#homebrew
1 messages · Page 7 of 1
Oooh, actually, that does give me a great idea.
The cantrip would essentially work as you providing either extra "fuel" for the fire or starving its fuel, leading to it being snuffed out.
The good news is that the rework has you learning all of the cantrips of that type at the same time, so it's not like you are having to pick between them.
and then the utility value rests on how fire is in general?
To an extent, yeah. Fire has utility with providing light, so this would be related to the actual utility of making fire do what you want.
makes sense, controlling fire through its fuel
Are you looking to pair elements with certain effects? Ie 5e usually pairs fire with more damage. Cold damage a movement debuff.
Yeah, that's kinda the tricky part with fire. I'm tempted to just give fire more damage, honestly, but I want to exhaust other options. Everything other than fire is pretty easy so far.
This is also with the greater framework that the only way to light a fire with magic would be fire magic, so pretty much all of those spells that do so just cease to exist.
Hey peeps, wanted to ask again if anyone knows of a homebrew source for a good simultaneous turn taking system?
like initiative?
My home brew setting:
1920s Deco Punk | Noir Fantasy | Dystopian Superhero
- Summary:
The city is a machine; twelve sprawling sectors grinding out wealth, devotion, and obedience for the empire’s shining heroes. They stand as paragons of justice, symbols of hope… and ruthless enforcers of the GOD-Father’s will.
You’re not one of them.
You’re a bastard.
Born in the shadows of steel bridges and smokestacks, you work the streets, the speakeasies, and the backroom deals. In this world, powers are currency, and those without them are dust beneath the boots of the chosen few. Devotion:the lifeblood of the city is squeezed from the people daily in rituals that feed the God-Father and keep the machine running. Those who resist are crushed or vanish.
But under the neon glow and the soot-stained skies, something is stirring. Whispers of a job...too big, too impossible, too dangerous to even think about, have begun to circulate. A job that could topple the balance of power. Or get you all killed.
- Themes & Tone:
- The Boys grit: superpowered elites are corrupt, untouchable, and terrifying.
- Mistborn intrigue: noir-style heists, double-crosses, and powers with strict, clever rules.
- 1920s urban aesthetic: smoky jazz clubs, cobblestone alleys, elevated trains, and factory skylines.
- Moral grayness: you’ll be choosing between bad and worse, survival and revolution.
- Player Experience:
- Heists, cons, and dangerous negotiations.
- Layered political intrigue between noble houses and sectors.
- Street-level survival mixed with larger-than-life, cinematic set pieces.
- Opportunities for both roleplay and tactical combat.
- Your Role:
You’re part of a crew, an unlikely collection of criminals, rogues, idealists, and outcasts, brought together by a shared goal: to take back power from the untouchable. You’ll navigate a city of corrupt heroes, watchful enforcers, and desperate citizens, building your own legend in the shadows.
Hey guys, does anyone have any reccomended homebrew Ranger subclasses?
Wdym?
someone made a ranger subclass if thats what you mean
i dont really like the official ones, and i was wondering if anyone had any homebrew ones that are fun to play
i just dont really feel that those fit my character
What are you looking for?
for context, my character is a Half-Goblin ranger, with ties to the goddess of Chaos (Kinda his stepmom)
I'm thinking of like somthing unique, chaotic and such
Horizon Walker didn’t interest you?
i think someone made a ranger subclass recently
oohhhhh where? :DD
its here somewhere
Love this
https://docs.google.com/document/d/1SbtLAK63kgsBOKPzdQwh7sIR2dvKtJFDZbIga1J2tZ0/edit?usp=sharing I compiled the features for you
thank youuuu!!
Ehh
I don’t play ranger but I hear gloom stalker is really good
note that this is for 2014 rangers. For 2024, It really differs slightly in that instead of the d10 hunters mark, its adding wisdom modifier to attack and damage rolls.
i looked at it, but it isfairly good; but i dont have any intrest in it
ohhhh okay, i see
Force damage is next. This one's gonna be probably one of the most tricky ones, methinks.
I wish there were more damage types
I don't lul. I already merged two into one.
I did before but people didnt like it lol
Like dragon type, grass damage, ground damage, flying damage.
This isnt pokemon
I don't think we need Pokemon types lol
Anyway, 13 damage types is plenty
in the DM's pocket
Naw, there's 13.
Thought so lol
For which project?
Anecdotally, what do you guys think is the most popular class to make homebrew subclasses for?
I was thinking about it and I wasn’t sure. My mind went to warlock and Paladin on instict but idk.
Entirely redoing all of the spells in the game 
My 13 reasons why
you think thats bad i have for a homebrew scp campaign 102 status effects for varioous injuries
all custom and not basic
Hello Everyone, I am in the process of trying to run a UA playtest session for the Apocalyptic Subclasses and I wanted Sorcerer-King Tectuktitlay to be a optional boss my players could face of they chose to do so. I created a CR 19 version of him using DnD Beyond and Falindrith's Monster Maker, and I wanted some feedback about just balance and just ability lore in general since I'm not awfully familiar with the setting and it's hard to transfer 4e content to 5e. Here is the link: https://www.dndbeyond.com/monsters/5762625-sorcerer-king-tectuktitlay
Any help would be greatly appreciated
PBS, fire, cold, lightning, poison, acid, necrotic,radiant, thunder, psychic and force
Really which ones?
has anyone made a demon slayer D&D
I'd like to know if anyone made a D&D campaign based on Stephen King's Pet Sematary.
I don’t think the tyrannical bolts are enough damage. I might add a third one.
Like the anime?
yeah
Yeah I had a really tough time with that, it felt like I could either add a tyrannical bolt but I'd have to ditch the Legendary Actions according to Falindrith's Monster Maker
And can you be more specific about what you are looking for?
Falindrith’s?
It's a monster CR calculator online
I was using it to try and balance it as best as I could
Would it be bad if I gave ranger dungeon delver?
Hmm does it calculate for 2025 legendary creatures?
I am looking at the Balor and the Demilich from the 2025 MM. what you have is similar to the Demilich as far as structure. The Demilich has 3 Legendary Actions and 3 attacks. And it is only CR18
It apparently does, the issue with it is it kinda just assumes things based on the max dpr the monster could do
im just looking for if anyone has every hosted a demon slayer D&D and is willing to share some tips
Like a campaign?
So it kinda assumes that the opening round would be something like Psychic Scream and then 2 Legendary Tyrannical Bolts
yeah
This channel focuses on homebrewing mechanic aspects. (Subclasses, feats, monsters, etc) If you plan on using official rules in the demon slayer world #dm-world-building or #dm-discussion might be a better fit.
