#homebrew
1 messages · Page 6 of 1
give it a base +1 to dmg/atk maybe
or if you want it to play off the boost more often give it more effects
maybe it does an extra d4/d6 instead of switching to a d12
maybe it forces some sort of saving throw or has forced movement
that or maybe like an extra d6 of fire dmg or smth
yeh
maybe the base dmg could be a d12 instead
in general though martials have their bonus action spoken for already
since people running two weapons would usually want to BA attack
whether thru scimitar of hand xbow
i actually dont have any martials in the party lmao
and even the ones wielding heavy weapons would want the polearm master feat to weaponize their BA that way
apart from a rogue and a fighter/wizard
using your bonus action as is would increase dpr by about 1+.05*6.5
versus someone using polearm master with 16 str for 2.5+3
wait no paladins are martials too lmao
none of them are using polearm master atm though
which does 400% more damage with no resource cost and no magic weapon needed
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.
as a dm i wouldnt allow this
sets a poor precedent
I saw a homebrew (spelljammer based) lvl 1 spell that removes air in a certain area. I was extrapolating from there.
I see this as similar to silvery barbs
i dont see it as similar to silvery barbs at all
silvery barbs is a reaction spell that is very clear, cut, and dry what you can use it for
Hmm no cause you create air not move air
So you wouldn't be able to remove someones breath even for a bit
What I'd allow is push air through someone mouth to make em cough
But like that would only work for rp I wouldn't put any combat uses
That's true. I was thinking that prestidigitation is somewhat forgiving on very minor effects, so maybe that's where the homebrew is.
im not seeing anytbing about making air in the base spell in either case
Enough to stagger an opponent to allow an ally to attack them.
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
One stated effect is you create a puff of wind
ah i see
Not really again as a dm I wouldn't allow that in combat
i mean, it says its harmless
Cause that a cantrip used as a lvl spell pretty much
allowing your players to "bend" rules like this is kind of a slippery slope
ends up with someone trying to drown someone using create water in their lungs
That's what I was afraid of.
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
Example maybe you can torture someone with shape water if you do an internation scene but it wouldn't do damage in game
To be fair, that's a pretty creative use of the spell, but its basically reverse horrid wilting
Think rp rules different than combat uses but rule of cool is allowed when not game breaking
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
How would you guys rule a successful dirty shot in the lower regions?
I can't be more explicit without the server sensoring me.
I'd say a one round stun if they don't have heavy armor or unarmored defence
But it would be an unarmed strike
a stun is a lot
stuns are pretty rare or difficult to pull off
i would refer to other HB systems of targeted body parts
i know theyre out there, i personally dont use them though
Hmm true
Maybe something like a reduction to ac for a turn
Since they'd drop their guard
Another funny thing is a -1 to all dex rolls for a turn
Cause even walking hurts
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.
It would depend what the difficulty is / what resources you're expending to get it
What resource, damage or accuracy bonus are you sacrificing for the potential benefit?
If you're not sacrificing anything, you shouldn't gain anything
Or gain something very very minimal
Ex a reduction to ac by 1 or 2 is as good as some masteries
So a fighter sacrifices his damage to reduce ac
As example
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)
this is OP, but if you think its funny use it
i made a final girl fighter subclass for halloween
i can't send a screenshot so one moment while i copy paste
Thank you for the feedback I won’t lie I honestly thought I was just going to be told it’s stupid or a dumb idea
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.
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.
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.
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.
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.
what do y'all think? to be a final girl
i'm also working on a beetlejuice patron warlock, "The Bio-Exorcist"
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.
Make ac 8 plus dex and pick either cha or con to have a more balanced unarmored defence
Interesting, I'll try that
Everything else alright?
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
He becomes a 5e hill dwarf
Oh good idea, make it only apply to Sorcerer levels
XD
I forgot to do that
Btw spending metamagic to be stronger may be cool but man I can so easily make the most op martial character with this
A player with that, with minimum optimisation puts paladins to shame
Double attack and advantage to attacks plus 10 to damage per hit
Listen to this now
Warlock level
You attack with charisma
With a gs
2x2d6+15 with advantage
DAMN
ok but expending 5 sorcerery points is mad youre probably not doing that
+3d6 for true strike
u technically dont even have to be melee sooo u can just be using a bow
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
That's not too good compared to hitting with one stat no need for str
Or dex
You are bulky with high ac and hit so hard
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
That's 27 plus 62
89
No leveled spells yet
at that point it gets abit silly es
Yea ikr
make it just apply to weapons and its not too bad
Yea thats my point lol
Weapons only is a great idea, thanks
Make spending the metamagic a ba
To not do tomfoolery like I am doing
Try to smite with all this shit
Good idea, making you unable to Smite and Arcane Empowerment at the same time
Wouldn't have noticed that
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.
