#homebrew

1 messages · Page 6 of 1

blazing dirge
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how do you reckon i could sweeten the deal to make it rare

vocal imp
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give it a base +1 to dmg/atk maybe

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or if you want it to play off the boost more often give it more effects

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maybe it does an extra d4/d6 instead of switching to a d12

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maybe it forces some sort of saving throw or has forced movement

blazing dirge
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that or maybe like an extra d6 of fire dmg or smth

vocal imp
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yeh

blazing dirge
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maybe the base dmg could be a d12 instead

vocal imp
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in general though martials have their bonus action spoken for already

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since people running two weapons would usually want to BA attack

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whether thru scimitar of hand xbow

blazing dirge
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i actually dont have any martials in the party lmao

vocal imp
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and even the ones wielding heavy weapons would want the polearm master feat to weaponize their BA that way

blazing dirge
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apart from a rogue and a fighter/wizard

vocal imp
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using your bonus action as is would increase dpr by about 1+.05*6.5

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versus someone using polearm master with 16 str for 2.5+3

blazing dirge
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none of them are using polearm master atm though

vocal imp
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which does 400% more damage with no resource cost and no magic weapon needed

sage mulch
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Hey guys, question about non-standard use of magic. Prestidigitation allows you to create a puff of wind. I define that as much as a regular breath.

Do you think it's reasonable to homebrew a use for the spell to remove the air from someone's lungs, at least for a moment?

Not enough to do damage, but enough to stagger them.

vocal imp
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sets a poor precedent

sage mulch
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I saw a homebrew (spelljammer based) lvl 1 spell that removes air in a certain area. I was extrapolating from there.

sage mulch
vocal imp
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i dont see it as similar to silvery barbs at all

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silvery barbs is a reaction spell that is very clear, cut, and dry what you can use it for

dim sun
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Hmm no cause you create air not move air

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So you wouldn't be able to remove someones breath even for a bit

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What I'd allow is push air through someone mouth to make em cough

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But like that would only work for rp I wouldn't put any combat uses

sage mulch
vocal imp
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im not seeing anytbing about making air in the base spell in either case

sage mulch
dim sun
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You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

sage mulch
vocal imp
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ah i see

dim sun
vocal imp
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i mean, it says its harmless

dim sun
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Cause that a cantrip used as a lvl spell pretty much

vocal imp
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allowing your players to "bend" rules like this is kind of a slippery slope

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ends up with someone trying to drown someone using create water in their lungs

sage mulch
dim sun
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I'd say it's fine for rp stuff it's harmless to make someone cough 2 times but stopping their turn or making them unable to react in combat would be too much

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Example maybe you can torture someone with shape water if you do an internation scene but it wouldn't do damage in game

sage mulch
dim sun
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Think rp rules different than combat uses but rule of cool is allowed when not game breaking

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Example using shape water as a surf board of ice to move somewhere in the sea, we gave a player a free dash for creativity

sage mulch
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How would you guys rule a successful dirty shot in the lower regions?

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I can't be more explicit without the server sensoring me.

dim sun
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I'd say a one round stun if they don't have heavy armor or unarmored defence

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But it would be an unarmed strike

vocal imp
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a stun is a lot

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stuns are pretty rare or difficult to pull off

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i would refer to other HB systems of targeted body parts

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i know theyre out there, i personally dont use them though

dim sun
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Hmm true

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Maybe something like a reduction to ac for a turn

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Since they'd drop their guard

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Another funny thing is a -1 to all dex rolls for a turn

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Cause even walking hurts

sage mulch
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Maybe they drop their dex bonus and reaction for the next attack only, with advantage to the next person to attack them? This makes the action as situational as true strike.

boreal rover
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It would depend what the difficulty is / what resources you're expending to get it

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What resource, damage or accuracy bonus are you sacrificing for the potential benefit?

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If you're not sacrificing anything, you shouldn't gain anything

dim sun
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Or gain something very very minimal

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Ex a reduction to ac by 1 or 2 is as good as some masteries

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So a fighter sacrifices his damage to reduce ac

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As example

copper zealot
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I came up with a funny idea (at least me and my sister thought it is funny) for an origin feat called bullshit luck once per long rest you can either give an enemy a nat one for the roll or give yourself a nat 20 (this is my first time making a homebrew thing so I would love opinions on it)

true portal
visual pond
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i made a final girl fighter subclass for halloween

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i can't send a screenshot so one moment while i copy paste

copper zealot
visual pond
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Final Girl Fighter Archetype (D&D 2014)
3rd Level
Improved Second Wind
No matter how hard your adversary may try, nothing can keep you down. When you use Second Wind, you regain additional Hit Points equal to your Wisdom modifier.

Unlikely Survivor
You never expected to make it this far, but now you have, and you have to keep going. You gain proficiency in the Survival skill, and you gain proficiency with improvised weapons.

Additionally, when you hit a creature with an improvised weapon, you may force the target to make a Constitution Saving Throw (DC = 8 + proficiency bonus + your Wisdom modifier). On a failure, the target cannot take reactions until the end of their next turn. Once a creature succeeds on this saving throw, they are immune to this effect for the next 24 hours.

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7th Level
Hardened Survivor
At 7th level, you are now well-acquainted to your adversaries that seem to always come back, and are unafraid to face these evils. You have advantage when making Savings Throws to avoid or end the Frightened condition. Additionally, you have advantage to avoid or escape the Grappled condition.

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10th Level
Adrenaline Burst
At 10th level, you learn to manipulate the adrenaline that courses through your veins. When you take damage from an attack that reduces you to 0 hit points but does not outright kill you, you may use your reaction to use Second Wind. When you regain hit points in this way, you still remain prone. You then gain advantage on attack rolls against the creature that reduced you to 0 hit points until it dies or you can no longer see it.

Additionally, when you roll initiative and have already expended Second Wind, you regain your use of it. You may only regain the use of Second Wind in this way once before completing a long rest.

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15th Level
Perseverance
At 15th level, when you use Action Surge and have already expended Second Wind, you regain your use of it.

Additionally, when you reroll a saving throw using Indomitable, you add your Wisdom modifier to the new saving throw.

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18th Level
Improved Adrenaline Burst
At 18th level, you have mastered the ability to control your adrenaline. Your Adrenaline Burst improves in the following ways:
You do not fall prone when you are reduced to 0 hit points.
You have advantage on all attack rolls you make within the next minute.

Additionally, you regain your use of Second Wind every time you roll initiative.

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what do y'all think? to be a final girl

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i'm also working on a beetlejuice patron warlock, "The Bio-Exorcist"

dire sparrow
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This balanced yet?

Heroic Bloodline
Blessed by the gods, birthed under prophecy, or child of a legendary adventurer, the blood of a warrior fuels your innate magic. Whether embracing the path set for you or making out your own, the strength of a Heroic Bloodline empowers every choice you make.

1st level: Heroic Blessing, Confident Defense
You become Proficient in Shields and all Simple and Martial Weapons. Also, you gain one form of Weapon Mastery.
Additionally, at first level your Hit Point Maximum increases by 1, and increases by another point whenever you gain a level.

While not wearing armor, your AC becomes 10 + Cha + Con. You can use a Shield and still gain this benefit.

6th level: Extra Attack
You can attack twice instead of once when you take the Attack action. In addition, you can cast one of your cantrips that has a casting time of an action in place of one of those attacks.

14th level: Arcane Empowerment
You can spend a maximum of five Sorcery Points to gain Advantage on all attacks you make on this turn, and a bonus to the attack’s damage equal to double the number of points you spent.

18th level: Heroic Ascent
As a Bonus Action, you can unleash the power of heroes within you. For 1 minute, you gain the following benefits.
You have Advantage on Strength, Dexterity, and Constitution checks and saving throws.
You may attack four times instead of twice when you take the Attack action. In addition, you can cast one of your cantrips that has a casting time of an action in place of up to three of those attacks.

Once you use this feature, you cannot use it again until you finish a Long Rest or you expend 7 Sorcery Points to recharge it.

dim sun
dire sparrow
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Everything else alright?

dim sun
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So max is 18 at best

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Cause like 20 ac unarmored on a scorcerer

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Yikes

chilly jewel
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so for the hp bonus do you mean you gain 1 additional hitpoint for each sorcerer level? cause now it just says whenever you gain a level

dim sun
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He becomes a 5e hill dwarf

dire sparrow
dim sun
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XD

dire sparrow
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I forgot to do that

dim sun
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Btw spending metamagic to be stronger may be cool but man I can so easily make the most op martial character with this

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A player with that, with minimum optimisation puts paladins to shame

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Double attack and advantage to attacks plus 10 to damage per hit

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Listen to this now

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Warlock level

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You attack with charisma

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With a gs

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2x2d6+15 with advantage

dire sparrow
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DAMN

chilly jewel
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ok but expending 5 sorcerery points is mad youre probably not doing that

chilly jewel
dim sun
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4d6+30

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That's without spells

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It's 44 per turn spelless average

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With gwm you do 54

chilly jewel
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u technically dont even have to be melee sooo u can just be using a bow

dim sun
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Or musket for gwm

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Still applies 54 damage in range

dire sparrow
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Arcane Empowerment isn't a spell

Take a level in Barbarian and you can RRAGGGGEEEEEEE

Sure you can't use ranged attacks, but you can get Rage damage + AE damage

dim sun
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That's not too good compared to hitting with one stat no need for str

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Or dex

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You are bulky with high ac and hit so hard

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Now let's say I picked eb too
Then it's 2d6+20 that's 27 plus eb 4 blasts do 4d10+20, if the ability applies to this cause you did say attacks not weapons right? Then it would be plus 40

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That's 27 plus 62

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89

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No leveled spells yet

chilly jewel
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at that point it gets abit silly es

dim sun
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Yea ikr

chilly jewel
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make it just apply to weapons and its not too bad

dim sun
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Yea thats my point lol

dire sparrow
dim sun
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Make spending the metamagic a ba

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To not do tomfoolery like I am doing

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Try to smite with all this shit

dire sparrow
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14th level: Arcane Empowerment
As a Bonus Action, you can spend a maximum of five Sorcery Points to gain Advantage on all weapon attacks you make on this turn, and a bonus to the attack’s damage equal to double the number of points you spent.

dim sun
dire sparrow
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It's a capstone for a reason

chilly jewel
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its only for a single fight unless you wanna expend 7 sorcery points lmao

dire sparrow
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3 Cantrips per action seems like a pretty thematic and strong capstone

dim sun
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Make the attack 3 attacks not 4, and change the use of spells to spend 1 metamagic for each additional cantrip used

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Remember if you also next turn use the lvl 14 ability they will deal 118 damage a turn

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If they have a scorceres vial they can just insta recharge that and no problem

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They can gain a lot of metamagic for slots too

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The ability to do insane damage only costs a lvl 3 slot

dire sparrow
# dim sun Make the attack 3 attacks not 4, and change the use of spells to spend 1 metamag...

18th level: Heroic Ascent
As a Bonus Action, you can unleash the power of heroes within you. For 1 minute, you gain the following benefits.
You have Advantage on Strength, Dexterity, and Constitution checks and saving throws.
You may attack four times instead of twice when you take the Attack action. In addition, you can spend a Sorcery Point to cast one of your cantrips that has a casting time of an action in place of an attack, up to four.