Otherwise it helps to be more specific. I.e does someone have a good subclass for a demon slayer campaign.
Maybe I might increase the tyrannical bolts back to 3 now that I'm thinking about it
I'm just a little uncertain because unlike the demilitch, he can cast 9th level spells lol
That’s fair. The spell casting is probably going to take up the first few rounds
Yeah
Plus he can kinda do 4 tyrannical bursts per turn if he spends all the Legendary actions on them too
Thanks for your feedback though
Eldritch care bears. Goodnight. Lol
(literally just a Homebrew monster design I've been playing with)
On dndbeyond it is wizard, than fighter is a distant second.
Wizard 175 pages and fighter has 34
I think you looked at the 5.14 Wizard and 5.24 Fighter, because I see 298 pages of Fighter subclasses for 5.14.
(It seemed so far off that I had to double check for my own curiosity, lol)
You are correct
hmmm, what bow should i do for the artificer im making
Ofas, radiant damage and prob a guiding bolt type effect
Fail-not, rerolling hit dice
Pinaka, a piercing arrow, 30ft line, all creatures take 2dbow damage die or half on failed save,
prob INT mods per LR for all 3
this like an additional magic weapon or are you doing like bower/fletcher sub?
for the infusion things
Oh the divine infusions?
yeah
If you are doing an extra infusion sub, why not have them combine 2 infusions?
its more, using infusions as a base, as some of these are just infusion, but better
its also based off gods
so, combining 2 infusions wouldnt work, and most wont work anyway
I am struggling to understand the goal. Are you trying to fix an issue you have with infusions? Aren’t infusions already at the appropriate power level?
Would this cannibalize infusions. Particularly if you had a small party?
oh no, its more just a unique item, im using the ruling from infusions to not have to add everything from them into this lol
so the goal is to make unique items. Similar to the armorer’s armor models?
Typically divine themed subs are support or debuff focused.
something like that ig
key word being typically, this does have some support options aswell
i just gotta make more lol
I was saying that, because you don’t seem to know how you want the sub to play.
i mean its up the artificer in question
it leaves you with options
the spell list is kinda just a mixed bag of cleric spells
this feature lets you choose how you play
Holy Smith Spells
| Artificer Level | Spells |
|---|---|
| 3rd | Bless,Divine Favor |
| 5th | Augury, Prayer of Healing |
| 9th | Blinding Smite, Spirit Guardians |
| 13th | Aura of Life ,Guardian of Faith, |
| 17th | Circle of Power, Commune |
i think some paladin in there aswell?
You are going to want to make sure different playstyles/party roles are represented in the options then.
well i got,
a shield
light and medium armour (separate)
thrown and reach weapon (separate)
healing cup
damaging charm thing that can deafen
crown that can blind
+more still to be made
i want at least one of each type of weapon and armour
its not a small arti subclass by any means, more complicated
To clarify you want separate options for padded armor and studded armor?
Arti is already the most complex class
I would group things together like a reach weapons, two-handed, thrown, etc
Can other creatures use these items?
oh its just a set of x armour lol
yep
only one can be made at a time tho (might increase, not sure on it)
One is probably good, since they will have the base infusions. You don’t want too many items, where you can’t use them all.
might make it 2 at 9th and 3 at 15th
i think thats fair for this at least, as it is basically a new set of infusions (you do learn 4 at max level lol)
https://www.dndbeyond.com/subclasses/2578962-path-of-the-singularity
A barbarian subclass I've been working on today revolving around gravity and keeping enemies in close to them
It is fair. I think something like the thunder gauntlets is nice because it upgrades at level 15 and it doesn’t cannibalize your infusions.
With a party of 3 you are going to only be able to use 3 pieces of armor and 3 weapons/focuses at a time. While having X magic items, 6 infusions, and Y god crafts.
i mean, arti be like that
The no save, no action AOE pull effect of the gravitational field feels like too much. Maybe slow creatures moving away from you as a passive, then bonus action pull.
Why not give them a jump distance based on a strength of 30ft so people don’t have to do the math or a temporary flight similar to dragon monk.
It feels odd that they get an additional reaction, but they don’t get any reaction abilities.
Level 14 also feels really strong. Is that the first time you mentioned an event horizon?
Well, the pull effect is akin to slowing them 10ft anyway. I just felt it more thematic to work that way, but I suppose either way works. I also felt that if it required a save it might bog down play so I'd rather it be a passive effect with minimal effect (it doesn't really impact enemies that are already in melee range, and 5ft might as well not do anything). What if it stays at a 10ft pull but affects enemies within 20ft rather than 30?
The event horizon is mentioned in the level 3 feature though I can't remember if I actually mentioned it by name. Its the bonus action pull ability that can be used str x per long rest.
The 30ft jump distance makes sense I guess, I'll have a look into it.
The additional reaction is more to build on the whole "you don't want to run away from this guy" as he will pull you in and then hit you if you try to run away. I did have the thought that it would be cool if when an enemy is pulled into the barbarian's reach he can make an attack against them as a reaction but that just felt like too much with everything else. Besides, i wanted his features to be more about pulling enemies towards him and preventing them getting away than pulling them towards him so he can hit them.
The level 14 feature does have a reaction ability that tries to lock down creatures that have teleportation abilities.
Hope this answers your questions?
My main thought with the damage effect on event horizon is that it only happens if enemies end up next to the barbarian after they get pulled, it works off Con saves (commonly easy to make) and is something you can only use a limited number of times... for comparison, an Ancestral Guardian barbarian can deal 4d6 damage to enemies (admittedly, only 1 at a time) that hit their allies. At level 14 comparing this feature to similar AoE effects available at that level its fairly minimal imo
I while back, I made some cobalt soul monk npcs, I updated their statblocks a bit. maybe someone finds these useful (also I would love feedback if anyone spot and issue)
Cobalt Soul Acolytes on Homebrewery
edit: Even more monks! https://homebrewery.naturalcrit.com/share/P_DnPaUOyktl
Here's an updated version with some considerable changes: https://www.dndbeyond.com/subclasses/2579063-path-of-the-singularity
Notes: Passive pull effect reduced from 30ft emanation to 20ft emanation - still 10ft pull but limited to large or smaller creatures.
Active pull effect remains a 30ft area but now pulls enemies (large or smaller) 10ft (Strength save to resist). At level 14 this increases to a 40ft area and can pull huge or smaller creatures 20ft.
