#homebrew
1 messages · Page 5 of 1
No worries! Yoinking is the best way to D&D, @livid bay is inspiring sm of my plane of air worldbuilding rn. But what if it was like a desert hydra instead of a kraken, just a BIG one with really long heads that were almost like kraken tentacles
Dullr Anum, by the way, do not have wings.
Yeah ofc!
Geez, now I wanna make the Cyclophage a Sky hydra rather than a kraken, but it does still have tentacles, so it’s like… both.
the monk is just a part of a package of subclasses I created which are all inspired/working by how astrophysics work since well I'm working on my masters degree in that field. Like I have a quantum soul sorcerer which is as it says on the tin, event horizon warlock which is basically the graviturgy wizard but more busted focusing on creation of black holes, path of helios barbarian which basically answers the question of what if you're so angry that you start a fusion reaction inside of you, the college of strings bard which is basically string theory the subclass, astroplanar engineer which is an artificer focusing on creating satellites, rockets and yes they have an orbital strike and lastly the radiance domain cleric which is well radioactive just like Oppenheimer would've liked. Druid and Wizard are already covered by existing material so like only classes I don't have yet made are paladin and ranger which are honestly the hardest ones to find a matching theme in astrophysics/cosmology
Your poor players... imagine they fighting just ONE of these limbs and after a hard fight kill one and free their ship, thinking they're free, when just then, they hear a fleshy sound as lighting cracks, and two more limbs come out of the storm cloud, regenerating
But they will need new adventure's clothes...
Yeah but it also has multiple heads too, and can exhale lighting breath and wind
YESS!! I love that!!
I just wanted to begin creating a monk subclass that would use the other half to the thermoelectric world that we have yet fully explored in our world. Typically we use electricity with a byproduct of heat, imagine a world where we have technology that is primarily based on thermal systems and has electricity as a byproduct.
The grid system in the monk subclass I have made takes inspiration here where you can play with byproduct reactions almost.
You might like this, Check out this word:
Exotelos: A tertiary interest of an origin in the exogenous intention of a perpendicular interest on a separate grid. In future time, the other origin must develop its independent exotelos, separate from all current origins. Interests may change, but exotelos exists only as a tertiary interest that does not affect primary or secondary interests. Grids are separated by time, and exotelos may fade in time. In future time, previous grids of exotelos may no longer be separate from other previous grids, but a current exotelos must still remain separate.
damn, that sounds really interesting
Hot take: peerless talent should give reliable talent and a +1 to jack of all trades
For lore bard
This is legitimately cool and as a fine purveyor of lightning focused builds I love it
I have trouble make homebrewed stuff on dnd beyond
Interesting
Any feedback would be appreciated
Advice, don’t lol
It’s hard
Here thing it make it easier if add homebrewed onto dnd beyond then…
Agreed. I tried doing homebrew on there, but the interface isn't exactly intuitive.
Not at all, no. I feel like you need to know how to code to use the interface, it’s horrid
It’s easier to just write it out. DDB is TERRIBLE for homebrew
^^^ this,,
The interface is nowhere near close to actually usable
jjust don't use ddb for homebrew,,
yeah this is why I prefer roll20 because at least it makes it easier to manually put stuff in
tthere are other things you can use,,
I would like to learn how to use Homebrewery at some point to make a nice looking pdf
DDB is great for beginners who don’t know dnd, esp because you really should be playing a base game class and not attempt to homebrew anything, beyond this tho just dont use DDB
^^
Bro same
i use dicecloud, you can add all the homebrew you want to your sheet,,
Though I also need to get off my lazy butt and write stuff down ^^:
I’ve never used it. I’ll have to give it a look later
The vast majority of HBRE for a "normal user" is just the same snippets over and over 👀
it might require an entry level javascript knowledge if you plan on making a new system in it,, (you can do that))
Heck I have a whole homebrew setting I would like to get off the ground at some point. I have tons of idea just my brain kinda stalls when it comes to actually doing mechanics and such
Ah, interesting. No I’ve just never used it to write a homebrew document to make it look good or anything
Ah, but what about for normal 5e homebrew?
if you can do markdown, you can do 5e homebrewery
That’s valid. Shorthand bullet pointing is great as a starting point for this, then formal write ups
ppretty easy, the whole thing is built for customisation,,
Being Autistic/Neurodivergent can be both a blessing and a curse
when it comes to being creative at least
Same
Good to know! Thanks
Also any comments ?
mmakes me think of a matchgirl character,,
matchgirl?
llike, someone from the victorian era who sells matches on the street,,
bbut i feel like that'd fit better with some other class that gets weavers tools and like a toy guardian thing but without mending and the like,,
i think this subclass is good,,
nnot really many comments besides that little idea i had but it doesn't exactly apply,,
the real test would be someone other then myself to playtest it in a game
Someone should praise me for my intelligence and then give me some armor property suggestions
your intelligence is opulent and my suggestion is the bulwark keyword
Expound
i repurposed it from pf2e. in pf2e, armor with the bulwark keyword replaced your dexterity save with a flat +3. in my rework, i made it so that the wearer can convert all dex saves into str saves. what you do with it is up to you
What about the armor is this rule supposed to represent?
protection from effects that need dex saves by bulwarking against them rather than dodging them
oh wait i called it defiance, not bulwark ... eh ... bulwark is a better keyword
Defiance: When you are subjected to an effect that forces you to make a Dexterity saving throw, you may instead make a Strength saving throw. If you do, you take half damage if you would normally take no damage on a successful save.
I actually forgot to respond to this, but I actually think that this is gr8 and adding more would likely weaken how good it is.
I think it's very much at that peak where it has enough depth to feel rewarding to master but hasn't gotten too ambitious and tripped due to thinking too hard about it.
I'd like to add one or two more in order to give some of the typically useless armors something attractive that differentiates them from other sets, such as the Linothorax
Just a little more variety in effects
I have a question, its relavant to a thing I made: does it make sense for swords bard to be proficient in medium armor?
is there depth...? i would think "pick plate armor and gambeson" is the full extent of it for people who get all the armor, and "pick gambeson and cuirass" is it for those who only get light armors
and "gambeson and laminar" for those with med armor proficiency I guess
Firstly you don't get the option to start out with plate armor, and by the time you can get it you'll likely have better magical options
Secondly, not all characters will have the strength mod to make plate work, nor will all builds benefit from it regardless of their strength.
Largely the same reasons plate isn't the default in base 5e
my point is "gambeson + best armor you can wear" seems to be the system here, i dont see the depth
would like @faint sonnet to clarify
Oh I see what you mean by this, but would adding a larger variety of properties not alleviate this issue? That would literally just make it so that there are more viable options
it could help, yes
So... do what I was gonna do, then?
Depends on what stat you focus on really a dex build will benefit from light armor more since its cheaper and can be just as good + no disadvantage on stealth, but medium armor is better for lower dex since the base ac is higher, but in return you get a lower dex bonus to the armor and usually disadvantage on stealth(not every armor)
i mean tamms recommended against that and I would at least give him a chance to weigh in
I meant like in a flavor sense
cus they perform with swords
Ah my bad hahaha
not entirely sure how it would translate to med armor prof
I mean from a duelists standpoint chainmail makes the most sense to use imo
alright
Somewhat Lightweight and can still take a hit
If the character is somewhat full of himself some studded leather and being lightfooted is the same
but could a swords bard using med armor make sense
I would say so yes it protects your body well from attacks and keeps you fighting and shows that the swords bard is also trained enough to survive on the battlefield not just dish out attacks and then fall over
Hmmm, I will admit I didn't really look at the armors before this point and I do realize that it's an extremely potent combo and kinda does suck out all of the depth I was thinking of.
I really don't think it does
It's less about the plate and more the gambeson.
I know. Still isn't that crazy
But that is why I wanted to add more properties
Because some sets are still objectively meh compared to others, and these properties are a good way to make those meh ones viable
Sorry, when I say "potent combo", I'm referring to the other combos. Essentially, I think that an issue that will maybe need to be considered is that there's essentially no downside to wearing thin armor and there will be a big centralization towards it (not bad irl, kinda bad game-y).
That was actually the intention
I'd primarily like for the other two light armors to have something the gambeson doesn't
The intention also isn't strict realism. If that were the case, most of these arnors would have little different in their protectiveness
the wording here seems to imply you don't have to pass the Strength Saving throw
Yeah I sas confused by that as well
?
When you are subjected to an effect that forces you to make a Dexterity saving throw, you may instead make a Strength saving throw. If you do, you take half damage if you would normally take no damage on a successful save.
When you are subjected to an effect that forces you to make a Dexterity saving throw, you may instead make a Strength saving throw. On a successful save you take half damage if you would normally take no damage on a successful save.
i dont understand
the way you worded it - it doesn't matter if they pass the strength save only that they make a strength save
okay so here's the scenario
the creature has to make a dex save
they choose to make a strength save instead
they fail the strength save
they take half damage
that's what happens under the wording you wrote
no it isnt?
might wanna recheck it 👍
i dont see how you're getting that interpretation
If you do, you take half damage if you would normally take no damage on a successful save.
this does not say on a pass
literally what it says
referring to the dex save 👍
which is now a str save
look man i ain't trying to argue
ask some other people if you ain't believe me 👍
u don't have to take the advice if u ain't want it
can someone corroborate?
The way Dodge is saying is also how I interpreted it. I think I get what you were going for but it is worded weirdly
okay, just to make sure i understand, an example interpretation of what this says would be
get hit with fireball
make a strength save
fail the save
only take half damage
?
that's what the wording says to do right now yes
it says if you make a strength save (not if you pass) then you take half damage if passing would've let you take no damage
ie passing or failing the strength save doesn't matter
fireball wouldn't apply here coz you take half damage on save
this only applies if you would've taken no damage on passing the dex save from the wording
fine
get hit with disintegrate
make a strength save
fail the save
only take half damage
?
yup that's what it says
incredible
you want something like
On a successful save, you take half damage if you would've taken no damage normally.
and if I reword it to
Defiance: When you are subjected to an effect that forces you to make a Dexterity saving throw, you may instead make a Strength saving throw. If you would normally take no damage on a successful save, you instead take half damage.
that's much better 👍
Could the heroic cuirass and full plate offer a bonus to some Charisma based checks given their social implications? (Wealth and Heroism)
Maybe also Panoply since that includes a cuirass
"Status Symbol: You have a +2 bonus to Charisma (intimidation) and Charisma (persuasion) checks made against lawful creatures with an intelligence score of 6 or higher." ?
I don't think "against" is the right word but idk the right one
"Made to influence" mayhaps?
If you guys were to play a rune themed class, especifically a half-caster, how do you guys think it would play?
Either a half caster martial or a half caster that relies on cantrips, a skill monkey type class, and with the spells being utility and cast through runes
oh i have one of those,,
wwell it's a martial,,
it's a fire rune-themed blaster fighter subclass,,
I would expect to be similar to an artificer. With the runes essentially being a different way to flavor infusions.
Searslash
While most rune knights sought to replicate cutters’ craft for tradition, or honor, or study, the gradual increase in popularity of the style due to its practical usage caused it to be passed down to more and more, each with their own uses for it, specifically, the fire runes and their use amongst the now long-gone Searslash banditry, a once-feared bandit order that wielded runes, now dissolved, but their martial art has outlived them, surviving in todays’ brigands and low-down adventurers, whether learned from a forgotten master or an old manual of scorched pages.
