#homebrew
1 messages · Page 4 of 1
Why not both?
Then again, flourishes already feel like masteries anyway
I like this idea of picking a specialization. Novel but not insane
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)
I mean a specialization is another path I could go but I don't think it would work for bard. Too few subclass levels
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.
Oh I love these. Yes! Thank you a ton for these ideas
I meant what you had, where you pick a choice of 1 of 3 features, there
Yeah, wasn't what I was intending but I noticed that you thought I intended that when I did not and therefore I gave a reason as to why that isn't an option I am interested in persuing
Valid too
But note: it doesn’t have to be one every few levels. Think warden/magician from Druid
Fun idea for a cantrip: a lightning bolt that does xd6 lightning + xd4 thunder damage
I’d probably make this one a 2024 and sorcerer exclusive so it’s gate kept by inaccessibility
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
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?
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.
Check almost every sorcerer subclass
And im sure theres more
Cant read, my bad
Don't worry lol
I still think its fine, as long as its a fitting name for the class and not overly long a name is a name
Probably dont make a blood and bone of the eternal gods hunter but blood hunter is still concise
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.
any thoughts
its an old sub, and i dont like a lot about it
the temp hp from "body of the blunderer" is boring
and i dont think "sight of the true night" offers much interesting outside of tremorsense
i think touch of nightfall is great, it sorta mirrors physicians touch from mercy monk
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
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)
as written, ranged attacks dont have disadvantage. it actually specifically says they don't
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.
id rewrite it something like this
yeah, the wording is a struggle
yknow what, that works fine, i dont wanna beat up melee martials too much anyway
if its already a dragon id avoid giving it specific anti melee features
indeed, they already got flight
just need to draw the casters closer
perhaps i should give her Spell Turning 🙃
Oh? In which case I'll compare it to what other fighters are doing and see how it compares
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
you can give martials a LOT before they risk overshadowing casters
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
but yeah, im gonna Eye of the Storm it
or just give the creature warding wind
still looking for any input on this sub
its an old sub id like to revise. the central idea is blindfolding yourself to get certain benefits, including tremorsense
Have one of its abilities apply the strong wind environmental effect to the area?
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
I would disagree. It is actually good for a piece of design to be MAD.
D&D is largely laid out how it is in an effort to make things MAD, after all.
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.
Thoughts on tacking an offensive feature onto ancestral soul sorcerer?
Specifically to do with sorcerous burst
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
how did 24 valor bard steal flourishes?
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
while Swords would have it to where you prioritize the melee fighting and use the class features along with your spells to suppliment that
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
while wanting to instead give swords bard more value to the actual attacking with a sword part
This is what I have in mind rn as a very rough draft:
3rd Level - Stylish Sword
Alright, I made a new race
And I need some reviews on it
I tried to make a (Relatively, it's still stronger than the average race) balanced, nerfed, playable Mind Flayer
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?
surfing downhill on your shield is a must for sure
weeee
perhaps you can also captain america your shield at a cost
Lol. But I think not.
Maybe....
Hmm... When taking the subclass the shield gains throwing property of 20/60.
Oh nah, I typed all the way up to finishing off the 6th level features and the server bot just said nah cus apparently it had some wrong language or something?
there's spell reflection, and there's also "block anything, at a huge cost"
And you can stack 2xmartial die when theowing
well, its called spell turning in D&D, but same sandwich
could go down the road of forming a bond with the shield and eventually animating it, or combining with it somehow
When I think shield bearing monk, I'm thinking more like naofumi than steve
ah yes, so like, a super powerful shield, some curses may happen as a side effect
Gain access to the shield spell at 6th level for 2ki points
No, not that. A shield that defends and buffs the team
Agreed. But getting protection and interception at 3rd level sounds really good, and to stack both features with martial die? Could be really clutch.
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.
a no
nope not clear enough
What's the pun of using a hair from your head?
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?
it is clearer than before, but its a lot of words for a simple effect
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
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
Personally think it could be second level and casting it higher makes it work for higher spells your concentrating on
But aren't reactions separate from that rule?
nope
So you can't for example, cast lighting bolt on a lich, then try to counterspell the lich's power word kill?
in 2024, all it cares about is that you use a spell slot to cast the spell
one spell slot to cast a spell per turn
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
Unless you can cast one of those spells without a spell slot
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
nah PWK got buffed
12d12 damage is no joke
i mean its not meteor swarm, but it still hits way harder than finger of death
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.
Honestly the more I think about it, the more I wonder if power word kill really that good? I feel like a lich could use so many better spells, like Invulnerability or Time Stop to summon more minions
flesh to stone
And that's my thing right? A summoner class should be powerful but it feels like wotc is afraid of sommoners.
Thank you
cuz Shepherd Druid is insanity
It's really not
Action Economy is a fickle thing
even if its not powerful summons, it can become a slog with that much new creatures
That's why I made this handy subclass
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.
.
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
@hollow siren here is the first draft: https://docs.google.com/document/d/1Pg7rIJzs-F11S0xFa_wy-8Kr9_CFOaGT_UTyzOUmLiE/edit?usp=sharing
yeah probably --- liches get power word kill and finger of death more because of tradition rather than optimization
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.
_ _
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
Yeah that's fair- the whole lich extending finger thing is iconic
And I think that's good.
Now put a stipulation in saying you cast this before you roll the concentration save.