The jump distance increase has been adjusted to a flying speed increase similar to the Ascendant Dragon feature (activated as a bonus action).
The level 10 feature now grants a new reaction. When an ally within 15ft is attacked the barbarian can pull the attacking creature (strength saving throw to resist) to an adjacent space and take the attack instead.
@late nacelle if youre interested in the dragon homebrew i can pass it to you (i have it on google drive for that reason)
hit me w/ it babygirl
thou hast received DM
https://drive.google.com/drive/folders/1gxH5HhJU6ai_dpnCxBvVHlqC19plU6Ck?usp=drive_link
(for those interested - I found it on the Unearthed Arcana Subreddit. Credits are in the document)
Hey guys what do you think of this idea I'm working on a Pokemon mystery dungeon d&d campaign and I need some help on something
Tell me. I will think it over. Are you using D&D monsters?
Oh all the monsters in the pokémon mystery dungeon d&d campaign would be the Pokemon from mystery dungeon so basically wild Pokemon that cannot talk
Speak with animals spell?
I know that legendary Pokemon are forbidden same as you can't become a legendary Pokemon in this d&d campaign
Nope you will have to battle them but there is an item in Pokemon mystery dungeon that can allow you to to recruit wild Pokemon with a special Berry
But it's only temporary
And as for the Pokemon you choose it goes based off your personality
Tempoberry
Yeah pretty much what do you think of this DND campaign concept of a Pokemon mystery dungeon
And the other ones that I'm creating are not just Pokemon I have one for fallout we're a wasteland survivor who's surviving out on the wastelands and any other one because why the hell not is five nights at Freddy's FNAF world based off the five nights at Freddy's RPG game
You still work on some ideas that are more adventure based games I mean for Kingdom hearts I have no idea how to get that one working
Do all item and move uses cost a full turn in actions?
Oh move would cause pp but you wouldn't be with your starting moves scratch growl or any of the elemental abilities for a start if you're a starter Pokemon it's
basic grass fire and water annoying the setting of the place would be Pokemon Island the main island of each Pokemon mystery dungeon game
Flavor of a setting is one thing, but the system is the main aspect here
So in D&D there are actions in each turn, not just one.
No of how actions for work for the Pokemon mysteries on this d&d basically you would use your dice to rule and see if you could hit your attack at least you have to use four dice the only problem is I don't know how to get before dice system to work basically I'll be here for move slots but there would be one you need to build it if you have a Pokemon that can mega evolve your party man one of your party members could actually mega evolve and then they're the other one would be gigantamaxing but we only exclusive to galar Pokemon
yeah this isnt dnd you want, a different system perhaps
No I don't try to make it work with the DND system are you still use dice too use your attacks basically I still got to work on balancing it and once it fully works then it'll be a cool unique twist
so do you want dnd classes, stats, items, ect ect
Actually I'mma have a unique style for the d&d classes for the Pokemon and the mystery dungeons squad team basically got the healer AKA and cleric who would be a pokémon that would carry berries to basically being the somewhat helpful one then you got the team leaders team leaders would be Pokemon that would be part of the team so I mean team leaders would be like for the rescue adventure squat team it's basically something like that and it and the other one would be the specialist basically sort of I still got to work more more and see if I get the system to work but what do you think of the concept though of a mystery dungeon d&d campaign?
I mean I still got more concepts and see if I can get it to work
y'know there are pokemon TTRPGs out there
which would probably work a lot better for a pokemon focused game than DnD would
Ok… so if I am to assume that you want to run a non D&D system, in a non D&D world, and want to call it D&D?
Lets assume you just want to recreate a Pokemon using monster stat blocks in D&D for players to use as character sheets, yes?
If so, the actions and movement from overhead are worth a thought as range and movement is big on a game bord
*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, the creature can spend their action chanting a word of death to any creature within 30 feet of them. That creature must make a Wisdom saving throw against
your spell save DC or take 1d8 necrotic damage and become deafened for 1 minute. on a save, the creature takes half the damage. This can happen a number of times equal to your Intelligence modifier per short rest.
Starting at 9th level, the damage increases to 2d8 and the creature has disadvantage on the saving throw.
###### Green Armour
*Item: a set of heavy armour*
The armour used becomes a verdant green, as nature magics seems to stick to it. When the creature is attuned and wearing this armour takes damage, they can spend their reaction to reduce the damage dealt by your Intelligence modifier.
Starting at 9th level, when the creature who is attuned and wearing this armour ends their turn, they heal HP equal to your Intelligence modifier.```
2 more items for this artificer sub :)
If you do really REALLY want to run this game in DnD then you'll need to think about converting and translating pokemon stuff into DnD mechanics and terminology
and trust me when i say if you try to change core DnD to match pokemon instead it won't work out well
Nope it was still use the whole rolling dice character sheets and all that other stuff I mean I still got to work on it and see if I get to work but once it's fully working I'm hoping people will give it a try at least a movement is not based on game board no no you actually don't be the storytelling comes in
I mean it's my first time making ideas campaign that works well with pokémon I'm not doing the whole Pokemon trainer kind of thing I actually want to do a mystery dungeon style d&d all I just need to do is figure out how to get everything to work right and then everything will work perfectly remember I'm autistic and ADHD this is my first time doing d&d especially something that I want to try out and be creative
here's my best advice - imagine if Pokemon existed in the DnD universe and evolved to exist there instead of in the normal pokemon universe
how might their moves work? how might they communicate and work together? etc.
try to write how that works in DnD terms
don't get too attached to mechanics from pokemon - keep the flavor not the mechanics
thoughts on these goobers?
Best I can say is rethink the classes for monster stats. Custom background template works for skill adding is needed.
Monster stat blocks work with no class needed.
Add the moves to them as the lv up and get hit dice.
So lets say hey you lv up, that is a chance to. Learn a move on your Pokemon’s move list (use a wiki) wis respect to min lv.Gain HP for the hit die of your pokemon. roll 1dx+con modifier to gain the hp.
When evolution takes place give extra bonuses to attributes all at once rather than gradually. And get a new move set to choose the moves you can learn from each lv up. (keep old moves you still have if you want)
Classes for Pokemon sounds… bad for gameplay. Letting people use a form of monster stat blocks, that sounds more fluid, and to some degree, you could later have your players come back and play the human characters that catch the Pokemon that ones you spent so much time creating before as a fun throw back to the original campaign.