That's kinda what i was thinking too
tthe idea is that you'd have a number of "Major Runes' based on your level, which you could inscribe into weapons, boosting them, and an infinite amount of 'Minor Runes",,
yyou'd be able to inscribe minor runes into items, and when you attack an item with a minor inscribed into it, it would explode,,
In my mind. A runic half-caster It seems really hard to justify as a stand alone class when it can be an awesome artificer subclass
I'm thinking of it as something versatile
A Storm Rune subclass could be more of a caster than the normal, a Cloud Rune subclass would be more Rogue-like, etc
While an Artificer subclass could work, i think it would be too much to include in a single subclass
Wdym infinte lol
Like an infinite number of them or a rune that isn't consumed?
i take it inscribing runes costs money
coz otherwise 🤨
Why a half caster?
oops two pings,,
i forgot to mention that the weapon used to attack must be inscribed with a major rune,,
ffor it to work,,
it'd be part of the base like action economy for the subclass,,
I considered making it a full caster, but at higher levels, its very hard to choose spells themed around different runes (just look at 9th level spells)
Since a half-caster gets up to 5th level spells, it is a lot easier to fit them into runes' themes
Besides, for a class that inscribe runes into objects and use them to fight, a half-caster is more fitting than a full one
You even used the example of the Artificer lol
I specifically mentioned the artificer as an example of a half-caster.
You did say it could be similar though
Yes. It could also not use spell slots or follow an established spell slot progression.
The reason I ask why, is not because I disagree with the decision but because I want to know the thought process behind it.
I have a question. Anyone have any good homebrew for a Butterfly,Moth or other flying insect Thri-Kreen that isn’t more of an Insectiod Fairy?
you want mothman or do you want winged thri-kreen psionic hive mind included?
Easy way to support rogues - give them extra attack.
Easy way to support melee based builds - give them items that deal 3x or 4x damage dice on a hit
Easy way to support paladins - make divine smite a feature again (2014) but without the level cap (2024)
Easy way to support rangers - https://docs.google.com/document/d/1ET46iIBam20lWaYrZZ1aAH8xd2Suv1hD7VBxDykjKbQ/edit?usp=sharing
newer DM, has anyone used a homebrew sanity system that works efficiently and can actually effect interactions well/sway the story line? I have tried implementing two different ones I have found atp but I can't find something that I actually enjoy consistently
I've made a sanity system a while back, however it's untested and I'm unsure how it would actually work out
i wanna see it
I would be happy to give it a try if you still have it on hand
I'll see if I can pull it up quickly
🙏
This was all I could find, but I believe it was supposed to work based on creatures, places and events that took away sanity at their own rates with their own triggers:
"Player sanity can most easily be gauged by this system: Each player normally has 100 sanity. When sanity has dropped to 0 or below the player suffers from short-term madness. When it drops to -50 or below the player suffers from long-term madness. When it drops to -100 or below the player suffers from indefinite madness and for every additional -100 sanity the player has a L1/D4 chance to instantly die."
I like Rogues not having Extra Attack, feels like they're actually doing a single, powerful strike in a vital part with a dagger rather than swinging their sword around
Is there a guideline to making a homebrew system or do i just make it up and tweak it till its balanced?
I like this honestly, I might incorporate for background traumas to not allow individual characters to reach 100, and the ability for a semi-aggressive state after something occurs during the campaign to cause them to "lash out" in their next interaction depending on how much impact the event has on them. but overall great guideline, thank you
Glad I could help! 👍
im a great homebrewer
I've honestly just tried to personalize any house rules I make, it all depends on what kind of DM you are. I would say just make theoreticals and tweak until it feels playable
You don't have to do the whole system at once either, start vanilla and incorporate more and more homebrew until you reach a system you like
I guess running some scenarios to test it ig would be the best way to balance it?
absolutely imo. and if you have a set group that you're going to be doing campaigns with or just want to find some more experienced DMs on here then outside input can always be helpful
Well, I was just thinking about a homebrew i could implement next time, is there a good homebrew that makes shields realistic and lets shields do shield things? I may have overthought the homebrew i was making.
What are shield things?
Blocking, parrying, bashing even - im thinking im gonna limit to bucklers only, instead of just added AC i guess
Is that you had in mind when you asked about a system?
I don't know any specifically, off the top of my head I could think of using a bonus action to brace your shield towards a specific enemy to negate some damage/cause them to miss their attack. or you could try using it in a reactive interaction (block, shield bash, etc.) which causes them to lose the ability to do a reaction weapon attack if they have a shield. I've never done anything with shields though
Pretty much
I guess I'll test out, tweak and expand on it thanks for the info though
I uh added stuns, affect on dex and movement then added impact stats so then i had to think about durability then realised its just a game lol I think im gonna start from square one
There is the shield master feat
It is kinda difficult to make a shields more interactive in 5e without making them more powerful.
I think you could implement a d20 roll for blocks to tell if it's a perfect parry (20), block (10-19), low damage negation (5-9), or they make it around the shield (failed roll) and make a disadvantage roll for non-melees and advantage roll for close range
This seems like a good idea
That is very true, maybe I'll make AI run some battles if i get lazier but it seems to be the main problem with tweaking shields when giving them attacks
AI...
Or even just padding stats for it to be more interactive
i want this.
#dm-discussion or #dm-world-building is a better place for this
understood
monk subclass idea: A fighting style based around ambushing
Doing research generally makes you much better at homebrewing already. Look at stuff deeply, ask people questions, question your own assumptions, etc.
How would I best create spells based on these "elements"? Any ideas on small scale spells for mundane use would be great, I can work on the larger stuff myself.
Sun, Moon, Stars, Void, Earth, Sky, Ocean, and Beast
I'm making my own like- version for d&d, so please don't stick to any traditional rules, a simple explaination on how the spell works will do just fine
Anyone know if there's any way to make tooltips work with homebrew monsters or items?
in dndb or something to automate it, nope
Sun cooks stuff fast, moon gives you slight control of air and water at the same time (enough for a little wave), stars makes you glow a bit, void highlights all areas in total darkness that you can fit into in a 30 foot radius (they're not lit up, you just know where each one is though walls like for cave exploration), Earth allows you to call the nearest rock to you, Sky allows you to create one cloud, Ocean gives you faster swimming speed if you have one, Beast allows you to copy any noise you heard a Beast make
Agh, yeah, dndb... It still doesn't accept links to itself?
I had an idea for more magical tattoos, essentially acting like the flame tongue weapons but for unarmed strikes cause I feel that unarmed strikes don't have many buffs seeing the variety of spell buffs specifically mention a weapon, weapon strike, weapon you hold etc also made them a variety of dmg types if a player doesn't want to stick to fire
i wanna make a subclass but im not sure what to make a subclass for
see eldritch claw tattoo and/or any other item that buff unarmed strikes
i could make a bard subclass i guess
I'm familiar with them, I've done my research, Eldritch claw however only last 1 minute (for the extra d6), there's the blood fury tattoo but that's a legendary item so it's gonna be too rare, something with the same rarity as flame tongue is more attainable, and consistent/long lasting than the Eldritch claw
dragonbelts and the wraps that act as +1 +2 +3 fists, monks get alot already
Yeah but compare those minor buffs to something weapons get like extra dice or perks, a flame tongue weapon might still be more enticing since the 2d6 is an average of 7 dmg each turn on hit, and unlike monks needing to spend a ki point for flurry of blows and more dmg, flame tongue is a single bonus action, at higher levels it's dismissible but for people only taking a dip into monk they might still stick to weapon combat
i had an idea for a bard subclass called the college of arcane calligraphy, a runic subclass for bard all about the art of rune drawing. Problem is i have no idea what the runes theme would be.
one idea could be to base the runes on music genres but i have no clue how to put that into mechanics
i can make it for you
i have that somewhere
wait you already made that?
yeah
huh, i mean sure lets see it
@native grove https://docs.google.com/document/d/1ILw2OKCU4KG-qK4xpipmpztcVwK9DZo-Szn12KIObU0/edit?usp=sharing bottom of the doc
okay it does look good but that isnt exactly what i have in mind in regards to a "rune subclass".
To me when i say "rune subclass" i mean something like rune knight, with customizable runes that each give an active and passive benefit. It is still a good subclass though, just not what i had in mind.
i have that too just for barb
not bard
https://www.reddit.com/r/DnDHomebrew/comments/1moaw89/school_of_rune_magic_wizard_subclass/
This is a link to a homebrew rune wizard subclass i made. Here is a link to one of my runic homebrew subclasses. I have others if your interested.
ooooh, cool
i also have runic subclasses for druid, ranger and artificer if you wanna see them
if you share those i'll share the barb one
https://www.reddit.com/r/DnDHomebrew/comments/1i6gpo7/circle_of_the_rune_keeper_druid_subclass/
https://www.reddit.com/r/DnDHomebrew/comments/1mo70p5/monster_rune_conclave_ranger_subclass/
https://www.reddit.com/r/DnDHomebrew/comments/1du02pl/rune_carver_artificer/
These are links to a bunch of subclasses i made. The artificer one is probably my favorite.
i am quite proud of the artificer one and how i managed to combine runes and infusions
what do you think of these subclasses and which one do you like the most?
i like theartificer
thank you
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;Long[/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). You can spend 1 ki point when using this to amplify the transfer, rolling the Surge Die with advantage (take the higher roll).
Fire Surge Dice
Expend one ([rules]bonus action;Bonus Action[/rules]) choose an ally within 5 feet.
A rush of heat surges out wild and hungry, but no wait the air bites back sharp and electric, like the sky is angry, fire's amber greed reaching for them only to shatter into sparks clawing back at me. - that stings.
You are Shocked (Enemies have advantage on attack rolls against you.)
The chosen ally gains Fire damage equal to the Surge dice Roll.
Cold Surge Dice
Expend one ([rules]bonus action;Bonus Action[/rules]) choose an ally within 5 feet.
Cold slips out, so calm so careful, but no it’s too still - light bursts in blinding, like a star breaking through ice, I see the the frost shatter, gold splitting the silver, and oh no.. it sees me too. Your skin pales.
You are Glowing (Disadvantage on Stealth checks and attempts to hide.)
The chosen ally gains Cold damage equal to the Surge dice Roll.
Lightning Surge Dice
Expend one ([rules]bonus action;Bonus Action[/rules]) choose an ally within 5 feet.
A crackle, a rush, lightning dances out, all speed, all sharp edges, but wait something pushes back heat rises, sluggish and angry, like a volcano waking, I see it, lightning’s electric gleam fighting against a molten glow trapped in my chest. - Ouch sparks erupt, your skin is flushed red hot.
The chosen ally gains Lightning damage equal to the Surge dice Roll.
Radiant Surge Dice
Expend one ([rules]bonus action;Bonus Action[/rules]) choose an ally within 5 feet.
Light wells up, so bright, so sure of itself, but cold sneaks in, sharp and bitter, like winter’s edge, I feel them tear at each other, a golden glow cracked by ice, pulling at my skin, too bright, too cold - you shine brightly a beacon, but your fingers frost over.
You are Chilled (Disadvantage on Dexterity checks and saving throws.)
The chosen ally gains Radiant damage equal to the Surge dice Roll.
Flux Clarity
Expend 1 focus point.
I focus, deep in truth, pulling my focus into a steady thread, the chaos dims, the volcano’s roar quiets, the storm’s bites dulls, the winter’s cold thaws, the star’s glow softens, for a moment the flux bends to my will and I’m whole again.
Clear all imbalance debuffs. (Shocked, Glowing, Overheated, Chilled)
balanced? or is it too strong ? too weak?
Yes
So question: What is a an odd style/Aesethic/Theme for a d&d setting you don't see alot of if ever?
Remove Chameleon Carapace and Secondary Arms from the Thri-kreen and add flight.
Flight. Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
I don’t think I have ever seen a rockabilly themed setting.
ok my go to thought leads me this would take place in some large Bayou swamp area
I would think something like 1950s LA.