Ok last one the lvl 18 is just action surge but better, you want a strong form I assume
All Sorcerers have a busted level 18 thing
It's a capstone for a reason
its only for a single fight unless you wanna expend 7 sorcery points lmao
3 Cantrips per action seems like a pretty thematic and strong capstone
Make the attack 3 attacks not 4, and change the use of spells to spend 1 metamagic for each additional cantrip used
Remember if you also next turn use the lvl 14 ability they will deal 118 damage a turn
If they have a scorceres vial they can just insta recharge that and no problem
They can gain a lot of metamagic for slots too
The ability to do insane damage only costs a lvl 3 slot
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.
Man a lvl 18 scorc and lvl 1 warlock would be so busted
mmm I guess this does easily outshine your average martial 😭
Imagine this I spend 7 mm to transform, I then use 3 more to nuke with eb
I deal 16d10+160 force damage
Spellcasters do that by default
Why are you doing 160 Force damage? Don
't you need Agonizing Blast for that?
true but in other ways than single target dpr now you get both
You typed 1 instead of 2 by accident
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
well its only weapon attacks now
Which totals to 33+55+80 for 168
Yea I'm slow on math
That's a great nuke
Not the best one ive made but pretty good
No it just costs mm
To cast cantrips
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
Overall as a base scorcerer it's ok if you are the dm just tell the players not to multiclass to make it easier
Got it
I don't get why people homebrew casters into... just being full on (and better than normal) martials while also being full casters
Like fighter exists for making tons of attacks
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.
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
let's see new stuff!
Hi guys! Im working on a music/dance related monk subclass for myself, and im wondering if the 3rd level ability is too OP
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.
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.
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
i dont see any issues with it other than the things youre already self aware about
Thanks! Yeah the complexity is more to challenge myself in combat, i want to try and utilize battlefield placement in a different way
one thing id probably do is work in charm immunity into the affect
Oh good shout
something that auto-succeeds on the saving throw if theyre immune to charm
hey guys recently I tried to homebrew some spells for the first time,
lets have a looksie
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
(I know its basically reflavored shatter)
i would look into magnify gravity
^
it does practically the same with, targetting a different save, does 2d8, same dmg and lvl
and a speed reduction
hmm I see. Although, magnify gravity is for graviturgy wizards only
but yeah it looks like I accidentally homebrewed an existing spell
yeah, granted graviturgy spells tend to be stronger than base spells
eeeh i mean in principle, but as the dm anything goes
yes but its a force dmg, and it can make enemies fall prone
i mean the other one is also force, and inflicts half speed, similar to prone
yes you're right
prone is also detrimental at range
because it gives disadvantage for ranged attacks?
indeed
indeed
lol
lol
Little word association: what ideas come to mind when y'all read Oath of the Hearth/Oath of the Home?
The protection and cherishing of family, ensuring that wherever you go, people feel at home. Paladins of the Hearth often make homeless shelters in areas with slums or ghettos, and do their best to right whatever wrongs have taken place to cause this unjust treatment of the people.
conjuring a big fireplace made of stone that comes pre-lit
You know the bonfire spell, but it lasts for 8 hours, because damn you bonfire duration
and it comes with a cooking pot
Aura of warmth. Feeding family, feeding the stranger, safety of shelter. Shelter from the storm. Healing soup. Healing light. Dim light, shadows cast by fire. Wall of fire.
aura of warmth is great. resistance to cold damage, and something else perhaps?
Pre-2024 I had a paladin order that revolved around charity and hospitality
Oh ho it still exists
https://www.gmbinder.com/share/-LqBnVmyrjyce24ZGlXz
Perhaps from association with WoW, but Hearthstone comes to mind, basically the ability to immediately return to one's home from anywhere 😌
https://docs.google.com/document/d/1Mlu6hRGODZZCF6vXsKejD8AHjvgprL1G50LH-kU78RU/edit?usp=drivesdk i need some opinions on this one,,,,!
again, it's the warlock subclass that can stun with eldritch blast at level 1,,
stun at level 1 is just...
mhm, read please-!
in the first game, hands from the abyss was the strongest stun move in the game 😔
i think youre trying too hard to play into the original skillset
i feel as though if i was i'd aim to add paths as well ;3
i think it can be simplified some, maybe make the unchecked power a core mechanic and then simplify the rest
mmmh which one,,?