I would like to request feedback on a magic item I made, and welcome suggestions regarding balance changes
This sword is deceptively heavy with an unusually robust scabbard, and when drawn reveals a dull gray blade that glows with a dim green light in a 15-foot Emanation. When a creature enters the Emanation for the first time in a turn or ends its turn there, it must succeed on a Constitution saving throw (DC 15) or take 2d10 Radiant damage, suffer one level of Exhaustion, and emit a dim green light in a 5-foot Emanation for 1 minute, or half damage only on a successful save.
You gain a +2 bonus to attack and damage rolls with this weapon, and it deals an extra 2d6 Radiant damage on a hit.```
The intent is that the bearer also has to make the save from the Emanation, though I'm not sure if I have to spell that out as well, as iirc in 5e24 people can usually exclude themselves from their own Emanation.
you should spell that out --- that also kinda ruins the item if this thing is giving you exhaustion for wielding it
I was worried that the bearer being excluded would make it too strong
well if the origin of the Emanation is the sword and it just happens, and not due to an action by the wielder, then the wielder cant exlude themselves from that emanation imo
That was how I was thinking, wasn't sure if it would work that way because they technically occupy the same space
No pun intended, it's meant as a double edged sword
a double edged sword needs to balance benefit and drawback. the drawbacks of this one would need it to have artifact level powers imo
That is fair, yeah
I do want to keep the emanation effect though, what suggestions would you have to make it more worthwhile?
Would a free cast of Sunbeam per day (with added Exhaustion on failed save) be a worthwhile inclusion?
exhaustion is too punishing, as is the damage. maybe just inflict the poisoned condition on a failed save?
Poisoned is probably more reasonable, yeah
Is there any automated checker to see if homebrew is worded correctly? I'm certain I've scarcely used the word "emanation" in these and I'm not 100% sure on what did or didn't require capitalization
nope
I believe it is capitalized, using Spirit Guardians from 5e24 PHB as a reference
Wait I meant stuff like Advantage and Hit Point maximum, Emanation is capitalized too??
Yep yep
DnD grammar is a nightmare...
The 5e24 update did switch some things up yeah, it's tricky to get get things formatted properly
This sword is deceptively heavy with an unusually robust scabbard, and when unsheathed reveals a dull gray blade that glows with a dim green light in a 15-foot Emanation. When a creature enters the Emanation for the first time in a turn or ends its turn there, it must succeed on a Constitution saving throw (DC 15) or take 1d10 Radiant damage, gain the Poisoned condition, and emit a dim green light in a 5-foot Emanation for 1 minute. This light prevents the creature from benefiting from the Invisible condition.
You gain a +2 bonus to attack and damage rolls with this weapon, and it deals an extra 2d10 Radiant damage on a hit.
Once per Long Rest, you may use this weapon to cast the Sunbeam spell (Save DC 15), and creatures that fail their saving throw suffer 1 level of Exhaustion in addition to its other effects.```
@heady stream updated, does this look more appropriate?
I have a dm that is doing this homebrew where level goes up to 25, and instead of just feats and boons, you can choose another level from a different class on level up. How good is this?
With 2024 rules epic boons might be better
I have my homebrew thing as an image 💔
you can upload images to a site like imgur and share the link here (with context)
Thanks
Why are people here so helpful 😭
Weapon Ascendancy
General Feat (Prerequisite: Level 4+, Dexterity 13+ or Strength 13+)
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
Choose a weapon which you have the mastery of. If it has a property listed below, you also gain the corresponding effect.
Light. The weapon has the Nick mastery in addition to its original mastery.
Heavy. The weapon has the Graze mastery in addition to its original mastery.
Two-Handed or Versatile. The weapon activates any benefits of the Heavy property without requiring the ability score requirement. This only activates when using the weapon in two hands and if the weapon doesn’t already have the Heavy property. You do not add the Graze mastery to the weapon through this feat.
None of the Above. The weapon has the Light property in addition to any other properties it has. You do not add the Nick mastery to the weapon through this feat.
You can change the weapon choice whenever you finish a Long Rest.
hmm, I dont think it makes a lot of sense for a weapon to be both light and heavy (which could happen for "none of the above")
how?
if it’s already Light, it doesn’t get there
if it’s already heavy it doesn’t get there
and if it’s turning into Heavy it also doesn’t get there
Deck Of Many Spells Wondrous item, legendary
The Deck Of Many Spells appears to be a regular deck of playing cards, albeit with some missing, but whoever
holds it can use their action to draw a card. Once drawn, a spell originating from the drawn card will be cast
by the wielder, each card having their own spell. The effect of each card will not take place for one round of
combat. After drawing a card, you may also use a bonus action to throw the card up to 30ft before a spell is cast.
After the spell ends, the card flies back into the deck at a new position, anything object in the way of the card
is destroyed upon impact and any creature must make a Dexterity saving throw, taking 2D10 piercing
damage on a failed one or half as much on a successful one.
Upon drawing a card, roll a D20 to decide which card/spell is drawn, refer to this table below for the results:
Rolled Number Playing Card Associated Spell
1 Ace of Clubs Tsunami
2 Six of Hearts Conjure Elemental
3 Queen of Spades Reverse Gravity
4 Two of Diamonds Evard’s Black Tentacles
5 Ace of Spades Circle of Power
6 King of Hearts Wall of Thorns
7 Three of Clubs Teleport
8 Jack of Diamonds Otto’s Irresistible Dance
9 Five of Clubs Otiluke’s Resilient Sphere
10 Eight of Spades Aura of Vitality
11 King of Spades Move Earth
12 King of Diamonds Transport Via Plants
13 Ace of Diamonds Bigby’s Hand
14 Four of Clubs Blade Ward
15 Jack of Hearts Grasping Vine
16 Nine of Diamonds Telekinesis
17 Ten of Clubs Gust of Wind
18 King of Hearts Call Lightning
19 Five of Spades Insect Plague
20 Seven of Diamonds Greater Invisibility
ah okay I misunderstood your wording
I feel like this is a tad bit OP so I might change the spells on here, but I think the idea is cool
yeah i think that feat is fine. pretty strong even but probably not stronger than something like GWM or warcaster
To be fair, I made the exact same mistake in reading it, Omegon
The fact that we both misread it might point towards a recommendation for a formatting change, though
yeh, can you tell me what you misread?
At a quick glance, it looks like the feat is giving the weapon the Heavy, Light, etc property as well
should I swap them then?
like
Nick. You can choose this option if the weapon has the Light property.
yeah maybe highlight what is gained and then explain the conditions
You could also structure it so the character chooses one option.