Once you use this feature, you cannot use it again until you finish a Long Rest or you expend 7 Sorcery Points to recharge it.

dim sun
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Man a lvl 18 scorc and lvl 1 warlock would be so busted

chilly jewel
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mmm I guess this does easily outshine your average martial 😭

dim sun
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Imagine this I spend 7 mm to transform, I then use 3 more to nuke with eb
I deal 16d10+160 force damage

dire sparrow
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Spellcasters do that by default

dire sparrow
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't you need Agonizing Blast for that?

dim sun
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Yea

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All warlocks should have that

chilly jewel
dire sparrow
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You typed 1 instead of 2 by accident

dim sun
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You shoot 4 blasts per attack you hit 4 times that's 16 you also have a plus 5 cause of the ability ah ok mb you only have plus 80

chilly jewel
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well its only weapon attacks now

dim sun
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Which totals to 33+55+80 for 168

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Yea I'm slow on math

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That's a great nuke

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Not the best one ive made but pretty good

dim sun
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To cast cantrips

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10 mm is like half the scorceres metamagic but for dealing 168 turn one then 8d6+40 for 61 every other turn for a minute or keep doing 168 you have advantage and only cost 3 meta magic

dim sun
flint marsh
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I don't get why people homebrew casters into... just being full on (and better than normal) martials while also being full casters

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Like fighter exists for making tons of attacks

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Eldritch knight exists to be a great martial with magic options, bladesinger exists to be a great caster with competence in martial things, and hexblade exists if you want to be a caster and martial without having to make any hard decisions.

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I wish there were gish homebrews that are interesting and novel instead of just piling on a ton of attacks and ways to use casting stats for things besides casting

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let's see new stuff!

rotund urchin
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Hi guys! Im working on a music/dance related monk subclass for myself, and im wondering if the 3rd level ability is too OP

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Level 3: Enter the Zone

When combat begins, if you are not surprised, you may spend a focus point to enter a state of musical focus. You may also activate this ability as a bonus action on your turn, as long as you are not restrained. This state lasts for 1 minute, or until you are incapacitated.

While in this state, you gain the following abilities:

Musical Strikes. As your body becomes an instrument, you can channel it through your limbs. When you make an attack using an unarmed strike or monk weapon, you may replace the damage dealt with either thunder, or psychic.

**Musical Protection. **A thin layer of sound waves wrap around your form, protecting you from various effects. You have advantage on saving throws against being charmed or frightened. In addition, any effect that would harm you or your equipment when making a musical strike is negated, such as the Corrosive Form feature of the Black Pudding.

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Rhythmic Coercion. You can use your musical power to influence the movement and actions of others. Once per turn, when you hit a creature with a musical strike, you can impose your own rhythm onto that creature. The target must succeed on a charisma saving throw, or suffer the following effect:

On its next turn, the target must spend its actions to mimic the actions you took on your last turn up to and including striking it. This includes movement, actions and bonus actions, as well as free actions, such as speaking, or a free object interaction.

The effect ends early if the target is unable to mimic your actions, including, but not limited to:

Moving through an obstructed area
Spending movement of a type it doesn't have (flying without a fly speed, etc.)
Directly harming itself (see the Suggestion spell)

If the target only has one attack per turn, but you performed two attacks before imposing the effect, the target will still mimic the motions of the second attack, but will not take the attack action. The same goes for things like attacking with a weapon or using an item which the target doesn't have, casting a spell which the target doesn't know.

The target can still incur damages, e.g. by provoking attacks of opportunity, or stepping into a trap they were unaware of.

Once the target has performed the actions, they are free to use their remaining resources as they see fit.

This ability does not work on incorporeal creatures, or creatures who are immune to thunder damage.

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Its 100% too complicated, ive only really designed it for myself to use, im just worried if the rhythmic coercion is too much for a third level ability. I Should definitely put a limit on it, like proficiency amount of uses

vocal imp
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i dont see any issues with it other than the things youre already self aware about

rotund urchin
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Thanks! Yeah the complexity is more to challenge myself in combat, i want to try and utilize battlefield placement in a different way

vocal imp
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one thing id probably do is work in charm immunity into the affect

rotund urchin
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Oh good shout

vocal imp
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something that auto-succeeds on the saving throw if theyre immune to charm

smoky phoenix
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hey guys recently I tried to homebrew some spells for the first time,

rotund urchin
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lets have a looksie

smoky phoenix
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Braham’s Crushing Force
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Each object and creature in a 10 foot radius gets pushed by a magical force from above to the ground, dealing 1d6 force damage and forcing a strength saving throw. On a failed save, the creature falls prone. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Spell lists: Wizard, Sorcerer, Artificer

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(I know its basically reflavored shatter)

vocal imp
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i would look into magnify gravity

rotund urchin
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^

vocal imp
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it does practically the same with, targetting a different save, does 2d8, same dmg and lvl

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and a speed reduction

smoky phoenix
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hmm I see. Although, magnify gravity is for graviturgy wizards only

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but yeah it looks like I accidentally homebrewed an existing spell

vocal imp
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yeah, granted graviturgy spells tend to be stronger than base spells

rotund urchin
vocal imp
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1d6 is pretty poor though

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thats cantrip level of dmg

smoky phoenix
rotund urchin
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i mean the other one is also force, and inflicts half speed, similar to prone

smoky phoenix
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yes you're right

vocal imp
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prone is also detrimental at range

smoky phoenix
rotund urchin
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indeed

vocal imp
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indeed

rotund urchin
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lol

smoky phoenix
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lol

rapid latch
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Little word association: what ideas come to mind when y'all read Oath of the Hearth/Oath of the Home?

rotund urchin
scenic urchin
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conjuring a big fireplace made of stone that comes pre-lit

rotund urchin
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You know the bonfire spell, but it lasts for 8 hours, because damn you bonfire duration

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and it comes with a cooking pot

digital jetty
rotund urchin
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aura of warmth is great. resistance to cold damage, and something else perhaps?

flint marsh
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Pre-2024 I had a paladin order that revolved around charity and hospitality

frank berry
golden temple
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again, it's the warlock subclass that can stun with eldritch blast at level 1,,

stuck raptor
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stun at level 1 is just...

golden temple
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mhm, read please-!

vocal imp
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in the first game, hands from the abyss was the strongest stun move in the game 😔

golden temple
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i did not like it very much 😭

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i can see it today but this isn't a dd2 chat-

vocal imp
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i think youre trying too hard to play into the original skillset

golden temple
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i feel as though if i was i'd aim to add paths as well ;3

vocal imp
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i think it can be simplified some, maybe make the unchecked power a core mechanic and then simplify the rest

golden temple
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mmmh which one,,?

vocal imp
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wyrd reconstruction doesnt have to work that closely to the base class

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its a lot of words to say "ya heal some hp and might bleed or something"

golden temple
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mhmm,, base rules don't support damage over time particularly well,,

vocal imp
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i think its more important to capture the flavor than the actual mechanics

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dd isnt dnd and vice versa

golden temple
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mmmh i'm not so sure,,

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ssince it isn't entirely supposed to be Occultist but it's a dnd subclass, it's supposed to be a dnd subclass,,

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tthe flavour text in the initial description certainly doesn't aim to entirely go for the occultist thing,,

vocal imp
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yet i thinknit plays too deeply into the occultist skillset

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i mean you have mostly all of his abilities ported directly in

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probably make unchecked power the "core" mechanic, and then throw in simplified versions of his actions once per subclass feature

golden temple
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ssomething i'd certainly thought of was just making malediction and anemnesis just like, homebrew spells, but that certainly takes away from the 'curse of your very own making" and whole lotta bleed subtext that feature has as well,,

vocal imp
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hexes as hb spells are fine, i just think the class itself needs trimming

golden temple
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i see, i wasn't sure what you meant entirely,,

vocal imp
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heres an example

golden temple
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i understand now yes yes-

vocal imp
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so wyrd reconstruction in the game is a high variance heal that has a chance to bleed

golden temple
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bbloated with actions per-feature,,

vocal imp
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your wyrd reconstruction takes up half the page to explain it

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and you also get a different ability at lv6

golden temple
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yyes,, once more, dnd base rules doesn't have pre-explained conditions for DoTs, even those actually in-game spend a paragraph explaining what it does,,

vocal imp
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maybe it just looks like "heal a number of d6s equal to your warlock level. at the start of that creatures turn they must make a dc5 constitution saving throw, or take necrotic damage equal to the number healed that cant be reduced in any way"

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again, it doesnt have to be a DoT

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it doesnt have to be mechanically identical to his skills, just if the flavor is there

golden temple
vocal imp
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because DoTs dont exist in dnd, for a reason

golden temple
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tthey do though,,

stuck raptor
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we have Burning

vocal imp
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well the ones that do exist are pretty limited

stuck raptor
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Most DoTs are monster effects though

golden temple
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^ yes,,

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rregardless, a couple of my homebrews aim to add DoTs regardless,,

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i am clearly willing to push the bounds of 'this system is still 5e!!" 😭

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i still have to work on the spellcasting system rework, and AC rework--

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anyhoww,,

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yyeah you quite literally explained how i had wyrd reconstruction previously,,

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i thought it was really cool, and it's why i added an attack roll to it as well, because it has a chance of inflicting substantial damage (although maybe not for a sixth level feature,,), at least as against a creature being targeted for the first time,,

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i was super proud of it and then, as i explained, i got shut down by being told it could ruin battles by being so risky 😭

vocal imp
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wyrd reconstruction is risky though

golden temple
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it's significantly less risky as a DoT than straight damage, however-

stuck raptor
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Thoughts on these regional effects for exploring the wilds of Theros in a sunless world?

golden temple
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it's fine,,

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i'd probably add more detail to rations/water,,

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as well as what is considered 'safe" rest areas,,

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wwhat kind of explicit benefits you get from sleeping in an inn over a bedroll over the dirty and cold ground,,

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ppersonally i added a lore reason to force undead players to eat and sleep and drink in my campaigns but it can be an issue for warforged,,

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oh, additionally, i find light sources to be awful to manage so like, decent idea, it might be annoying though,,

stuck raptor
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i mean, it is supposed to be annoying

golden temple
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as in annoying for you, the dm- pardon,,

stuck raptor
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i dont mind more auras

golden temple
half condor
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Probably more than a bit wonky but thoughts?:

Blade of Reality Splitting
Weapon (Longsword), Legendary (Requires Attunement)

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. This weapon functions as a longsword with the finesse property.

While attuned to this magic weapon, you gain the following benefits:

Spells. This weapon has 10 charges. While holding it, you can use an action to expend 2 or more of its charges to cast one of the following spells from it: Misty Step (2 charges), Dimension Door (4 Charges), Arcane Gate (6 charges). The weapon regains 1d6+4 expended charges daily at dawn.

Steel Wind Strike. You can use this weapon to cast the Steel Wind Strike spell. When cast this way, the spell attack modifier for this spell is equal to the attack modifier you use for this weapons normal attacks. When you cast this spell, you can spend all 10 charges to alter the spell so that you instead make a total of 5 attacks divided between up to five creatures (minimum of one). This property of the weapon can’t be used again until the next dawn.

digital jetty
# stuck raptor

How you will track rations?
Can players reuse ammunition?
Are there creatures native to the Gritty Wilds?

stuck raptor
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Oh, im not tracking it, the players are. Ill just take off a ration per day

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As for reusing ammo, they can, its just half the amount used after 10 minutes

golden temple
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biosphere definitely matters (hundreds of entries for each organism in my campaign like unironically)

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bbut i'm not sure if it matters in this specific instance,,

digital jetty
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An alternative option for tracking is they roll a die and when they roll below a certain number they move to a lower die size. IE they roll a d12, on a 1 or 2 they drop down to a d10. They then can increase their die by a successful relevant skill check or through purchases.

golden temple
digital jetty
stuck raptor
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seems a bit too much

digital jetty
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How so? It feels like it less than tracking rations and ammunition.
Definitely less for ammunition.

stuck raptor
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I mostly just dont see how it feels like the party is being refreshed and topped up on ammo

digital jetty
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What do you mean?

stuck raptor
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i dont see how having a special die to track feels like the party is being refreshed

digital jetty
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You want the party to feel refreshed, like at all times or when they are able to successfully navigate the environment?

stuck raptor
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im just not seeing the use/fantasy of what that die is

digital jetty
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It is less nit picky, for those not interested in spreadsheets. It less predictable. There is a bit of a death spiral in the sense that you are more likely to roll below the threshold the smaller the die, but it mostly captures the middle between feast and famine. A d12 is going to feel abundant whereas a d4 will feel urgent. Going from a d4 to a d12 will definitely be a refreshing experience.