wyrd reconstruction doesnt have to work that closely to the base class
its a lot of words to say "ya heal some hp and might bleed or something"
mhmm,, base rules don't support damage over time particularly well,,
i think its more important to capture the flavor than the actual mechanics
dd isnt dnd and vice versa
mmmh i'm not so sure,,
ssince it isn't entirely supposed to be Occultist but it's a dnd subclass, it's supposed to be a dnd subclass,,
tthe flavour text in the initial description certainly doesn't aim to entirely go for the occultist thing,,
yet i thinknit plays too deeply into the occultist skillset
i mean you have mostly all of his abilities ported directly in
probably make unchecked power the "core" mechanic, and then throw in simplified versions of his actions once per subclass feature
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,,
hexes as hb spells are fine, i just think the class itself needs trimming
i see, i wasn't sure what you meant entirely,,
heres an example
i understand now yes yes-
so wyrd reconstruction in the game is a high variance heal that has a chance to bleed
bbloated with actions per-feature,,
your wyrd reconstruction takes up half the page to explain it
and you also get a different ability at lv6
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,,
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"
again, it doesnt have to be a DoT
it doesnt have to be mechanically identical to his skills, just if the flavor is there
yyeah, that's how i had it previously but i was shut down by someone telling me that it could ruin games and was too risky,,
because DoTs dont exist in dnd, for a reason
tthey do though,,
we have Burning
well the ones that do exist are pretty limited
Most DoTs are monster effects though
^ yes,,
rregardless, a couple of my homebrews aim to add DoTs regardless,,
i am clearly willing to push the bounds of 'this system is still 5e!!" 😭
i still have to work on the spellcasting system rework, and AC rework--
anyhoww,,
yyeah you quite literally explained how i had wyrd reconstruction previously,,
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,,
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 😭
wyrd reconstruction is risky though
it's significantly less risky as a DoT than straight damage, however-
Thoughts on these regional effects for exploring the wilds of Theros in a sunless world?
it's fine,,
i'd probably add more detail to rations/water,,
as well as what is considered 'safe" rest areas,,
wwhat kind of explicit benefits you get from sleeping in an inn over a bedroll over the dirty and cold ground,,
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,,
oh, additionally, i find light sources to be awful to manage so like, decent idea, it might be annoying though,,
i mean, it is supposed to be annoying
as in annoying for you, the dm- pardon,,
i dont mind more auras
ssomething something a large beacon used to control undead something something vampires using it to control them-! it's all campaign-specific lore so it shouldn't really impact yours much,,
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.
what DC does it use
How you will track rations?
Can players reuse ammunition?
Are there creatures native to the Gritty Wilds?
Oh, im not tracking it, the players are. Ill just take off a ration per day
As for reusing ammo, they can, its just half the amount used after 10 minutes
biosphere definitely matters (hundreds of entries for each organism in my campaign like unironically)
bbut i'm not sure if it matters in this specific instance,,
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.
i dunno what the question is,,
Then for food and water could have a mechanic that allows them to use that die for something beneficial. So they are rewarded for being well fed and hydrated.
seems a bit too much
How so? It feels like it less than tracking rations and ammunition.
Definitely less for ammunition.
I mostly just dont see how it feels like the party is being refreshed and topped up on ammo
What do you mean?
i dont see how having a special die to track feels like the party is being refreshed
You want the party to feel refreshed, like at all times or when they are able to successfully navigate the environment?
im just not seeing the use/fantasy of what that die is
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.
ranger fantasy: Ranger, but make it to where people don't complain its bad at higher levels without multiclassing
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.
i love that.
thank you so much I appreciate it!!!!
it's a shotgun - give it an aoe 😈
ohhh good point!!
Great idea yes
hm,,
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, , , ,
i still have to work on that custom dodge,,
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,,
what are you trying to achieve with this homebrew?
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,,
i mean Dodge is an action in 5e - if you wanted to let someone dodge as a reaction that's pretty fine
I know about dodges trust me :p
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,,
that's the flavor of the dodge action
Dodge plus Dash feels like a rolling mechanic
unsure, , , ,
so your PC is naturally trying to dodge attacks in combat anyways - when attack hits you mechanically - flavorwise you could've dodge rolled it
yyes that is my point-
it's only the attack that reduces you to 0hp that actually definitely hits you fr
in 5e it'd just be what you described,,
dash with OA against you have disadvantage
i don't see what ur getting at soz
u want it to be something else?
^ this is dodge rolls are in 5e, this is the extent to which they can exist,,
so ur looking to change that?
essentially, , ,
also dodge rolls vs accuracy is a whole lot consistent for me (the dm) to control,,
i mean sure-? it's not really what i;m looking for though,,
can you explain what you're trying to achieve then?