Let them switch it out on a long rest
yeh, it’s swappable in a long rest
you mean like
Nick. choose a weapon with the Light property with which you have Mastery. That weapon has the Nick Mastery as well as its original Weapon Mastery.
What is the benefit of the two-handed/ versatile feature?
Choose one of the three options and gain that effect…
GWM, Fighting Styles, etc.
that would make it much more powerful though
Actually it would make it less powerful.
if it’s not for a specific weapon
can you tell me what you mean then? I might be misunderstanding your point
I am suggesting benefiting from one effect at a time
Just had an idea for a mixed caster
Like LR swapping spells (Paladin, Ranger, Druid, Cleric) + learned spells (Warlock, Bard, Sorcerer, Wizard?)
I am currently working on a half-caster that does that
ah, I think warlock has a good base for this, just changing Arcanums to swapping out on LR
however, warlock itself doesn't fit this theme
I basically gave them 2 spell lists
Interesting
Which fighting style uses the benefits from heavy weapons? Waiting to get another feat before use the two-handed versatile seems undesirable.
Great Weapon Master
I gave them 1 spell slot that goes level 1 to 5, and CHA mod spell slots that go level 1 to 2
That is a feat not a fighting style
Great weapons fighting just needs two-handed or versatile
None of the fighting styles specify Heavy weapons
oh yeh, not Fighting Styles
I meant other feats
similarly, this feat allows for Nick Ranged attacks
but you need XBM + DW + this, so it takes a while to activate
and uses up 3 feats
but this can free up BA by level 8 on ranged or free up BA on melee by level 3 while allowing you to run 2 Masteries
with those feats you can get them in an order where you are using the same build and you immediately benefit from them.
yeh, you can choose the order in which to grab them, different builds can grow very differently depending on the order in which you get stuff
Nick after XBE will give you your BA back on Ranged, if you get Nick before XBE, you get your Vex on all attacks in melee
if you get DW first, you can keep your Scimitar Mastery and get 4 attacks, then XBE then this for the dual hand crossbows
and you can change your weapons throughout the build
or XBE first for Heavy Crossbow then after you get this you can use Hand Crossbows and then grab DW at level 12
Updated wording, I’m not only looking for feedback on the power level but also confusing wording. obviously if you find a power level issue I would also appreciate discussing that still
Weapon Ascendancy
General Feat (Prerequisite: Level 4+, Dexterity 13+ or Strength 13+)
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
Choose a weapon which you have the mastery of then choose one of the following benefits to give the weapon:
Light. If the weapon doesn’t have the Light or Heavy properties, it can be given the Light property while being used in one hand.
Heavy. If the weapon has the Two-Handed or Versatile properties but doesn’t have the Light or Heavy properties, it gains the Heavy property while being used in two hands without suffering the disadvantage from that property.
Nick. If the weapon has the Light property, it gains the Nick mastery alongside its other mastery.
Graze. If the weapon has the Heavy property, it gains the Graze mastery alongside its other mastery.
I’m slightly worried about the wording of the Light part, I think it’s fine for it to allow 2H > 1H > 1H (different weapon) if you have an extra attack, but it shouldn’t allow 2H > 1H > 2H (different weapon)
which I think the wording should cover
Say
Lets assume i have a character who can hear your heartbeat, smell your hormones, see your smallest facial twitches, etc
In this scenario do you put their insight equal to their perception?
Or how would you rate their insight while keeping their stupidly high perception in mind
(this is homebrew so it doesn't have to abide by the rules, otherwise the two skills have nothing in common)
Btw, sry if I've interrupted lemon
that would be both Perception and Insight
What do you mean
Hey gang! Ive made the release of my first subclass, warrior of the singing step, a music oriented monk subclass. if you would like to take a look, i would greatly appreciate it, any critique is welcome!
https://www.dndbeyond.com/subclasses/2579206-warrior-of-the-singing-step
the things you described would make them have both high Perception and Insight
So i should equal them
Because of their high perception, they're forced to have a high insight, right?
if you have Observant 2014 for example, you can keep the Insight lower than Perception
not necessarily
they still need to study what those signs mean
so the high Insight doesn’t automatically come to them, but instead could be acquired
👍
One important note, im aware that the mechanics are quite complicated, and not suited for the average player, requiring you to keep track of your movement and actions in the correct order. The subclass was designed as a personal challenge, because i want to focus more on battlefield tactics, and a new/unique way of utilizing action economy
If you are switching from melee to range or from two-handed to sword and board, you are switching builds. imo.
Ultimately you know your audience best. I am just point something out that would bug me.
Generally Perception is the ability to sense this level of detail while insight is the ability to interpret it accurately. Since 5e attaches wisdom to perception there is also an element of perception being about not only sensing something is there but understanding it is important even if you don’t know why it is important.
Does that help?
I mean
My main issue is that im trying to rp as someone who can perceive anything that reaches them(not humanoid, more like a particle swarm)
This includes all wave lengths or particles
With that in mind
You know how there are some characters who through their strong perception can deduce wether or not someone is being truthful
Either by their heartbeat or their smell or etc(mind you, these are actually scientifically viable methods of communication seen in animals)
Im trying to see what rank in insight i should give this character because of their perception
Currently i think expertise in insight is the most accurate call
(the other options being
Max insight(30)
Max specie insight(20wis+expertise)
Max insight skill(just insight expertise)
Or straight up no benefits)
Dont think about the overpowered-ness for now
This is just speculations in a vacuum
I don’t really have a specific audience, this is just general.
My point isn’t that you have to change builds, it’s the it’s possible to adapt the build as you grow. My only gripe is that I kinda don’t know if I wanna have it work on Gish or not without multiclassing coz rn it doesn’t work
I mean, theres sensing body language, and then understanding it. Just because you can sense the shifts in their body, doesnt mean youre the greatest at interpreting it.
You could easily go either way imo
But i like the Daredevil concept of perceiving the minute details that indicate truthfulness, it leaves some good opportunities for the character to act really unnerving
Thats absolutely true
But the ease which perception gives does help a lot
Its this help that i want to measure
Inherently they dont boost eachother, but if the flavor of perception allows your character to pick up on some absurd levels of detail, it could explain how the insight is so high
Could you explain in more detail how this character percieves things?
Deducing someone is lying by listening to their heartbeat sounds almost like an investigation check.
Find obscure information in books, or deduce how something works.
Also if they are relying on hearing, smelling, etc. rather than reading body language feels like it is situational. How would a loud, foggy, and smelly environment impact the ability? The more you can sense the more you have to block out to focus on what you want.
