may choose a Blind art. These blind arts give you bonuses as you level up and are represented by flowing silk or cloth around the user. You may choose one when at each tier subclass tier like totem warrior.
Red art: Your unarmed attacks deal an additional martial die of fire damage and your flurry of blows now deals an additional 2d8 fire damage if all strikes hit.
Blue art: Your unarmed attacks now deal an additional martial die of cold damage and when you use Step of the Wind: Dash, you deal martial die of lightning damage to all creatures within 10 feet of you. This triggers again at the end of your turn.
Green art: Your unarmed attacks now deal martial die of additional force damage and your flurry of blows now poisons the target on a failed con save for two rounds. You may also place a bane on a target enemy instead of using an unarmed strike if the target is within 5ft
White art: you may heal 1d4 to a creature instead of using an unarmed strike.
Dancer’s charm: At 6th level You may expend a ki point when your bonus ability of your art triggers to attempt to charm the enemy. When you strike the target with the ability they must make a DC 13+ your wisdom modifier wisdom saving throw or be charmed. You may also choose a second cloth from the first 4 colors

#

Dancer’s prowess: At 11th level your Arts of the blind dances flourish and bloom into their final form.
Red art: When you use flurry of blows it deals 2d8 fire damage to adjacent creatures
Blue art: as an action cast rimes binding cold for 2 ki points
Green art: when you make an unarmed strike, the strike will pierce creatures behind the first target up to 15 ft in a straight line doing 1d8force damage, the first creature makes a strength save or is pushed back against the targets behind him
White art: When you use step of the wind:dash, all enemies within 30 feet have their movement speed dropped to a quarter and each enemy within 10 feet of another take 2d8 cold damage.
Master of blind art: At 17th level Your blindsight extends to your normal sight range and when you deal damage to an enemy you can nullify their magic capabilities. If you hit an enemy with a martial strike you may spend 5 ki points and shut down their casting for 1 round. When a creature casts a spell and you are in range, you can make a reaction attack in attempt to counter spell. You may also pick a second color from the second four colors you unlocked at 11th level

digital jetty
# austere mango Way of The Dancing form monk Blind dancer: At 3rd level you gain blindsight for ...

You have interesting ideas but at times the writing isn't clear. The theme feels inconsistent. None of the mechanics invoke dancing. Blindness is mentioned at level 3 but doesn't return until level 17. The despite being called the Blind Arts, the options are named after something very visual, colors, and are elemental centric.

Mechanically some things that stood out are:

  • 30 ft blindsight is pretty strong and feels out of place.
  • Permanently increasing your unarmed strike damage by an additional martial die, is overtuned. As a baseline Way of the Monk has to spend 1 ki to do something similar.
  • Dancer’s charm mentions a bonus ability, what is that?
  • Monks have a save DC for their features. It is 8 plus your Wisdom modifier and Proficiency Bonus.
  • By "choose a second cloth", do you mean that you can learn another Blind Art?
austere mango
# digital jetty You have interesting ideas but at times the writing isn't clear. The theme feels...

So. It's a monk based off of the blue dancer charm from eldenring. We felt that the multi color arts was more important than the blind fighting style. Yes, you can 2 blind arts from each tier. The idea is that you can mix and match the charms/cloths/arts to have unique ways of engaging combat with each playthrough. Some are utility, others are strate damage buff, and some stack onto each like the step of the wind stunning everyone you walk past during a turn. Channeling bane multiple times on multiple enemies. Then there's a healing word on contact.

#

By all means, give me more ideas for the blind sight, cause 6th level needs a revamp and am struggling to think of anything

tawdry prism
#

Hey everyone, idk if here #dm-world-building or #dm-discussion would be the preferred place, but im trying to build a horror style one shot to run by Halloween, and im a first time DM but been a player for many years. (My table has rotating DM's since everyone at is is a forever DM except for me) and I dont want to gonto them for information and I think being able to have a one on one chat with someone possibly could help alot. My homebrew is a train hijacking. The players are forcefully put on this train (cause they have perished) and this train is about to take them to the afterlife, and they're trying to stop it. Each car is a different puzzle slowly increasing in the creepy scary factor, and I just want to make sure it all makes sense and fits into place, or if there are any holes that need filled.

digital jetty
tawdry prism
#

Ty

blazing dirge
#

i wanna give my players a portable archimedes death beam as a quest reward from an inventor, how does this sound?

Dweezil's Own Death Ray

wondrous item, rare

This odd contraption of mirrors and cogs is folded up into a rectangular box when not activated. It starts with 3 charges, and recovers 1 charge at the next dawn. You can take an action to deploy the death ray in an unoccupied space within 5 feet of you. This item can only function with a direct source of sunlight.

Once it is deployed, you can expend a charge as a bonus action on the turn it is deployed, after which expending a charge becomes an action on subsequent turns. When a charge is used, the death ray harnesses the power of the sun to deploy a beam in a direction that you designate. The beam is 100 feet long and 5 feet wide. Every creature caught in the beam must make a DC14 Dexterity saving throw, taking 4d6 fire and 4d6 radiant damage on a fail, or half as much damage on a successful one. The death ray can only be used once per round. Undeploying the death ray takes an action.

The death ray has an AC of 13, 30 hit points, is immune to poison and psychic damage, and resistant to radiant damage. If it is targeted by radiant damage, it will reflect towards the attacker, forcing them to make a Dexterity saving throw or suffer half the damage they would have dealt. This does not expend a charge of the death ray.

hexed solar
digital jetty
viral eagle
brittle axle
#

Race: Pre-Illithid

You have been infested with an Illithid Tadpole that has apparently become unable to turn you into a Mind Flayer. Hopefully this inability to harm you continues.