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,,
I don’t know what that means
^
10 + pb + dex/str?
tthat is for your number of dodge rolls per round or dodge roll,,?
llike, your roll is always a d10 or, , , ,
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- -
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
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.
tthat's nice,,
it was never an issue for my on desktop but it made it annoying to look at things on mobile,,
mmmmh, hard to say-- ? ffeels a bit worldbuildy or dm discussiony , , ,
yeah, i was pretty conflicted if i was to send it here or in the world building channel, but i ended up here because the theme and flavor i already have, i'm just off in the numbers
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?
Horizon walker should get some buffs. any ideas on how to improve the other ranger subclasses (other than Gloom)?
Maybe you could make a formula involving everything you think would influence how much Vitra a person has? Variables could include Creature Size, Age, Con/HP, Level, PB, maybe even STR, maybe some other secret number like a randomly rolled d4, and all of these could be combined or used together somehow to determine how much Vitra one has?
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?
Sounds like you will spend a long time resolving attacks.
In turns.
What will armor do in this scenario
tthat's one of the things i'm figuring out,,
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,,
out of curiosity, why do you want to add dodge rolls anyway?
^
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,,
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
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,,
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
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,,
What does it do
it just makes the enemy roll for dodge when you attack, and you roll dodge when you get attacked, instead of you rolling to hit when attacking, and them rolling to hit when attacking you. same amount of rolling, no?
mhm- but they don't know what the accuracy mod is ;3
they already wouldn't know the enemy's AC or Hit modifiers though, right? I don't understand the functional difference is all
ddifference is i can force one of my attacks to hit on the fly instead of hoping i roll well,,
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
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,,
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.
aside from that being a controversial DMing style, could you not hide your rolls in whatever software you use or something similar? seems like a super roundabout way of hiding your rolls
i mean, yeah, but that kinda takes away from the game imo 😭
i like showing off my attack names and the rolls and stuff < , , , ,
Seems pretty cool to me :)
I would probably say only 1 AC unless it's high rarity (in which case I'd also introduce the crit effects if you weren't planning to before)
So, would you make the enemy's Accuracy stat public and also have the players publicly roll for dodging?
ddodge rolls are public, enemy accuracy isn't,,
i'd assume the players would share their accuracy amongst themselves , , ,
so how is that different from hiding the enemy AC/Hit from them?
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
^^^
Assuming ac is reworked to reduction
Which, again, is a whole different conversation
ah so you just want to transfer the stakes into the players' hands
Lotta work but if you make it and its good I'd use it
:3
I personally like the idea of armor being reduction in theory but its a lot more numbers at the table
yyes this very much as well,,
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)
mmmh i don't think it's that different,,? tthough, again, i can hide AC easier than i would tohit, which is public,, bbut this goes both ways- i can have a player attack and get high damage, but they would miss due to their AC, i can just have the enemy like, not dodge ;3
mhmm,, tthe main thing is figuring out how i should make a formula for accuracy and evasion,,
pplus, you know, figuring out what to do with AC, , , , and figuring out how i should keep critical hits and misses, , , , ,
My vote is having dodge work exactly as AC works, and instead rework armor into reduction
What are you thinking
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"
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
it still needs to be kept as like, a dodge roll, so the player can choose to be hit or choose to evade - and yes i'd like to mix in ac to be damage reduction,,
i like the basic idea, you have a number of dodge rolls per round, etc etc,,
A doge roll could just be a feature of light armor
You want dodge roles to be limited and tracked?
so maybe you could do this above, and rework AC as a lower number that is flatly subtracted from all damage taken (either to a minimum of 0 or 1)? # of Dodge Rolls could be related to Level or Proficiency Bonus or both?
Headache id just make it an action you can do instead of tanking
i hadn't thought of that, should it just be infinite uses per round-?
spend 5 movement to roll gain 1 ac
why would one choose to be hit is what im thinking
rreworking to make tanks a real thing,,
If you were going to limit it, I would say do so by "combat" and not per round, but that might just be me
yeah you'd need an incentive to do so, maybe stronger Taunt effects to encourage tanks to do so, and more features that activate upon receiving damage
You need taunts to make tanks a thing
In my opinion, on hit, you should be able to choose to attempt to dodge or to tank it.
Heavy armor makes tanking better
Lighter armor makes dodging easier.
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,,
i have that already,,
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, , , ,
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
mhm, i'd imagine so- just have to figure out the precise formula for it,,
Making it literal elden ring dodge rolls is not something I would do
yyeah i didn't realise that until now,,
ttracking it might overcomplicate things for little-to-no reason,,
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
Are you going to add facing?
yeah, making it a valid replacement for AC/Hit would be a Lot of complicated work and tweaking
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
would anyone happen to be interested in giving feedback on some homebrew vampire mechanics and player option ideas?
wwdym,,?
yyes,,,,,,! tthat is something i understand--
mmain thing i'm worrying about now is like, do i just turn the attack roll into crit roll,,?