For non-dnd, this is not the channel
I wonder is this sound like a good idea
A weapon called the ki blade that doubles the bonus it receives from sharpen the blade feature of kensei monk, but I wonder if their anything else I could add
Initiative bonus certainly fits...
It has a very narrow use case. What not just buff the feature?
Not my usual kind of question here, but I wanted to ask fellow brewers
Would it be worthwhile to remake 3e’s Deadly Domains? I find it hard to put a good-aligned spin on most of them, and they don’t seem like they’d see much play outside of evil characters. The mechanics themselves are intriguing, and I’m struggling to think of another thematic angle that would let me explore them. I guess the question is:
How valuable do you think explicitly evil homebrew is, and how likely would it be to get a spot at your table?
I feel like my old opinion on this was the exact opposite, but I've grown into this one. Explicitly [insert thing here] homebrew is actually positive (even if it doesn't get used much, likely why my old opinion was the opposite) because it almost always ends up being very true to itself and doesn't have to compromise with the themes it wants to convey.
Yeah I was worried about it being too niche, but I have remind myself that the No. 1 problem I run up against in making especially subclasses is always the same question:
How wide of a net do I want to cast?
And maybe the exercise of being unabashedly evil and not compromising on that would be a way to challenge myself
and if I find myself liking the mechanics but not the flavour, I'm sure I can find some way to use them in other projects. My worry was I would put effort into something and make a subclass I love mechanically, but would never be able to play due to thematic restrictions
Who is your intended audience? In general homebrew can’t be too niche, the feels like a concern for commercial endeavors.
I mostly brew for myself and my friends, but I try to apply broader design principles instead of just making things that make me happy. I’ve already created the stuff I wanted purely for myself so now I homebrew more as a creative exercise.
hehehe i love dnd homebrew
Y'know what, I've actually figured out a positive spin for one of the domains I was most interested in: Pride. I'll turn it into Glory, with a lore tab mention on hubris. I figure the barebones mechanics I have so far are transferable, and it makes making it support-oriented more accurate to its theme
oh but it'll conflate with oath of glory too much
i want to homebrew
got any ideas on what you'd want to make? subclasses, magic items, species etc.
exploration class!
oh i am not a full class brewer, but I think are few of them are around. Anything you'd want to get out of it that ranger doesn't fulfil?
new item for review: https://www.dndbeyond.com/magic-items/10543265-stormforged-signet
Ranger swarmkeeper but as a sorcerer
I'm a fan of stone sorcery from way back
Do you want it to use weapons specifically or just be in melee
yawn,,
hiiii hiiii,,!
i need some aid here,,
i'm working on weapon tactics, basically extra actions weapons get depending on your class, mostly just martials,,
bbut, i'm having trouble with more magical effects,,
and how they should be flavoured like, generally,,
llike, imagine one tactic like, generates fire,,
i could flavour it as like, "ohh the Serpent of Martials /burns/ spiritual energy before you' but like, i'm worried that's touching too far into unique class territory instead of general martials,,
i'm just a little worried i'd get hit with "that just sounds like a warlock' for these,,
I can give you some inspiration. For one, the effect should have synergy with the class, effect-wise and in theme
hm,,?
Can you elaborate please
i feel like it's hard to do entirely since i'm still yet to figure out which classes get what,,
i think i'll just stick with the serpent thing i'll have to see-
You mean class specific weapon masteries?
tthey're kinda like masteries,,
bbut they're like, actions or bonus actions or attacks or reactions,,
Can i ask what you type on
I see a lot of double characters in all of your messages im curious
Or is it a style thing
sstyle,,
What are you trying to convey
vvarious things,,,,!
Swarmkeeper ranger can use a special reaction without using their one reaction to redirect all damage that would be dealt to the ranger back at the user. This will cause maximum damage of the would-be attack to the attacker of the ranger. Fighters would get triple damage from this special reaction.
I’d push the dm to ban this homebrew from even entering the table’s building and up to 5 blocks away from it, much less let it near the table, on principle of it specifically targeting another class
You don’t make ranger fun to play by specifically pulling shenaniganery like this
Why?
Reworked version of this mechanic:
reaction to redirect damage, doubled against a favored foe
trying to make a rogue subclass related to paper manipulations, i would really like input in this rough draft i put together
Papyrmancy
When you choose this archetype at 3rd level, you gain the uncanny ability to move any paper within 30ft with your mind. You can manipulate this paper in simple, non destructive ways freely. For example, you can fold paper in the air or make origami with it.
You also gain Paper Points equal to your intelligence modifier plus your level.
Simple Folding Level
Also at 3rd level you gain access to the following techniques:
- PAPER CUT: As a bonus action, fold some paper you have on yourself into a dagger and then subsequently throw it towards a creature within 30ft. They must make a CON saving throw, if failed they have to remove 1d4 to their next attack roll. This uses 1 Paper Point.
- PAGE TORNADO: As an action, you twist and rip sheets of paper. The ripped up pieces of paper suddenly begin to swarm around you, obscuring the vision of any who wish to target you. Any ranged attacks done towards you while the paper obscures you are done at disadvantage. You are holding concentration when you activate this ability. This uses 2 Paper Points.
- SLIP UP: As an action, you can attempt to manipulate a sheet of paper under the foot of a creature of Medium size or smaller to then pull it out from underneath them rapidly. They must make a DEX saving throw, if failed they go prone. This uses 1 Paper Point.
this is unbeelivable
Because it literally targets fighters to do triple damage
First, NPCs don’t always have classes attached. Some do, some don’t
Fighters have ways to defend themselves.
So it’s rather limited
Second, it’s awkward at best and baseless at worst as to why the mechanic specifically functions that way
That doesn’t matter, immaterial. It’s designed in an arbitrary and capricious design
The anti-fighter stuff is a bit.
Here.
I personally love sorcerers and warlocks, but find wizards not my favorite flavor wise due to the spell book alone (I know it’s a weird hang up, sue me). If I designed a mechanic that specifically instakilled wizards in a sorcerer subclass, would that not make you go this is arbitrary and capricious
i wouldnt care tbh
That’s the problem
See, that’s the problem. Bias is never great for homebrew design, the quality tends to suffer
i dont have bias
You literally designed a mechanic that targets a class specifically, and have done so repeatedly in a pattern
And have flat out justified it with “i think rangers need more love” when it’s been previously pointed out
I love rangers a lot and swarmkeeper in particular.
Being extra generous, the only way this mechanic actually works even is if it allowed you to double damage against an favored foe or relied on another mechanic that allowed you to mark NPCs designated as a specific class type for that subclass (let’s say this is a witch hunter ranger, cool concept tbh) as a favored foe.
This isn’t that tho, because that latter would involve the designation to be specified along a theme.
The comments about penalizing fighters read more like banter than serious beliefs.
The whole thing could just be a troll
He's trolling don't engage seriously
That’s not justification for a poorly balanced at best and out right arbitrarily designed to the point of being bad at worst
I am assuming the anti fighter stuff isn’t banter, and this is a serious attempt at workshopping
Yes
I genuinely hate fighters and I wish ranger was as beloved as people do the fighter instead of memeing it as bad.
Dunking on fighters doesn’t make the ranger good
I dont dunk on fighters.
Fighter with bow> ranger
Why?
Letting this bleed through is a very reliable method to get badly designed homebrew every time. Not in a “I think damage modifiers should be universalized” way where reasonable juristsDMs can disagree, this is just an objectively bad method
Multiple reasons, but the principle is ranger doesn’t know what it wants to do
I think rangers are so precious.
i love it
ranger is built like dog for no reason
I blame WOTC for that
Why are you attached to ranger
The theme can be accomplished through other classes and the numbers are bad
Ok but that’s not going to change the fact that Rangers are so poorly designed be cause WotC didn’t use a coherent design method or have a coherent concept for what the ranger was supposed to look like when they made it
Literally
I mean, a scout rogue 9/fighter 11 is literally a deconstructed ranger and works so much better
This is taking up the channel, when there are serious homebrew concepts that have been submitted.
Ranger!
You sent this before and while it’s not terrible youn 1) didn’t do a full write up like we suggested and 2) did you even take the systematic and careful designing feedback we gave you? I feel like you didn’t because you keep dunking on fighters after it’s been repeatedly brought up you have a bias with that same criticism being brought to bear multiple times
well, if it's what people prefer to engage with ...
Agreed
i dont know how to do a write up...
Write
Draft full features
Bullet pointing is good for concept testing/drafting but if you’re doing a full class rework, put in the work and write it like it’s in the PHB
That’s the problem there. Be systematic in your fixes: pinpoint what works in ranger and what doesn’t, play with drafting, and draft full features in a single doc
Start less with what you want the ranger to look like, even though that’s a legitimate first step you clearly have choice paralysis here. No, instead look at ranger and bullet point first what you think makes it not work
Then bullet out what you can do to fix it
Start small, and start piecemeal. Not the overhaul that targets classes for no reason
That’s my advice at least
It doesn’t seem to work with sneak attack. How did you come up with the number of paper points?
Then ignore it. 🙂
Like it or not, they’re effectively fighters with flavor built into them but mechanically designed much worse
Also let us be able to make cool arrows and traps as a ranger
I would but I’m a lawyer and a walking stereotype lol
just thought that the single use ones could be 1 point but the one you could hold for multiple turns (which i just realized i didnt state how many lol) should be two, none of them really do damage so theres nothing to add sneak attack to
I have just the subclass for you on this actually. Someone designed one
Monster Hunter, yeah?
I've seen a homebrew subclass for a ranger called Monster Hunter which lets you do this
I love the flavor of rangers. Can't i just kick out fighters from my future ttrpg?
I just... wish it was a vanilla thing.
https://drive.google.com/file/d/1hADQ7kScRUyChWiElvaP1S8j7tv_iWZO/view
it’s under trapper
If I had to pick fighter or ranger I’m picking fighter every time my man
i think its so sad how boring most subclasses are for ranger
Not if you want a horde of angry human fighter players with torches and pitchforks that they can attack 4 times with.
Each.
I’m a mage main but hot diggedy darn do I love Eldritch knight firing off 3 attacks and one cantrip
I love just being a nonmagical fighter. It ain't much, but it's honest work.
also fighters are probably the most consistent class in D&D
which I gotta hand it to them
Bonk^4
at level 5, it's bonk^2
The ranger can attack 16 times a round in my future ttrpg and each one have weapons that deal max meteor swarm damage in meteor swarm range after one hit.
Valid. I just never outgrew the Freudian child as spellcaster thing in my fantasy preferences
Can you stop cluttering chat with your nonsense
This is either a troll or the singular worst balanced homebrew I’ve ever seen
That's... excessive.
He's doing a bit and he doesn't stop
i genuinely love ranger and hate fighter so much
coming soon, players that play fighter have to give a dollar to players that play ranger every session
I made these two human fighters that I really want to play at the same time, as they have to be played at the same time, called Locke and Keye. They're dungeon delvers who draw maps and write down clues and research about dungeons, which they then sell to adventurers.
Then don’t play fighter, or make a balanced and better ranger or use one of the myriad of homebrew ranger fixes out there. People can like things you don’t
Locke uses a big shield, and Keye uses two swords
I wholeheartedly love these
Dual wield two shields and use both as dual wielded weapons
I really want to be able to play them both at the same time because they basically act as one character
I am become shield master, master of shield and single man shield wall
I dont have to play fighter?
Re flavour the echo knight
could do two shields, though Locke prefers one because it's easier to support Keye
No but it's not the same.
I probably could, and would do that, but if i could get away with playing both, i would
You kinda don’t?