Ability score increases: +2 to your intelligence score
Speed 30ft
Darkvision: 60ft
Languages: Common, Under-common, Telepathy with a range of you total level multiplied my 10.
Feat: you choose 1 feat

2024 version
Feat, changed to
Feat: you choose 1 origin feat

tropic stratus
hollow nexus
#

Do you guys prefer buffs and debuffs that interact with or cancel out eachother?
(F.ex. Ac bonus and disadvantage / Ac malus and advantage or Advantage and Disadvantage / Ac bonus and Ac malus)

digital jetty
brittle axle
#

My Thought as well

brittle axle
tropic stratus
brittle axle
#

So I made my own little lore text for it

tropic stratus
orchid meteor
#

which knight should i do from the homebrew web for a monarch's bodyguard?

tropic stratus
#

normally when stuff eats your brain you don't get smarter

brittle axle
#

Well turning into a mind Flayer makes you smarter

tropic stratus
#

yeah they ain't did that yet

#

maybe the tadpole gains +2 int from eating your brain

#

you get -2 int from having your brain eaten

brittle axle
#

Let’s say you are playing as the tadpole that is eating the brain

tropic stratus
#

then wouldn't the goal be to turn into a mind flayer asap?

#

or you could use an intellect devourer that would make more sense for piloting a humanoid body

brittle axle
#

Illithid tadpole that has apparently become unable to turn you into a Mind Flayer

#

Is the explanation above

tropic stratus
#

Hopefully this inability to harm you continues.

#

im sure the tadpole does hope it can convert you

#

🤷‍♂️ idk man it just seems funky this isn't a curse to me

digital jetty
#

The tadpole failing to turn you into a mind flayer and you gaining psionic powers is nothing new to dnd.

digital jetty
brittle axle
hasty scroll
#

So I was playing around with the DnD beyond homebrew website and when i tried to add additional specific spells they didn’t show up on the character even though I saved changes why? (Warlock subclass)

native palm
#

Does anyone know a 5e vampire/werewolf hybrid homebrew race I can use I am making a character for my own campaign and can't find one online

true portal
#

@native palm Dhampwolf (Werewolf–Vampire Hybrid)

Legends whisper of cursed unions between moonlit beasts and blood-drinking nobles of the night. Called Dhampwolves, these beings walk the fine line between predatory hunger and civilized restraint. They are fast, feral, and hauntingly beautiful—creatures who can be both the hunter in the forest and the shadow in the ballroom.

Racial Traits

Ability Score Increase. Your Strength score increases by 1, and your Dexterity score increases by 2.

Age. Dhampwolves mature at a similar rate to humans, but their supernatural vitality allows them to live for up to 250 years.

Alignment. Dhampwolves often wrestle with their dual nature. Some embrace order to resist their darker urges, while others embrace chaos to indulge them.

Size. Dhampwolves are similar in build to humans, though often lean and athletic. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Hybrid Legacy

You embody traits of both wolf and vampire. Choose one of the following when you create your character:

Moonborn (Werewolf Leaning): You have advantage on Perception checks that rely on hearing or smell. Once per long rest, when you hit a creature with a melee weapon attack, you can deal an additional 1d4 slashing damage as your claws briefly manifest.

Bloodborn (Vampire Leaning): You gain darkvision out to 60 feet. Once per long rest, when you deal piercing damage with a melee attack, you regain hit points equal to the damage dealt (minimum 1).

Predator’s Grace

You have proficiency in the Stealth skill.

Supernatural Resilience

You have resistance to necrotic damage.

Cursed Duality

Dhampwolves are vulnerable to silver. You take an additional 1 damage per die from attacks made with silvered weapons.

Languages

You can speak, read, and write Common and one additional language of your choice.

#

I have too much homebrew lol

native palm
#

Ty

true portal
#

anyone else?

true portal
#

did you do spell list? Or prepared spells?

#

cuz spell list is choices you make

hasty scroll
true portal
#

additional specific spells is also add to choices

hasty scroll
true portal
#

choosing prepared spells

hasty scroll
true portal
hasty scroll
true portal
#

did

ember sorrel
#

Revised my "chunky Hit Points" variant.

• Characters start with their level 1 HP totals and do not advance them.
• Characters divide all damage, healing, and temporary HP by their level / CR.
• The quotient is the total HP lost / restored / gained as temp HP.
• The remainder is discarded.
• For effects that cause multiple hits / healing (during combat), the damage/healing/etc. is totaled before division.
• Out of combat, these same effects that occur in quick succession (spending Hit Dice, for instance, or drinking potions) are totaled and then restore that many Hit Points.

Sorry, you're going to have to do math - but you were already playing on your phone, weren't you? 😎

bitter whale
#

What a strand of fate could do as a magic item ?

median oak
#

Anyone familiar with mythic actions (after ^^ person is answered ofc)

agile marten
#

very possible something like this already exists, i have no clue, but i need to know if this is overpowered or just really stupid

Death Coin (magic item)

one time use. can be used on anything or anyone. roll a d20. 11 or higher, target instantly dies. 10 or below, user instantly dies. not affected by modifiers

agile marten
median oak
#

Idk when I hear fate I think of something like being able to negate a nat one or even forcing a nat 20 on a specific roll

hollow siren
# bitter whale What a strand of fate could do as a magic item ?

When I hear fate I like to think it’s this one interpretation from a HP fanfic, where prophecy is a force of the world that subtly pushes the prophesized person to not have main character syndrome but subtly saves them from bad consequences (again, not in a broken way but in subtler ways).

So strand of fate can be a feat, or if you want maybe a doom driven feat. The problem is there’s no clear and reliable way that doesn’t involve the dm to implement something like this

floral pike
#

Hi! I'm trying to create a rune magic system, and was wondering if anyone had some ideas for level 1 runes, along with some higher level? I'm thinking about treating runes like a form of pre prepared spell, so I don't have to alter an existing class to much.
Runic magic will be important for the world building of a particular tribe, and I'm also going to offer the option of using runic magic to my players but even if they don't take it, it will still be important for the tribe I'm making including leveled npcs.
I was thinking of 1 elemental rune, one body enhancement rune, and one weapon enhancement, six runes you can make a day and leveling up is not only more advanced runes but also the ability to chain rune effects, like a weapon enhancement chained with a fire rune to make a temporary flaming sword.

hollow siren
#

Spike and I both had ideas for rune caster as a class lol, literally the other day too