If you have 7 rations and 7 days to travel your only worries are delays, theft, or spoiling and you can buffer against delays with more rations and theft and spoiling would require more rules. So it becomes a gold tax or has this all or nothing.

smoky sand
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ranger fantasy: Ranger, but make it to where people don't complain its bad at higher levels without multiclassing

velvet stag
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Hey yall, im trying to think of more cursed proportys to add to this Shotgun, any ideas?

The Forge

2d10 piercing damage, Ammunition (range 30/90), reload (4 shots), two-handed.

There is no shop in all of Faerun that sells ammunition for this weapon, instead, you must offer up other weapons to fuel and fill The Forge. after a long rest, you can feed this gun any number of weapons. And in return you will receive ammunition for The Forge. You will gain 1d4 bullets for each 1h weapon, and 1d6 bullets for each 2h weapon you feed The Forge.

You must have proficiency in Blacksmiths tools to wield this weapon and gain advantage on all checks made with Smiths tools.

The 4th shot - The more you fire up the Forge, the hotter it gets. By the last shot in the magazine the Forge burns white hot causing the last shot in the magazine to be an automatic crit so long as you roll high enough to hit your target.

Fitted Stock - The stock forges itself, and shapes itself to perfectly fit the user, causing you to become 1 singular weapon, rather than Weapon and Wielder and increasing your accuracy. You gain a +2 to all attack rolls made with this weapon.

Stoke the Flame - So long as you feed this forge weapons, and treat it as your equal, you are unable to gain disadvantage on attack rolls made with it.

Rapid Fire - You may use your bonus action, to make an attack with The Forge.

Curse: Whenever this gun runs out of Ammunition, the fire begins to die, and the creature attuned to it must use a bonus action on their next turn to stoke the flame of the flame of the forge.

Each time a shot is fired from this weapon, the user takes 1d4 fire damage.

velvet stag
tropic stratus
velvet stag
hollow siren
golden temple
#

hm,,

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sso besides the warlock subclass, who i still have only gotten "too many actions' and "maybe stunning eldritch blast is too powerful at level 1'" as criticisms, , , ,

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i still have to work on that custom dodge,,

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bbasically,,!!

#

instead of AC being what defines if an attack hits or not, you have a number of dodge rolls equal to some formula involving your proficiency bonus and some other modifier,,

#

a dodge roll is a roll you make, don't know what roll it is exactly, but it shouldn't just be a dexterity save, that you can make basically whenever,,

#

rrather than an attack made against you needing to exceed your AC to hit, all attacks hit automatically if you do not make a /dodge roll/

#

tthe idea is, when you're targeted, you make a dodge roll, if it exceeds that attack's accuracy, you dodge, if it doesn't, you don't,,

tropic stratus
golden temple
#

rreally it originated from someone wanting to add dodge rolls to 5e but 5e just doesn't work with those since it's just a dexterity save on top of an attack roll,,

tropic stratus
#

I know about dodges trust me :p

golden temple
#

oh no i mean like, they wanted dodge rolls as in the video game mechanic,,

#

wwhich, in-game, would be like, just flavouring a lost attack roll,,

tropic stratus
#

that's the flavor of the dodge action

digital jetty
#

Dodge plus Dash feels like a rolling mechanic

golden temple
#

unsure, , , ,

tropic stratus
#

so your PC is naturally trying to dodge attacks in combat anyways - when attack hits you mechanically - flavorwise you could've dodge rolled it

golden temple
#

yyes that is my point-

tropic stratus
#

it's only the attack that reduces you to 0hp that actually definitely hits you fr

golden temple
#

in 5e it'd just be what you described,,

digital jetty
#

dash with OA against you have disadvantage

tropic stratus
#

u want it to be something else?

golden temple
tropic stratus
#

so ur looking to change that?

golden temple
#

essentially, , ,

#

also dodge rolls vs accuracy is a whole lot consistent for me (the dm) to control,,

tropic stratus
#

okay so how about dodging as a reaction?

#

like the dodge action

golden temple
#

i mean sure-? it's not really what i;m looking for though,,

tropic stratus
#

can you explain what you're trying to achieve then?

golden temple
#

i mean i was already comfortable with how i had placed the basis, you make dodge rolls against an accuracy mod of attacks instead of attacks making an attack roll against your AC,,

#

i suppose i just needed to fill out the details surrounding it as well,

#

again, dodge vs accuracy is much easier for me to control instead of attack roll vs armour class,,

digital jetty
#

I don’t know what that means

digital jetty
#

10 + pb + dex/str?

golden temple
#

tthat is for your number of dodge rolls per round or dodge roll,,?

#

llike, your roll is always a d10 or, , , ,

digital jetty
#

that is the dc for the dodge roll

#

Or accuracy mod

golden temple
#

ahhh,,

#

mhm-!!

#

i still have to think about it really,,

#

ssince i was thinking accuracy would include other modifiers,,

#

llike, bows and rifles having wisdom included- -

cunning osprey
#

Hello! I'm new to the server and a long-time D&D brewer. I've stopped running games for a while, and I'm trying to get back into the flow of things. I wanted to get some feedback on a mechanic I'm planning to use in my Future homebrew world.

Basically, I want to introduce a new resource called "Vitra", which is essentially highly concentrated life force or willpower.

I'm trying to figure out how to calculate how much Vitra a PC has. I don't want it to be purely based on CON or HP, because that would mean an old barbarian Kenku could technically have way more Vitra than a young Elf wizard. I was thinking of using Level ÷ 4 + Proficiency Bonus, but then I run into the opposite problem—it's too uniform. I want some randomness.

I also want to establish how Vitra recharges, and what penalties apply when a character has no Vitra.

One idea i had was that you recover one "unit" of Vitra every 3 Months, but i cannot find something that feels right

any help is welcome

TLDR of Vitra for context -
Vitra can be extracted from anything that is alive, but if it's taken by force (without consent from the creature), it becomes tainted and unusable. Vitra can only be extracted through a ritual performed by someone with formal training.
its suposed to be the "Currency" used for high levels of power/boons/magic item activation/ rituals etc, Basically an universal deusXmachina power source made from people

rapid latch
#

I'm probably late with the news but for anyone who didn't know already GMBinder is finally fixed the text doesn't disappear. I remember how pissed I was because there was a lot of cool brews there I couldn't see anymore.

golden temple
#

tthat's nice,,

#

it was never an issue for my on desktop but it made it annoying to look at things on mobile,,

golden temple
cunning osprey
scarlet coral
#

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)

One of my players is a big fan of Fallout and thought it would be a good treat for him on a future encounter if he survives. Any thoughts?

smoky sand
#

Horizon walker should get some buffs. any ideas on how to improve the other ranger subclasses (other than Gloom)?

strange surge
strange surge
# scarlet coral Okay so I have this idea, but having a bit of a hard time trying to implement th...

forewarning: I'm no balancing expert. also, were you planning on having all of these features on the gauntlets?

Maybe "Limb Damage" could be some small amount of damage done to the enemy's "limbs" even if you miss their AC (by just 1, or maybe 2)?

Your interpretation of Bloodied is good I think, and Heavy Hitter could work as adv or maybe just +d4 damage? Cavalier could be +1 AC maybe or -1 to their hit if "blocking" so maybe that means just not having attacked on their turn?

digital jetty
golden temple
#

wwdym,,?

#

llike in the making of this or in turns,,?

digital jetty
#

In turns.

crude oak
golden temple
#

tthat's one of the things i'm figuring out,,

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one idea was that it adds a like, 'base" accuracy requirement, more like how it works in 5e except the AC is lower,,

#

bbut i still think figuring out some kind of damage reduction formula would be better,,

strange surge
#

out of curiosity, why do you want to add dodge rolls anyway?

golden temple
#

nnow i just like the idea and am genuinely considering it for my games,,

#

ttakes a bit away from the 5e standard of "simplify EVERYTHING'

#

and it's just generally more consistent and easier to control as a dm than attack rolls,,

strange surge
#

why do you think it's easier for DMs? to me it seems like introducing more numbers and variables than necessary, bogging combat down a bit

golden temple
#

as in for me explictly i'm not like against anyone else using it but this is like, for me-

#

i can't lie my way through attack rolls since they're all just shown on the screen,,

#

if i want something to hit i wouldn't have to roll for accuracy,,

crude oak
#

I understand what you're going for but it seems like a lot of work to make it make sense within 5e

Like, reworking a ton of feats and monster attacks and systems

golden temple
#

i mean yeah,,

#

as aforesaid i'm completely willing to push the bounds of 'this system is still 5e"

#

i'm still working on an entirely different spellcasting system,,

strange surge
golden temple
#

mhm- but they don't know what the accuracy mod is ;3

strange surge
#

they already wouldn't know the enemy's AC or Hit modifiers though, right? I don't understand the functional difference is all

golden temple
#

ddifference is i can force one of my attacks to hit on the fly instead of hoping i roll well,,

crude oak
#

Thats the thing armor would probably have to be re worked into damage reduction OR each attack would need 2 separate stats, one for dodge and one for armour piercing, for there to be a functional difference

golden temple
# crude oak What does it do

a couple thingsss,, it's based on spell points instead of slots, and has a recovery bonus action that regenerates one spell point-- it's based on augmenting it using magic items and is intended to just be wholly faster,,

scarlet coral
# strange surge forewarning: I'm no balancing expert. also, were you planning on having *all* of...

Not all of them, just wanting to get a good base on things for its overall effects. With those ideas, "Limb Damage" could be interpreted as ignoring a certain amount of AC of the creature? A Deathclaw Gauntlet is literally the hand of a Deathclaw who are known to shred through metal so that might be something to consider. I might just skip Cavalier since I don't think there's any way to interpret this well to a weapon such as this?

So with what I got we have a Claw weapon that deals an additional die of damage, gains another die of damage if its wielder is at half or below half its hit point maximum, and when attacking it can ignore 1 or 2 points of AC of the target creature.

strange surge
golden temple
#

i mean, yeah, but that kinda takes away from the game imo 😭

#

i like showing off my attack names and the rolls and stuff < , , , ,

strange surge
strange surge
golden temple
#

ddodge rolls are public, enemy accuracy isn't,,

#

i'd assume the players would share their accuracy amongst themselves , , ,

strange surge
#

so how is that different from hiding the enemy AC/Hit from them?

crude oak
#

I can imagine it being cool to choose to take a damage reduction or to attempt to dodge an attack

A tanky character with a dragon claw coming at him at low hp might attempt a hail mary and dodge even through his dodge chance is low

golden temple
#

^^^

crude oak
#

Assuming ac is reworked to reduction

golden temple
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pprecisely,,

#

tthis is like exactly what i'm going for,,

crude oak
#

Which, again, is a whole different conversation

strange surge
#

ah so you just want to transfer the stakes into the players' hands

crude oak
#

Lotta work but if you make it and its good I'd use it

golden temple
#

:3

crude oak
#

I personally like the idea of armor being reduction in theory but its a lot more numbers at the table

golden temple
#

yyes this very much as well,,

strange surge
#

You could probably just replace AC and Hit modifiers with Accuracy and Evasion(?) and just flip every Feat (so AC increasing feats instead increase Evasion bonus and Hit increasing feats instead increase Accuracy a flat amount)

golden temple
golden temple
#

pplus, you know, figuring out what to do with AC, , , , and figuring out how i should keep critical hits and misses, , , , ,

crude oak
strange surge
#

maybe you could outright replace AC with ACC and Hit with EVA, then change [flat +AC] effects to [+dX EVA] and [+dX Hit] to flat [+ACC] effects?