I really can't tell if I'm supposed to read your cadence as like, a snake person or a really heavy stutter
meow
probably just holding the letter sound ("yyyyes," "wwwwhaddya mean?")
I also don't know how to translate this to inner monologue
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
I'd like simple facing rules
I would probably make players define the direction they're facing at the end of every movement/action/turn if I was implementing that
Fft style
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,,
Yeah you would want to make it harder to get behind an enemy
Oa's trigger on movement within reach right? Or is it leaving reach?
Cause that could lead to infinite backstabs
oooh that would add backstabs wouldn;t it, , , ,
i dunno why i didn;t think of that,,
everyone is facing the person whose turn it is unless you stealth, roll, or pull off a similar action
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?
people aren't taking turns in-universe so this wouldn't make sense to me personally, especially if they follow that person's movements on their turn
Nah definitely choose which direction on the end of your turn, So you can choose to block a doorway for example
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
I don’t your logic.Your facing the enemy, you don’t move from the doorway. Is there another rule where doorways give you bonuses?
the whole point is that you have to use a maneuver to get behind them like in Elden Rings
The facing rule i suggested was that you get a defense bonus while facing, and suffer a loss from behind
I assumed that was on the table. What would directionality add otherwise
Unless you mean all characters actively track the active character
In which case thats functionally not directionality
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.
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
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!
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?
who are homebrew community moderators...?
Possibly DDB?
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.
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
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?
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.
dimension door does
scratch that, i thought you could take unwilling creatures
nvm
Yes, the shield can be used as a monk weapon scaling with martial arts die
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?
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
Added 1 to what?
"Melee weapon attack" "martial weapon attack"
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
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
no worries :)
so for each shield-strike you land on a turn, your AC increases by 1 until your next turn, up to a max of 2?
Monks have martial arts die, these scale your monk weapon up, martial weapon, monk weapon. I confused the terminology
it's all good
Well yess, tho an action surge should be able to increase it further because you get a second action to attack with the monk weapon which the shield is classified as for the subclass
It just doesn't work with flurry of blows
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.
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
a great point, i would expect more defensive features from this subclass
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
iirc mine came at 9 or 11 but yeah definitely not too late in the levels
Worry about flavor texts later. The subclass needs to be functional first. Then you can justify it later
It's not flavor text, really, because it's the entire narrative justification.
Suffice to say. The shield becomes a weapon and a defense tool.
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.
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.
While true. It fluctuates because not every strike is successful, meaning you don't always gain two ac. You might get none with you miss your monk weapon attack
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
I'd be interested to see the initial pitch feature for the subclass.
That's likely what would make or break it for me.
^
LADIES, GENTLEMEN, AND ALL OUTSIDE AND IN BETWEEN
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
5 what? 5 per Short or Long Rest, or per combat, or?
I PRESENT TO YOU 🥁 🥁 🥁
THE WHIPE O’WHIP!
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.
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.
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.
Besides, wizards and sorcerers can basically spam shield as a reaction by that level
I’m thinkin of making this an uncommon magic item
But that costs them a resource regained on SR/LR, unlike your feature, which is what I meant to impose by a limit
I might, or I might let the monk struggle with what to do with his reactions.
Imagine for me a moment
is it a d10 to damage? and how much can it heal at once? also 100 is a lot early-game I think. it stays in healing mode until full, and damage until empty, no in-between (like healing while it's in weapon mode at 37/100 thus filling it to 47/100)?
This was already the case yes
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
is that an answer to all three questions?
ATM it’s a flat 10 damage per strike
It can heal up to 100 damage however that would immediately turn it into a whip
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.
This seems completely useless. There’s no reason you can’t eat the pie, and no benefit to doing so.
Solution: Make it sentient, mobile, and hate being eaten
Make him always choose to use reactions. And then have the barbarian slay your creatures. Idk... I might have to rework this.
I would assume the point was risking the Wild Magic table, which could be good or bad, but yeah there isn't much incentive to eat it in the first place
The WM table is, like, 80% bad
I think most people would choose either Disadv or Interception as their default and hardly stray from that, so it's more giving them an option for using that feature than it is a decision of what feature to use your reaction on
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)
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 🤷
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
When I think shield monk the first thing that comes to mind is Captain America
Why does it need to be a pop culture reference?
But I’m not sure if Captain American really captures the monk spirit
Let it be its own thing. No need to throw your shield at someone.