Hive mind

#

I like the idea tho

midnight chasm
hollow siren
#

The approach I had in mind to building one out was a cantrip focused class that used runes to cast utility magic

floral pike
#

Oh I found that,and it will be the main combat sub class of the rune careers, but I also wanted a class that focused more on enchantment and the magical effects, like traps, enhancement, and even illusions that you can leave in an area and as a distraction that you don't need to concentrate on.

hollow siren
#

Come to think of it the wand wielder homebrew class I found might serve as an interesting foundation

hollow siren
midnight chasm
hollow siren
#

Except what you could do is they have all the spells prepared

#

No selection

#

And it’s only utility spells

#

With cantrips as a main line of attack to feel more magical

midnight chasm
#

Is there much of a demand for deploy and depart spells as a cornerstone of a class?

hollow siren
#

But that’s just my opinion. At a baseline, artificer could be interesting to use as a chassis/spin off

midnight chasm
#

How often do adventurers drop traps?

hollow siren
#

Ah

#

Not often

#

If anything trap disarming is more in demand

midnight chasm
#

Okay. Rune Knight exists, that's one. Another option might be to mix and match features from other subs to create a unique rune-based progression. Heck, you could take a leaf from warlocks and adapt a runic style practice as your patron.

hollow siren
#

Runecaster and it allows you to cast a small number of at will utility spells

#

Only to go up to 3rd or 4th

midnight chasm
#

So maybe you sub runes for artificer infusions and hybridise that.

hollow siren
#

Oh, cool idea too

#

I’d have to play around with that as well

midnight chasm
#

Alternatively, skip the entire idea of making a runecaster class as such and flavour the world around runic magic as the default.

hollow siren
#

True too but that feels weird

median oak
#

Yall use mythic actions by chance

sterile prairie
#

Here is all of the combined information I have on my class so far

Name doolur

This class is able to harness the spirit of long dead monsters in the form of cards. They are also able to cast magic using their cards. They have a magical contraption attached to their arm, which allows them to place the cards on it, summoning the monster or using the magic.

At level one, they can only summon in one monster at a time in cast two spells each battle

They will start with three monsters they can choose to summon and 4 spells two of them, specializing in upgrading their monster in the other two specializing in helping to destroy the opponent

When up against someone of the same class, they will not fight each other. They will instead of fight using them Cards in the case, they encounter a regular being that is not part of the class basically someone who can think and feel they will use their monster to attack the potion. However, the person they are up against will be fine after the battle in the case, they are fighting a wild monster like a zombie the zombie will be sent to the shadow realm.

scarlet coral
#

Anyone got a good name for an effect or magical force that deals both Radiant and Necrotic damage? I'm making a creature that can conjure golden light in a form of an aura, armaments, and bolts that harms not just the body but the soul of a creature as well and was used in my world's civil war between Celestials.

An example of this light would be taking something like Guiding Bolt, usually it's depicted as bright yellow or pure white light, where this form of light in the conjunction of a Guiding Bolt is more of a golden yellow or a darker shade of. I'm thinking maybe tarnished radiance or falselight? Anyone got better suggestions?

keen wyvern
#

I have an idea for a monk subclass, what are your thoughts on this?

Level 3

Diadem’s Perceptions of the Thermoelectric spirit world. Visibility / Distance / Height / Thermoelectric
Each perception of the diadem grants charges.
(granted, reaction)

Surge Charge (granted) (Limited use, basically like a fighter - battle master Superiority Dice)

Transfer Charge - To use a charge, use surge charge dice, the surge charge dice is damage added to an ally within 5 ft (granted, bonus action) / Fire / Cold / Lightning / Radiant (variants)

Infra-Red Imbalance (granted)
While using Fire and Cold Transfer Charge (Grid Alignment Fire and Cold), suffer a Lightning or Radiance imbalance.
While using Lightning and Radiant Transfer Charge (Grid Alignment Lightning and Radiant), suffer Fire or Cold imbalance.
Fire (Overheated): Disadvantage on Strength checks/saves.
Cold (Chilled): Disadvantage on Dexterity checks/saves.
Lightning (Shocked): Disadvantage on attack rolls against you (advantage for enemies).
Radiant (Glowing): Disadvantage on Stealth checks and hiding.

Buddy attack - making them attack. Must be within 5 feet (granted, action)

Cooking with a metallic cloth on skin, forming a stovetop (granted, action/other)

Upon death, spirit takes over and rampages (granted, action/other)

Level 5

Thermoelectric Aura Birst - the physical manifestation of the thermoelectric power amplifies the environment. The humidity rises as charges in the area force water molecules to condense in the area, leaving the area prone to steam if fire is set. The thermoelectric burst shoves them back 10 feet, creating unstable ground, leaving those within the 20 feet prone to falling. ()

Level 11

Conduction (Reaction, gain a surge charge once taking damage)
Surge Charge combination (Option)

Level 17

Increased Transfer Charge Range, multi target 30 ft (granted)

scarlet coral
# keen wyvern I have an idea for a monk subclass, what are your thoughts on this? Level ...

Sounds like an elemental support monk subclass, it's interesting to say the least. Where you can apply elemental damage bonuses to your allies and can even give yourself elemental damage potential in your strikes which later can also apply certain conditions. I think Thermoelectric Aura Burst needs to be a bit more clear on what it does because from what I can understand the humidity causes creatures to fall prone if dealt Fire damage? Otherwise it seems like a good homebrew class.

restive tusk
# sterile prairie Here is all of the combined information I have on my class so far Name doolur ...

It seems like a neat idea! Just some thoughts:

  • How will the monster summoning mechanics and stats work? I suggest making it similar to Beastmaster / Drakewarden Ranger, though you’d certainly need to make it distinct in some way.
  • For subclasses, what ideas were you thinking of and how will these modify the main class in a distinct manner?
  • For fighting the “same class” this seems like it could quickly create a lot of rules (minigame) that ends up being rarely used and entirely dependent on the DM to implement. NPCs don’t use class level, and it’s often discouraged to build NPCs using class rules.
sterile prairie
restive tusk
# keen wyvern I have an idea for a monk subclass, what are your thoughts on this? Level ...

I think this needs further formalization into the 5e design language. I see a lot of ability tags and non-standard 5e language that sort of impede clarity.