#

crits could still be rolling nat 20s and nat 1s since that is sort of a common principle even when not attacking and even when the DC isn't that high, it's just the act of rolling that one-in-twenty that makes it "critical"

crude oak
#

I see a simple solution

Take plate armor. +0 ac / dodge/ whatever. +5 reduction. Flat 5 reduction to incoming damage.

Make it a table.

As you get lighter, dodge goes up reduction goes down.

Fine tune the numbers

golden temple
#

i like the basic idea, you have a number of dodge rolls per round, etc etc,,

digital jetty
#

A doge roll could just be a feature of light armor

crude oak
#

You want dodge roles to be limited and tracked?

strange surge
crude oak
#

Headache id just make it an action you can do instead of tanking

golden temple
#

i hadn't thought of that, should it just be infinite uses per round-?

digital jetty
#

spend 5 movement to roll gain 1 ac

stuck raptor
#

why would one choose to be hit is what im thinking

golden temple
#

rreworking to make tanks a real thing,,

strange surge
#

If you were going to limit it, I would say do so by "combat" and not per round, but that might just be me

strange surge
digital jetty
#

You need taunts to make tanks a thing

crude oak
golden temple
#

i'd originally imagined it'd be like, how that one person requested it, like, you have a limited number since you have only so much stamina à la elden ring,,

golden temple
#

Taunt
As an action, make a charisma check or one of the charisma skill checks (deception, intimidation, persuasion, performance) to try and goad a creature to attack you instead.

#

although maybe it shouldn't be an action, , , ,

strange surge
#

I like Taunts to be built into features as a cherry on top, like if there was a Battle Master maneuover that also applied Taunt in a radius, or an ability that applies Taunt while also granting Temporary Hit Points to facilitate it

golden temple
crude oak
#

Making it literal elden ring dodge rolls is not something I would do

golden temple
#

yyeah i didn't realise that until now,,

#

ttracking it might overcomplicate things for little-to-no reason,,

crude oak
#

Alternatively, you can just make a fest that lets you dodge roll as a reaction and turn 1 attack into a dex saving throw

#

Call it a day

#

Feat

digital jetty
#

Are you going to add facing?

strange surge
#

yeah, making it a valid replacement for AC/Hit would be a Lot of complicated work and tweaking

crude oak
#

I kinda dig the damage reduction/ dodge table for the armors

Seems like a simple solution, AC just becomes dodge chance

#

Would need a lot of tuning for everything that effects AC though

strange surge
#

would anyone happen to be interested in giving feedback on some homebrew vampire mechanics and player option ideas?

golden temple
golden temple
#

mmain thing i'm worrying about now is like, do i just turn the attack roll into crit roll,,?

crude oak
#

I really can't tell if I'm supposed to read your cadence as like, a snake person or a really heavy stutter

golden temple
#

meow

strange surge
crude oak
digital jetty
# golden temple wwdym,,?

Right now 5e treats it as every creature has a 360 degree view. Ie there is no mechanical difference between the front or back of a creature. You could create rules for that

crude oak
#

I'd like simple facing rules

strange surge
crude oak
#

Fft style

golden temple
#

tthat does actually get into something, moving as part of your dodge roll-?

#

llike you move five feet in a direction of your choosing when you dodge roll,,

crude oak
#

+2 AC to the front, -2 ac to the back, rick an OA when circling

#

Risk

#

Maybe+1-1

digital jetty
#

Yeah you would want to make it harder to get behind an enemy

crude oak
#

Oa's trigger on movement within reach right? Or is it leaving reach?

Cause that could lead to infinite backstabs

golden temple
#

oooh that would add backstabs wouldn;t it, , , ,

#

i dunno why i didn;t think of that,,

digital jetty
#

everyone is facing the person whose turn it is unless you stealth, roll, or pull off a similar action

strange surge
#

one can backpedal without turning to face away and thus exposing their backs, maybe moving backwards would cost extra movement though as it's more difficult? or the backpedal could essentially require the Disengage action, and otherwise you are indeed exposing your back?

strange surge
crude oak
digital jetty
#

You can still block a door way

crude oak
# digital jetty You can still block a door way

I raise you a situation.

I end my turn in a doorway.

Enemy is around the corner hallway. It is his turn.

My character turns to face him, per your rule. My character is now sideways in the doorway.

Enemy comes to me. Now i do not have my AC bonus while defending the doorway.

Assuming that exists which i did assume

#

Choosing which direction you face is like, the key component of directional gameplay

digital jetty
#

the whole point is that you have to use a maneuver to get behind them like in Elden Rings

crude oak
#

Unless you mean all characters actively track the active character

In which case thats functionally not directionality

digital jetty
#

Yeah all characters within range track the active character unless there is an effect that overrides it.there would then be a bunch of ways to override.

crude oak
#

I see what you're going for but i imagine the existing rules already cover that in that all those effects probably already give advantage

strange surge
#

I'd like to collect feedback on some of my homebrew ideas for vampire-themed mechanics and character options, if you would like to help, please open this Google Doc and leave any comments you may have, good or bad :) thank you!

hybrid breach
#

it's so weird, my Poison Constrictor homebrew species got rejected for unknown reasons even though it is the magical creature variant of the non magical earthworm. it has snake abilities and earthworm abilities. the moderators of community homebrew must be super sensitive or illogical because the only thing that may be offensive to others is the mention of poop and pee. also, my H.D. Adventurer homebrew background was rejected even though it gives players the ability to craft things quicker. now, my Magic Cow species was rejected for inapropriate reasons that i get. also, the Poison Constrictor species and the Magic Cow species, i need to fix to update them. anyways, so the community homebrew moderators must be illogical or mean, and i don't know which. does anyone else have homebrew that they created that was unreasonably rejected by homebrew community moderators?

scenic urchin
#

who are homebrew community moderators...?

faint sonnet
#

Possibly DDB?

half condor
# vocal imp what DC does it use

None of the spells force a save, steel wind strike is 5 attack rolls and all of the teleportation spells are either self, require a willing creature, or is basically a portal from the game of the same name.

austere mango
#

Anyone have any thoughts for a shield monk? Ideally I want to use it both defense and offensively. But I'm not sure how to do that yet

strange surge
#

maybe allowing shields to count as unarmed strikes so they're still usable with monk features? and special features centered around reactions/parries/blocks/maybe taunts?

austere mango
#

I want both interception and protection available at lv3 when selecting the subclass.
I'm also thinking of having an ability that allows for 1 martial attack when a melee attack misses. But then you have to many reaction options and that's not suitable.... Unless, there was a feature at lv6 that grants an extra reaction. And maybe a third at lv 11.

vocal imp
#

scratch that, i thought you could take unwilling creatures

#

nvm

austere mango
strange surge
# austere mango I want both interception and protection available at lv3 when selecting the subc...

I've toyed with the idea of a second Reaction before and I think it could be awesome if done well, though personally I think three+ would be too many. A second Reaction opens up more options per round to influence the battle outside your turn, be it by moving, attacking, defending, or anything else. I especially like it for use with defensive/evasive focuses, such as your shield monk and my cloudwalker :)

#

What is a "martial attack" for when a "melee attack" misses?

austere mango
#

Oh. What if when making a strike with the shield, added 1 to a with each successful strike.

#

Balance being it's inability to work with flurry of blows so at most you can only add 2 on a turn

austere mango
#

Amor class.

#

Shit my sights a little blurry rn. Should fix soon

#

Martial weapon attack is meant to be monk weapon attack

#

Sorry for the confusion

strange surge
#

ahh, that makes sense. you meant it to take a reaction? it would be interesting, kinda just an extra chance to hit if you miss every turn since you'd probably always be using your monk weapon right? not sure how "defensive" or "shield" themed it is tho

strange surge
strange surge
austere mango
#

Monks have martial arts die, these scale your monk weapon up, martial weapon, monk weapon. I confused the terminology

strange surge
#

it's all good

austere mango
#

It just doesn't work with flurry of blows

faint sonnet
#

I think the #1 thing to figure out is "Why is a Monk using a shield?" considering they normally can't do so.

#

How you answer that will likely inform your mechanics.

strange surge
#

Depending on how often you can activate that feature to get bonus AC, I would set a cap to how much AC you can gain from it, else it would be practically a permanent increase anyway since you're probably always attacking with your shield

strange surge
austere mango
#

Also the balance for gaining reactions is by delving deeper into the class. I think it's a good payoff in early mid game. Most of my characters never reach past lv8 so getting six levels deep to gain a second reaction is pretty fair in my opinion

strange surge
#

iirc mine came at 9 or 11 but yeah definitely not too late in the levels

austere mango
faint sonnet
#

It's not flavor text, really, because it's the entire narrative justification.

austere mango
#

Suffice to say. The shield becomes a weapon and a defense tool.

strange surge
#

I think it's less "flavor texts" and more the fantasy behind your design and should drive the creation of the features a bit. The narrative justification as well, as Tamms said.

faint sonnet
#

Phrased another way: The subclass isn't gonna make sense if you can't explain why the Monk has a shield.

#

The mechanics can have a wonderful function but it's gonna seem a lot lower quality if the justification isn't up there.

austere mango
strange surge
#

most people would like to maximize their hit chance anyway so, yes it technically fluctuates but, without a limit to number of uses, it's gonna have a very high uptime since it's reliant on attacking which is something you typically want to do anyway. and an AC boost is nothing to scoff at usually, especially one that's active so often

faint sonnet
#

I'd be interested to see the initial pitch feature for the subclass.

#

That's likely what would make or break it for me.

strange surge
#

^

marble hull
#

LADIES, GENTLEMEN, AND ALL OUTSIDE AND IN BETWEEN

austere mango
#

A limit huh?
How about 5.
You still have to charge it within 6 or 10 seconds before it resets. At the start of your tirn

strange surge
marble hull
#

I PRESENT TO YOU 🥁 🥁 🥁

THE WHIPE O’WHIP!

austere mango
#

Per turn. I mean, if you can make 5 or 6shield strikes every turn at level 5 or 6? I'd say you earned it.

strange surge
#

A fair argument I suppose, but there's a fine line between "letting players maximize their builds" and "letting players cheese the game" I'd say. You better have a lot of monsters requiring DEX saves to get around that ungodly AC, lol.

marble hull
#

It starts off as a towel that can magically heal up to 100 points of damage through the act of wiping it off of a person, however the moment it heals that 100 it becomes soaked with wounds and damage, holding it without a glove hurts you, but when you use it as a whip, you deal up to 10 damage per strike until the 100 damage is dealt, then it turns back into a wipe.

austere mango
#

Besides, wizards and sorcerers can basically spam shield as a reaction by that level

marble hull
#

I’m thinkin of making this an uncommon magic item

strange surge
#

But that costs them a resource regained on SR/LR, unlike your feature, which is what I meant to impose by a limit

austere mango
strange surge
scenic lotus
#

Dumb magic item i thought of: the pie of gambling addiction.