I would argue there is a trade off. You increase your damage but intelligence is such a niche stat. Compared to kther fighters you are easier to physically restrain or get hit by traps
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
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!
Stipulate that the spell doesn't allow you to cast the previous spell?
So you can't have two delayed fireballs active at the same time
How about "You can’t cast the triggering spell again while it is sustained in this way."
Sure
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.
@austere mango @scenic urchin
Alright, now how does this affect your future self? I imagine it takes effect when resting.
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
There is definitely a trade-off, yeah, but the trade-off is much less for a Fighter than other classes, which is why Fighter being MAD isn't actually much of an issue.
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.
I understand? Its still a problem when you consider most fighter subclasses are SAD. EK is MAD but mostly due to spellcasting. Arcane Archer is in a weird half spot. I would argue being limited to ranged combat and sacrificing defensive stats is worthwhile. Especially when most martial feets boost said physical stats and not intelligence so you get less "mileage"
can someone help me with coding my homebrew item? I have to text description, but idk how to do all the fancy stuff
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?
I think the part I'd be curious on is if you actually think it's worthwhile to add that you can use INT for attacks, considering that you now need to remove power from the subclass elsewhere.
dont, if your not comfortable in running it, dont run it
doesnt answer question, thanks for your time though
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.
they just sent me here
its all good
take it easy and have a ncie day! I got assistance
Will it really change much strength wise? Most of AA is a few okay features and damage boost. I feel like multiple other fighter subclasses are better designed and have more utility and or versatility.
The amount of "empty levels" in arcane archer is a glaring flaw in my opinion that could certainly be addressed
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.
i mean, i did, my answer was don't
I would probably zoom out the view because it kinda feels like the conclusion is coming before the premise, if that makes sense? Basically, I think that people approach something like AA solely focusing on additive design, which then weakens the actual concept of the subclass.
AA has "dead levels" because it scales via options, not features.
Consider Psi Warrior vs Arcane Archer for an example of what I mean.
I understand. The options are fun but unlike EK you dont get new spells. In EK case it gets more abilities and spellcasting
Tbh i have always found psi limiting. Why not allow it to have BM manoeuvres?
Sorry, I may have worded it incorrectly, but the question was can someone look at this, not should i do it. My bad
give it here
There's actually an easy answer for this: The game is made to appeal to many interests. BM maneuvers are something that is exceedingly boring to someone like me, despite the choice, because you often end up having a very weak connection to the core concept of the subclass.
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.
It might be too much for here, I dont want to clog the public channel
just send the link?
He texted it to me on DC
just copy it and paste it into a doc or something
In which case. How would you gatekeep arrows. I understand scaling but whay about locking them behind levels?
Locking them behind levels works, yeah. The real question is if you want to preserve "choice".
I feel like a selection early works.
But its difficult because what do you lock behind what
Especially since most of the arrows are "insert status effect"
You could look at Gladiator. Just pick some, essentially.
But then you have to decide between either one arrow each milestone or a number of arrows which increases per level cap.
Again, if you reduce the arrows you reduce flavour. Especially since arrows target different saves and so have their uses
This is why AA is how it is, yes.
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.)
I feel like another aspect of arcane archer is having the right tool for the job (think hawkeye)
So it's a question of if you take away from that initial portion to add stuff later or leave it as is, basically.
Put another way, AA sacrifices focus of features for versatility of features.
They are inversely linked when aiming for a healthy balance.
But when all said features are just different flavours. What's the issue in making them scale
There's no issue in making them scale.
AA is kinda just a more magical BM, which is very boring imo
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.
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.
I understand. I feel like scaling arrows is good. The main philosophy is nice. But the higher levels just seem dead imo. I am not the only one too. Kobold shares this as well. Its a bit dead
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.
So to make those later levels feel not dead, you have to take away from that initial feature.
Counterpoint. What differentiates arrows from what an eldritch knight achieves
what do you think an eldritch knight achieves that an arcane archer does not?
AA can use them per SR and they directly correlate with Fighter level, as opposed to being a different class's function put onto Fighter.
They are already cultivated by virtue of being bespoke choices.
You make a good point. Im saying an eldritch knight achieves similar if not better yet they still have ribbon features
Comparison shouldn't be to ek but to bm
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.
Battle Master loads most of its budget into its first feature and a lot of the rest of the class is ribbons
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.
in terms of class budget?
achieves similar what exactly, strength or power level?
I understand.
In which case my main point is would it be difficult to tie in nice, small ribbon features into other levels or is it impossible
Define "ribbon".
Anything to do with increasing the power or usage of shots isn't a ribbon feature, for example.
Right, bm treats the superiority die scaling as an entire leveled feature
If we wanr to compare
BM starts with higher die
It also gets a ribbon features at levek 15
AA does not
The last 3 levels are just "number boost"
Sure we can do that. But then again, BM starts at a higher threshold
Maneuvers are also significantly weaker in most cases.
There's a rain bm is a better sub lol
Banishing Shot is a brutally powerful choice throughout almost all of progression, for example. It's a CHA save against Hypnotic Pattern, essentially.
Would you not argue it is the fault of manoeuvre design themselves and not of the subclass?
Which leads back to the whole point of false choice
I would argue that they are hand-in hand. The subclass is designed around the maneuvers, just as the maneuvers are designed around the subclass.
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.