Well to be fair a lot of subclasses, especially monk subclasses, are inspired by pop culture
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
While true, not ever class is. Show me the reference of an arcane trickster. Lol
Now you see me
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)
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
There's a thought tho. To use a taunt which grants advantage on strikes towards you as a bonus action.
Maybe for a barbarian but idk if that’s a good idea for a monk
Not a bad idea, some Sentinel-adjacent feature that lets them CC enemies who pass through their range of influence.
yeah idk if a monk could handle that kinda beating even with the ability to increase AC. a taunt doesnt necessarily need to buff the enemy, just force them to attack you.
It’s something I thought about for a grapple centered monk
Figured the martial arts class should have more subclasses that actually focus on martial arts
Why would you attack a monk and not the barbarian that gave you advantage to hit him with??
Grapple monk had some features I just wasn’t sure where to put them
oh, i didnt realize you were talking about a barbarian feature
Features included, grappled enemies cannot attack, you can grapple two enemies at once, you have advantage on grapples, etc
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
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
Ok but like monks don’t want to be hit
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
That ac isn’t as promising when the attack against you has advantage
Also this is very similar to what paladins are for with compel duel
the monk would not give enemies advantage against them
i think there's some confusion
Rewording this feature might do it
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.
sure, that would work
Wait, superiority dice?
Ain’t that a fighter thing?
It's a battle manuever
Ah I see
Technically you could get it at any time with a feat so...
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
Or wrestling tropes like crowd pleasing
Feel like I've seen this before
Yes, the DDB community Homebrew moderators.
If a grappled enemy remains grappled for more than 3 turns, it’s immediately knocked out
A 3 count
Perfect. Down to the last minute detail-homelander
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!”
Idk where it would be added in but this class also lets you use your martial arts die on improvised weapons
Level three
Nah nah. Make it 6th level
Any higher and the count down will fail more often. Or the other problem, combat ends too quickly
Wait huh?
I was gonna make the 3 count a final feature
Similar to the open hands heart stopper
When the last time you saw open hands actually work?
You can. I'm just saying that it's not useful at that stage of play
Hmm… back to the drawing board then
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
it is a feat, don’t be afraid to make it beneficial. I think it can just be: when you cast a spell, the spell doesn’t require verbal components even if it includes “V” in its component entry.
You should also give them a benefit for stealth.
Make it like metamagic adept, maybe more potent but more restrictive, as it only allows for the subtle spell metamagic
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.
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)
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?
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.
I kinda forgot I sent it here I was going to go back and delete it tbh
big fan of this
holy gods why did it take me so long to figue out how to get MTG art into my homebrew?
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.
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
There may be synergy between items but thats emergent rather than preplanned
At 8th level would it be too powerful to have no save or vulnerable to all damage
Character level or spell level
It says level 8 necromancy. I assume that is spell level
That's not what the spell does at all
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.
Reread the message
They’re asking if it would be too powerful to do it that way instead
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
Homework:
- Formatting
- Rework Rebuke's damage types/attacks
- Buff Doom/Touch
- Make [Catalyst] and [Creeping Death] more DM friendly
Got it
Recommendations for item 4?
Item 4 is Chalas doom - buffing touch should buff doom
Oh sry item (4) on the homework list lol
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.
(Your range is still incorrect in the initial tooltip)
Apologies!
Fixing
The idea is thunder and lightning damage feel like they would often go together and yet they don’t in spells
Think flame strike with fire and radiant damage
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.
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)
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
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).
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
Call it the Spell Shot
i maintain that shotguns should be a dex save within a cone aoe
Requires attunement ofc
I agree
I cast summers v tice
(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)
But lol lawyer jokes aside, I agree Hank
They should be a cone
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.)
Like which makes you feel more powerful when declaring “I cast…”
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
Option number 3 to me
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)
Right, right. I feel the same way
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
I feel like you could make the Lightning damage go up and the Thunder damage go down
the flavor is a bit lost when most things are neutral to the damage types
and Thunder is like a baby Force
Interesting! I’ll play around with that
Wdym?
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
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
That’s true I guess
That’s entirely fair too. I never thought of it quite like that but that’s good to know for sure
I gave my players a book written by Mordenkainen, similarly, when my Wizards wanna learn a Melf spell or a Tasha spell, they would find those in books about those people
I think that’s definitely a good way of feeling closer to your spells as a caster
Exactly what I love for a DM to do. Immersion is key to making these spells sound familiar and badass. If you don't know who Mordekaisen or Tasha is and don't have a single hint of their reputation, not even a scroll mentioning their infamy, I feel like these kind of names ring hollow to players
That’s a very cool idea, to help make the world a little bit more alive
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
Do y'all think its fair to limit it a lot? Or am I overselling the ability?