My tendency would be to tell the story with a feature that required an action, maybe with limited uses.
Its as i said
Anything that reaches them they can perceive
They're made out of a swarm of particles and anything(be it waves or other particles) that reaches them, they can sense
Basically consider their base perception as 30
^
Wrong reply, sry
Idk that feels like perception too
Well
Mo
No no
Insight
Insight check for sure
Essentially if they sense it, they perceive it, and they can sense everything?
That reaches their body
But, yes
In this fantasy world how far do sound waves of a whisper travel?
SHould I make this a Level 1 Spell or a Level 2 spell?
Touch of Vecna
Level 1 Spell
Components: V, S
Casting Time; 1 Action
Range: Touch
Duration: 1 Round
Saving Throw: Constitution
Your hand grows cold and darkens with the pulse of negative energy.
Your touch bestows negative energy on the target, dealing 1d8 points of damage +1 point per caster level (maximum +10) and must make a Constitution Saving Throw against the casters Spell Save DC or become Stunned with fear and are unable to speak. While stunned in this way creatures appear to be dead. A DC 20 investigation or Medicine Check reveals that they are still alive, and are only stunned.
Everything is still affected by physics
So... As long as the waves of the whispered havent fully lost energy or aren't disturbed by another wave
They can perceive it
So they really can't sense a heart beat without getting really close to the person.
Pretty much
Its not like superman movies where he hears a dog from outer space
Physics matter here
how long does the stun last
I was thinking that, they can repeat the saving throw at the beginnig or ends of each of their turn?
Can I talk about a crafting system I've been working on? It needs polishing.
And I need advice.
ty sir!
now that i think about it
it is non-concentration
it would make a strong 3rd level spell, albeit a little niche
This is touching on some complicated physics and if the rule is that the sound waves have to touch the character there is a lot of room for debate.
I think the mechanics should be more defined. What can you sense at 5ft, 10ft, 30ft, from the source?
Maybe it is:
when you are within 5ft a creature and take the search action and make an insight check you can you can treat a d20 roll of 9 or lower as a 10.
Off topic, but would anyone be interested in a star wars themed force warrior fighter subclass which I made?
Level 3 add concentration, 1 minute duration and a repeat save.
Isn't that just psi warrior
this makes it directly worse than phantasmal force
It leans more into the telekinetic stuff than psi warrior does, at least in a different way
Gets saber crafting, some tools profs, mind trick, force hold
Sry for the late reply, discord notification doesn't work
Distance based dc is your opinion then
Mind you its the amount of reduction that i wanna know about
But i guess the physics of it are complicated and defining them cant happen
Regardless though
Thx for sticking and debating 🙂
What would be some cool on theme curses to add to this item?
(Also sorry for asking about curses all the time, making a Cursed Items shop for my players lmao)
Necklace of Vecna
You gain immunity to Necrotic and Poison damage.
Perfected Mind - If you are concentrating on a spell, and fail a saving throw, you can drop concentration and succeed instead. You may use this feature a number of times Equal to your Proficiency bonus halved (rounded up).
At the end of your turn you may end 1 condition from this list: Blinded, Charmed, Deafened, Frightened
Drag to the Netherworld - As a bonus action, you may target a corpse or creature with 0 HP within 30 feet of you that you can see. They must make a Charisma Saving Throw against your Spell Save DC or else it DIES and its body disappears to a hidden demiplane. You can use this ability a number of times equal to your intelligence Modifier per Longrest.
Coerced Return - As an action you may raise the last creature affected by your "Drag to the Netherworld" ability to undeath in your service, conjuring it to an unoccupied space withing 30 feet of you. The Creatures type because undead and it gains Vulnerability to Radiant damage, otherwise retaining its own Statitstics. You may use this ability a number of times equal to your Intelligence modifer per long rest. From levels 1-5 you may have 1 servant, 6-10 you may have 2, 11-15 you may have 3, 16-20 you may have 4.
This is what I have so far for the Curse.
Curse -Whoever attunes to this necklace becomes a grotesque walking corpse and has their Strength drained from them lowering your Strength score to 8.
You also gain Vulnerability to Radiant damage
(Ive already shown this part to my player and they love it but they want more lmao they are a glutton for punishment)
coerced return is incredibly problematic
it is an easier, less hassle, stronger, planar binding
which is already problematic itself
hard limit on CR if you want it to work at all
ohh FAIR
like maybe have the maximum CR by like 1 or 2?
or I could have the CR increase as they level up?
i would set it to like, half your pb rounded down
what does PB mean? sorry im dumb xDD
proficiency bonus
even then its really strong, but im assuming this is supposed to be an elusive magic item
it is for sure!
Thoughts on this for a 2024 conversion of the Oath of Conquest Paladin?
Level 15: Smite of Dominion
Immediately after you deal damage to a creature with any of your Paladin’s Smite spells, you can force that creature to make a Wisdom saving throw or become Frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
As a Reaction to a creature becoming Frightened of you, you can order that creature to use its Reaction to either use up to its full movement to flee from you to a point you can see, or to make an Attack against a creature you and it can both see within its reach or range.
Phantasmal Force is a little DM dependent/situational. It can be really good. You might be underestimating the stunned condition.
Any urban fantasy nerds?
I'm world building for urban fantasy
How would any of you do casting focus for urban fantasy?
I was thinking of like a tablet or something I don't know
Hello!
Ello
Alright so uniquely these feats are martial exclusive and level locked
All at level 5 to avoid dipping
Oh wdym
Icic
I don't think staffs or wands fit the urban fantasy so I was thinking of replacing them with tablets or something
You have to have 5 levels in fighter and it allows you to make a weapon attack towards a creature within 5ft of you as a reaction. When an ally attacks that creature, while they are knocked prone, stunned or paralyzed
Ohh so you mean nanotech casting?
Prerequisite:level 5+ Fighter
You know how to capitalize on openings alongside your allies, granting you the following benefits:
• Increase your Strength or
Dexterity by 1, to a maximum of 20.
• When a creature within 5ft of you is hit by an allied creature while knocked prone, stunned or paralyzed. You can as a reaction make a weapon attack towards that creature, adding half of your allies level rounded down to the damage roll.
Something like that
They have basically magic instruments that can take the form of different things, some might be guns, others might be boards, melee weapons etc.