Look, I like ranger flavor too. Just make a fighter/rogue multiclass and flavor it as a ranger. End of the day, that’s all you need to do. You’re clearly not listening to anyone’s advice on a ranger fix so just do that instead, because no dm worth their salt will go for at will meteor storm damage or ASIs every 2 levels or whatever
Easy. Ask a dm to let you Jekyll and Hyde it
I don't know what that means, as I'm not super familiar with Jekyll and Hyde.
can anybody give me some pointers on this?
its the story of a mad scientist who uses a tonic that turns him into a vicious murderer
(not really what happens, it is what he claims though)
double personality
I see.
just google dr heckyll and mr jive by men down under and you'll get the gist
probably
So you’d have to get dm permission here but run both characters, and they randomly get yoinked to a pocket dimension and replaced with the other, while both sharing a psyche
Locke and Keye aren't the same person, though they look incredibly similar. They aren't twins or even brothers, just really good friends who work well with each other.
You’re running two characters for the price of one, and only one at a time
Idk I’m just shooting ideas lol. That needs dm permission I think
I imagine it that they kind of "switch out" like you might do in a rpg game.
like you switch to another character, but the other is still following you around
That may work but I think a dm is less likely to allow that one
Because you’d get two bites at the apple so to speak whereas everyone gets one character
It would be interesting if Locke and Keye are the same body, but two different people. Like, not multiple personalities, but two actual different people.
in one body.
I think either way it requires DM permission, but it's just a fantasy of mine to play them
It's like "Can't you do this?" "That's more of Locke's thing, not me." They switch control of the body "Yeah, I can do that."
same voice and everything
I definitely might use them as NPCs in a future game of mine though
coming across two heavily armored knights, one with a shield, and the other with two swords, hunched over a large tome and map, and murmuring quietly.
kay challis from the doom patrol
Very valid!
I like the RP value of this, very interesting concept
Technically their names are Jonathan Locke and Alastair Keye, but they just go by their surnames.
Rogue runs off of opportunity cost, so any feature that uses an action is going to cost the opportunity to sneak attack and a bonus action is going to cost giving up cunning action or steady aim.
I am not sure you need points if the opportunity cost is generally equal to what you are giving up.
Is this for a 2014 rogue?
who's that?
Or is it a reference to something?
yes
I know war medics are a common subclass, but one I made for rogue has a feature I'm particularly proud of, which is called Reactive. It lets you take an additional reaction during the current round of combat, but if you do, you cannot use a reaction during the next round of combat. So you basically steal your future reaction from yourself.
kinda.
also in addition you can use healer's kits as a reaction when an enemy within a certain range makes an attack
Keye and peele lol
Oh yeah, they never call each other by their first names either. Some who have met them suspect they don't even know each other's first names.
I have a pitch for my session tomorrow. Players are confronting a gang of gnolls that have a history with an NPC companion they've brought along. The gnoll leader killed the NPC's family and I was thinking of adding something a little more varied outside of just combat. My initial thought is to implement minions as a phase 1 of this. Eventually a stronger gnoll/pack lord fights the group alongside minions. For some story for the NPC, i was thinking of the big boss gnoll halting the fighting and subduing the party, then challenges the NPC to a one on one with players on the sideline for the moment (maybe tied up or held at sword point). Was thinking this could be me narrating the fight between boss and the NPC allowing players to maybe figure a way to get free from the gnolls as the NPC maybe gets his ass kicked. From there when/if players figure a way to free themselves, maybe a skill challenge for the players to more so brawl it out and I'd just narrate on the side the fight between the NPC and the big boss. Eventually resulting in however the skill challenge pans out (positive - the gnolls flee and the NPC get revenge; fail - the NPC is killed and the players have the opportunity to flee maybe losing something along the way). My group positively responds to things like timer dice, higher stakes, non combat but combat adjacent moments.
Interesting
Minions might be cool, but that’s difficult to balance
Side note but what are time dice
time dice?
timer dice - put a dice on a table and tick it down like timer. i use it for example, when a guard sounds an alarm and that'll be how many turns before reinforcements come
i'm using the Flee Mortals rules on minions and ignoring the DMG rules to speed it up
Hi everyone.
I created a new Crystal Scorpion. It's CR 5. Its sting has crystal petrification.
https://www.dndbeyond.com/monsters/5755431-crystal-scorpion
I never found the crystal petrification in the online computer wiki; there was no crystal petrification.
I dreamed of having crystal petrification.
I was first created as Crystal Scorpion, that have crystal petrification.
The different Petrification types:
- Polymorph by Witch and Spells. 🐸or🐑
- Tree/Wood by Druid. 🌳
- Stone by Medusa, Basilisk, Cockatrice, and Flesh to Stone Spells. 🪨
- Iron by Gorgon (a bull).
- Gold by Genie (touch curse).
- Crystal by Crystal Scorpion. 💎
Oh I like this. It’s so fun
i love this.
anybody have ideas on a ranger and wizard subclass, with the overall theming being mythology? (any mythlogy)
I do! at least the ranger one
I love Norse mythology's Yggdrasil so maybe the world tree subclass?
hmmm, maybe
ive got *2 norse subclasses already
a rogue based around undead (Draugr) and a fighter based around lightning (Storm Sage, but it can be any mythos so thats why i put the * there)
what about greek mythology?
oooh celtic
I almost forgot about Celtic mythos
i have an artificer based around prometheus
My apologies.
What if... Cernunnos was a god your character could worship?
the will of the wisps
Artificer: Truth-Seeker
Barbarian: Path of Destruction
Bard: College of the Dreamtime
Druid: Cricle of the Creator
Fighter: Storm Sage
Monk: Way of Balance
Rogue: Draugr
Sorcerer: Wolf King Bloodline
Warlock: The End
the subclasses i got so far
I'm still struggling with the dichotomy that species doesn't really fit what I want a lot of the time with not wanting to fully replace it, and with the fact that I kinda want to use the mechanics to represent things like vampires and werewolves. I may have figured it out in concept, though.
i mean it doesnt have to be based off a nature god lol
its about the gods, traditions and stories of different mythos
Instead of species, treat them as backgrounds, while keeping the existing background system. A "species" would be a major background and a "background" a minor background, but each player has one of each.
Hm...
This addresses bioessentialism issues by saying that a major background is the thing you consider most important about yourself.
all i got for ranger is where you can attack with a group of insects where it does Extra damage on attacks, cause disadvantage or increase AC against incoming attacks, and even forced movements
thats just swarmkeeper....
And the swarm can cause such a smell that can buff the ranger or debuff enemies
Something like military veteran or elf can be major or minor (no, you can't take both versions of a background)
exactly! its the best subclasss
its actually one of the worst in terms of what you get lol
What this is asking is, okay, you are an elven military veteran, but which is more important to you?
That becomes the major background.
its best subclass bc i love it
what? Swarmkeeper Ranger is the worst?
Now vampire works as a major background, because to any vampire, that's kind of a really important basic fact about themself.
You can still be an elven vampire, but elf is going to end up as the minor background.
I will not stand for Swarmkeeper slander!
i mean, its not the best aswell
the effects are very, small
Its pretty good, just often outclassed, but its not like, Monster Slayer 😭 or Horizon Walker
i mean yeah
its not the worst, just, close to it
its just a worst drakewarden 😎 (i love drakewarden)
well got the ranger subclass
Godslayer Conclave
a worse drakewarden until you reach high level and the dragon misses every attack :(
beastmaster ranger endorses this message
Some ideas for regional effects for my upcoming campaign:
- Gritty Wilds. Spending 8 hours outside of an area protected by a Sun Ward, dungeons, or generally resting in unsafe places only count as Short Rests. Additionally, when finishing a Rest outside of these areas, a creature that isnt a Construct, Fiend or Undead must succeed on a Wisdom saving throw, where the DC is equal to 10 + the number of days after they finished a Long Rest. On a failed save, they don't get the benefits of that rest
- Dawnless Skies. The sun no longer rises or sets in Theros, plunging the world into an eternal night (Dim Light and Darkness).
#dm-world-building message
Why does this sound like what you were talking about for Titanic uphieval?
cuz i like using Regional effects
Why Wisdom instead of Constitution?
Maybe like stress levels, they don't sleep well
Okay yall. I'm at a loss. I have triedd. eleted. tried again. deleted. and tried again... and deleted. Nothing is sitting well with me and I need your help.
I need a capstone ability (15th level) for my Ranger subclass.
Corridor Instinct (3rd level Labyrinth Guardian feature)
Your sense of direction in unmatched, even in the twisting corridors of the infinite hallways. You always know which direction is north, or I a fixed direction does not exist, which path you took to arrive at your current location. you also have advantage on survival checks to navigate or avoid becoming lost.
Singled Out (3rd level Labyrinth Guardian feature)
Creatures that are unseen by their allies or have no allies within 30 feet are considered singled out.
Being able to corner your prey has proven to be a deadly tactic. When you attack a creature that is considered to be singled out, you gain advantage on the attack.
Labyrinth Stalker (7th level Labyrinth Guardian feature)
When you reach 7th level in this class you gain the following abilities:
- You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make while tracking a creature.
- You gain darkvision up to 60 feet. If you already had darkvision, your distance is increased to 120 feet. Additionally, you gain the ability to see in magical darkness.
- When you make an attack against a creature that is affected by your hunter's mark you can use your bonus action to move up to 30 feet towards the creature.
Backed in a Corner *(11th level Labyrinth Guardian feature) *
When you target a creature with an attack that is singled out, you may a make an extra attack against that creature. If the attack is successful then the target must make a Strength saving throw against your attack roll. On a failed roll the target creature is pushed back 10 feet.
I can help you!!!!!!! I LOVE RANGERS!
please lol
I've had one idea that i just cant get to work because it just sounds stupid. Like enveloping the singled out creature in magcal darkness, so that they are TRULY isolated from their allies... but I don't fell 100% on it.
Also had the idea to make it so that your intimidation modifier is added to your attaacks... but wasn't 100% on that either
i'm just... at a loss
Why not both?
And add in your wisdom modifier on the attack and damage roll as well.
maybe?
Are we doing the 2014 or 2024 rules?
2014
Change the HM dice to a d10, the intimidation modifier is added to attack and damage rolls, and on a hit, the target is encased in magical darkness out to 30 feet.
ooh... changing the HM dice? that could be fun
hell I thin kmy problem was trying to make the magical darkness less than magical darkness. The answer might just be ACTUAL magical darkness if the ranger can see in magical darkness
i love that
okay lemme write it up and I'll be back in a minnute to show you
Intimidating Isolation (15th level Labyrinth Guardian feature)
Your intimidating presence during combat helps to isolate your enemies. You gain the following abilities:
Targeting a creature that is considered to be singled out with your hunter's mark spell results in the damage dice of hunter's mark to increase to a d10.
When you score a critical hit against a creature that is singled out and under the effect of hunter's mark that creature becomes engulfed in a cloud of magical darkness that extends 15ft from the creature.
When you attack a creature in magical darkness, you can add your Intimidation modifier to the attack and damage rolls.
That looks pretty nice.
thank you
I think I needed someone to just confirm my thoughts lol
I had to completely rework this subclass from the concept up because it became WAY to close to my fighter subclass
So... imagine having to come up with something new on the spot, basically
and LIKE IT
Tbh, i am a ranger enjoyer and want to see what to help whenever i can
weeks?
yes lol
thats quite a bit of time
I would try... give up... work on a different subclass... come back to it
Like... NOTHING sat wel with me. It all either sounded stupid, or not enough, or I couldn get the wording right
I'm trying REALLY hard to make this feel like a minotaur in the labyrinth
A stalker in the halls
I'd imagine with the singling out to make it feel like there's no escape
I think the 15th level features give it a nice balance of great features but not early enough to worry about power gaming for a three level dip.
that was my big worry with all my subclasses. I think the only one that people would dip into would be the fighter subclass... but that's just because you geta good speed bonus
Momentum (3rd level Maze Sprinter feature)
Moving through the battlefield was a core part of your training. With that training, if you move at least 30 feet on your turn, you have advantage on the next attack you make before the end of that turn.