When eating this pie for the first time, roll a con saving throw. On a success, nothing happens. On a fail, you become addicted to the pie and you must eat it 2 times a day or take 2d6 force damage, along with rolling on the wild magic table each time you eat it. This pie regenerates when eaten

strange surge
marble hull
#

It can heal up to 100 damage however that would immediately turn it into a whip

austere mango
#

You attack his friend with an axe on fire and he has to choose to protect, causing disadvantage, or intercept to subtract the damage output. Then you you attack the monk with dagger and miss to trigger his reaction to attack with the shield granting him another point of ac. But now he's out of reactions so you shoot him three or four times so he can't catch his arrows.

native quail
austere mango
#

Make him always choose to use reactions. And then have the barbarian slay your creatures. Idk... I might have to rework this.

strange surge
native quail
#

The WM table is, like, 80% bad

strange surge
scenic lotus
#

Yeah, maybe I should make it that you just have to eat it once a day and you don't take damage. But yeah, the point of it is that it's meant to be useless. Maybe it could heal you or something

#

So that way even if you do roll bad on the wm table, you at least get healed

#

(Assuming you don't die to a fireball)

strange surge
#

I was about to say, lol

#

if it's meant to be a gimmick item, maybe just let it be a gimmick, you don't necessarily have to make it useful like giving it healing, just be aware not every player is apt to take unnecessary risks with that pie 🤷

austere mango
#

Shield monk is really cool conceptually but I think it's a little powerful. At the core I want to trigger multiple reactions in use with the shield. I also think building AC would be fun to do as a monk.

#

Probably keep the stipulation that you don't gain shield bonus to AC and instead force the class to build it up with the shield monk attacks

marble hull
austere mango
#

Why does it need to be a pop culture reference?

marble hull
#

But I’m not sure if Captain American really captures the monk spirit

austere mango
#

Let it be its own thing. No need to throw your shield at someone.

marble hull
marble hull
# austere mango He really doesnt

Nothing against the captain but a lot of his powers come more from the super soldier serum and his can do additive rather than harnessing the power of his chi

austere mango
strange surge
# austere mango Shield monk is really cool conceptually but I think it's a little powerful. At t...

Maybe, to counteract what would be an insanely high AC of a shield monk, instead of the shield granting you +2 AC on top of other AC-increasing features, the monk wields a specially-designed shield (explains why most monks dont use one) that instead lets you gain up to 2-5 AC per turn (+1 AC with each successful hit on your turn, from any attack maybe).

To play into the high AC, you could give them defensive and team-oriented features like the ability to gain/give Temporary Hit Points, and the ability to Taunt enemies into attacking them.

You can give them defensive fighting styles like you wanted (I'd say one or the other or a choice between the two, though, and not both) and a second reaction to facilitate those features as well as other features that could use a reaction (like a taunt)

marble hull
#

I’d go with the latter option, making it a defensive style like wing chun

#

A feature I’d really like to see in a defensive monk class is something I’d call “preemptive judo”

If an enemy gets within 5 feet of you on a turn that isn’t yours, you can use your reaction to make the enemy make a strength saving throw or be thrown prone.

#

Make the monk a wall that cannot be passed

austere mango
#

There's a thought tho. To use a taunt which grants advantage on strikes towards you as a bonus action.

marble hull
#

Maybe for a barbarian but idk if that’s a good idea for a monk

strange surge
#

Not a bad idea, some Sentinel-adjacent feature that lets them CC enemies who pass through their range of influence.

strange surge
marble hull
#

Figured the martial arts class should have more subclasses that actually focus on martial arts

austere mango
marble hull
#

Grapple monk had some features I just wasn’t sure where to put them

strange surge
#

oh, i didnt realize you were talking about a barbarian feature

marble hull
#

Features included, grappled enemies cannot attack, you can grapple two enemies at once, you have advantage on grapples, etc

austere mango
#

That monks not doing any real damage, he's a fly. You can kill him later but that barbarian is all exposed like. You want to hit him cause he's open

strange surge
#

either way, the point of a "Taunt" mechanic is that it forces one to hit you, regardless of the logic. that's why it's a "mechanic" and a tactic to build around in a strategy: it's a reliable way of manipulating enemy behavior, which you can plan around

marble hull
#

Ok but like monks don’t want to be hit

strange surge
#

a shield monk would, its strongsuit is having a high enough AC to tank

#

and potentially the ability to grant itself THP to facilitate that tanking

marble hull
#

That ac isn’t as promising when the attack against you has advantage

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Also this is very similar to what paladins are for with compel duel

strange surge
#

the monk would not give enemies advantage against them

#

i think there's some confusion

austere mango
#

Rewording this feature might do it

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Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

strange surge
#

sure, that would work

marble hull
#

Wait, superiority dice?

strange surge
#

they're using that maneuover as a reference

#

for a taunt mechanic

marble hull
#

Ain’t that a fighter thing?

austere mango
#

It's a battle manuever

marble hull
#

Ah I see

austere mango
#

Technically you could get it at any time with a feat so...

marble hull
#

I should really look into working more on my grapple monk

#

It’s essentially a wrestler so I guess I could also add some wrestling moves

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Or wrestling tropes like crowd pleasing

austere mango
marble hull
#

Crowd pleasing or wrestler monk?

#

…hey how’s this sound for a feature

hybrid breach
marble hull
#

If a grappled enemy remains grappled for more than 3 turns, it’s immediately knocked out

#

A 3 count

austere mango
#

Perfect. Down to the last minute detail-homelander

marble hull
#

What?…

#

Oh the feature

#

Thanks

#

That sounds like a good last level feature

#

“And there’s Vecna the mighty about to damn the bards soul to he- OH BUT HERE COMES THE MONK WITH A STEEL CHAIR!”

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Idk where it would be added in but this class also lets you use your martial arts die on improvised weapons

austere mango
#

Level three

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Nah nah. Make it 6th level

#

Any higher and the count down will fail more often. Or the other problem, combat ends too quickly

marble hull
#

Wait huh?

#

I was gonna make the 3 count a final feature

#

Similar to the open hands heart stopper

austere mango
#

When the last time you saw open hands actually work?

austere mango
marble hull
viral eagle
#

I'm considering making a feat for silent casting (for example for casting during stealth or for mute characters) where the feat gives them common sign language, and the ability to replace verbal components by drawing sigils in the air (if a spell requires both verbal and somatic components it requires both hands free). It will allow spells with verbal components to be cast in zones of silence. Any opinions on balance or suggestions to add to it as a feat?

#

It would still be outclassed by silent spell, as that eliminates the need for verbal and somatic entirely, but doesn't cost resources

#

It could also be considered an origin feat for the sake of mute casters

digital jetty
boreal rover
velvet stag
#

alright yall I finished it

#

The Forge (Shotgun)

2d10+ (Highest Stat Mod) piercing damage Split however youd like between enemys within the Radius who are hit by the attack, Ammunition (range 30/90/5-foot-radius), reload (4 shots), two-handed.

There is no shop in all of Faerun that sells ammunition for this weapon, instead, you must offer up other weapons to fuel and fill The Forge. after a long rest, you can feed this gun any number of weapons. And in return you will receive ammunition for The Forge. You will gain 2 bullets for each 1h weapon, and 1d4+1 bullets for each 2h weapon you feed The Forge.

You must have proficiency in Blacksmiths tools to wield this weapon and gain Expertise (Double your Proficiency Bonus) on all checks made with Smiths tools.

The 4th shot - The more you fire up the Forge, the hotter it gets. By the last shot in the magazine the Forge burns white hot causing the last shot in the magazine to be an automatic crit so long as you roll high enough to hit all targets within the Radius.

Stoke the Flame - So long as you feed this forge weapons, and treat it as your equal, you are unable to gain disadvantage on attack rolls made with it.

Rapid Fire - You may use your bonus action, to make a single additional attack with The Forge. You can use Rapid fire a number of times equal to your (Highest stat Mod).

#

Curse: Whenever this gun runs out of Ammunition, the fire begins to die, and the creature attuned to it must use a bonus action on their next turn to stoke the flame of the flame of the forge.

Overheat - Each time a shot is fired from this weapon, the user takes 1d4+1 fire damage. Upon taking Half of your Maximum HP's worth of damage in this way, you must use your action on your next turn to either Heal yourself, or cool yourself down

Feeding the Forge a +1 weapon that you have proficiency in, removes your proficiency for that weapon and gives you disedvantage with that type of weapon but because of your Sacrifice, The Forge grows stronger giving you +1 to damage done by The Forge. For every +2 damage you gain this way you also gain +1 to hit with The Forge (Up to a maximum of +10 damage and +5 to hit) The Forge allows you to use this curse to your advantage if there are any weapons that you are proficient with, that you know you will never use.

If you willingly Feed the Forge Every other weapon (Must be a +1 or higher) you are proficient with, The curse will be removed and will gain the following Effect.

#

Enchanted Forge - The Forge can now absorb the Enchantments of Other Magical Items. Allowing you to add 1 additional enchantment to The Forge. To do this, you must willingly feed the Forge a Magical Item, and choose what enchantment you wish for the Forge to absorb. At any point if you find an Item with an enchantment that you like more, you may repeat this process and replace your Current Enchantment.

In addition, once the Curse has been lifted, You may use The Forge as an Actual Forge, the Gun itself magically and Physically transforms into a fully functional Traveling Forge with everything you need for a blacksmiths shop. Any Weapon or Armor that you make using the Forge is of Pristine Quality and the Cost to make it and the materials required for you is Halved.

deft canyon
#

Rod of pull: rod of pull is a magic item found in the magic fishing store. The user casts out the 100 ft wire, then when reeling in if the reel gets stuck a reversed spell of push is activated pulling the user to the hook. 1 use per long rest
3 Hook of stillness: this magic hook found in the magic fish store. This hook will cause one damage to whatever it pierces as well as freezing it in place for 30 seconds
2 Shoes of swimming: increase swimming speed to 60 ft
Hat of darkness: a bowl hat that casts a 1by1 ft of darkness around it, perfect for napping
Paddle of wave maker: a two sided paddle that 3 times per long rest lets you create a wave spanning 15 ft long and 10ft tall, anyone caught in the wave makes a Dexterity13 saving throw or be knocked prone (same stats as a quartersaff+1)

restive tusk
#

I saw your post in #dm-discussion . If you wanted feedback I think it needs more mechanical specificity in order to be more fairly assessed in terms of balance

#

As an example, I’ll take the Rod of Pull:

  • What’s the action economy on setting out 100 ft of wire? What about reeling it in?
  • Do all 100 ft need to be used at once?
  • What determines if the reel gets stuck?
  • What’s a “reverse spell of push?” Since that’s not an official spell. What’s the DC if there is one?
wraith sand
#

Hi guys, new here first post, also never actually played before but I'm good at grasping systems and wanted to share this item set I made!

[Chala's Right Hand] (weapon, gauntlet)
Rarity: Uncommon
A half-finger glove made of black scaled leather, designed to be worn on the right hand of a human-size creature.
Proficiencies: simple weapon, unarmed
While wearing this item, your can inflict necrotic damage with your unarmed attacks instead of blunt damage.

[Chala's Rebuke] (weapon, staff)
Rarity: Rare
A staff of black, twisted wood. A small blade extends from the end, and the bottom half is carved into a flute.
Proficiencies: simple weapon, quarterstaff, flute (not flute proficiency to use as weapon, it's also a flute)
Requires attunement.
Versatile (1d6/1d8 blunt damage), Finesse (1d4/1d6 piercing damage)
Bard Focus (flute)

When you hit a creature with this weapon, they must succeed on a Wisdom saving throw (DC = 8 + proficiency + Charisma modifier) or gain a [Catalyst] token. only a number of [Catalyst] tokens placed by you equal to your UNDECIDED IF A OR B FOR BALANCE (A) Charisma modifier +10 OR (B) Charisma score may exist at a time.
[Catalyst] (affliction, curse, stacking): when you suffer necrotic damage, increase the damage by 1 for each token on you.

When you hit a creature with an attack with this weapon that would deal piercing damage, they must make a Constitution saving throw (DC = 8 + proficiency + Charisma modifier), then suffer the [Creeping Death] condition for a number of rounds based on their save result:
Fail by 5+: 10 rounds
Fail: 5 rounds
Succeed: 2 rounds
Succeed by 5+: 1 round
If you would apply [Creeping Death] to a creature that already has it, they make another saving throw. If their result would result in a duration longer than the current duration, replace their current duration with the new one. Otherwise, nothing happens.
[Creeping Death] (condition, disease): you suffer 1d6 necrotic damage at the end of each of your turns.