Dual Strike not Duel Strike, my bad
Not a bad feat, although slightly on the stronger side I think it could do without adding half the allies level for damage
Understood, I’ll tweak that
Yup using that
You're already going to have adv on the attack and theres no limit on how many times you can do this per short/lr
😂
Ezpz, they also have a coding thing which would be comparable to preparing spells after a long rest
Gonna have to rematch and do research
Other than the weird sibling stuff its a decent system
Alright next one is for monks
2024
Pretty simple
It’s called meditation
It lets you use your uncanny metabolism feature as an action, while in combat instead of needing to roll initiative to use it
And grants you 1d10 + monk level temp when used this way
Prerequisite:level 5+ Monk
The flow of energy through your body has become as natural to you, as your own breath. Granting you the following benefits:
• Increase your Dexterity or
Wisdom by 1, to a maximum of 20.
• You can as an action use your uncanny metabolism class feature as if you rolled initiative. When using the feature in this way, gain an amount of temporary hitpoints equal to 1d10 + your monk level.
Uncanny metabolism is their regain all focus point feature once a long rest when rolling initative
Hmmm
Honesty is encouraged feel free
I havent played much monk ever so im not the greatest for knowing how this would impact the class
Fair enough
I’ll move on than
Next one is more complex
But simple enough to understand
Rogue locked level 5+
Although I do think it does definitely change the limited resources on Monk, im not sure if its a good thing or bad thing for gameplay because it'd encourage people to slam out every point as quick as possible then just use that to reset
For early game, yes. But later game, no matter how hard you try
You’re not burning all your ki in any less than 3 rounds
And by than, combat is probably over
Probably, in the cases that it’s not though
This feat is great
Alright here goes
This one is not combat focused
And more scout focused
Prerequisite:level 5+ Rogue
You’ve learned to analyze foes, allowing your party to gain the upper hand against them when you face them in combat, granting you the following benefits:
• Increase your Dexterity by 1, to a maximum of 20.
• You can as an action analyze a creature, making an insight check against that creature with a DC equal to that target's AC. Upon making this insight check three times successfully. You can then up to 24 hours later, report info about the creature to any creatures of your choice. After doing so, if you and any allied creatures roll initiative against the creature add your ProficiencyBonus to all your initiatives. In addition you and all allied creatures will have advantage on attack rolls against that creature, during the first round of combat.
I am not sure how useful since you can only use uncanny metabolism once. Is the idea that you would use it for a mid combat recharge?
Yeah
Correct! That’s the idea
Let’s say you used all your ki in the first 2-3 rounds of combat, or entered combat having 3 ki left
With your maximum being 7 ki
And didn’t want to waste that 3 ki
You get from a full recharge
There you go
I like the concept, but how often are you going to be able to use it? I would dial it down a little and pair it with a second ability that is less effective but more reliable.
Shouldn't the DC be 10+deception?
How long does it take to analyze in this way?
3 successful checks seems unnecessary.
advantage on attack rolls for two sounds like too much.
Since than you’d be going from 0 to —> 7
Instead of 3 —-> 7
It’s more or less supposed to be a scouting ability, the rogue goes ahead and scouts the enemy to give the party an advantage when they face them later
meditation probably needs something else.
What would you recommend?
Would advantage on the first attack roll of the round
Be more in line for the rogue one
Like one character gets one attack roll with advantage? What if worked like bardic inspiration? Where the rogue has a number of d6s that they can hand out. Then each die can be added to rolls that fit your requirements.
How are the d6’s obtained? Do they just have them passively and they recover on a long rest, wouldn’t that be to strong? The point of the feat is supposed to more or less be reward for a rogue scouting ahead of time
or is it something they get for
Just gonna rebump this once since it didn't get any traction last time. Thoughts on this for a 2024 conversion of the Oath of Conquest Paladin?
Level 15: Smite of Dominion
Immediately after you deal damage to a creature with any of your Paladin’s Smite spells, you can force that creature to make a Wisdom saving throw or become Frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
As a Reaction to a creature becoming Frightened of you, you can order that creature to use its Reaction to either use up to its full movement to flee from you to a point you can see, or to make an Attack against a creature you and it can both see within its reach or range.
This is a WAY WAY better than what they get normally and a lot more thematic
Although and call me crazy if you want
I don’t care
Let them ignore immunity to the frightened condition
Because their entire kit is based on it
And ALOT
Of high levels monsters are immune to it
Similar to how pyromancer sorcerer ignores immunity to fire damage
Etc etc
Got it covered
Level 7: Aura of Conquest
Any creature Frightened of you within your Aura of Protection has its speed reduced to 0 and takes Psychic damage equal to half your Paladin level if it starts its turn there.
If a creature would normally be immune to the Frightened condition, while within your Aura of Protection, it loses this immunity and instead has advantage on saving throws against the Frightened condition.
maybe change the creature to enemy since now it might hurt your allies
It specifically states "Frightened of you" so unless you go out of your way to frighten your own allies that wouldn't apply.
Goated
This revision is gas
i mean the second part
That is true
Ah, fair. I'll make the change.
This and a devotion paladin being in a party canceling each other out is hilarious
Should I use "Hostile Creature" or "Enemy" for the wording?
Hostile creature
devotion aura is charmed
Mistake on my part
I was thinking like this:
When you take the Search action, you can choose one creature you can see within 30 feet of you and spend 1 minute observing it. At the end of that minute, make a Wisdom (Insight) check against a DC equal to 10 + the creature’s Deception modifier. On a success, you discern patterns in the creature’s body language.
You can then grant up to 5 creatures of your choice (including yourself) a Scouting Die, a d6. Once within the next 24 hours, a creature with this die can roll it and add the number rolled to an attack roll against the observed creature or to a saving throw against an effect created by that creature. A creature can have only one Scouting Die at a time.
You can’t use this feature again until you finish a long rest. If you use this feature to observe a different creature, any remaining Scouting Dice granted by this feature are lost.
If the wording on this was changed to not make it immediate I think this also works pretty well, but I think the payoff would be to little
A minute of observating for an average of a bonus of 3.5 to hit
When there’s 99 thousand features that can just give you advantage in everything, sometimes for no action economy like vengeance paladin
or sometimes for a bonus action (samurai fighter)
I feel like it should be a d10 instead of a d6, and that makes it feel really good
Especially since I really like the ability to help with saves you added in there
I know how people feel about homebrewing entire classes, but if you can suspend your doubts and open your mind for just a moment, please allow me to introduce (and ask for feedback on) 🥁🥁🥁 ... the Summoner!