For example;

  • Surge Charge. How many uses? What’s the action economy? How is it recharged?
  • Transfer Charge. What do the variants mean? What is “damage added to an ally”?
  • Infra-red Imbalance. What is “grid alignment fire and cold”? What does an an “imbalance” do mechanically? I’m assuming it’s one of the latter options, but it should be more explicit that one would choose one of the listed effects.
restive tusk
sterile prairie
keen wyvern
# scarlet coral Sounds like an elemental support monk subclass, it's interesting to say the leas...

Thermoelectric Aura Burst is my idea on providing the weakest of the synergies at level 5 after all the class fundamentals have been established. After some practice at level 3s and 4, you have mastered the use of the diadem. The (granted, undecided action / bonus action) provides a way to not give you a Surge Charge, but potentially get one from the Diadem's Perceptions, it's the setup for a conditional trigger for the reaction. If fire is sparked creating smoke that'll be a visibility change, granting the Surge Charge..etc

sterile prairie
keen wyvern
# restive tusk I think this needs further formalization into the 5e design language. I see a lo...

Surge Charges: (Works like the Battle Master Superiority System)

Surge Dice. You have four Surge Dice, which are d6s. A Surge Die is expended when you use it. You regain all expended Surge Dice when you finish a [rules]short rest;Short[/rules] or [rules]Long Rest[/rules].

You gain an additional Surge Die when you reach Monk levels 5 (five dice total), 11 (six dice total), and 17 (seven dice total).
keen wyvern
# restive tusk I think this needs further formalization into the 5e design language. I see a lo...

Transfer Charge the variants are the different damage types granted by the Diadem's Perception for example, you get lit on fire, you will get a fire Surge Charge, Transfer Charge (Action) takes upon this damage type of the Surge Charge.

Upon using a Surge Dice, you suffer Imbalance, which works with the background mechanic of Grid Alignment.. that's harder to explain but basically a debuff related with this damage type. Simply put. If you use a fire charge, you will take the lightning debuff, cold -> radiant, lightning -> cold, radiant -> fire. (debuffs)

#

Alright, I'm going to flush this out a bit more, and return to show the updates

sterile prairie
digital jetty
#

You don't need to have subclasses for 5e homebrew, but 5e is a very different game than Yu-Gi-Oh! and I am skeptical that standing around while monster fight for you is going to be satisfying in 5e.

restive tusk
#

The game assumes you’ll have a subclass at some point (excluding edge cases like Abserds). I think making subclasses based off of dueling styles a good idea; perhaps section monsters to certain subclasses.

#

I think in it will be tricky to bridge card game mechanics to 5e in a satisfying way. One of the biggest roadblocks imo is ensuring the card mechanics as a whole don’t take too much time to resolve.

#

Perhaps you can take inspiration from the netrunning mechanics from Cyberpunk: RED. That subsystem manages to streamline taking multiple actions in a single turn fairly well

hazy bridge
#

hod do yall feel about the 4th edition crit rules

hollow siren
#

I’m not familiar with them

#

But I like a lot of smaller things about 4e that never made it into 5e sadly

digital jetty
digital jetty
smoky sand
livid bay
#

Here's a homebrew race I made, the Nymian. it's like a lizardfolk except they're born in the sky, and have feathery wings, feathery tails and hair, and are often bright blue with white colors intermixed, and some teals. They can temporarily deafen themselves, granting them immunity to thunder damage, but they are terribly claustrophobic, suffering from some detriments while indoors.

https://www.dndbeyond.com/species/1991764-nymian

digital jetty
# livid bay Here's a homebrew race I made, the Nymian. it's like a lizardfolk except they're...

They have scales and feathers?

Close ears is interesting. What inspired that?
Not a lot of races have a negative effect, so Claustrophobia might be a deal breaker for some people. You might get more acceptance if you inverted the feature — Born to the Sky: You constantly long for the sky. While outdoors, you have advantage on Dexterity saving throws, and your flying speed increases by 10 feet.

livid bay
#

Wygura aren't hostile to Nymians or humans who live in the sky, but their calls are just really really loud, so Nymians evolved a way to close their ear canals like natural ear plugs.

livid bay
#

I'm kind of creating a homebrew world that is a world above Faerûn, located entirely in the sky. People live on floating islands, and some build homes on the backs of Dragon Whales, which span over 2 miles long in adulthood.

#

I wanted to put in Claustrophobia because Nymian is a race I'm wanting to play in a future game, but plenty of DMs would likely not accept a race that only has upside.

digital jetty
#

In 2014 rules only three races had a feature that was a downside and those were all removed. However, you know best how what is going to fit at your table.
Close Ears might be better as a reaction.

livid bay
#

That's a good point about Close Ears

livid bay
#

Meaning if you have something like a giant ship taking up a huge amount of space, you can't maneuver as well, and don't have that advantage and extra speed.

#

I figured it out, I think it's fine now.

#

I did change Close Ears to a reaction.

quick pulsar
#

DM letting me cook a custom ability for my battle smith artificer for level 5. I was thinking a resource based knockback/aoe applied to weapon attacks to lean into the whole protector vibe (party is fighter/fighter/artificer/sorcerer) but i wanted to pick the internet’s brain a little bit. For a little info on the character, he’s a warhammer wielding kobold artificer who’s rushing into combat on his wolf steel companion and basically peeling for his sorcerer while keeping the frontline backed up. Basically the off tank.

true portal
#

anyone want some homebrew?

smoky sand
true portal
#

any kind!

#

i'm bored

smoky sand
true portal
#

what would you like?

smoky sand
true portal
#

what kind? any ideas?

smoky sand
true portal
#

undead warlock exists already

smoky sand
#

or at least higher tier play

true portal
#

okay, sure! I have that somewhere give me a minute

true portal
#

I have too much homebrew XD

smoky sand
#

XD its okay.