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
Yeah, that's a design dilemma. You gotta pick one, basically.
I don't say that to be callous as much as acknowledge that it's a very difficult choice to make.
To counter this. I could bar stronger arrows behind a level and still it could work just fine
Like a level pre requisite in the fighter level
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
Sure, but at the same time the fact that stronger arrows exist mean that you can only put weak stuff at later levels, because those strong arrows are the feature.
do you guys like my domain spell i made it like a year ago
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.
its too many words
It's a bit over half of Wish lul
okay it's formatted poorly then
That I agree with. Formatting is errything.
In which case we could make arrows able to inflict a number of conditions and it upgrades at a certain level to allow banishing instead
i had delete the entire simple domain section due to letter cap
i made this a year ago im gonna alter it this is like a draft
Definitely, so the question that you have to resolve yourself is: Do you want depth of abilities or breadth of abilities with this rework of AA?
For example "hit target with arrow. Target makes save or else be charmed, frightened, or other condition" for one minute concentration
No damage boost
Link to a reddit thread for a sub I'm having trouble revising
Well what im considering is status arrows being concentration.
Then adding more useful aoe arrows
Having the aoe arrows scale and the status arrows... im unsure
So would the subclass have dead levels at the end as well?
I would assume so
But i am debating a little ribbon like BM
Interestingly, AA actually has the same number of non-choice features as BM. The structure is just different.
Makes me wonder if people would prefer a restructured AA with no actual change to features.
Personally I feel like the blinding arrow is nice. Charmed and poisoned seem not as good.
Mostly because poisoned is often immune.
Charmed is immune by fey as well but technically more powerful
Binding arrow is good. An action to repeat the save is always goated
The valor bard at 3rd level gets two maneuvers. One add their bardic inspiration die to their AC and the other to their damage. It is not 1 for 1 the flourishes, but there is significant overlap.
well i got the gimmick feature for Wordsmith's summon subclass
.......that is not how that works
You can only add it to that of allies
Charmed does seem a worse banishing
as it states they can use the inspiration you give to them for those purposes
I feel like the restrained one is good and maybe add banishing as an option at a higher level?
mostly taken from drakewarden and summon spells with the Choose these when summoned
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
This seems totally unrelated, but I think that the idea behind how some coin-counting machines often work can be impactful in how it relates to something like AA if we moved one of the 7th level features to a later level.
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.
I’ll take a look when I can! Thanks for sharing
np
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!
Wow not only am I getting no comments, I'm getting downvoted
Which seems silly, I say in the post that I don't think it's very good and needs revising
I think you have a point. I would add that BM has a had a good reputation and AA a bad one.
At least to me Arcane shots feel more in competition with each other than the BM maneuvers. Not only do they all use the same action economy, there is a lot less of I would use this shot in X situation and that shot in Y situation. So gaining more doesn’t feel stronger.
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.
Thing is if you remove the arrows you only get like 4 unique ones
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.
The only think I can see so far is maybe changed the 50% HP thing to bloodied "If the attack hits a bloodied creature"
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."
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
Absolutely. That's where a small but compelling number of options shines so much.
use axe, right before long rest, remove curse the axe away, reattune after dawn
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
whats the method for breaking the curse here?
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?
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
i dont blame em, being stuck in a position unable to rest would be fatal
I like the declare attack thing, but maybe make penalty if you miss the attack? Like the weapon gets stuck in the ground due to the force used, so you can't move until the start or end of your next turn, or the target of your attack has advantage on its next attack against you until the start of your next turn.
The way i'm doing this is that Runes have:
- 2 Simple Properties, 1 Passive and 1 Active
- 2 Complex Properties (unlock at level 11), 1 Passive and 1 Active
For the Complex Active ones, i'm making it so that you can cast spells
they don't know its cursed yet or what the curse might be
if amulets of strangulation are in the setting, i'm not putting on ANY amulet until its identified
same energy I assume
Unfortunately, I limited myself in the penalties to offset its power because it was showcased in the bossfight they got it from. Didn't have the big bad do anything like that, so i tried to make the curse harsh enough to offset its power but i like that idea and would probably add it next time it comes up
Totem gives you 9 tho
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-
that is kinda a wrinkle
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
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
Ah then the previous thing is probably fine, I think its a pretty cool weapon!
I wouldn't say Totem is really "compelling", tbh.
This reminds me that I need to read it and respond on DoMT because it's easier to review.
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
Maybe make the weapon sentient, and it can talk to whoever holds it... so its fun enough to keep around
Maybe it offers to give them important information if they feed it blood... by killing people with it
What's your suggestion then?
That's definitely tempting
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.
Either way I hope it goes well!
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
You know a 2024 drunken master monk would totally be awesome as an improvised weapon based subclass
I may start on writing my spell rework cantrips tonight 👀
Pretty hype, though I gotta figure out a big thing about scaling.
sounds fun
Oh also: what would a 2024 swashbuckler rogue be like?
Prob just like BG3's one
wazzat like again?
If they bring it back I wouldn’t want drunken master to be separated from its inspiration, the drunken fist technique.
There was a UA. That was pretty good. I think they will just use that.
of course it would use that but improvised weaponry just feels like it makes sense to me. One of the most iconic examples of the drunken fist in pop culture is from the jackie chan movie where improvised weaponry was used iirc
also its just a really fun idea
so like a duelist who fights dirty?
when?