.

#

[Chala's Dominion] (jewelry, headwear)
Rarity: Very Rare
A simple black circlet, made from an unknown alloy.
Requires attunement.
While wearing this item, enemies within a 30ft radius of you that hit one or more allies with an attack (or a spell that requires an attack roll or saving throw) must succeed on a Wisdom saving throw (DC = 8 + proficiency + Charisma modifier) or gain a [Catalyst] token.

[Chala's Doom] (jewelry, amulet)
Rarity: Legendary
An amulet of black stone, inscribed with the symbol of Chala.
Requires attunement.
While wearing [Chala's Doom], you can cast Chala's touch once per day. You can use [Chala's Doom] as a focus for this spell. Charisma is your spellcasting ability for this spell.

Chala's Touch
Lvl8 Necromancy
Casting Time: 1 action
Range: 60ft
Components: V, S, M (a small chunk of desiccated flesh)
Duration: Concentration, up to one minute
Target one creature. Target must succeed on a Wisdom saving throw or suffer the [Weakness of the Flesh] condition for the duration of the spell.
[Weakness of the Flesh] (condition, curse): you lose immunity and resistance to necrotic damage and diseases, including innate immunities from having no flesh.

deft canyon
true forge
#

holy gods why did it take me so long to figue out how to get MTG art into my homebrew?

restive tusk
# wraith sand Hi guys, new here first post, also never actually played before but I'm good at ...

Overall I really like the theming and the focus on necrotic abilities. I also like how it’s a set, something that’s somewhat uncommon amongst 5e’s magic items (the only big one that comes to mind is the Hand & Eye of Vecna). For criticism, I think it needs a little rewriting to ensure it conforms to 5e’s design language. Small things like getting damage names right (e.g. blunt —> bludgeoning) to larger clarity things (e.g. by each “Proficiencies” section, do you mean the item grants those proficiencies or requires them for use or that those proficiencies help with using the weapon?). As for individual feedback:

  • Chala’s Right Hand A pretty nice, simple weapon, though mostly only useful on Monks unless a different martial has specifically built themselves for unarmed strikes. If this was made for 2024 rules it’ll likely need a mastery property as well.
  • Chala’s Rebuke. It’s a bit awkward that the versatile property applies to an unlisted separate attack (the piercing damage part) even though it’s attributed to the finesse property. I would specify in the item description that one could use the bladed end of the weapon to make a separate attack that has the finesse and versatile (1d4/1d6) properties. As before it’ll also need a mastery property. Creeping death will take a long time to resolve for comparatively little damage.
  • Chala’s Dominion. Fine though it’ll probably run into the issues with the Catalyst system below.
  • Chala’s Doom. Very weak item. There are no innate immunities to having no flesh and instead of casting an 8th level spell to make a creature lose necrotic immunity/resistance one could just use a different damage type.
#
  • The Catalyst system is cool on paper but I can see it bogging down the game due to excessive rolling. With Chala’s Rebuke there’s also excessive number checking. While I do also like the “fail by X” system from other TTRPGs, 5e doesn’t really do those out of simplicity. And indeed, it adds another thing to check. As an example Chala’s Rebuke would obviously benefit a martial class- so by level 5 an enemy that a martial focuses will need to roll up to 4 saving throws, and then check to see if they succeeded or failed all 4, and then see if they failed or passed 2 of them by a certain threshold. A Fighter of equivalent level may potentially be able to force 6 (& check the +/-5 threshold for 3) saving throws every turn.
  • This is a small thing, but a lot of these “special conditions” only originate from the item they belong to so I would avoid explicitly defining it as a separate “condition” and instead as an effect of the item.
west tangle
# wraith sand [Chala's Dominion] (jewelry, headwear) Rarity: Very Rare A simple black circlet,...

So this stuff is all cool. As a formatting thing, generally, custom effects of spells aren't given specific names - the Haste spell doesn't give the "Hasted" condition. So, for example, Chala's touch, reworded, might actually look more like:
Chala's Touch
Level 8 Necromancy (Class lists here)
Casting Time: 1 action
Range: 60ft
Components: V, S, M (a small chunk of desiccated flesh)
Duration: Concentration, up to one minute
You attempt to bypass the necrotic resistances of a creature you can see within range. The target must succeed on a wisdom saving throw or lose immunity and resistance to necrotic damage for the duration of the spell.

If I was to suggest a balance change, Chala's Touch is pretty weak. What if the effect was as listed:
You attempt call upon the root of decay in a creature you can see within range. The target must succeed on a wisdom saving throw, or become vulerable to Necrotic Damage for the duration of the spell. This vulnerability bypasses resistance and immunity to necrotic damage unless it is granted with the Wish spell.

#

overall, I'm gonna be honest this feels like an item set very much designed to exist as a package deal rather than standalone

#

which can be a pro or a con

#

But I will say, dnd rarely has "item sets" of items which should all go together

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There may be synergy between items but thats emergent rather than preplanned

digital jetty
#

At 8th level would it be too powerful to have no save or vulnerable to all damage

chilly jewel
#

Character level or spell level

digital jetty
#

It says level 8 necromancy. I assume that is spell level

west tangle
#

That's not what the spell does at all

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There's a wisdom save, and it only bpyasses necrotic resistance and immunity. My suggestion for a buff keeps the wisdom save, and only gives vulnerability to necrotic damage.

native quail
#

Reread the message

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They’re asking if it would be too powerful to do it that way instead

west tangle
#

oh

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would it be

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i see

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i can read i promise

native quail
#

Which by the way I’m inclined to say no; 8th level spells are powerful and when you cast one, you should expect to do something. I would say maybe on failure they have vuln to all, then on success only vuln to necrotic

west tangle
#

Yeah that would work

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i would endorse that

wraith sand
#

Homework:

  1. Formatting
  2. Rework Rebuke's damage types/attacks
  3. Buff Doom/Touch
  4. Make [Catalyst] and [Creeping Death] more DM friendly
    Got it
    Recommendations for item 4?
west tangle
#

Item 4 is Chalas doom - buffing touch should buff doom

wraith sand
#

Oh sry item (4) on the homework list lol

hollow siren
#

Would you guys allow this variant of lightning bolt at your table?

Variant Lightning Bolt (replaces base game lightning bolt spell at 3rd level):

Thunderbolt
3rd Level Evocation Spell
Casting Time: 1 action
Range: Self 150 feet
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous

A stroke of lightning blasts out from your hand to a point you choose within range. Each creature in a 20-foot radius must make a Dexterity saving throw. A target within 5 feet of the chosen point of space takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. All other targets within the remaining 15 feet take 8d6 thunder damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the 5 feet area around the chosen point that aren’t being worn or carried.

coral delta
#

(Your range is still incorrect in the initial tooltip)

hollow siren
#

Apologies!

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Fixing

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The idea is thunder and lightning damage feel like they would often go together and yet they don’t in spells

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Think flame strike with fire and radiant damage

coral delta
#

But otherwise, it looks fine. I think that the primary reason why Lightning Bolt and Fireball are differentiated is the difference between the huge sphere vs huge line.

Turning this spell into another sphere of damage just makes it less unique. I do like the flavor of the lightning vs thunder damage.

hollow siren
#

Yeah, the aoe shapes and all provide diff uses.

I’m thinking of making a line based AoE called Fulminata or something for 3rd level that’s lightning bolt but a little less unwieldy (like ricocheting bolts or you can curve the bolt around a corner)

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I also have a version of lightning bolt that’s just a cantrip, but it feels a little like a normal fire bolt clone that does lightning damage (lol). I figured if I reworked lightning bolt into thunderbolt the name gets freed up, AND thunderbolt/lightning bolt would get more usage with this rework so win win

hexed solar
#

Hi! I’m new here and I was thinking about firearms in DND and thinking about the line “I may be outa spells, but I ain’t outa shells”, and made a unique weapon for spellcasters! (Specifically Wizards and Sorcerers)
Weapon: Old School Boomstick (work-in-progress name)
Type: Shotgun (Firearm)
Rarity: Rare / Very Rare
Damage: 2d8 Piercing
Unique Effect: When attuned, adds +1d6 Piercing damage for each expended spell slot on the user, stacks infinitely (Only attuneable by Wizards or Sorcerers).

hollow siren
#

Even better idea to bring about the meme, just make it magical pistol that deals either the normal piercing damage or your choice of fire, cold, lightning damage and no munitions are required

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Call it the Spell Shot

fierce dome
#

i maintain that shotguns should be a dex save within a cone aoe

hollow siren
#

Requires attunement ofc

hollow siren
#

I cast summers v tice

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(Real case where someone was hunting and his two buddies fired their shotguns negligently, but because it was a burst, I.e. cone shaped, the plaintiff couldn’t decide which defendant actually caused his eye injury. Court held both liable as either really could’ve caused it)

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But lol lawyer jokes aside, I agree Hank

#

They should be a cone

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Bit of a more meta design question: for casters, do you prefer spells with more generic names that describe the effect (fire bolt, lightning bolt, fireball), spells that are named (raulothim’s psychic lance, mordenkainen’s sword), or something in between (spells who’s names are broad and are named by effect but are a little bit more “branded”-magic missile, eldritch blast, sorcerous burst, witch bolt, etc.)

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Like which makes you feel more powerful when declaring “I cast…”

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Just more of a question to refine whether I keep naming my homebrew spells generic/effect based names or to name them after wizards or even something more themed/in between

hollow siren
#

Makes sense! Thanks for the input, it really helps

ornate torrent
# hollow siren Makes sense! Thanks for the input, it really helps

Generic names for spells evoke the feeling that this is something anyone can do, while spells named after their inventor sound cool if they have lore behind their creation, but if they don't, they sound empty to me. Who is Mordenkaisen and why should I care if this is his sword? (is what a player would think, maybe)

hollow siren
#

Right, right. I feel the same way

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I ping pong between options 1 and 3. 1 is great because it evokes mental imagery really well but 3 makes you feel like you’ve mastered magic more

peak inlet
#

the flavor is a bit lost when most things are neutral to the damage types

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and Thunder is like a baby Force

hollow siren
peak inlet
#

most things are gonna be neutral to both damage types

#

so just having the difference be the damage type makes it just a fireball in most cases just for if you’re looking to use something that’s not fire

ornate torrent
#

Option number 3, "branded" spells, feel more mystic. Really, magic missile, eldritch blast, sorcerous burst and witch bolt, name wise, evoke the same: "magic" synonym" + "blast" synonym, but the little differences in naming them can make each player imagine a different colorful image of what they're doing when casting

hollow siren
hollow siren
peak inlet
#

I think that’s definitely a good way of feeling closer to your spells as a caster

ornate torrent
hollow siren
ornate torrent
#

Here's a question I got myself: I'm designing an entire 5e based system and mostly creating entire new abilities. One of them, a mid level ability, would allow the user to set all of the dice rolled on an action to their maximum value (but in the case of a D20 this does not count as a critical, which means that hits aren't guaranteed and there's no double damage dice)

#

I'm planning on limiting the use of this ability quite a lot since it sounds very powerful in key moments

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Do y'all think its fair to limit it a lot? Or am I overselling the ability?