You also gain an extra 10 feet of movement. This speed bonus increases by 5 ft when you reach levels 7, 10, 15, and 18.
i understand that
I think it's fine tbh. There's easier and arguably better ways to get +10 movement speed than investing 3 levels into Fighter (e.g. Mobile)
see? and that's the only one I think people would dip into lol
you shouldn't look at this through multiclassing
didn't even do that until they were all mostly done anyways lol
only one i havne't finished yet is warlock. only because i'm trying to find ways to benefit from people's failures lol
well at least you finished ranger's homebrew
very true. this one was killing me
warlock should be easy. it's all bullet points thet neeed written out
I'll show you the base ability
Burden of Failure (1st level The Burdened Patron feature)
You carry the weight of your companions' failures. When you or an allied creature you can see within 30 feet of you fails an attack roll, saving throw, or ability check, you can use your reaction to allow your patron to feed off of that failure, storing it in a magical reserve known as a Failure Pool. Your Failure Pool can hold a number of points equal to you nwarlock level plus 1. Each time you use this feature, you add one point to the pool. You can't add to the pool if it is already full.
As a reaction, when you or an ally you can see within 30 feet of you make an attack roll, saving throw, or an ability check, you can expend any number of points from you Failure Pool to increase the result of the roll. Add a +1 to the roll for each point spent.
i really love that.
hear me out: gun that can cast a spell when you load money into it
best I can do is a sword that does extra damage when you pay it gold
bribery blade
1 sec
i was thinking like
every coin you stick in it is another dart as if you casted magic missile
Treasurer's Point
weapon (longsword), legendary (requires attunement by a paladin)
:
This longsword is made of enchanted gold and adorned with precious metals and gems.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. While attuned to Treasurer's Point it has the following additional properties.
Blood Tax You can speak a command word to activate this ability. For the next hour, when you make a successful hit on a creature with blood, an amount of gold pieces equal to the slashing damage dealt materializes in the target creature's area.
Gilded Blood Lust. If you generate more than 15 gold pieces in a single strike, you must make a Wisdom (DC 18) saving throw or become enraged with Gilded Blood Lust and will attack any creature in sight. For the next minute, you must use your movement to move towards the closest creature and use your action to attack. If more than one creature is equally as close to you then you may choose which creature to move towards. You can make another Wisdom saving throw at the end of each of your turns to end the effects of Gilded Blood Lust.
Golden Strikes. Once per long rest, you can enhance your smite spells by sacrificing gold. For each 1000 gold pieces you expend, you can add one additional damage die to a smite spell. This enhancement lasts until the end of your next turn. This ability will not accept platinum, electrum, silver, or copper.
spending 20 gold to deal 70 avg damage
the artificer who's spent the last 90 ingame days and 9 irl months making and selling suits of plate armor: "legalize nuclear bombs"
the nuclear bomb obv being their phone because there are not enough physical dice at the table to roll all that damage
If you're going to do something like this. I would put a true price on the ammo, and put a limit on the amount you can do
I would take magic missile as an inspiration
And maybe the chamber can only hold X amount of gold
maybe I make the gold costs exponential
1 dart = 1gp
2 darts = 3gp
3 darts = 6gp
4 darts = 10gp
and so on and so forth
10gp for 4d4+4 damage feels like less of a cast than a level 2 spell slot to me
I would do 10gp per dart. up to 8 darts in a shot. and maybe make them d6s
so that way it's not a straight rip rom maic misile
I lovr this
listen you're gonna inflate my ego lol
I was searching through the channels for Battle Smith stuff, because I am building one too and came across your message. The best knockback build would be with crusher warhammer and shield of repulsion, then you can knock people around into your web. If you have a light hammer you can use crusher from range with returning weapon!
- Start fighter level 1, so you get heavy armor and a fighting style of your choice. Also most DMs don't like firearms and that's the proficiency you get as artificer level 1 starting class so it's kinda wasted.
- Then level 3 you can either go Psi Warrior multiclass which is cool because you can reposition allies via telekinetic abilities OR better go Rune Knight and get cloud rune which can retarget enemy attacks to other enemies which is hilarious + giants might for crusher. You can also use Rune Knight's Giant's Might then do Enlarge to be HUGE for a battle which could be fun. You could carry in a boss battle or be a wall for teammates to hide behind.
- Then level 4 and onwards go artificer, then by level 8 you will be both Rune Knight + level 5 Battle Smith and this build comes online. So many infusions/buffs for yourself or party + the synergies/combos that are just super fun.
I'm personally going a tiny Battle Smith to ride on my steel defender (reflavored as a stone golem) so I can't do these, but maybe you can!
Y'know .. it'd be interesting
To start a DND game
That literally revolves around a warframe style concept.. like. The Warframe equivalent in DND is a race called Warforged, which are basically magical robots. So like. Imagine a wizard or warlock, who has spells to animate AND control an empty soulless Warforged. They can have a multi class, where their second class is artificer, so they can "mod" or customize their Warforged(Warframe)
(posted this in another server which is why I'm explaining certain things, just wanted to copy it and paste it here)
Are there any good discord servers where I can have casual conversations about the nature of the arcane and exchange magical theories?
Anyone familiar with foraging rules to gather materials for the herbalism kit to make heading pots?
hmmm, whats better for a holy artificer subclass for its 3rd level feature which grants you the ability to make things based of certain objects in mythos
subclass items or subclass infusions?
mainly for wording reasons
Hedge Wizard swaps History → Nature and Calligrapher’s Tools → Herbalism Kit.
It shifts the Sage’s bookish scholarship into practical hedge-magic, with roots in the wild and a focus on herbs, poultices, and improvised healing.
Foraging Herbs (HB)
You can forage twice per day, each attempt taking 1 hr with Nature/Survival (DC 12–18 by terrain). A success yields 1d4 herbs (5 gp each), which can offset potion costs (25 gp total). Example: 3 herbs = 15 gp → you only pay 10 gp more. Rare herbs (nat 20 or special terrain) may count double.
Thoughts?
Herbal Remedies (HB)
With an Herbalism Kit, you can craft bundles of poultices and salves that function as a Healer’s Kit.
• Cost: 10 gp in herbs (or 2 successful foraging checks, ~2d4 herbs).
• Time: 1 hour of preparation.
• Result: Creates 1 Herbal Kit (5 uses). Each use can stabilize a creature at 0 HP, just like a standard Healer’s Kit.
Keep in mind hedge mage as a concept is less nature wizard and more self taught mage
If it were nature wizard, then we have a hedge wizard class already.
They call them druids.
I think the lines between self taught and nature taught are kinda blurry when it comes to hedge mages.
I was wondering if anyone could help me here I just started making my first homebrew.
I’m also a kobold riding the steel defender
Can someone help me out with one of my homebrew spells for my elden ring campaign? Idk how to balance it
tthis feels more like something i'd let my players do just like, generally, instead of a class feature,,
mhm,,?
Im good i already figured it out. Thanks tho
Yes, the concept is more of a self-taught mage who cobbled together their knowledge of magic from a wide variety of sources rather than being directly taught, formally, at something like an Academy.
after, but before determined
not sure if this would belong here or in Homebrew - but how do ya'll handle vehicles for your characters? https://tinyurl.com/mbr63bmu I'm working up some ideas for a "Hedge Wizard wagon" that totally could serve as a mobile home, base camp, camp kitchen, etc.
"vehicles" is a broad category but for us a wagon is generally just a carrying capacity expansion on a spreadsheet
well, that's a choice. I like the flavor and role play potential that a wagon could give to a character.
i mean, the official stats of a wagon are literally just that anyway
I always thought that a standard "wagon" wouldn't have like an enclosed space. It's just an open-topped "box on wheels". this is more of a mobile home (which is why I was looking for some feed back on the additional costs)
hey what is the website everyone uses to make nice looking stat sheets. I always forget the name of it
homebrewery
Right, yeah
I like a modular approach to this archetype personally
Class-based Armor Class is the way to go.
It already kind of exists, let's just codify it and make wearing armor something else.
Do y'all think giants need more high CR options? Or just more options in general? I'm not talking about them getting age categories or anything, but maybe maybe something like champion/elite versions. A hill giant that lives long enough, wins enough battles, etc becomes or earns the title "Mountain Giant," a Stone Giant becomes a "Quarry Giant," So on and so forth. Does this seem like a good idea? Might convert the Cave and Wood giants from pathfinder too.
if you can make them interesting, sure. I dont think "an even larger giant" is intrinsically interesting outside of meme potential
i think this just depends on if your campaign necessitates it,,
bbut that is more of a #dm-discussion thing,,
there are a lot of high cr giants in the bigby book
that book came out right before 2024, its basically the new monster design
Fair enough.
Hey friends i'm brand new to this server.
I love making homebrew classes/subclasses for 1 shots, and i want to post a few for an upcoming 1=shot and get some feedback on balance, themes, fun/wow factor, etc.
Is this the place to do that? is there a seperate channel/page? Are there other (Free) discords where that happens often?
yes it is. this is the homebrew channell
How do these attacks for giants look?
Slam Foe. Melee Attack Roll: +X, one Large or smaller creature Grappled by the giant. Hit: (XdX+X) Bludgeoning damage. Hit or Miss: The Grappled creature can attempt to escape the Grapple.
Lob Foe. Ranged Attack Roll: +X, the giant throws a Large or smaller creature it has Grappled at a creature it can see within a range of 30/60. Hit: the targeted creature and the thrown creature both take (XdX+X) Bludgeoning damage if the thrown creature is Large or (XdX+X) Bludgeoning damage if the thrown creature is Medium or Smaller. Miss: The targeted creature takes no damage and the thrown creature takes half damage. Hit or Miss: The thrown creature is longer Grappled and left Prone within an unoccupied space within 5 feet of the targeted creature.
Batter Foes. Melee Attack Roll: +X, the giant bashes two Large or smaller creatures Grappled by it against each other. Hit: both creatures take (XdX+X) Bludgeoning damage. Miss: Half damage. Hit or Miss: both targets can attempt to escape the grapple.
Id personally mate Batter Foes a save
How exactly do we get feedback on homebrew if we can't post files or images
You use igmur or google docs
awaaa
i gotta work on my warlock subclass,,
i have a capstone i haven't finished,,
tthe first feature allows you to use a bonus action to make all targets of eldritch blast become stunned until the end of their next turn,,
For free?
i'm just gonna make a google doc instead of posting everything as text,,
over time i've come to realise homebrew is the best part about D&D
it's a system that lets you modify it pretty easily, atleast compared to more rules-heavy stuff
Hello, anyone know of a homebrew that managed to make a good simultaneous turn taking system?
I'm partial to the dragons
those can be pretty cool yeah
Dungeons are a close second, though
Dunkleosteus (Generally multiple in an encounter for a level 5-9 party)
Large Aquatic Beast
HP: 85
AC: 23
Swim Speed: 40 ft.
Str: 22
Dex: 16
Con: 18
Int: 6
Wis: 8
Cha: 12
Bite: 4d6+3 piercing damage
Amputator: The Dunkleosteus has an immense bite force, upon attacking, targets must roll a dex save of 14 or recieve double damage
I don't think they were let me check
I guess they are wow
Big, nasty, able to take an arm off, AND ambush monsters
Also the combat is in water
I imagine attempt to stealth and get a surprise round in then charge to bite
There's be a passive perception roll
guessed as much
so do they try to single out targets and surround them?