#

Youre pretty awesome

true portal
#

ty

hollow siren
hollow siren
smoky sand
hollow siren
#

Bro same

#

The lack of lightning in particular has always made me sad given that it’s thematically really hecking cool (both of which is why I brew around the damage type a lot), but regardless…the 500k fire spells compared to like, 10 that deal thunder damage and 8ish that deal lightning is sad

#

I know radiant damage isn’t supposed to be super common but one thing I like about 2024 5e’s spells is that there’s more radiant ones. Starry Wisp is so cool

sterile prairie
#

So for my class, I want there to be like five starting monsters the person who is playing as the class can pick from any suggestions on any good ones that wouldn’t be too strong

#

Doesn’t even have to be a monster it could just be a regular enemy

smoky sand
#

Wdym?

hollow siren
sterile prairie
velvet stag
#

ohh so like, instead of choose a subclass, maybe they choose a monster at level 1?

#

and based off of the mosnter they choose they gain abilities?

hollow siren
velvet stag
#

What CR were you thinking for the monsters?

sterile prairie
#

I also was thinking I could make a list of spells that could be in the cards you would start with like four magic and four trap, but you could only put two of each on the field at once at level 1

#

When it comes to sub classes, I have two ideas one I could base it off of the different summoning styles or I could base it off the different types of decks people usually Use

sterile prairie
#

I’m thinking every time you level up you get access to maybe 3 cards of your choosing that correspond to the level you’re at

scenic fog
# true portal anyone want some homebrew?

I've been working on a chronomancy supplement for my world, will probably share when I'm done. But I've had an idea for a spell called accelerate, where you accelerate somebody's body, but not their mind, so they run into things. I imagine its like roll a d8, console table for the direction moved, they move double their movement speed feet in that direction until they hit something, and take something-d-something damage for every 10ft they moved before hitting the object
Make a save at the end of each of their turns to end it

#

If you wanted to help with that a bit I'd appreciate it

true portal
#

1d4-1d8 per 10 feet would be good depending on spell level

scenic fog
# true portal 1d4-1d8 per 10 feet would be good depending on spell level

Something like this? (Still not sure on level or type of saving throw made)

Accelerate
2nd-level chronomancy (Or transmutation)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (idk)
Duration: Concentration, up to 1 minute

You attempt you quicken a creature's movement, while leaving its mind slow. Choose a humanoid that you can see within range. The target must succeed on a Charisma saving throw or or be affected by it. An affected target creature's movement speed is doubled,

While affected, the creature's movement speed is doubled, has disadvantage on ranged attacks rolls, doesn't provoke opportunity attack, and must use all its movement to move in a random direction at the start of each of its turns. To determine the direction, roll a d8 and assign a direction to each die face. The creature's movement is stopped if it collides with a object large enough to stop it, taking 1d6 bludgeoning damage per 10 feet it moved, to a maximum of 6d6

At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.

true portal
#

6d6 for a lvl 2 is crazy tho

scenic fog
true portal
#

and ends when they hit something

#

also 1d8 with 1 being north and going clockwise from there would be better for direction

true portal
scenic fog
# true portal i would say 4th

You sure? Hold person is 2nd level, and that something to all sorts of crits. I feel like third level, and it ends when they hit something is balanced

true portal
#

if the ending when running into smth applies then def 3rd level

#

also will there be upcasting? like more targets or higher multiplier and cap

scenic fog
# true portal also will there be upcasting? like more targets or higher multiplier and cap

Accelerate
3rd-level chronomancy (Or transmutation)

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (idk)
Duration: 1 round

You attempt you quicken a creature's movement, while leaving its mind slow. Choose a humanoid that you can see within range. The target must succeed on a Charisma saving throw or or be affected by it.
While affected, the creature's movement speed is doubled, it doesn't provoke opportunity attack, and must use all its movement to move in a random direction, and then ends its turn. To determine the direction, roll a d8, with 1 being north going clockwise. The creature's movement is stopped if it collides with a target small or larger, taking 1d6 bludgeoning damage per 10 feet it moved, to a maximum of 6d6,
If the creature and its target are equal in size, apply the damage as bludgeoning damage to both the creature and the target. If it collides with a target with a different size category, the larger of the two takes half of the damage rolled, or zero damage if it is two size categories larger. The smaller target takes the total damage rolled.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature and the maximum damage is increased by 2d6 for each slot level above 3rd.

#

_ _

true portal
#

material would be cool if it was like something that can be used as clock

scenic fog
#

It may be a little less balanced now, but I added some rules for it hitting other creatures and put in your ideas.

true portal
#

and the upcasting is cool

scenic fog
true portal
true portal
scenic fog
#

WAIT

#

I should make a hourglass magic item

#

And you can use it to cast slow or accelerate

#

And can be used as spellcasting focus?

true portal
#

god the homebrew folders gotta make space

hollow siren
#

Time Beam as a cantrip might be cool. 1d4 force damage or healing and you have a very very very watered down slow or haste as an effect

#

Like it would last for 1-2 turns or something

true portal
hollow siren
#

Problem is what in the Hells is time energy lol

true portal
#

maybe like an extra bonus action or one less bonus action

hollow siren
#

But idk

hollow siren
#

This was me shooting ideas out

true portal
#

so every turn

hollow siren
#

Ah

#

I see now

true portal
#

but infinite haste is still broken

livid bay
scenic fog
true portal
livid bay
#

Hmmm... you say in the spell it leaves the mind slow, but it doesn't really extend on that condition in the spell

scenic fog
livid bay
#

I see.

#

I figured it could have done somthing like double your movement speed, but place you under the effects of a Confusion spell. Granted, it wold need to be higher level, but probably might need to be anyway

true portal
scenic fog
true portal
#

and love the idea

scenic fog
# hollow siren Time Beam as a cantrip might be cool. 1d4 force damage or healing and you have a...

This is no means a final version, but maybe something like this?

Timebeam

Chronomancy cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

A beam of crackling white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d4 force damage, and choose one of the following effects.

  • Quicken: The target moves 10 feet in a direction of its choice.
  • Slow: The target's speed is reduced by 10 feet until the start of your next turn.