stuck raptor
#

New systems kinda makes it hard for feedback

ornate torrent
#

Well, lets say this ability is thrust into regular 5e play

#

And it's an ability you usually would get at around level 8-10, limited to 3 times a day

hollow siren
#

I feel like this is an acceptable upper mid level ability

#

But that’s based on 5e

#

That being said, idk how the new system will work or if this is based on 5e but with variances

ornate torrent
hollow siren
#

Gotcha

smoky phoenix
#

chat I would like to hear your opinions on this homebrewed spell

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Braham’s arcane partners
5th-level transmutation spell
Casting Time: 1 action
Range: touch
Target: A willing creature
Components: S, V
Duration: Concentration, up to 1 minute
You fuse your magical power with another willing creature with the ability to cast spells. You and the creature you fused power with, now share spell slots and add your partner's spellcasting modifier to spell attack bonus and to the spell save dc of casted spells. The spells that you cast, cannot be of higher level than the spell slot you used to cast this spell, or the bonus will not apply. The connection breaks if one of the partners is more than 20 feet away from the other one. This spell forces both partners to use their concentration, and if one of the partners loses the concentration, the spell breaks.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can add the spell's bonuses to the level equal or smaller to the level of a spell slot you used to cast it.
Spell Lists. Wizard, Bard, Artificer

hollow kite
#

@smoky phoenix Thats an interesting spell, definitely complex, so basically the benafit is they share spell slots and the modifiers add to the damage? what is the benefit other than giving someone more spell slots via your empty ones?

scenic urchin
smoky phoenix
scenic urchin
#

Adding +5 to spell save DCs breaks bounded accuracy pretty hard

smoky phoenix
#

the general idea is that two spellcasters fuse power to cast with a doubled power but they cannot go away from one another too far

smoky phoenix
scenic urchin
#

Could be "targets have disadvantage on the save" instead, same flavor but much more in tune with the system

#

Yeah

#

One of the 5e principles that limits bonuses to rolls

#

Past editions didn't have it and it often lead to an arms race of bonuses and DC boosts

stuck raptor
#

Circle Casting already?

smoky phoenix
scenic urchin
#

correct

#

needs to be done with extreme caution

smoky phoenix
# scenic urchin needs to be done with extreme caution

how about now?

Braham’s arcane partners
5th-level transmutation spell
Casting Time: 1 action
Range: touch
Target: A willing creature
Components: S, V
Duration: Concentration, up to 1 minute
You fuse your magical power with another willing creature with the ability to cast spells. You and the creature you fused power with, now share spell slots and add your partner's spellcasting modifier to spell attack bonus, and creatures you and your partner target with spells have disadvantage on spell save DC. The spells that you cast, cannot be of higher level than the spell slot you used to cast this spell, or the bonus will not apply. The connection breaks if one of the partners is more than 20 feet away from the other one. This spell forces both partners to use their concentration, and if at least one of the partners loses the concentration, the spell breaks.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can add the spell's bonuses to the level equal or smaller to the level of a spell slot you used to cast it.
Spell Lists. Wizard, Bard, Artificer

scenic urchin
#

better

hollow kite
#

I have a spell idea as well and I dont know if its good or not and also not fleshed out but here it is
Eye for an eye
Not sure what level I want it to be yet,
Casting time: reaction
Range: 120 feet
Components: S
Duration: Instant
When a creature within range takes damage from any source you may take your reaction to cast this spell, you make a slashing motion with your arm in their direction, roll the same damage dice that they took (if it was 3d8 you roll 3d8 again), you and the target take that amount

#

Spell list: Wizard, Warlock, Sorcerer, Maybe rouge? for fun?

#

Let me know your thoughts!

#

Maybe a 3rd level spell?

tropic stratus
#

I would probably put a limit on the number of dice it can do at certain levels

#

upcast it to do more damage dice

#

also you should probably remove flat bonuses

glad veldt
#

I had an idea for a crafting system for D&D

#

It's quite simple, I think.

hollow kite
#

It cant do any amount of damage, if somone had cast say fire bolt 1d10, you cast eye for an eye and roll 1d10 i addition@tropic stratus

tropic stratus
tropic stratus
#

another thought - what if the damage was halved from a saving throw

#

ie someone saved against fireball and took half damage

hollow kite
#

yes but you also take that damage, so if you roll 40d6 and get an insane amount of damage youre probably dead, I think ill add that iff the damage kills you the damage agaisnt the other creature is nullified

tropic stratus
hollow kite
tropic stratus
#

yeah that's what i was saying was worrying - a first level spell shouldn't be able to match a 9th level one

tropic stratus
hollow kite
#

but the damage would insta kill the player so the max damage you could do is all but one of your hitpoints, so no

tropic stratus
#

you get what i am saying right?

hollow kite
#

if your a wizard at level 3, you have like what 15 hp so the max damage you could do is 14 otherwise you go unconsious

#

and the other crature takes no damage

#

and yeah you could ad a saving throw sure for both

#

I get what your saying and the original would make you be able to copy a 9th damage but if you add that if ou o unconsious due to the spell the spell does no damage to the target creature@tropic stratus

tropic stratus
#

if I can change the topic for a second - it's a lil hard to give helpful advice on homebrew when the other person doesn't acknowledge they understood what you're saying

so if you could maybe try doing that I would appreciate it 🙏 (okay back to the homebrew)

hollow kite
#

so revised would be like this, ill try to be more open about changes and critique
Eye for an eye
3rd level
Casting time: reaction
Range: 120 feet
Components: S
Duration: Instant
When a creature within range takes damage from any source you may take your reaction to cast this spell, you make a slashing motion with your arm in their direction, roll the same damage dice that they took (if it was 3d8 you roll 3d8 again), you and the target take that amount, both the caster and target make wisdom saving throws, If the spell causes the casters HP to go to 0 the spell has no effect on the target creature

#

or something like that

#

I was cofused when you said 'any amount of damage' i thought you were saying that the spell was able to just do as much as i want just becasue, I misunderstood you @tropic stratus

tropic stratus
#

looks good

spark magnet
scenic urchin
#

i appreciate the inspiration but this seems to pretend hellish rebuke isn't a thing

tropic stratus
#

there's some minor wording things I would double check coz of edge cases - ie Death Ward

hollow kite
tropic stratus
#

"If the damage you would take is more than your max hp or would reduce you to 0 hp"

#

because yeah those two things aren't the same

hollow kite
#

thats better wording yes thank you

tropic stratus
#

looks good

tropic stratus
# hollow kite yeah wording needs work lol

it can help a lot if you write down your intentions next to the spell - so that if someone does ask later you know what your thoughts were originally

I wouldn't change it much otherwise

#

like "the idea behind this spell is to do XXX when YYY happens"

hollow kite
#

gotcha

digital jetty
scenic urchin
#

no i think its sam and jordan make wisdom saves, and if the 10d6 reduces jordan to 0, then sam is unaffected

#

although there's nothing in the text suggesting what happens with the wisdom save, success or fail

#

oh i see the confusion now

#

yeah the word "caster" and "target" is overloaded

#

would recommend against doing that

tropic stratus
#

wait i didn't notice the wisdom saving part mb mb

#

I would advise against letting casters make saves against their own spellcasting DC

#

just the target should make the save 👍

digital jetty
#

Recently they have been putting the trigger in the casting time like this: Casting Time: Reaction, which you take in response to a creature you can see within range taking damage.

I don't think you should reroll the damage. I am not sure why:

  • it is a wisdom save
  • the caster of Eye for an Eye is taking damage
  • its called Eye for an Eye
hollow kite
# digital jetty So Sam casts 6th level Disintegrate forcing Pat to make a dex save. Pat fails. J...

my wording is terrible haha, ive rewriten it to hopefully make it a lot easier to understand
Eye for and eye
3rd level psychic
casting time: 1 reaction when a creature within range takes damage
Range: 60 feet
Components: S
Duration: Instantaneous

When a creature you can see within range takes damage from any source, you can use a reaction to cast this spell. Making a slashing motion with your arm at the target

Both you and the target make seperate Wisdom saving throws. On a failed save you and the target take psychic damage equal to the damage the target just took. On a successful save, you and the target take half as much damage.

If the damage you would take from this spell would reduce you to 0 hit points or below, this spell has no effect.

hollow kite
# digital jetty Recently they have been putting the trigger in the casting time like this: Casti...

I put wisdom save becasue I dont know what It should be so its a place holder, if you have a suggestion id be happy to know,
the whole idea behind the spell is the risk reward, you can basically double someones attack but you take the same damage, so its risky
Its called eye for an eye becasue of the saying "an eye for an eye" meaning if someone hurts you you hurt them back, someone steals your wallet, you steal something of equal value back. so the idea is you are taking damage but so are they. idk I just thought of it in like a minute

remote kelp
#

Making a fighter subclass.

At 3rd level one of their features is they can’t cast spells or attune to any non armor or weapon magic item.

The other is going to be extra movement an extra damage.

Not exactly sure what numbers to use here but I think a d4 on hit with a weapon attack scaling to a d6 at level 10 and +10 walking speed is fair.

#

Is it too much?

scenic urchin
#

a finger subclass...?

remote kelp
#

*figher

scenic urchin
#

oh

remote kelp
#

Curse autocorrect

#

Also how did you both read and instantly type that

scenic urchin
#

i dunno

#

not being able to use magic items sounds painful

remote kelp
#

Well I mean you still have weapon and armor items

scenic urchin
#

not being able to cast spells ... fighters can't cast spells anyway >_>

remote kelp
#

But I wanted it to be a trade off

remote kelp
#

And magic initiate, background spells and multiclassing are things.

#

Same reason why barbarians can’t while raging

true forge
#

that, kinda kills fighter

#

fighter (and any martial) rely on magic items for power

plush flame
true forge
#

yeah

#

martials need magic items

#

to at least hold a candle to casters

smoky sand
#

What if... Rangers got war caster, mage slayer, Dungeon Delver, and Keen eye?

true forge
smoky sand
true forge
#

they arent?

faint sonnet
#

You yourself have said that Fighters are worse than Rangers, so in that case Rangers are better than Fighters (which are OP) and don't need any changes, no?

smoky sand
#

If people will keep saying that Rangers bad, i will make them good.

#

In fact, i would still say "ranger cant be hurt by other classes" is still balanced

faint sonnet
#

It's not good design for multiple reasons.

scenic urchin
#

if you want people to consider your ideas, you need to build up your reputation first

faint sonnet
#

Gotta walk before you can run.

remote kelp
#

You just can’t attune to any that aren’t weapons or armor

true forge
#

still

#

most good magic items for fighter are weapons and armour and require attunement

#

this really only leaves you with +x weapons/armour

smoky sand
#

so in this sense, ranger > fighter?

faint sonnet
remote kelp
#

No you can still attune to those

#

You can attune if it’s a weapon or armor

#

Just not like wondrous items

true forge
#

ahhh

#

thats,

#

very weird

remote kelp
#

I thought it’d be interesting

true forge
#

i mean

smoky sand
true forge
#

basically all uncommon and up wondrous items are attunement

remote kelp
#

Right so you can’t use them

scenic urchin
#

restricting magic items seems less interesting to me, not more, less toys to play with

remote kelp
#

Well I wanted to make a kinda anti magic fighter so I thought it would be interesting

faint sonnet
smoky sand
#

Rangers are at least a bit better than fighters.

remote kelp
#

I wanted some kind of trade off

scenic urchin
#

giving rangers random feats to "fix" them makes as much sense as giving them the ability to challenge the DM to a game of magic the gathering

faint sonnet
#

If I provided a link to something really wonky (in a bad way), people would likely look at it and say "Tamms, who hurt you?", not "Tamms, this is great because it's you."

scenic urchin
remote kelp
smoky sand
restive tusk
faint sonnet
#

It gives me the impression of a homebrewer who is trying to force a result, which provably doesn't work, as opposed to naturally providing a result.