Thoughts on giving a monk subclass truesight as a core feature at third level?
I refer back to this statement.
What if it's limited duration/limited use
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.
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.
Player handbook 6
Maybe more context why you want true-sight? Is there something you would pair it with?
I seen a lot of around a blind monk trope, but I think something inspired the gentle fist from Naruto would be cool.
I'd say tremorsight or echolocation could be a great alternative for that
True sight has some amazing benefits though
Is Jedi force lightning more shocking grasp, witch bolt, or lightning bolt
Or chain lightning
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
Hmm
is there a resource i can use to learn homebrew creation’s text “coding”?
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
https://homebrewery.naturalcrit.com/
This, maybe?
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
i was thinking about on dndbeyond. I know that you can do some things like [@spell fireball]
Ah, nothing official but you can find forum posts on the site. There used to be something pinned if I recall correctly.
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 
@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).
Copied, thanks
There’s only a few channels in this server where you can post pictures
which ones?
Most of the creative ones
is someone willing to let me dm them the pics and help me?
its related to this
Oh dayum
“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
i just want my item to work. but i need to stop and sleep
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
just roleplay it
this is pretty bad
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
i thik this happened to me 1 time, where my dm was supposedly railroadding us, BUT we got lucky indeed 
true lmaoo ig your right with that aight thanks for the feedback 
anyone need any homebrew?
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
Can I use homebrew for a character I made using the regular rules?
thats kinda funny because i homebrewed a ring that fires arrows that cause different debuff effects
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
Hypothetically, how does one make a subclass without knowing any of the subclasses?
look at the subclasses of the class you want to brew for
find a niche or something they are missing
boom
It's for a blind monk sub I've been trying to build and can't get anyone to read, and tremorsense isn't really doing what I want it to
Little late but I think its really cool! Maybe drop the rarity to uncommon, and put a cap on the extra fall damage damage you deal? Cause I could see that getting a bit crazy once your players can survive a 200ft fall-
And due to boots of flying and the flying broom existing, I don't think you need to make it unusable till dawn, its pretty balanced with being unable for flying upwards
true, i hadnt considered that lmao
knowing my group theyll find a way to turn it into a way to nuke someone from orbit
Bump, as in a spell I made up or something
hows this?
As a bonus action while gliding, the wearer may choose to collapse the glider in midair and enter a freefall. When they do so, they gain resistance to falling damage for the first 60 feet, and if they make a melee attack while in freefall, may add the number of d6 from their fall damage to their damage roll, up to a maximum of 6d6.
if the DM allows it theres no reason you couldnt
Oh, could I add it to my list but not use it if the DM doesn't allow it? I wast thinking about not OP skills cuz I want my character to fit the role I gave her
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
I think that sounds good! But trust me I hear you on the nuke thing, they'll find a way someday... it always happens
one of them brought up the peasant railgun once and i had a lightning bolt strike the earth inches away from them lmao
If you aren't going to use it then you can add whatever you made to your list, to my knowledge only you and the dm can see your homebrew if you're not using it
Okie, I wanna keep track cuz I have bad memory lol
Also if you're using beyond, just write any of this on like a docs page first 
Beyond?
DnD Beyond
I need to check it out
Where do you keep your homebrew otherwise?
I don't have it yet, just asking questions
Ah, just checking, check out Beyond then it's got pretty good examples
Okie tyyy
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
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.
Another idea i just had was to have it basically keep the advantage on saving throws against spells while innate sorcery is active, and crib the rogue’s evasion and uncanny dodge features but for all spells and any saving throw triggered by a spell
This is interesting, and to contribute to these how would thunder damage interact with such a subclass/archetype
I particularly like the weave sense and tremor sense ideas the most tbh. They’re the most flavorful and easiest to balance mechanically
Though instead of weave sense it could be ki sense or something if it’s monk
i was talking to a friend of mine about it and we're considering create our own sense basically, themed around seeing into the ethereal plane.
True sight monk when
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
I would consider that a "3rd eye" ability, but I am concerned about how are you going to see enemies that aren't phase spiders? Which is why my brainstorm was about sensing the energy/magic in living things.
Once they can mass produce those wingsuits, you know they're gonna make a new railgun where they drop a bunch of peasants with swords for that extra 6d6-
The peasents don't need to know the survival rates...
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?
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
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
Peasant drop pod, wait who put 40k lore in my dnd
This is hilarious lol
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
All it takes is one restless night of homebrew before you realize you've made Warhammer in your world...
Together we will break the forces of Chaosthe shadowfell!
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
FOR THE GOD-EMPEROR!
And Krieg is there in eberron for some reason
Would it be only for spells that target the sorcerer? Have you thought about just adding damage behind the counterspell save, so that it is only one roll?
I gotta hope my players don't realize I just created the homunculus from fullmetal 🙏
Huh-
I never really thought about that
Yes, only for targeting the sorcerer doing the spell riposting.
That’s an interesting idea actually! I like that better I think for simplicity, but riposting with casting a spell also just feels cool, you know?
At least it’s not the one from 40k tho, you’d break their minds lol
I mean yeah. Think about it, the fallen star has its own cultists and it threatens to shatter the material world with evil demonic and cosmic horror forces
Yeah I've already broken them enough- I gotta give them a break somehow
Don't give me ideas...