Have to make a lot of dino stat blocks for Jotun 💀
do they have a grapple or push move to achieve that goal
It'll probably be from behind and just try to split someone in half
Obviously fail for PC cool factor then combat starts
Their movement would probably be pretty straightforward from there
The idea I have is they're more of the uncommon enemy the party will fight along their way down into ancient underwater ruins off the coast of Jotun
Think of the Trench region in Terraria Calamity if you know what that is
haven't played calamity yet but i get you
i was asking about tactics because those could make combat more interesting to deal with as a player on top of potentially making this enemy quite terrifying
Yeah it's a lot of increasing darkness, scarier monsters the further down you go, and pressure builds up over time
imagine you're just walking through the very much water-filled caves and suddenly you hear the bard scream as he's dragged into the water by something
Might first think maybe it's some shark until you see a massive fish with a head entirely covered in bony plates and soulless eyes
yeah
but i was just trying to see if you wanted to make terrain and enemy tactics a more important factor to take into play
i don't know what to say balance-wise because i haven't played 5e in a year, i'm just throwing ideas out here
True I'm still kicking around the ideas rn idk if it'll 100% happen or what rn
40 ft swim is pretty neat though
I'm going on a craze about prehistoric animals after deciding they'll be in the land of giants
I'm working on some Dinos right now actually 👀
"They were surprisingly fast but not as well as sharks"
Ooh
## Utahraptor
*Large beast, unaligned*
**AC** :: 13
**HP** :: 45 (6d10 + 12)
**Speed** :: 60 ft.
**Initiative** :: +7 (17)
| | | MOD | SAVE | | | MOD | SAVE | | | MOD | SAVE |
|:--|:-:|:---:|:----:|:--|:-:|:---:|:----:|:--|:-:|:---:|:----:|
|Str| 16| +3 | +3 |Dex| 16| +3 | +3 |Con| 15| +2 | +2 |
|Int| 3| --4 | --4 |Wis| 17| +3 | +3 |Cha| 5| --3 | --3 |
**Skills** :: Acrobatics +5, Perception +7, Stealth +7
**Senses** :: darkvision 60 ft., passive Perception 17
**Languages** :: --
**CR** :: 3 / 2, 4 (XP 700) {{bonus **Proficiency Bonus** +2}}
### Traits
***Ambusher.*** The utahraptor has advantage on attack rolls against Surprised creatures.
***Precision Bite.*** When the utahraptor has advantage on its Bite attack, it can forgo its advantage and instead attack normally. If the attack hits, it is a Critical Hit.
### Actions
***Multiattack.*** The utahraptor makes two Claw attacks and one Bite attack.
***Bite.*** *Melee Weapon Attack:* +5, reach 5 ft. *Hit:* 7 (1d8 + 3) piercing damage.
***Claw.*** *Melee Weapon Attack:* +4, reach 5 ft. *Hit:* 10 (2d6 + 3) slashing damage, and the target must make the following saving throw. *Strength Saving Throw:* DC 13. *Failure:* The target is Prone.
### Bonus Actions
***Hide.*** The utahraptor takes the Hide action as a Bonus Action.
***Pounce.*** *Strength or Dexterity Saving Throw (target's choice):* DC 13, one creature that failed a saving throw against the utahraptor's Claw attack. *Failure:* The target is Grappled by the raptor.```
So they can specifically outrun anyone trying to swim away so you'll have to outsmart them instead
i think i'm finished with this one, might change some small things
One Party Member wants a raptor pet 😭
let them cook
Might just give him this beast
make pounce part of the Claw attack rider 
yeah staying out of the water seems smart to me
But those magic items cmon no risk no reward!
Fight the world's deadliest animals to ever exist
i was going to, but with 60 ft speed BA hide can be really powerful
I wanted to add a limiter so, you have to choose between Pounce and Hide
we need more sleeper CR 4s 
I could throw in eurypterids as the common oceanic enemy of Jotun
"Giant Sea Scorpions"
don't forget to add giant arthropleura because gods know you can't avoid them
Yup
Protoaxite swampy flatlands that are home to myconid colonies
I wonder if I need to make a statblock for a static mushroom tree though
Make it a hazard
depends. are they gonna fight it or is it entirely environmental
if it's the latter then making it a hazard is likely the better route
What would be a good animal to base my god of death on?
gods usually shouldnt have statblocks
depends on what aspect of death we're refering to, but there's plenty to choose from
maybe they aren't thinking of making a statblock for them
Im talking design not gameplay
ah
and if they are, then who are we to stop em? this is homebrew after all
Ok no one knows if the spores are toxic so I'll flavor them to not be
Yeah, they won't be fighting the god themselves, they just have to kill their avatar to earn their favor
Corvids, snakes, and dogs are the typicals
They're literally giant tree shrooms in my campaign then
what is death and how is it rellevant in your world? is it a definite end or just another stage in the endless cycle of rebirth?
I was typing a followup about how to do it even though you shouldn't, put your pitchfork down please 😆
A crow, raven, or butterfly
i'm too tired to be holding a pitchfork don't worry 😭
i wasn't trying to sound agressive there, sorry
Vulture too
I remember a year or so back when I shared my Cthulhu statblock here there was a small army of very angry people talking as if Lovecraft was going to personally shoot me for doing that
If someone dies they are sent to the void where they are fed to the bbeg aka Alazan, Star gorger which is just a giant star devouring serpent
and from there they just, stop existing?
Wait I kinda like the butterfly
I forgot which culture exactly but they symbolize butterflies with death
if so then a snake or otherwise all-devouring entity would make sense as a symbol for death
i have a feeling it might be greece, let me check
yup
greece
Neat
butterflies carry the soul of a deceased person if they pass by the recently deceased
Kinda. They stop existing until Alazan goes into its chrysalis (like a caterpillar) to restart its life cycle to which the dead souls are released into stars and are released from said stars after they crash to the earth
makes sense
then any bottom feeder will do
vultures, ravens, you could even make a case for downright predators like hyenas and such
the rabid dog of death, taker of souls
Assassins's Creed Origins has some really good visual imagery around hyenas and death
I want smth that kinda counteracts stars bc the god doesn't like Alazan bc alazan is an invasive species. Before it death was just "You die, soul goes to me (death god) I give it to to the god of destiny and you are put into a new body with no memories)
easy! black holes
can't eat this if i chuck it into an unsurvivable, all-recycling incomprehensible singularity
where it hypothetically becomes the new soil for all of creation to continue growing on
you could define the stage between life and death in a black hole, something like the third "other place" in the celtic triple spiral
The whole lore of the death god is that after roughly 10000 years ago they couldn't make new souls so they need to recycle and if Alazan is eating them, then the population plummets
hmm, so they'd want freedom from Alazan's cycle of consuming everything then vomiting it back out when in chrysallis form
I may base the god off of the purple emperor butterfly and make the spots be souls in the storage
sure, give it black holes for cool factor too if you want to
Yeah. The whole campaign is just "Hey Alazan! Big dumb worm! Imma collect my dragon balls and summon all the gods to beat the hell out of you"
@shy badger In open water, the Dunkleosteus will try to attack from behind then dip under its target. If on a seabed, it will try to do the opposite by attacking from a blind spot then attack from above
Ooooh. Me like. Black hole eyes
does this thing have any damage weaknesses or resistances? gotta balance those
I imagine it'd have reisstance to bludgeoning if attacked from the front specifically
gotta make it Feel like you're looking at the representation of the end of all things, alive or dead, yknow?
Might e weak to cold damage?
and weakness to piercing if attacked from below, mayhaps?
Probably
Yeah it's resistant to headon bludgeoning attacks but weak to cold damage overall and weak to piercing attacks on its underside
how would you guys curse this Rifle?
Soul Rend
This Rifle 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 Rifle, keeping it on your person at all times.
2d10 Piercing, Ammunition (range 80/240), reload (5 shots), Two-handed.
A creature who is attuned to this cursed item gains proficiency in firearms.
Soul Rend - Bullets fired from this rifle tear through its target's soul. Leaving no physical wound. Instead the targets soul is torn. A target hit by a bullet fired from this weapon must make a Wisdom Saving throw against the wielders save DC. On a failure the Target gains the poisoned condition and takes an additional 1d10 poison damage.
Soul Piercing Rounds - Bullets fired from this gun, are magical and pierce through their targets. If the Initial target is hit by an attack, the bullet rips through them and anyone that is within 15 feet of them in a straight line must make a Dexterity Saving Throw against your spell save DC or take half of the damage as the initial target and must also make the Wisdom Saving throw or gain the poisoned condition and take 1d10 poison damage.
Sustenance - landing an attack against a target where the wielders roll to hit was higher than 20 magically reloads a bullet from your reserves and grants you advantage on your next attack roll. This feature can activate a number of times equal to your proficiency bonus.
Magically Textured Grip - The friction on this weapons grip is particularly strong greatly increasing handling and making it so that you are able to fire this weapon within melee range without incurring disadvantage on the shot.
Maybe since it only targets the soul, your hit point maximum is reduced by the damage you take
@shy badger I changed my mind on the butterfly bc I cant draw that much detail lmao
fair nuff
like i said, any ruthless and obsessive animal predators or bottom feeders will do
And since there’s no physical wound from attacks you would throw in some psychic damage to the base damage
ohh good point!!
I was thinking a serpent that ate its own tail to represent rebirth with vines growing from it. Then flowers (Souls of the dead) grow off the vines
yeah, give it mouths throughout it's body too if you need something to attack with
Oooh I like that
ouroboros always works
mouths, sharp scales, even hardenned limbs made from the vines can work
Yup yup
I was thinking of doing cherry blossom leaved bc I already have a cherry blossom grove that worships spirits and has animal spirits roaming the woods
So I could have the gods avatar be there
dino #2 done!
## Nyctosaurus
*Small beast, unaligned*
**AC** :: 13
**HP** :: 7 (2d6)
**Speed** :: 15 ft., fly 80 ft.
**Initiative** :: +3 (13)
| | | MOD | SAVE | | | MOD | SAVE | | | MOD | SAVE |
|:--|:-:|:---:|:----:|:--|:-:|:---:|:----:|:--|:-:|:---:|:----:|
|Str| 6| --2 | --2 |Dex| 16| +3 | +3 |Con| 10| +0 | +0 |
|Int| 2| --4 | --4 |Wis| 14| +2 | +2 |Cha| 7| --2 | --2 |
**Skills** :: Perception +6
**Senses** :: passive Perception 16
**Languages** :: --
**CR** :: 1 / 1/8, 2 (XP 200) {{bonus **Proficiency Bonus** +2}}
### Traits
***Flyby.*** The nyctosaurus doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
### Actions
***Beak.*** *Melee Weapon Attack:* +5, reach 5 ft. *Hit:* 5 (1d4 + 3) Piercing damage. If the target is a Large or smaller creature and the nyctosaurus moved 20+ feet straight toward it immediately before the hit, the target takes an extra 5 (2d4) Piercing damage and has the Blinded condition until the start of its next turn.
***Crest.*** *Melee Weapon Attack:* +5, reach 10 ft. *Hit:* 5 (1d4+3) Slashing damage. If the target is a Large or smaller creature and the nyctosaurus moved 20+ feet straight toward it immediately before the hit, the target must make the following Saving Throw. *Constitution Saving Throw:* DC 13. *Failure:* The creature takes 2 (1d4) Slashing damage at the start of its turns for one minute. It can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success.```
Wait. I just had a great idea. It's tails can go through the mouths like portals to strangle things
@drifting quartz summoning you for this
true
it's gonna look freaky though
maybe even goofy at times
That's the good part
That's pretty cool tbh
if you're good with it then go for it
i sent the utahraptor one earlier too
Well idk abt goofy. I plan on having it grow its tail as it goes but the growing parts will have no flesh
You know that one Dino that looked like it was always giving a thumbs up?