At Higher Levels. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

#

_ _

#

I'm still not sure on what slow should do, because I basically just took this from ray of frost

true portal
#

it's cool

#

also should i make the hourglass item?

livid bay
#

Man now I really want to make an hourglass item too

#

I have a Wizard NPC in some of my worlds named Xancard, who is a really powerful time wizard. He has been appointed with keeping the flow in balance, and manipulating time to keep things stable

scenic fog
livid bay
#

this man has the capability to anchor a specific point in time, and rewind back to it once if things go terribly. Only he knows what went wrong though. He can also, if he can't make an anchor, weave a really powerful spell to make the current terrible scenario branch off and become a alternate time event.

scenic fog
# true portal that's a good idea

You think the spell should have concertation if I'm doing it like that? And also another thing, should the spell only target humanoids, or should it just be creatures?

scenic fog
livid bay
#

Sometimes modrons and such don't like what he does, and only he can sometimes really know why he did it, as it's too hard to explain.

#

He himself is also "time cursed". It means that he has to have a stabilizer installed into his chest, and his armor/cloak/coat and outfit has no bare skin exposed, because if the stabilizer is removed or he is exposed to the flow of time outside his armor, he diestabilizes, and begins warping in and out of time uncontrollably.

#

Sometimes he disappears for a hundred years to somewhere else in time, then shows up elsewhen just three hours into the Spellplague, before vanishing again, and time warping into the future.

#

Anyone who can see him where he "glitched" from just sees a version of him fading in and out over and over as he twists and contorts, his speech fairly choppy, like "H-lp m-e. 's Wo-rse than la-s ti-me."

livid bay
merry orchid
#

Hmm

livid bay
#

Basically, I really like time magic in D&D.

solar oracle
hollow siren
scenic fog
true portal
#

Hourglass

Rare item

A beautiful hourglass filled with magic sand.
You can use the Hourglass as a spellcasting focus.
The Hourglass has 4 charges, you can turn the hourglass as an action to expend an amount of charges you choose and cast a chronomancy spell of a level equal to or lower than the amount of charges expended.
When the Hourglass has no charges left, roll a d10. On a 1, the hourglass is destroyed.
The Hourglass regains all of its charges at dawn.

livid bay
#

they just fall under chronurgy because they actively manipulate time

solar oracle
scenic fog
#

Idk what the level should be on this spell? It may be topo powerful to be 5th but I wanted to get some thoughts. I was inspired by the infinity war scene with thanos and vision (If you know you know)

Revert
5th-level chronomancy

Casting Time: 1 reaction, which you take when a creature ends it turn.
Range: 60 feet
Components: V, S
Duration: Instantaneous

You manipulate the flow of time to revert the actions of a creature. Choose a creature you can see within range. If the creature is unwilling, it can make a Charisma saving throw or time is rewinded to the start of the target's turn, even if the target is incapacitated or dead. You choose if the creature is aware of the lost time.

scenic fog
livid bay
# scenic fog That's a pretty cool npc idea, would you mind if I take some ideas from this? I'...

I don't mind if you take some ideas at all! The gods might have given it to him, or other powerful, more primordial forces. He's not sure quite which, but he knows he was appointed by someone. He doesn't really worship the gods, since he has to keep their maniupulations and activities that may influence time in check. He actually gets really irritated by gods, because they squabble like children and try to start so many divine wars that he has to rewind or branch off so they don't destroy Temporus Prime, the prime timestream. He also doesn't really do much else except keep watch over the flow of time, and balance it. He can call up a future versions and past versions of himself to split up, so he can be in multiple places at once.

digital jetty
scenic fog
livid bay
#

Xancard also does have a Time Stop like ability, but rather than stopping time for a few rounds, he stops it until he starts it again, but it only feels like barely any time passes once it restarts. He likes to be as covert as possible. The goal is not to be noticed. An unnoticed custodian of time.

hollow siren
digital jetty
scenic fog
livid bay
#

Like: Sigh "No, don't do that. If you do, everybody dies agai- and of course you did. Great. Here we go, for the eighth time."

#

that's if he has to speak to people, but usually he just talks to them even when they can't hear or see him, because it's less hassle that way.

#

You ever come out of a situation feeling kind of... beaten? That's because you probably did something stupid the first six times, and Xancard had to rewind and fix all of those, while being really tired and telling you to please don't do that again for time's sake he's begging you. You didn't hear him of course, but it felt a little demaning, which is why you feel that way.

scenic fog
#

I doubt you know it but its a funny show

livid bay
#

"Nobody knows what the future holds!" someone says, to which Xancard responds "No, actually, I do. I just have to make sure you don't (swear word) it up along the way."

scenic fog
#

Do you think he dislikes mortals at all due to this? Seeing the constant mistakes they make, the ones they don't learn from

#

He's literally the tired DM

livid bay
#

I think he does, but only when they don't learn.

livid bay
#

Basically, if you used him or someone like him in your games, it's the idea that everything is basically scripted. That unhinged idea worked or totally failed because it was supposed to.

hollow siren
#

Thoughts on back porting sorcerous burst into 2014?

crude glen
#

I don't see why not

heady stream
#

i think all the new spells should work in 2014, and technically its not different from using tashas spells etc

#

the only new term should be emanation

digital jetty
smoky sand
#

heres my homebrew of ranger… ranger hm gets ranger levels in d6

#

or version of my ranger

#

ranger is my favorite class

hollow siren
#

Fair. I ask because I see so many mixed reactions to this proposition of back porting

hollow siren
scenic fog
#

Besides the wording of the whole "magic action"

slender olive
#

Intellectual Edge
Uncommon magic weapon (longsword or greatsword, your choice), requires attunement by a creature with Intelligence 13 or higher


Description

This curious sword’s blade is dull but covered in a patchy rust-like patina streaked with yellowish hues, reminiscent of aged banana brine. The hilt is wrapped in faded leather strips inscribed with faint arcane runes. The sword’s magic feeds upon the wielder’s intellectual prowess, rewarding knowledge and study.


Mechanics

  • Intelligence-based Weapon: When you attune to the Intellectual Edge, you use your Intelligence modifier instead of Strength or Dexterity for attack and damage rolls with this weapon.
  • Extra Damage Dice: The sword deals an additional number of d4 damage equal to your Intelligence modifier (minimum 1d4) on each hit.
  • Scaling Intelligence: The sword’s power increases as your Intelligence increases, either by increasing your Intelligence score through ASI/feats or by dedicating at least one week per +1 point in Intelligence to reading and study (DM’s discretion for the latter).