New systems kinda makes it hard for feedback
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
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
As of now its 5e with variances, but most abilities are newly designed from the ground up, with some equivalents in normal 5e
Gotcha
chat I would like to hear your opinions on this homebrewed spell
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
@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?
I like the idea of it, my version of the idea was more limited #homebrew message
well the main benefit is that if you pair up with a 20 int wizard you now get +5 to all spell attack rolls and +5 to spell DC and can use their spell slots like if youre out of 3rd level ones you can simply borrow theirs
Adding +5 to spell save DCs breaks bounded accuracy pretty hard
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
bounded accuracy?
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
Circle Casting already?
so its not a good idea to allow to stack bonuses?
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
better
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?
well the fact it can be any amount of damage is worrying
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
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
imagine someone just hit the boss for 40d6 damage
would this spell copy 40d6?
not a paladin spell?
another thought - what if the damage was halved from a saving throw
ie someone saved against fireball and took half damage
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
so it does do any amount of damage then
That was one idea i had yes
yeah that's what i was saying was worrying - a first level spell shouldn't be able to match a 9th level one
no i meant the damage you're copying
but the damage would insta kill the player so the max damage you could do is all but one of your hitpoints, so no
you get what i am saying right?
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
that would be one way of fixing it - i was suggesting another way
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)
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
looks good
So I’m confused
What is the benefit of using this spell
Or
Is there none
i appreciate the inspiration but this seems to pretend hellish rebuke isn't a thing
there's some minor wording things I would double check coz of edge cases - ie Death Ward
as just a reaction you are able to basically (if rolled well) double the damage against the target, but you take the same
"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
thats better wording yes thank you
looks good
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"
gotcha
So Sam casts 6th level Disintegrate forcing Pat to make a dex save. Pat fails. Jordan uses their reaction to cast Eye for an Eye. Sam and Jordan both take 10d6 damage. Pat takes 10D6+40 damage. Sam and Pat make wisdom saves? If the 10D6 would reduce Sam to 0 hit points, he instead is unaffected?
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
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 👍
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
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.
I probably will add that
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
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?
a finger subclass...?
*figher
oh
Well I mean you still have weapon and armor items
not being able to cast spells ... fighters can't cast spells anyway >_>
But I wanted it to be a trade off
I didn’t want them taking enspelled weapons
And magic initiate, background spells and multiclassing are things.
Same reason why barbarians can’t while raging
uh
that, kinda kills fighter
fighter (and any martial) rely on magic items for power
That... is a separate thing entirely
What if... Rangers got war caster, mage slayer, Dungeon Delver, and Keen eye?
enid, people arent got to listen to your ideas as your things are buffing rangers by making them OP, which nobody wants to see imo
Fighters are OP and yet people still play them.
they arent?
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?
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
It's not good design for multiple reasons.
if you want people to consider your ideas, you need to build up your reputation first
Gotta walk before you can run.
You can still use magic items
You just can’t attune to any that aren’t weapons or armor
still
most good magic items for fighter are weapons and armour and require attunement
this really only leaves you with +x weapons/armour
so in this sense, ranger > fighter?
It's also entirely valid to want to fix a perceived issue and lack the ability to do so, which is the entire reason homebrew has a learning curve.
Yeah wait what
No you can still attune to those
You can attune if it’s a weapon or armor
Just not like wondrous items
I thought it’d be interesting
i mean
Either people stop complaining rangers are bad, or I make my ranger homebrew.
basically all uncommon and up wondrous items are attunement
Right so you can’t use them
restricting magic items seems less interesting to me, not more, less toys to play with
Well I wanted to make a kinda anti magic fighter so I thought it would be interesting
The thing is, your Ranger homebrew doesn't actually fix anything. All it shows is that Ranger still has issues and that your content isn't of a reliable quality. Your content doesn't fix Rangers if no one looks at your content.
That's what Acid meant by reputation.
Rangers are at least a bit better than fighters.
I would compensate with better subclass ability’s
I wanted some kind of trade off
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
Wdym?
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."
those abilities gonna be load-bearing if that's the tradeoff
That was the plan
Is that what the homebrew comes off like?
You’ve been provided multiple iterations of feedback in the past
I would say it gives the impression that you don't listen to anyone and you don't actually think about homebrew before you propose it.
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.
hmmm, what item would fit an Ankh the best (for an 'infusion')?
I dont understand homebrew.
to be uncomfortably blunt, these ranger suggestions seem like they're coming from someone who hasn't played a ranger in an actual game
I actually played ranger. i dont wanna try other classes.
how did your most recent session with your ranger go?
then why brew? homebrewing requires you to know most the rules, other classes, items, feats ect ect
why not
Well, they died.
the session died?