Update I’m using this for the war wizard variant instead of power surge. It feels better with war wizard than ancestral sorcery
I feel like if you used the 40k version it would be cruel and unusual torment and this violate their 8th amendment rights lol
I'd be happy taking some 40k combat and inserting it
Wait I’m thinking not of the 40k homunculus but the OTHER 40k thing that sounds like homunculus shudders
Now I gotta run drakkenheim with guns
Like WW1 technology
I like the idea!
The drakkenheim cults could be collecting delerium for their... lords of pain :3
Who use it to sculpt new creations
So many ideas so little time, I can't run it all
WWI aesthetic magic-steampunk is an underrated but awesome aesthetic for homebrew worlds.
Y e s
I’d gladly play at your table if I had time and was able to
Though I may have friends/players interested in such a setting. I can reach out to them if you need players to run it
YES! I got one I've been working on called the Bleak Eternity, been wanting to run that setting for awhile- its basically just what you said!
I love that so much omg
Like so freaking much. I love it
Now you gotta get the rant :3
Lemme type this up
I need it! Lol
You could also just give them riposting feature not connected to counterspell. i.e. When a creature forces you to make a saving throw and you succeed, you can spend a reaction to cast a sorcerous burst targeting that creature. (may need adjustments)
Ahh, interesting too!
Good idea
I'm interesting! I've been looking to get my online campaign running again
Anyone got a good book with quality humanoid statblocks? Especially on higher CR
I’ll talk to them!
how do you give a class Feature charges
Wdym
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
Ahh
Yeah DDB is a mess lol
Try #ddb-support
Same lol
I always type my brews in word
Yo @hollow siren did you read the thing?
I’ve had a busy couple of days but I should have time this afternoon at some point to read it in depth and be able to provide you some detailed feedback
Nvm I’m reading it now! :)
k
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
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.
Remember: This is just in a google doc, not actually implemented in any way yet
So I was not really worried about the exact formatting
The main thing is that the dice total would need to come into play for the ability of debilitating flourish. Disadvantage I could take if it also did something else like maybe subtracting from the next attack roll
If I gave it the bladesinging extra attack I'd then have to scrap either the extra flourishes of ballad of the clanging steel, both of which expand upon the blade flourish stuff well
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
Valid lol. Just a suggestion in case it was going to become the final doc
Keep BS extra attack and ballad. Out 1 or 2 of your favorites at 3. That’s enough, imo
I am confused by the last part of that
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
Sorry *Put
As in put one of your favorites of the new flourishes at 3
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
the dice total is used to determine the damage.
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?
Lore bard iirc can
Thanks!!
I swear its literally coding
Exactly 😭
Then debilitating flourish should be fine
Should be yeah, at least imo
Sorry to seem pushy, but does anyone want to review it?
How powerful should a blood slicing attack from a creature 8 humaniod cultist be
Lore bard, at least the 24 version doesn’t affects damage rolls, attack rolls and ability checks. Not saves
I am I missing something? The flourishes are scaling damage plus a rider effect. Cantrips are scaling damage plus a rider effect. BS extra attack and Ballad seem to do similar things, having both seems like too much.
Ehhh. Ballad to me is just a way to get free inspiration on attacks at max die? Or did I misread
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
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?
you gonna use this against the pcs too?if so failing 3 cons and your pc is dead seems really punishing
No realy, what do you recomend
its specificly made for pc. Npc's get only 1 save
its an apocalyptic campaign intirely focuzed on these oozes
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
i see, realy giving con another use
yeah
Tho how woumd i implement that in game mechanics
its not easy to write
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)?
a friend of mine said imunety for like a few moments after being infected and surviving. Like the dragons frightfull presents
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.
lmao that sounds metal as hell
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
I am understanding it as free flourishes.
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.
what are flourishes?
I think i balance things okay for what they are
blade flourishes
Movements that flex
like rangers?
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.
yay
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"?
like a normal spell
for a spell list?
yea they assume the casters stats
if its for a magic item you gotta specify though
ok thanks
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.
A swords bard feature that lets you do cool stuff to each attack. More akin to a smite but much more ✨✨ charismatic✨✨
Interesting.
This feels very drakkenheim-y
ayy wsp
Hello again friend lol
lol
I am stressed outa my mind bc i got 2 weeks to finish the whole elden ring thing so yay!
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
I have an idea for a new class where they get their magic from cards
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)
MY DECK HAS NO PATHETIC GRANDPA'S KAIBA
Ik. I'm just really behind where i wanna be
I summon pot of greed
Valid too. Take your time, the project won’t suffer if you’re behind.
It’s time to dool
yup
DOO DOO DOO DOOOOEL
I’m currently watching the original anime and I am obsessed
You have to make fusion be the capstone
You have to name a feature this as well
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
Yugi and Seto Kaiba are currently fighting to see he will get into Pegasus‘s castle
Don't worry. My friend was a paladin of waluigi
Wait what
I’m gonna need to see this subclass ex poste haste
Only question is, how would the card work?
It summons multiple bonus action actions in one turn?
Yeah. Her character died and they preformed a ritual to ressurect her. But they mispelled the M in mystic so it was wystic and waluigi brought her back
Maybe they can summon a enemy to assist them in battle, depending on the level determines what enemies they can summon how many
This is legitimately beautiful and art
I love it lol
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
every level is a new pack
Yep
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
If they die do they go to THE SHADOW REALM
the opponent? Depends on what they want because I imagine some people would just pick this class for fun.