That one's my favorite personally
Just bones and rotten parts
oh wow those things are big
They were 30 ft long
Jeez!
That's Gargantuan, isn't it?
yup
Daymn
How did you format your text like this?
Evil Longsword of doom and Despair
{Unique longsword} (Requires attunement)
Versatile (d8-d10)
6d8+Str Slashing damage + 4d8+Int Psychic damage
Baleful aura
Every creature within 30 feet loses immunity to frightened condition and must make a wisdom saving throw at the start of each of their turns while in the aura or be frightened of the wielder for 1 minute.
Herald of Fear
You gain immunity to fear and advantage on mental saves, saves against being charmed, and intimidation checks.
Panicked inconsistencies
When a creature becomes frightened near you, you can immediately see through their weaknesses. You know their resistances, immunities, and vulnerabilities, (applies to conditions as well) as well as their deepest fears.
Mark for doom (3/short rest)
You mark a frightened creature for doom by your blade. For 1 minute This creature automatically fails any ranged attacks made against you, has disadvantage on all attack rolls and saving throws, loses half their movement speed, and cannot maintain concentration on spells, and cannot leave a 30 foot radius from you (unless you move away first).
What do you guys think about Ts one?
I’m very proud of it
^^
Can someone help me think of an animal to base my nature god of light on?
this is what ive come up with so far for the curse: Curse - Your soul fuels this weapon each time you reload the rifle or add ammunition to the gun, reduce your maximum HP by 1d4-2 for each bullet loaded. You can regain all lost max HP you lost this way after taking a long rest or during a short rest you can use any number of hit dice to regain lost maximum HP however when using hit dice for this purpose they do not heal you, they only restore your Maximum HP. If losing maximum HP in this way reduces you to 0 HP your soul is obsorbed into the Rifle, killing you instantly, no death saves required. The only way to free your soul from the Rifle is using the Wish spell.
I feel like i should add more or something else, what do yall think?
I like this, flavor wise it’s cool. My only critiques are
- that this feels like a bunch of flavors thrown into one (where they don’t always synergize well into being folded into one subclass). For instance, is it a pactless arcanist? Is it a psionic or aberrant warlock? Cool nevertheless, just feels like a lot of diff directions all at once
And - mechanics feel a little complex, but workable
I also think the formatting doesn’t lend itself well to being super intuitive but that could be a me thing
tthis is my first time writing one of these in docs it's probably not just a you thing 😭
Totally valid. I’d group this so the features actually indicate where they fall level wise.
Also is there multiple features per level or something?
```md
Text here
it's one feature but each has two actions added as part of them,,
Ah
It supports a bunch of different coding languages, btw. md is markdown, py is Python, etc
Scrap that. God of the winds animal. Not a bird or a snake
Ok so here’s how you’ll write this then. Look at the 2024 archfey features, they formatted it very well
i'll look to it ,,,,!
Way of the Sun Soul: Searing Soul Wave
At 6th level, you learn how to focus your energy projecting it into coalescing beams of light. As a Magic action, you can expend 2 Focus Points to release a 40-foot-long 5-feet-wide beam of radiant energy in a direction you choose.
Each creature in the line makes a Dexterity saving throw. On a failed save, a creature takes three rolls of your Martial Arts Die in radiant damage. On a successful save, a creature takes half as much damage.
You can spend additional Focus Points to increase the amount of energy you release. Each additional Focus Point you spend increases the damage by one of your Martial Arts Die. The maximum number of Focus Points (2 plus any additional points) that you can spend on this equals half your monk level rounded up.
Oooo i see thank you
i would sayyy,, it's not really meant to be a focus on the pactless part-? mmore just like, astrological aberrant warlock, which is also pactless because it fits well,,
Ok, got it. Flavor text wise I like both options but it doesn’t fit into one coherent concept (unless you’re writing this for a setting with particular lore stuff but it didn’t read like that)
i'm not reallyy,,
What are ur guy's thoughts on a giant flying manta ray that uses pressurized air and water to fire at invaders like a turret
Currently what I have for an artifact level magic staff
Staff Of Supreme Essence
Wonderous Item, Legendary Artifact, Requires Attunement
This golden staff adorned with variously colored magic gems of amazing power inside the six spiked snake heads acts as a conduit of great magical power. Despite it's glory it is restrained in those of lesser strength, physically unable to cast its full repertoire if lesser in strength and will equal to those of godly might.
Every short rest, the staff's 4 charges may be expended by casting the spells provided below without the cost of spellslots. Some spells in the staff are so grand in power they may only be cast once every combat sequence. Some spells granted by the staff may be upcasted but at the cost of spellslots as they are prepared while the staff is attuned to. Every short rest, the effects of spells cast prior vanish unless specified to end quicker.
Level 1
Starry Wisp
Prepared
Fire Bolt
Prepared
Level 3
Arcane Restraints
The wielder summons magic chains sprawl from the ground to grasp onto your opponents, targets must succeed a dexterity save of 15 or have their movement speed reduced by 20 feet and must make a strength save of 16 to break free.
Lightning Bolt
Prepared
Level 5
Sands Of Time: Fast Forward
The wielder may grant a target creature (including themself) the effects of Haste and must keep concentration of the spell.
Astral Shell
The wielder may magically enhance the protection of others, granting +4 AC up to 3 willing targets.
Rain Of Swords
The wielder can tap into the very heavens with a request for aerial aid in the shape of various weapons falling from the sky in a 30 foot radius of any shape. Those directly hit suffer from 4d10 piercing damage on a failed dexterity save of 18.
Once Per-Battle
Level 7
Sands Of Time: Slow Down
The wielder may grant a target creature (including themself) the effects of Slow and must keep concentration of the spell.
Cataclysmic Eruption
Once Per-Battle
The wielder may warp the essence of nature itself, causing tremendous earthquakes that knock those that fail a dexterity save of 20 prone in a 60 foot radius. Rolling 1d4 directly after may let the wielder decide how many feet of magma also erupt from the ground, 1 = 5 feet and so forth that deal 5d10 fire damage upon standing 5 or less feet from. This pool lasts for 3 rounds before cooling off into rough terrain.
Level 9
Conjure Primal Fire Elemental
Once Per-Battle
The wielder may summon an ancient elemental using the Fire Elemental Myrmidon statblock and must keep up concentration in order for the beast to maintain its form in the current plane.
Chain Lightning
Prepared, Once Per-Battle
Level 10
Sands Of Time: Stop
Once Per-Battle
In a 20 ft. radius, all creatures, friend and foes aside from the caster, are frozen in their steps, Afflicted creatures suffer from the stun effect for 2 rounds and are completely unaware of their halt in time.
Grasp Of Heart
Once Per-Battle
The wielder has direct control of a single creature's life essence, if the target creature is under 50 HP, you may manifest its very heart in you hand to do with as you please varying from killing by crushing or straining by clenching.
And no, Idk how to exactly compact this sorry for taking so much space
🔥 Aerial monsters used as modern weapons 🔥
I figured you weren’t, yeah
Interesting concept? I dig it for its uniqueness lol
So, some of these look like homebrew spells. What do each do?
Interesting idea tho nevertheless
It's not entirely finished yet sadly I have a lot to still flesh out
Yeah, it’s hard to determine balance feedback without the spells being fleshed out
Cataclysmic Eruption and Rain of Swords are aoe spells though
My other critique is that some of the verbiage isn’t 5e standard
Got it, good to know
Idk. Its the guardian of the wind and sea and it also uses them as anti-pollution measures due to being near a large city with huge waste output
Think fantasy LA
I love this lore lol
Restraints I imagine centers around slowing down movement speed and cosmic bolt is probably going to be a similar version of firebolt
Astral Shell will be an AC booster
These seem fine
You do know that starry wisp is a thing though right
Might replace it with that then
Yeah, I think it would be a good idea. If it’s already a thing why reinvent the lightning bolt, you know?
True
Yeah firebolt, lightning bolt, and chain lightning are exactly as the 5e spells
Yeah, good ideas there!
@hollow siren There all but the standard 5e spells have written descriptions
These are interesting. I like that they’re not quite spells but also function like them in this version
In terms of balance, the item is a lot. However, it is higher level and as balanced for high level play as you can make it I think
Yeah I plan to give it to the king of a nation in my campaign and will go above and beyond to not let the party permanetly have it
I imagine if a spellcaster really really wants to see what it does, they can cast a few spells with it up to their current level but that's it
I think it's one of those progressional items you could even pick up at like level 2-3 since its charges limit its use a ton
Also this is my first time making an item this complex
It functions as free spells that you must get stronger to use stronger spells for AND has limited uses as well as certain spells only able to be used once per segment in themselves
Perfect for wizard characters tbh
Anyone have a na'vi race homebrew?
I'm thinking reflavor firbolg but of course there's enough differences for that to be difficult domewhat
2wis obv, but 1 to dex or int, I can't be sure.
Must have access to speak with plants and animals by lv3
Gains a language in goblin and Sylvan for reasons
Proficiency choice in medicine/nature/survival/stealth/acrobatics/perception.
Dark vision up to 30ft. Addition 30 in dim
https://docs.google.com/document/d/1YodZ-t42ORrBLrHEVxiGJi8jF9f6jCjjmQ5VspFKATs/edit?usp=drivesdk
can I get some comments/thoughts on the Barbarian subclass? 🙂
I want to make sure 1, it’s not extremely overpowered. Strong is great. Balanced is good. (It’s for a 1 shot)
Then make sure it seems fun and thematic. The subclass should match the description and vice versa.
One moment
First. Constitution attacks, stipulate that you have to rage to engage the use of constitution in your attacks
Makes sense. Thanks for catching that. I was also considering a feature which instead of that, would add con to your attack rolls.
Any thoughts on which would feel better?
Blood marked needs something more
Thanks btw Cobb!! I appreciate it 🙂
Looks like you're craving runes into your flesh. I think it would be neet if the runes exploded if a creature successfully landed a hit on you, dealing damage to them as well.
Kinda like thorns from minecraft or terraria
Maybe this, if a creature exceeds your AC by your proficiency mod, the creature takes 1d12 damage.
Simple I suppose, but most barbarians are
That’s kinda the vibe I was going for with the lv 10 reaction feature.
Your right, completely forgot that feature when I wrote that
It’s a ribbon feature that’s supposed to feel thematic. But I don’t mind bumping it up. Any suggestions!? 🙂
Still, blood marked runes, feel arcanic somehow and would love to see a trigger condition to ignite them and do something, not sure what exactly
What about AOE life drain sort of effect? Small range. While raging creatures below max hp within 10ft of you take rage damage each turn. And if they’re bloodied they take double?
Interesting but, no, this class doesn't care about aoe. This class cares about dying fast so it can do nuclear damage
Imo it needs more ways to draw agro and an additional triggered event when low on hp but what I'm not sure
I had a feature where when bloodied all incoming damage is reduced by your con. But couldn’t decide where to place it. And eventually scrapped it for retribution.
What are your thoughts at a frenzy esque feature that gives you a bonus action attack when “bloodied” at level 6?
I love bonus action attacks. And your already using hit die to "smite." Honestly struggling for a way to bring more damage to the table in a innate way
I think where they excel is nova damage at lv 14+
Mace Of Pointlessly Long Attacks
1d6+1 bludgeoning damage
Ability: On top of standard damage, each attack will also deal 10 more 1d2s you MUST roll individually
Yes. Exactly.
FULL NOVA (rage already going and more than 15 Hit Dice Remaining.)