Ingredients List:
- New longsword or greatsword: 15 gp 
- Human brain: 20 gp  
- Pickled banana brine (jar): 10 gp  
- *Identify* scroll: 40 gp  
- Spell components (incense, herbs): 5 gp  
Total: 90 gp

Crafting Ritual (45 days total)

  1. Pickling Phase (15 days): The human brain is submerged and aged in a sealed jar filled with banana brine, creating an arcane bond imbued with organic intelligence.
  2. Brine Soaking (30 days): The freshly crafted sword is dipped into the same brine repeatedly, developing the rusty, yellow-streaked patina as the brain’s essence infuses the blade.
  3. Imbuing Spell: At the culmination, the caster performs a ritual casting of Borrowed Knowledge or Identify on the blade, focusing the spell’s energy to bind the intellect magic.

elder burrow
#

Heyo! Heres an idea I had for a species. Gyrosphere Warforged.

#

Let me know what you think? I am fairly new to making things. But feel like it is balanced enough.

scenic fog
slender olive
#

Sure it's slow but gives me some epic moments like one time I had to use chicken piss for a potion

#

That smelled so bad, it gave out our location to wolves

scenic fog
rain scarab
#

For a final boss in a one-shot
are these stats good for the final boss? Level 5 players 4 of them
so

AC 17, HP 150, Speed 40 ft

Claws (x2): +7 to hit, 2d8+4 slashing + 1d6 necrotic

Aura of Dread: Start of turn within 20 ft → WIS save (DC 14) or Frightened.

Unholy Roar (Recharge 5–6): 2d8 thunder damage + deafened.

Tiger Glide: Move 20 ft without provoking opportunity attacks.

PS PLEASE PING ME

scenic fog
elder burrow
slender olive
slender olive
#

Which can fail

#

I actually like it when something (inexpensive) like a healing potion fails and becomes a toxin laughScrm

scenic fog
#

I'd say lower the hit points to 80-100

slender olive
#

I actually tried to rework the Artificer subclass by making it somewhat Orgo-based (extra work but better results)

rain scarab
livid bay
#

What CR would I make a creature that's gargantuan and has lots of HP and such, but is a passive creature?

scenic fog
scenic fog
livid bay
rain scarab
#

thank you mrmoon.

noble lion
livid bay
#

It's a gargantuan creature that has a call that can stun creatures and deals thunder damage, not because it's hostile, just because it's loud.

scenic fog
livid bay
verbal smelt
#

Has anyone made a hellchain weaver statblock for 5e?

scenic fog
noble lion
livid bay
#

The creature I'm making is a Wygura, or Dragon Whale. They span over 2 miles log at minimum, and eat cloud krill

noble lion
#

That's probably not worth making a statblock for

scenic fog
livid bay
#

They basically eat a cloud, and expel all the cloud matter and eat the remaining krill.

#

They're given the nickname "cloud movers" or "Sky eaters" but they're totally passive

scenic fog
noble lion
#

Why's there krill in the clouds?

livid bay
noble lion
#

Should give the whales a special spell called Cloudkrill

livid bay
# noble lion Why's there krill in the clouds?

Because it's part of a world I'm making. It's a sky world above Faerûn. basically, the clouds and sky have their own ecosystem, people, and places. And part of that is Dragon Whales and cloud Krill, so why not?

noble lion
#

I see I see

livid bay
noble lion
#

I would add Cloudkrill in addition to that

livid bay
#

Wygura are so big that people live on them, and it's kind of like a symbiotic relationship. There are some flying creatures that are like pests to Wygura, and burrow into their hide, so the people who make cities on them kill the creatures in return for residence

noble lion
#

That's pretty neat

slender olive
# elder burrow https://www.dndbeyond.com/species/1991612-gyrosphere-warforged

Hey! Some Feedback:

  1. Retractable shield with speed penalty:
  • The shield gives you a defense boost (+2 to Armor Class), but slows you down a lot (moves you 10 feet slower).
  • Since this race is supposed to be quick and nimble, slowing down so much makes the shield less attractive to use.
  • Players will often feel stuck choosing between being fast or being well-protected, and this choice isn't fun or smooth because the penalty feels too harsh.
  1. Surgical tools with no clear game rules:
  • The homebrew describes cool built-in tools like saws, flamethrowers, and injectors.
  • However, the rules don’t say how these tools work in combat or other situations.
  • This makes it confusing for both players and the DM because they don't know if these tools give extra abilities, damage, or utility.
  • Without clear mechanics, these tools feel like just story flavor without real gameplay value.
  1. Rolling movement (Gyrosphere) lacks clear game rules:
  • This race rolls around on a magical ball (gyrosphere) instead of walking.
  • But there are no clear rules explaining how this rolling moves in the game, or how it works with jumping, climbing, or fighting positions.
  • This leaves the DM to guess or make up rules, which can cause confusion and inconsistent gameplay.
livid bay
#

There's also variants of certain crops, such as wheat and corn, apples and lettuce

slender olive
#

Also keep in mind, rolling movement is different from taking a step as you cover more distance when you take a step as you're essentially skipping over terrain

livid bay
#

the whole thing is sky themed, and there's even airships too, which look almost like sailing ships, reinforced with metal, but instead of sails, they have giant zeppelin-like balloons, which can be filled with gas and have the gas released by a pull chain like a hot air balloon if the pilot wants to go up or down.

slender olive
#

So a small rock which you could climb over would be a bumper for you

livid bay
#

Go up high enough in the clouds, and there's cloud oceans, where there are sky fish and floating islands

noble lion
#

And cloudkrill

livid bay
#

those are typically lower down

#

But the sky is not without it's dangers. There are dangerous vortex storms full of rain and lightning known as Thunderheads. People who pilot airhsips usually have a rifle or some ranged weapon handy to fend off the hostile monsters that fly in the thunderheads, feeding off the electricity.