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
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
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?
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
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.
This feels like DM discussion question.
Ty
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.
sounds dope to me! seems like a very useful item to have on hand.
All objects have Immunity to Poison and Psychic damage and magic items are resistant to all damage.
A vulnerability to thunder damage might be an interesting one. Pressure shattering mirrors and all that
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
shouldn't this be a curse of some kind?
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)
Feels like it is just telepathy. It might be better as a feat.
My Thought as well
I’m just converting the Mind Flayer race from 3.5’s savage species sourcebook.
wouldn't that be a mind flayer then?
Yes, but it makes little sense to me that it would be a full mind Flayer without most of the mind Flayer abilities
So I made my own little lore text for it
no i mean - this is someone with a worm eating their brain lol
which knight should i do from the homebrew web for a monarch's bodyguard?
Yes it is
I would think something like that would reduce your int and stuff - and be a curse basically
normally when stuff eats your brain you don't get smarter
Well turning into a mind Flayer makes you smarter
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
Let’s say you are playing as the tadpole that is eating the brain
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
Illithid tadpole that has apparently become unable to turn you into a Mind Flayer
Is the explanation above
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
The tadpole failing to turn you into a mind flayer and you gaining psionic powers is nothing new to dnd.
My suggestion for a player friendly version of a mindflayer is to start with Dragonborn. Change the breath weapon to mind blast, make the resistance psychic damage. Replace Draconic flight with tentacles.
Isn’t that the plot of BG3?
To start my plan is to convert the Mind Flayer class from 3.5 as well, then probably make it a Wizard subclass
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)
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
@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
Ty
anyone else?
???
I went to basic information and then added spells to the “additional specific spells” but when I was done and saved the changes it the spells never appeared on the character with the subclass
additional specific spells is also add to choices
? Wdym
choosing prepared spells
I don’t see them when I got to the characters spells list of spells able to be prepared
okay, then i would go to #ddb-support
Check DMs
did
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? 😎
What a strand of fate could do as a magic item ?
Anyone familiar with mythic actions (after ^^ person is answered ofc)
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
i’m guessing the latter, not op just really dumb
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
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
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.
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
Well, first step I'd suggest is check out the Rune Knight subclass. Here's a column (https://www.dndbeyond.com/posts/1530-rune-knight-fighter-guide-features-how-to-build), more in Tasha's.
The approach I had in mind to building one out was a cantrip focused class that used runes to cast utility magic
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.
Come to think of it the wand wielder homebrew class I found might serve as an interesting foundation
I like this a lot.
Trouble is making a whole system of rules and mechanics around alternate spell casting is difficult
Smells like artificer to me.
That was my other thought today too
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
Is there much of a demand for deploy and depart spells as a cornerstone of a class?
But that’s just my opinion. At a baseline, artificer could be interesting to use as a chassis/spin off
Wdym
How often do adventurers drop traps?
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.
Runecaster and it allows you to cast a small number of at will utility spells
Only to go up to 3rd or 4th
So maybe you sub runes for artificer infusions and hybridise that.
Alternatively, skip the entire idea of making a runecaster class as such and flavour the world around runic magic as the default.
True too but that feels weird
Yall use mythic actions by chance
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.
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?
I'm thinking of the contrast between Radiant and Necrotic damage, it's like a Twilight Shroud.
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)
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.
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.
This class is inspired by Yu-Gi-Oh! so unless I decide to make the sub classes based on the different summoning styles, there will be no Sub classes
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.
I assumed as such. But yeah if it’s for 5e the class will need subclasses in some form.
For facing someone in the same class, I just decided to add it because I thought it would be fun
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
For the monster stats, I would probably make them myself and the only way for them to change as if someone want to use a Magic or trap Card
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).
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
I’m trying to find a way to make it like Yu-Gi-Oh! but not as complex as Yu-Gi-Oh!
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.
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
hod do yall feel about the 4th edition crit rules
I’m not familiar with them
But I like a lot of smaller things about 4e that never made it into 5e sadly
I would say 5e character design is subclasses centric, at the same time nothing about the game expects you to have a subclass otherwise Sidekicks and other edgecases wouldn't work. It is really about what serves your purpose.
Maximizing the damage die is going to be guaranteed good, on average rolling doubling dice is going to increase your output by 1 damage.
EX 1d8 maximized is going to be 8 and doubled is going to average to 9, but could be anywhere between 2 and 16.
im not familiar with 4e since i got into 5e a few years ago. What didnt make it in?
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.
This fellow here is a Nymian, for example: #dnd-heroforge-etc message
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.
They do have scales and feathers, yes. Claustrophobia could be changed, but I wanted to put a negative so it's not just all good things, which the inversion would be. As for Close Ears, it's due to where they come from. high in the sky there are Wygura, or Dragon Whales, which when they passively call, deal thunder damage to creatures, as well stun those who can hear them.
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.
I would rather keep Claustrophobia because the negative offsets all the positives, and one of my abilities for Nymians is already called Sky Born.
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.
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.
That's a good point about Close Ears
How does this sound? "While you are outdoors and have at least 30 feet of open space above you, you have advantage on Dexterity Saving Throws, and your flying speed increases by 10 feet."
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.
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.
anyone want some homebrew?
what kind?
im okaywith that
Ranger homebrew
what kind? any ideas?