This is totally fine, but this is why you gotta walk before you can run.
any thoughts
I want to make rangers "better" because i absolutely hate the "ranger bad" comments.
is that death related to why you want to give all rangers the mage slayer feat?
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.
Making a class better is not a quick thing, though.
ranger is bad, but bad compared to most of the classes, (aka all the casters and paladin)
its better then most if not all the martials
theres more feats i gave them. but ye
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
then we should buff martials!
If martials power level is important to you. Learn dice math
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.
... wait, whos the bbeg in barrier peaks?
i can tell you in the thread
adventure spoilers has a thread
sure
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)
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
pebble-sized fireballs...?
So how would it affect the damage, cast time, range, etc?
Melf's Minute Meteors would like a word 
ranger should get buffs if people are gonna keep complaining about "rangers bad"
Perhaps let me ask you two questions
- Why do you think people say Rangers are bad
- Have you experienced such issues yourself
I hope the irony of that statement is understandable.
We know you have a prejudice, yes
"People will complain about Rangers"
"I hate Fighters"
So then I propose fighters get a buff. They will now get their capstone Extra Attack (3) at level 5 instead.
We did just see a complaint on Fighters, I suppose. Fighters should get buffs if people are gonna keep complaining about "I hate Fighters".
i propose we either nerf fighters or get rid of the class
It sounds like we should be buffing them even further, then.
i mean they 'did' in 2024, more second winds and weapon masteries, but they were baby steps
i guess fighters can have magic initiate, dual wielder, flames of phlegethos, and the wizard capstone as a buff
If someone hates Fighter this much, we clearly have a lot of buffing ahead of us.
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
no more fighters, yes mor rangers
The only thing I feel fighter needs is more integration of weapon masteries stuff
actually, i think we can get rid of fighters
I think it's fair to propose that Fighters get all of Ranger's features at level 1.
Then we get rid of Rangers.
what if fighters could shoot lasers out of their eyes that do 40d6 damage each round
and rangers can reflect that for triple damage
Actually let’s cull the class entirely. Clearly Ranger can be made a Wisdom third-casting subclass of Fighter
Fighters actually autokill Rangers.
fighters should get 18 wisdom for free at level 1
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.
i mean the UA gladiator is a step in that race
And the observant, keen mind, and dungeon delver feats they can explore super well too
and they should get a dragon mount at level 5
Fighters can also cast Hunter's Mark at 9th level at will. (Obviously without concentration.)
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
and then the dragon becomes a fighter at level 8 and it gets its own dragon squire
Rangers also lose their class features except for getting +10 Speed.
If it takes damage, it kills all Rangers.
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
should we get back on topic?
This only applies to characters that are mostly Rangers, though. Other classes being multiclassed doesn't count.
rangers should only be able to make ranged attacks, they should automatically fail melee attacks
Rangers are so good
Not after I'm done with them with my Ranger v99 
*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
penetrating immunity hasn't stopped being a dangerous idea
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. */
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text-indent: unset !important;
}
/* Removes fancy H1 letter */
.page h1+p:first-letter {
all: unset;
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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
half damage on a save is not the same
I think thats evocation but i could be wrong
I meant that it’s garenteed damage with a cantrip
I mean there's a difference between 'guaranteed at least some damage' and 'guaranteed full damage'
but again i've never tested the idea so i'm not firm on it
Hold on 
it also adds int to the damage and bypasses resistance on top of that
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 ..
its an artificer made magic item
Oh that makes sense
Uuuuuhhhhhh
Can’t artificers not even make +2’s at level 9?
Or am I tripping
i'm playing an artificer right now I should know this ...
Bruh
Level 10 👀
Oooooo
yeah they get +2 at level 10
Mmmm
For context, it's an 'infusion' but you can have active at a time
Auto hitting cantrip with a +5 seems like a little much when they’re just making +2’s a level later
Oh it’s an infusion
Not a magic item
I think it’s fine
I thought we were using the new crafting rules for some reason
infusions make magic items --- but yeah its just for the artificer
sure but infusion slots aren't -that- powerful
It doesn't, but only one can be active at a time
What
making a +1 item is an infusion slot
How is it an infusion but it doesn’t take an infusion slot
oh what
I said 'infusion', it uses the same ruling but its different
thats confusing
Best way i could describe it
enchantment?
domain infusion?
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
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.)
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)
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
Is it meant to be open ended?
Why not call them divine infusions?
The g in god is only capitalized when it is used as a proper noun or at the beginning of a sentence.
Good news lol
This can be imagined to basically work from zero spellcasting being existing so far.
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.