#

There's also rocs, which are not always hostile, but are usually docile unless provoked.

keen wyvern
#

Warrior of the Aurion Diadem
Monk Subclass
Subclass Lore
Aurion is a bodiless entity from the Thermoelectric Spirit World, a realm of intertwined temperature, charge, and light. As its Sovereign, Aurion balances opposing forces: fire/cold on a thermal axis, lightning/radiance on an energetic axis, forming an energy grid. Aurion seeks no worship but facilitates mortal bonds with lesser spirits to grant them eventual physical bodies upon the host's death, manifesting via the diadem's energies. Through this, mortals gain control over fire (heat), cold (freezing), lightning (charge), and radiance (light), amplifying strength while advancing Aurion's vision.
As a monk following this warrior path, you bond with a specific spirit from Aurion's realm via a diadem fused to your body, extending your circulatory system for enhanced focus, elemental control, and vitality. Faith in this spirit (not Aurion) is tertiary—secondary to thermoelectric mastery—but ensures its post-death embodiment. Aurion selects the spirit and warns of risks: imbalances cause debilitating surges like overheating, chilling, shocking, or glowing visibility. Your eyes glow red-blue, reflecting the realm; the subclass infuses monastic ki with grid forces for disciplined elemental manipulation. (Compatible with 2024 PHB rules; use "Focus Points" interchangeably with ki.)
Pole Types: pp = pole positive (representing expansion, surging, or emitting forces); pn = pole negative (representing contraction, stillness, or absorbing forces).

https://docs.google.com/document/d/1xW-7LjssgWHki_wSIcZr5z3mDpCaLct7gU5OVA7YAOs/edit?usp=sharing

Let me know what you think about this monk subclass

livid bay
#

(I'm contemplating putting a sky Kraken into the setting)

noble lion
#

I'm in the process of developing a more in-depth armor system for my games, the most notable addition being Armor Properties (akin to weapon properties). I am trying to think of more properties that are useful enough to meaningfully effect your decision of what armor to pick, but obviously without becoming overpowered, and without becoming so complex that it's a hassle to keep track of what your armor can do. The effects should not act like entire class features, just minor bonuses that could lend themselves to certain builds.

Here's what I have so far: https://docs.google.com/document/d/1hbGkAbq1k5AhjPsNkO5NIo4yivJO3av4aRz8Cid9Z2k/edit?usp=drivesdk

Any ideas for more?

keen wyvern
fleet cobalt
keen wyvern
#

I personally think I made the use for ki in the subclass quite low, maybe I should utilize focus points more

fleet cobalt
#

Monk: Way of Orbital Harmony
3rd Level: Escape Velocity

You learn to harness the power of speed and momentum to overcome obstacles and foes.

Orbital Momentum: When you take the Dash action, you can spend 1 ki point to increase your movement speed by an additional 10 feet for the duration of the Dash. Additionally, when you take the Dash action, you can use a bonus action to make an unarmed strike against a creature you pass within 5 feet of.

Escape Velocity: When you hit a creature with an unarmed strike, you can spend 1 ki point to push them up to 15 feet away from you, simulating the force of breaking free from a gravitational pull.

6th Level: Eclipse

You align your energy with the sun and moon, empowering your defenses and manipulating the celestial forces around you.

Solar Eclipse: When you use your Patient Defense, you gain resistance to fire and radiant damage until the start of your next turn.

Lunar Eclipse: When you take the Dodge action, you gain temporary hit points equal to your Monk level (minimum of 1). These temporary hit points last for 1 minute or until depleted.

Tidal Force: When you hit a creature with an unarmed strike, you can spend 1 ki point to pull or push the target up to 15 feet, simulating the gravitational forces of tidal movements.

11th Level: Orbital Resonance

You harmonize with the gravitational forces of the universe, amplifying your ki and creating a resonating field of celestial power.

Planetary Field: As an action, you can spend 3 ki points to create a 15-foot radius aura centered on yourself for 1 minute. While the aura is active:

Hostile creatures in the aura take damage equal to your Wisdom modifier (minimum of 1) at the start of their turn (damage type based on your Planetary Alignment).

Allies (including yourself) gain resistance to the damage type of your Planetary Alignment while within the aura.

17th Level: Cosmic Convergence

You synchronize your energy with the cosmos and unleash a burst of celestial power that echoes the forces of the universe in perfect alignment.

Convergence Strike: As an action, you can spend 6 ki points to perform a devastating cosmic attack. Choose up to three creatures you can see within 30 feet. Each creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, a creature takes 6d10 damage (type based on your Planetary Alignment) and is knocked prone. On a successful save, they take half damage and are not knocked prone.

Empowered Harmony: After using this ability, your Planetary Field aura (if active) increases its radius to 30 feet for 1 minute.

@keen wyvern here's mine for reference

scenic fog
livid bay
keen wyvern
scenic fog
fleet cobalt
#

imma yoink that idead as well for mine, though maybe a lot more desert flavored which might just destroy the idea of a kraken but it could work

molten elk
#

Hey, so I'm working on a Magnus Archives inspired homebrew campaign, and I'm working on spells atm. I would just like a little feedback on this cantrip that I made, like if it's balanced, if it's too similar to another cantrip, really any feedback on it would be appreciated 😄

Dust Choke

Necromancy Cantrip
Casting Time: 1 action
Range: 15 feet (5-foot cube)
Components: V, S
Duration: Instantaneous

A cloud of dust and grit fills the lungs of creatures in a 5-foot cube. Each creature in the cube must succeed on a Constitution saving throw or take 1d4 necrotic damage and be unable to speak until the end of its next turn.

At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Classes. Cleric, Druid, Warlock, Wizard.
Fear-Specific. Available only to those Marked by The Buried.

noble lion
#

I didn't make that one

keen wyvern
livid bay
fleet cobalt
livid bay
#

They swim through sand, and will burst out of the ground, snapping at prey, or they’ll lie in wait with their huge mouths open and full of sand, and when someone walks over them… snap!

scenic fog
# livid bay Yeah!

But maybe it has a name other then sky kraken, in my world I can a serpant king known as the Cyclophage, maybe take that name for your sky kraken?

livid bay
#

They’re like Shai-Hulud from dune, but dragons and sense light

livid bay