Well, i wanna see how you would build the ranger class. (and for a subclass, how about... something like undead warlock?)
so just a whole ranger overhaul?
undead warlock exists already
thank you
I have too much homebrew XD
ty
Stuff like caster mod to damage rolls for all spells as a default matter, or the diversity of lightning/other damage type spells
Same lol
I wish we got other damage type spells. and lightning.
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
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
Wdym?
Summon types instead of spells is a cool idea
I’m basing this off of Yu-Gi-Oh!
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?
Right, I’m assuming you meant summons here for starting monsters?
What CR were you thinking for the monsters?
Yes, for the class I’m making it so you can only pick 3 beginning monsters, depending on your level determines how many you can summon at once and how many you can have
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
Probably like the lowest or second to lowest
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
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
sure
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.
6d6 for a lvl 2 is crazy tho
Yeah I'm still not sure on the level- I was thinking to put it to third level
i would say 4th
and ends when they hit something
also 1d8 with 1 being north and going clockwise from there would be better for direction
cuz this 10 turns n a row is absolute bonkers
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
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
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.
_ _
material would be cool if it was like something that can be used as clock
It may be a little less balanced now, but I added some rules for it hitting other creatures and put in your ideas.
and the upcasting is cool
Maybe the arm of a clock?
but then you're ruling out a hourglass which could be such a cool flavour
but yeah that's cool
Ahhh yeah that'd be cool too!
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?
you beat me to it
god the homebrew folders gotta make space
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
that would still be a broken cantrip
Problem is what in the Hells is time energy lol
maybe like an extra bonus action or one less bonus action
Interesting. I don’t see how a save of haste/slow effect for a single turn is totally super broken. I know they nerfed shocking grasp in 2024 for this reason tho so idk
But idk
single turn: infinite uses
Maybe -1d4 to something?
This was me shooting ideas out
so every turn
cool idea
but infinite haste is still broken
Is this meant to be an offensive spell?
Yeah! But I guess there are... some situations you could use it on an ally?
i think nerf/chance of damage
Hmmm... you say in the spell it leaves the mind slow, but it doesn't really extend on that condition in the spell
he means no extra actions
That's the part where it ends your turn, your mind is too slow to do anything but you're body is fast
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
hey there's no save at end of turn anymore
Ah I may have forgotten that. My goal was upon hitting something the spell ends, or if you don't hit something you make a save? I may have to fix that
that's a good idea
and love the idea
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
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
Yeah that'd be sick!
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.
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?
Ooooh that's sick! Do you think he gets into conflict with Modrons cause of that?
Sometimes, but since he was actively appointed by higher forces to be the balancer of time, he's usually got some good reason for doing what he does. He also didn't just one day decide he was a balancer of time.
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."
So he takes his timekeeping job very seriously, and is mostly solitary because of his... time disease, as he puts it.
Hmm
Basically, I really like time magic in D&D.
i feel like enchantment would make a better fit
Interesting. Yes, I thought more about it and I think the watered down haste/slow for 1-2 turns works better as a 1st level spell
I dig this one tho too a lot
I get that but I'm trying to fill out the chronomancy spell school
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.
Chronurgy spells have school tags too. Like Wristpocket, a chronurgy spell, is a conjuration school spell. Time Ravage is Necromancy.
they just fall under chronurgy because they actively manipulate time
you can maybe do it 1d10 damage but concentration.
That's a pretty cool npc idea, would you mind if I take some ideas from this? I'm running a campaign with a time-based BBEG so this could be a cool counter to that guy.
But question time! So basically the gods gave him this divine purpose? Does he worship gods still even with his position? And does he enjoy life outfit of his purpose still?
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.
Maybe its like a one round haste or slow, and like scorching ray, at higher levels you shoot more beams?
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.
This feels like a level 7 or 8 spell. I am also not sure what the mechanical impact is. Does it undo every thing that creature did or does it just give that player another turn and maybe bring them back to life?
Yeah basically, its like restarting everything that happened on your turn to the start of your turn. So if you died on your turn you come back, like with failing a death save.
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.
Perhaps. This could work too!
If you damaged any creatures they would get their Hitpoints back?
Yeah that's when it gets a bit complicated- but if you think it should work differently lmk
Xancard's personality is also very much like a burned out office worker in a job that doesn't pay enough, working an eternity long shift. He doesn't hate his job, he's just so done with everyone's nonsense.
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.
He reminds me of that lil animated youtube show about working at purgatory, honestly I forgot the name but it was about a guy named Tony
I doubt you know it but its a funny show
"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."
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
I think he does, but only when they don't learn.
Yes, basically.
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.
I'll look it up!
Thoughts on back porting sorcerous burst into 2014?
I don't see why not
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
Yeah, my first thought is you should list all the mechanical effects. Restoring hit points, moving creatures, etc.
My second thought is this is a lot to keep track of and do. Why not just give the target an additional action, hit point increase, a speed boost, and an extra buff like advantage on saving throws.
heres my homebrew of ranger… ranger hm gets ranger levels in d6
or version of my ranger
ranger is my favorite class
Fair. I ask because I see so many mixed reactions to this proposition of back porting
Right. Also magic action too
I don't think there's any issue, as both 2014 and 2024 has basically the same spell rules
Besides the wording of the whole "magic action"
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)
- 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.