#

When someone has a reputation of having poorly thought out homebrew and not understanding the ramifications of what they are suggesting, it's unlikely that people will actually listen to them.

true forge
#

hmmm, what item would fit an Ankh the best (for an 'infusion')?

scenic urchin
#

to be uncomfortably blunt, these ranger suggestions seem like they're coming from someone who hasn't played a ranger in an actual game

smoky sand
#

I actually played ranger. i dont wanna try other classes.

scenic urchin
#

how did your most recent session with your ranger go?

smoky sand
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I love it!

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theyre level 8.

true forge
scenic urchin
#

thats not very illuminating >_>

#

i was asking how the session went

smoky sand
#

Well, they died.

scenic urchin
#

the session died?

smoky sand
#

but we were fighting the BBEG of the Barrier peaks book

#

my ranger died

#

level 8

faint sonnet
smoky sand
scenic urchin
#

is that death related to why you want to give all rangers the mage slayer feat?

restive tusk
#

I’d say there’s a fundamental error of approach to how you address “fixing” Ranger. To be clear, there seems to be a singular focus on “people complaining about Ranger” and unilaterally determining those complaints to be due to a damage weakness, despite that not even being something you’ve experienced yourself. You seem to conflate “bad” with “low damage” and likewise “good” with “high damage.”

The singular track mixed with sole experience with one class + a prejudice against other classes leads to your only “solution” to be a massive damage buff. There doesn’t seem to be nuance or care for how such an overhaul exists both for Ranger itself and within the context of the system.

faint sonnet
true forge
smoky sand
true forge
# smoky sand then nerf the casters

....

you cant just nerf everybody because your favourite class is worse by comparison

it like saying i should buff warlock by giving them full caster slots that recharge on a short rest, as warlock is my fav class

smoky sand
#

then we should buff martials!

digital jetty
#

If martials power level is important to you. Learn dice math

restive tusk
#

Again, massively over buffing does not solve complaints, and shows a lack of understanding of why people say Ranger is bad. The repetition of this topic inclines me to believe you don’t necessarily want to understand either. In any case massively overbuffing will fundamentally fail because it’s a surface level change that addresses nearly 0 complaints about the Ranger while introducing new ones.

scenic urchin
#

... wait, whos the bbeg in barrier peaks?

smoky sand
#

adventure spoilers has a thread

scenic urchin
#

sure

restive tusk
#

I’ll take your own complaints as an example. You complain about Fighters, and in return I propose a buff to give them 8 attacks per attack action by level 5.

Such a change ignores your issue with the class (of which it is almost entirely a player issue, not a class issue) and instead introduces new complaints (valid or not) or intensifies old ones (I.e. Fighters have extremely high damage for their level)

remote lance
#

I had an interesting idea for a spell. It’s basically fireball but it summons 10 or so pebble-sized fireballs that are aimed individually. If anyone wants to use this go ahead

scenic urchin
#

pebble-sized fireballs...?

restive tusk
#

So how would it affect the damage, cast time, range, etc?

faint sonnet
#

Melf's Minute Meteors would like a word elmofire

smoky sand
#

ranger should get buffs if people are gonna keep complaining about "rangers bad"

restive tusk
#

Perhaps let me ask you two questions

#
  1. Why do you think people say Rangers are bad
  2. Have you experienced such issues yourself
smoky sand
#

people will find something to complain about it

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I hate fighters

faint sonnet
#

I hope the irony of that statement is understandable.

restive tusk
#

We know you have a prejudice, yes

faint sonnet
#

"People will complain about Rangers"
"I hate Fighters"

restive tusk
faint sonnet
#

We did just see a complaint on Fighters, I suppose. Fighters should get buffs if people are gonna keep complaining about "I hate Fighters".

smoky sand
#

i propose we either nerf fighters or get rid of the class

faint sonnet
#

It sounds like we should be buffing them even further, then.

true forge
scenic urchin
#

i guess fighters can have magic initiate, dual wielder, flames of phlegethos, and the wizard capstone as a buff

faint sonnet
#

If someone hates Fighter this much, we clearly have a lot of buffing ahead of us.

restive tusk
#

Perfect, because we’re seeing so many Fighter complaints I suggest they get an automatic +10 to their dex score so they can outcompete other martials like Ranger

smoky sand
#

no more fighters, yes mor rangers

plush flame
#

The only thing I feel fighter needs is more integration of weapon masteries stuff

smoky sand
#

actually, i think we can get rid of fighters

faint sonnet
#

I think it's fair to propose that Fighters get all of Ranger's features at level 1.

#

Then we get rid of Rangers.

scenic urchin
#

what if fighters could shoot lasers out of their eyes that do 40d6 damage each round

smoky sand
restive tusk
#

Actually let’s cull the class entirely. Clearly Ranger can be made a Wisdom third-casting subclass of Fighter

faint sonnet
scenic urchin
#

fighters should get 18 wisdom for free at level 1

faint sonnet
#

Any time a Fighter takes damage, every Ranger in the universe dies instantly and can't be revived by anything ever and no more Rangers can be created.

true forge
restive tusk
#

And the observant, keen mind, and dungeon delver feats they can explore super well too

scenic urchin
#

and they should get a dragon mount at level 5

faint sonnet
#

Fighters can also cast Hunter's Mark at 9th level at will. (Obviously without concentration.)

restive tusk
#

In fact, let’s give them mobile too. It’ll help them stay in the backline and avoid damage. Not that they should take any, anyways

scenic urchin
#

and then the dragon becomes a fighter at level 8 and it gets its own dragon squire

faint sonnet
#

Rangers also lose their class features except for getting +10 Speed.

smoky sand
#

Can I kill the fighter pc?

#

yes

faint sonnet
restive tusk
#

I’d say give the Ranger less speed, we want to make sure they stay in the front line taking damage for the party, especially for the Fighter

true forge
#

should we get back on topic?

faint sonnet
scenic urchin
#

rangers should only be able to make ranged attacks, they should automatically fail melee attacks

smoky sand
#

Rangers are so good

faint sonnet
#

Not after I'm done with them with my Ranger v99 DevilParrot

true forge
#
*Item: a set of light armour (Requires Attunement)*
:
The light armour becomes as a bright as a flame. Once per turn, when the creature wearing this armour deals fire damage, they can add your Artficer level to the result.
:
Starting at 9th level, any fire damage dealt by the creature wearing this armour overcomes resistance and treats immunity to fire damage as resistance. 

###### Ankh of the Dead
*Item: A piece of jewellery (Requires Attunement)*
:
The jewellery becomes a focus point of death. While a creature is attuned and wearing this piece of jewellery, they learn the [Toll the Dead](https://www.dndbeyond.com/spells/14615-toll-the-dead) cantrip, which no longer doesn't require a saving throw, as it automatically deal damage when casted.

Starting at 9th level, the creature adds your Intelligence modifier to the damage dealt by Toll of Dead as well as overcoming resistance to necrotic damage.```

thoughts on these
#

for the arti subclass im making

scenic urchin
#

penetrating immunity hasn't stopped being a dangerous idea

faint sonnet
# true forge ```###### Robe of the Fire-rat *Item: a set of light armour (Requires Attunement...

On a side note, I forgot to give you this gift. Stick all of this in your Style Editor on HBRE and thank me later when you don't have to use : everywhere anymore.

/* Removes indent after paragraph. */
.page p {
  text-indent: unset !important;
}

/* Removes fancy H1 letter */
.page h1+p:first-letter {
    all: unset;
}

/* Removes annoying font in first line */
.page h1+p:first-line {
    all: unset;
}
scenic urchin
#

being able to automatically deal damage with toll the dead seems like a massive power spike for a cantrip but i must confess i've never actually tested the idea so i dunno

remote kelp
#

Isn’t that a war wizard feature?

#

The half damage on save?

#

Or is that evocation

scenic urchin
#

half damage on a save is not the same

#

I think thats evocation but i could be wrong

remote kelp
#

I meant that it’s garenteed damage with a cantrip

scenic urchin
#

I mean there's a difference between 'guaranteed at least some damage' and 'guaranteed full damage'

remote kelp
#

Oh wait what

#

It’s full damage?

scenic urchin
#

but again i've never tested the idea so i'm not firm on it

remote kelp
#

Hold on catglasses

scenic urchin
#

it also adds int to the damage and bypasses resistance on top of that

remote kelp
#

Mmmm, I mean it’s only 15 damage

#

On average at least

#

Eh still with a cantrip idk

#

Does require attunement though?

#

I’m confused is this a magic item or a subclass ..

scenic urchin
#

its an artificer made magic item

remote kelp
#

Oh that makes sense

#

Uuuuuhhhhhh

#

Can’t artificers not even make +2’s at level 9?

#

Or am I tripping

scenic urchin
#

i'm playing an artificer right now I should know this ...

remote kelp
#

Bruh

faint sonnet
#

Level 10 👀

scenic urchin
#

yeah they get +2 at level 10

remote kelp
#

Mmmm

true forge
remote kelp
#

Auto hitting cantrip with a +5 seems like a little much when they’re just making +2’s a level later

remote kelp
#

Not a magic item

#

I think it’s fine

#

I thought we were using the new crafting rules for some reason

scenic urchin
#

infusions make magic items --- but yeah its just for the artificer

remote kelp
#

It takes an infusion slot

#

So it’s a little more costly

scenic urchin
#

sure but infusion slots aren't -that- powerful

true forge
#

It doesn't, but only one can be active at a time

remote kelp
#

What

scenic urchin
#

making a +1 item is an infusion slot

remote kelp
#

How is it an infusion but it doesn’t take an infusion slot

scenic urchin
#

oh what

true forge
scenic urchin
#

thats confusing

remote kelp
#

Idk then someone else look at it

true forge
hidden lotus
#

enchantment?

scenic urchin
#

domain infusion?

true forge
#

Crafter of the Gods

3rd-level Holy Smith feature
:
Your exposure to the crafting methods of many different holy items have imprinted themselves in your mind. You learn 2 God Crafts, which increase as you level in Artificer, increase to 3 at 5th level and 4 at 9th level. These God Crafts are items that look like and act like items that the Gods use. You follow the ruling from the Infuse Item feature for your God Crafts. God Crafts dont require you to spend an Infusion slot to make, but you may only have 1 made at a time. If you make a new God Craft, the oldest one becomes the item it was before.
:
If the God Craft you make is a weapon, it uses your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. You are proficent in God Crafts.

#

There's the feature

#

I'll probably need to reword it lol

faint sonnet
#

So, working on my big good spell rework (BGSR) and I'm curious people's thoughts on a utility fire cantrip. The issue is that fire generally lights stuff regardless, so there's some inherent overlap with the cantrips that do that. Hence I'm trying to figure out what room for utility there is unless I just make the third cantrip much more about controlling fire (such as snuffing it out and the like.)

marble orbit
#

Hey guys, I'm playing a (Revised) Ranger. My character is a half-goblin, with ties to the goddess of chaos (step mom) and i was wondering if anyone had any homebrew subclass recommendations! I'm open to any :D (i'm sorry that i posted this in the middle of y'alls conversation, my bad)

scenic urchin
#

fire utility is kinda tough, i think control flames was the designers best attempt at it and while its a fun cantrip ... it's certainly no prestidigation

#

prob need new mechanics tied into the game to support the idea of fire utility

digital jetty
faint sonnet
#

Currently have the following stuff for Fire cantrips

  • Touch-based Fire cantrip. Does Fire damage and sets a target (including a creature) on fire for a few turns.
  • Ranged Fire cantrip. Works similarly to Conjure Flame (and largely replaces Fire Bolt) in the sense that it makes a flame you hold in your hand and you can toss the flame to light stuff on fire.
#

Presti is going bye-bye, in other news.

scenic urchin
#

fire be a good source of warmth/warding off cold, it can purify, cook, uhhhhhhh .... its associated with anger and passion ....

#

oh and the 'making firey shapes' stuff from control flames