Attack 1: 1d12 slashing +4rage + 7 con +1d10 fire giant (race) + 2d10 (reckless attack forgone) + 5d12+20 rage +6 GWM
BA: Rage (refresh 1/rage feature)
Attack 2: 1d12 slashing +4rage + 7 con +1d10 fire giant (race) + 2d10 (reckless attack forgone) + 5d12+20 rage +6 GWM
Reaction: Attack 1: 1d12 slashing +4rage + 7 con +1d10 fire giant (race) + 2d10 (reckless attack forgone) + 5d12+20 rage +6 GWM + (unknown bonus number)
NOVA SUMMARY: 3d10+12 rage + 3d10 fire giant + 6d10 reckless attack + 15d12+60rage + 18GWM
3d12+9d10+15d12+90
Let's remove the racial bonus damage for time. Being.
Sure that only takes away 1d10 each attack.
When building a class, specializing in a race usually goes south
Also that was for lv 20 barb with con at 24
Sure. I just took that stat from my own damage calc of the “optimized” build
If it's an in-person session, any time a dice falls off the table, you must completely reroll everything in your action. If online, a typo will have the same effect as the dice falling off a table
And reckless attack only works on your first attack action. It doesn't add damage either
So I just had a very rough idea of a thing, something that causes and effect in an area or maybe something your character has on them, and if people get close it does like 1d4 damage for just being near, but if they continue to stay in the area of effect of what ever this is, the damage dice starts scaling up per round they creature is in the effective range. Almost think of like a tesla coil in an area that ramps up over time
That seems hilarious. You should also add if you roll a 1 or a 2 5 times in a row you have to reroll as well.
Make a paladin aura. Lmao specifically necrotic and featured as part of a death night
I had something close to it as on my Paladin Doctor
Aura of Virulence
7th-level Paladin Feature
Starting at 7th level, your divine presence exudes a subtle, toxic influence. You and friendly creatures within 10 feet of you deal an additional 1d6 poison or acid damage on the first weapon attack they hit with on each of their turns.
At 18th level, the range of this aura increases to 30 feet, and the extra damage increases to 1d8.
But I might switch it to just myself and make it scaling damage.
Maybe something like this:
Starting at 7th level, your presence carries an oppressive, festering energy that gnaws at those who draw too near.
Toxic Presence. At the start of each creature’s turn (other than you) that begins its turn within 10 feet of you, it takes poison or acid damage. The damage die begins at 1d4, and increases one step each consecutive turn the creature starts its turn within the aura (1d4 → 1d6 → 1d8 → 1d10 → 1d12). The die size caps at 1d12. Leaving the aura resets the damage back to 1d4.
Allies Unharmed. You and friendly creatures are immune to the effects of your Aura of Virulence.
At 18th level, the range of this aura increases to 30 feet, and the damage progression starts at 1d6 instead of 1d4.
Not sure about the 18th level feature
Maybe combining a little of the 2 and having the 18th level feature add that extra damage back in
Allies: The first time an ally hits with a weapon attack each turn, they deal an extra 1d8 poison or acid damage
Nice nice. What if you could decide the damage type after a long rest?
Nah I would say when you hit, you can decide.
Necrotic, toxic, psychic
Acid and Poison
Oh, are you an artificer?
Its a Gothic Doctor subclass of paladin I made that I;ve fallen in love with
Starting at 7th level, your divine presence exudes a festering influence that seeps into the battlefield.
Corruptive Presence. At the start of each creature’s turn (other than you) that begins its turn within 10 feet of you, it takes poison or acid damage. The damage die begins at 1d4, and increases one die step each consecutive turn the creature starts its turn within the aura (1d4 → 1d6 → 1d8 → 1d10 → 1d12). The die size caps at 1d12. Leaving the aura resets the damage to 1d4.
Allies Unharmed. You and friendly creatures are immune to this effect.
At 18th level, this aura intensifies:
The range of the aura increases to 30 feet.
Festering Boon. Whenever a friendly creature within the aura hits with a weapon attack, it deals an additional 1d8 poison or acid damage.
Do you know how to trigger the poison condition??
I have that built into another part of the class.
If your curious here is the whole subclass
https://docs.google.com/document/d/1zvo-joIYqhDO5FQ7rwIkbosPvyfRfNLG-36w4qcPdKE/edit?usp=sharing
Ah, cause DND never tells you how to poison a target with poison damage
Neat, would care to look at my artificer subclass as well?
Of course! I love Artificer
Well depends on if you want Posioned Condition VS Poision Damage
Condition is SO much worse
It's already in here under the name "Corpus Forger." Using the search bar you should find it easily. But I can dm it too
I did specify condition...
Alright it looks really interesting but I do have some small things, you have to be VERY careful with attunement slots also do you mind if I try cleaing up the wording a little and DM it to you?
Yes, go for it.
Also if you have a way to look at it, Sebastion Crowe Guide to Drakkenheim as an Apothecary class that has a Subclass called the Reanimator. Its very similar and that class is like a Artificer X Warlock.
Maybe but I think the attunement would be fun to play with
Imagine you atune to boots of flying, well now your "golem" gains flight as well.
Shenanigans like that would be fun
Yeah thats also double the amount of active magic items
which some dms may not like but that just means i can throw more stuff at ya
Maybe
And then at later levels you gain spells like fabricate and can create a corpse out of nothing before a long rest and build you a new golem if need be.
Ideally. The corpse is like a summon you pour your heart and magic into.
I just sent you a LONG dm btw
Alright
So I have a question. Today while thinking on my Hyperfixation DnD campaign/Narrative, I got the thought of, SHOULDN'T SORCERERS BE ABLE TO LEARN SPELLS FROM SCROLLS THE WAY WIZARDS DO but differently?
So like, Scrolls themselves are like, Weave bound to parchment, and Sorcerers ARE the Weave. Or beings born with an extremely strong connection to the Weave, so it wouldn't be too far out there to say that they should be able to absorb the pattern and essence of the Weave that binds the Spell to the Parchment on a Scroll and learn the Spell in a similar way, but then how do you balance that Mechanically in-game? Because they can't freely swap out spells like a Wizard can which is a big drawback and they already have limited Space for Spells. And I don't wanna have them just be a Reflavored Warlock...anybody have any ideas on ways to balance that??
it'd prob be balanced if the sorcerer respected their known spells limit, so learning from a scroll means forgetting a spell they know
So like, permanently losing access to a spell they learned from a Previous level? And also of course, Not being able to go and Hunt a 5th level spell scroll to have it in their repertoire early. Not like they'd be able to cast it anyway but like that?
right
I can see that working.
Hey on the DND beyond homebrew maker how do you make a feature do damage that scales with level (i.e. 1d6 at 3rd, 2d6 at 10th, etc.)?
And like display on the sheet
This is for a subclass feature btw
If that helps
Okay so I have this idea, but having a bit of a hard time trying to implement this proper. I'm wanting to implement the Deathclaw Gauntlet from the Fallout series into my D&D game as a magic item. However, after looking around, not only is there little to no conversions for a Deathclaw Gauntlet out there for something that is considered magical, but no one has really made a Deathclaw-themed item in general.
From my research I did managed to find some examples of "legendary" Deathclaw gauntlets, is one called the Fist of Rawr and the Unstoppable Monster. I already got a good model for the weapon itself (Using Heliana's Guide for the Claw weapon) but the magical features are what got me stuck.
With the Fist of Rawr, we got Bonus Crit Chance, Bonus Crit damage, and Bonus Limb damage. With the first two I can see where it can score a crit on a 19-20 as well as dealing an additional die of damage on a crit, but what would be considered "limb damage" for the purpose of D&D?
Then there's the Unstoppable Monster which have the following;
-Bloodied: Your damage increases up to 130% as health decreases(Additional damage die when below half hit point maximum?)
-Heavy Hitter: +40% power attack damage(Advantage on attack rolls?)
-Cavalier: -15% damage taken while blocking(Not sure what I can do with this)
does anyone know what difference there is between Druid subclasses that get 2 spells of each level and ones that get only 1 spell?
I’m not sure if I’m supposed to give my subclass 2 or 1 spell per level
up to you really
i think if it inculdes a cantrip you go one a level
idk, druids are annoying to brew for
huh, that might be it?
nvm that’s not true in 2014 ones
I think 2024 is very difficult to figure out. Seas has 2 per level, Land has 4 lists of 1 per level + Cantrip, Stars gets 1 spell and 1 Cantrip, Moon gets 1 per level + Cantrip
so you’re probably right for 2024?
How fast should I make steam-powered motorcycles used for a constantly chasing bossfight
Not even steam-powered
Have to decided on a cool energy resource yet
maybe like 100ft similar to Phantom Steeds
That is a very fast flesh thing chasing the party
Make it use the souls of all the NPCs that the party has killed😂
The tortle artificer already wants to do this 😭
Idk why he wants to be like comically evil
But that's so entertaining😂
I'd allow it, but they'd have to take a level into warlock to make a pact in order to harness the souls of those he's killed
Otherwise the engine would overload and dealing 8D10 damage in a fifty foot radius and 4D10 damage for forty feet after the fifty foot radius
it’s the speed of a Phantom Steed so you can give the boss a Phantom Steed 
https://docs.google.com/document/d/1Mlu6hRGODZZCF6vXsKejD8AHjvgprL1G50LH-kU78RU/edit?usp=sharing can i get some opinions on this,,? it's a warlock that can stun with eldritch blast,,
I would see if you could format it closer to WotC. Since that is what your audience is used to. It is kinda hard to parse out the mechanics with all the flavor text.
Are you able to clarify the following:
- do you start with unchecked power tokens or gain them on a rest?
- how does the 1d4 roll give under the binding ability give you unchecked power.
- is scarred a defined condition in your games?
I would format the effects for Wyrd Reconstruction into a d4 table.
Anamnesis has a complex formula of calculating the number of targets
You can just use the warlock’s spell casting dc
Introducing a meta currency for warlock who gets spell slots and infusions doesn’t feel like the best fit. Is there a way to use spell slots rather than power tokens
A lot of these abilities are multistep — is there a way to streamline them
This most interesting thing about this sub is using light weapons to generate meta currency and spending it on spells. But I am not sure killing a creature with a light weapon is going to happen often.
Ranged stunned seems pretty strong for a level 1 feature.
hhelpful,,!!
i'll clarify the unchecked power thing,,
i'm sorry for the format btw, i was told to make it closer to wotc formating but again this is my first time making one of these in a google doc and i;m nnnot very good at the like, formatting,,,
i'm unsure about it feeling like best fit for the class- unsure,,
i changed up the unchecked power stuff, clarification, etc,, "'You may store might stripped from the outer planes, to a maximum of three Unchecked Power tokens. You cannot save Unchecked Power, and its number resets to zero when you roll for initiative at the beginning of a fight. You do not regain Unchecked Power at the end of a long or short rest, it is only regained by certain actions in this subclass’ features."
ddoes that change anything for exertion conveyance,,?
as for the light weapon kill, i do give the subclass shadow blade for free at level 3 :3
thoughts on this weapon to hand out as a potential reward for the players?
Dweezil's Mechanical Pile Bunker
weapon, rare
martial weapon, melee, heavy
1d10 piercing
This large, bulky spike of a weapon has a built in mechanism that allows its reach to extend at deadly speed. You can expend your bonus action to increase its reach by 5 ft and raise its damage to a d12 for this turn, as well as increasing the crit range to a 19. Once activated, the spike retracts, and this property of the pile bunker cannot be used again for 1 round.
the idea is that it basically gives them the chance to do more damage on a round by sacrificing their bonus action, with a 1 rd cooldown so they cant just spam it
cool but probably not rare quality
maybe uncommon