- 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.
- 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.
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.
I really like the crafting mechanics! I've never een that on a weapon
I do this so I can roleplay and actually PLAY the magic item instead of just going "I spend 200 gold and 50 days, let's pretend that happened and fast-forward"
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
I love the flavor text you used for it! And its a very unique appearance for a warforged, which I think the mechanics fit. Maybe also give it a bonus action dash?
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
Yeah I've never liked the magic item crafting rules, this may need to be something I start doing. Maybe the party could fine the blueprints for magic items as loot, already getting a bunch of ideas. Do you have a list of magic items you've made with crafting in mind?
Thanks. I have a mini of how they look if you want to see in DM's? And thats a great idea! I will have a look at making it a bonus action. I kinda wanted a quick medic bot. Basically a mix of BB8 and C3PO with the sass.
Oh yes, loads, didn't put them in a doc though, I have this on-the-go crafting thingy I do with the DMs I play with where I ask perms for a mobile shop to simplify trade & exchange
I took some inspiration from Solasta: Crown of the Magister - where they use crafting manuals and special ingredients
Which can fail
I actually like it when something (inexpensive) like a healing potion fails and becomes a toxin 
I think the hit points are too high, as good AC (With frighten) plus that many hit points will make it easily win.
I'd say lower the hit points to 80-100
I actually tried to rework the Artificer subclass by making it somewhat Orgo-based (extra work but better results)
unerstood
What CR would I make a creature that's gargantuan and has lots of HP and such, but is a passive creature?
That plus like minions will make it a better fight for them
Maybe look at a elephant for inspiration?
It's bigger and has more HP than an elephant though
MINIONS THATS wHAT I wAS MISSING.
thank you mrmoon.
Brontosaurus
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.
Yeah I'd love that! Maybe it can dash prof bonus times as bonus action, and opportunity attacks have disadvantage when it does so. Helps lean into the dashing across the battlefield
Bigger than that
Has anyone made a hellchain weaver statblock for 5e?
No problem!
Brontosaurus is gargantuan. Can't get any bigger
The creature I'm making is a Wygura, or Dragon Whale. They span over 2 miles log at minimum, and eat cloud krill
That's probably not worth making a statblock for
Honestly at that point maybe don't give them a CR or statblock, or look as the Ryoku's guide for the titan statblocks
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
Oooooh I'll have to check that out thanks! Do you have the link to that at all?
Why's there krill in the clouds?
Probs won't give them a stat block then
Should give the whales a special spell called Cloudkrill
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?
I see I see
They have a thing called Sonic Call, which makes any creatures within 1 mile of them that isn't deafened have to make a CON save and take 1d10 Thunder damage and be stunned for a minute. They don't do it out of malice, it's just pretty normal for them.
I would add Cloudkrill in addition to that
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
That's pretty neat
Hey! Some Feedback:
- 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.
- 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.
- 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.
There's also variants of certain crops, such as wheat and corn, apples and lettuce
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
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.
So a small rock which you could climb over would be a bumper for you
Go up high enough in the clouds, and there's cloud oceans, where there are sky fish and floating islands
And cloudkrill
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.
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
(I'm contemplating putting a sky Kraken into the setting)
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?
At Level 3, should I add this bonus action?
Equilibrium Need (Bonus Action): After suffering an imbalance, spend 1 ki point to clear all debuffs. The diadem's perspective aligns with yours, the diadem's grid re-tunes and aligns.
I whipped up a pretty neat sorcerer subclass for the campaign I'm running since one of my players asked if there was any new content coming with the campaign since I always include some new stuff so here's the Sandborn Sorcerer, still somewhat work in progress but the core is pretty good in my totally non biased opinion https://docs.google.com/document/d/1EYErHdv5Bj58YhPQymFXXkMgHhD1pT_rPg_yJf5yUW4/edit?usp=sharing
I personally think I made the use for ki in the subclass quite low, maybe I should utilize focus points more
damn, that's a really nice monk subclass, quite similar in theme to my Way of Orbital Harmony subclass in theme which revolves around orbital mechanics and celestial bodies, really cool stuff
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
Awww that's sick!! You got any more information on that ecosystem?
Not fully, still working it out
if a armor gives disadvantages naturally on checks/saves would affect my decision in picking armor, regardless of proficiencies or espically if it is cursed
YESS you gotta!! Maybe it can control thunderheads, and using that power its cloaks itself inside the storm, pulls creatures in using the winds so it can consume them without being seen. Maybe its even a creature of myth, cause the only evidence of their existance and claims.
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
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.
None of them give disadvantage on saves except for the noisy property which is already present in base 5e
I didn't make that one
Yeah!
yeah, I do see similar ideas here, the Aura you get in this one is pretty strong 👍
here mobility is a boosted key feature here, where in mine it's like a requirement (but there are no buffs to speed)
As I mentioned before I haven't implemented ki too much in my subclass, so I may take inspiration here
Actually, I have a desert monster you’re welcome to pull from. They’re called Dullr Anum, and they’re sand dragons. They have no eyes, and hunt at night. Everything gives off a little glow, and Dullr Anum can sense light and vibration.
yoink just what I needed for my campaign
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!
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?
They’re like Shai-Hulud from dune, but dragons and sense light
Well sure, it’s a sky kraken in name because it doesn’t have a better one. But I’ll steal Cyclophage.