An energetic mote of flame darts from a young tiefling’s coat, enveloping him in protective flames and repelling the horde of trolls around them before swiftly reforming, roaring and growing larger like a wildfire.
A halfling’s shortsword flies from its scabbard to deflect an arrow midair, bobbing and spinning around its owner in an intricate dance as it continues to parry each incoming attack, then zips about the battlefield in a devastating song of clashing steel.
Perched atop the shoulder of a raging goliath is an eagle wreathed in lightning, its power coursing through her at its summoner’s behest, granting her the strength to strike with the fury of a swirling thunderstorm.
Summoners have a unique connection with the spirits of other realms, acting as ambassadors of the material plane and mediums between the two spheres. By forming ritualistic contracts with these spirits, Summoners are able to take command of their unique powers to keep enemies at bay, provide support, and control the battlefield, befriending reliable companions and indispensable allies.
Linked is the Summoner google doc with comments enabled if anyone would like to leave feedback :)
(it is a work-in-progress)
Yeah, I was focused more on concept than dice math.
I don't have a specific idea. Though, since the feature helps you generate focus points, I would think a way to spend them would be helpful. Maybe something with temp HP?
Bottomless Kebab
“Oddly, this grilled kebab seems to grow back as you eat it.”
You regain 1d4+2 hit points when you eat this kebab. Eating this kebab takes an action. You may eat this item again after a short or long rest.
Weight: 0.5
Is it on a skewer?
Does the kebab instantly grow back. So every one in the party can eat it?
How do i balance wizards?
thats vague
get a big scale, put one wizard on one end and another on the other
anyone have time to hop in a VC and talk about/give feed back on homebrew?
Yes, and no it grows back after a long rest
so you can benefit from it every short rest but it grows back on a long rest?
is the skewer sentient and knows when the party took a short rest
You can apply this logic to a million dnd items
No, but there’s not a good mechanic for keeping track of time
are there any in particular that stand out
Ill admit i cant find any real quick but i know theres magic items that recover charges on either a short or long rest
those ones are typically attunement, long rest is fine because thats pretty much on a 24 hr clock
its not exactly a problem either way
I might have been a bit too quick with my words. Most items with recharging charges go on 'at dawn' instead of rests
Attempted to convert the Oath of Conquest to 2024, thoughts?
https://docs.google.com/document/d/1SW1w3ZVhe6IgDewsBcAm7xq7CW4gXvkZNBLktWG83mc/edit?usp=drivesdk
View in light theme and print layout for best appearance.
You could add a narrative explanation, but I don’t think is something you need to explain.
Can the skewer function as a magic weapon?
I guess you could poke someone with it, it’s probaly not ideal
Not everything has to be a weapon
Are you asking where in the description I see the skewer being used as weapon or are you asking where in-game do I see the players using a sharp pointy stick as weapon?
the former. Yknow that Improvised weapon rules also just exist, right
I was using the Socratic method. The skewer isn’t mentioned in the description. So rather than explicitly recommending adding the skewer, I phrased it as a question. The weapon question was a follow up.
Yes, I know that improvised weapons exist. Which is probably a good reason to codify if it meets the weapon equivalent requirement.
and it just... kinda doesnt seem that relevant? Like, its a reusable healing item, seems pretty simple
you seem upset? Did I offend you?
I really like Yugoloths and I love the lore that all their names are written down, and that anyone who knows one's true name can control them. I think I'd like to scatter some books around my world that contain Yugoloth names which the writer had discovered and kept secret for private use (wizard type activities). The party can find these books, record the names, and then summon/command them. I'm thinking that if the Yugoloth dies, it cannot be summoned using it's name again until a certain ammount of time has passed (perhaps 24 hours but that might be too short).
I suppose this also works for devils and demons but the neutrality of Yugoloths makes them fit this role better imo.
simple and sweet
i like it
the 11th level feature feels like a bag of nothing to me though
I haven't played 2024 monk, is running out of focus points a big concern for you?
Mathematically the gaining a focus point on 20 and losing one on a 1 should be a wash. Is there something to make it more dynamic — Increased crit range maybe?
Lucky Strike would also be mathematically a wash, but I do like the gamble aspect.
Winds of Chance doesn't feel like chance and I don't understand it.
Untouchable Fortune is good, but I am not sure how it caps the randomness of previous features. I feel like the narrative arch of the features should be one of gaining more control over Fate. If that makes sense?
The balance is that a crit is more likely than a nat 1 (i hope) due to advantage being relatively more likely to.come by than disadvantage from my experience
Lucky strike technically is a slight benefit because 6 is bigger than 5 etc
Winds of chan e is more reacting when a lucky or unlucky thing happens than influencing the chance directly
Well for one thing not being able to roll with disadvantage limits.one real risk yiu face for rolling a nat 1... but i get the point
Why is lvl 11 a big meh for you?
it is unlikely to activate in a given encounter and the effect is rather middling
Crits aren't that uncommon. Particularly on a monk
I didn’t think of that. It is a good point. I do wonder if at some point they should get advantage generation or expanded crit range.
Maybe I could sweeten it a bit. "When you critically hit during yiur Flurry of blows you can make one extra attack"
19 or 20 on crits at 17 would probably be balanced
You should roll a 20 every 10 attacks made with advantage. Which could be once every two turns you use flurry of blows.
without advantage it is every 4 turns
Ive added a couple of tweaks that give it a bit more power
Once per turn attack with advantage if yiu have no.focus points
Extra attack on Flurry of blows if yiu crit
Expanded crit range
the number actually turns out to be 13 to 14
that is, 13-14 die rolled for a 50% chance to roll a crit
anyways, say you do roll a crit
do you even want to move?
you could be in a situation where you still have 4 more smacks to make
Depends if you kill the thing yiu were hitting. Or if it.was going to hit you. Or.if.you want to move to give flanking opportunity to someone else...
And if yiure crit you can just zip out of the way too
I heard of a house rule where weapon damage dice explode and I think it would be an interesting addition to my new campaign I'm running
I would probably run it where the base weapon damage dice can explode but not extra damage tacked onto a strike (i.e. no exploding sneak attacks)
Has anyone tried a rule like this and do you have any tips/warnings?
yes, the best case is that something has multiattack, hasnt used all of their attacks yet, and they also rolled a 20 on specifically an attack roll, and is a melee monster
the stars have to align for it to be useful
(normal enemies wouldn't benefit from this only players and maybe elite enemies)
Repositioning is always helpful. Or can be.
You're a monk so mobility is your whole thing
How does that work?
(chance to roll a 19 or below)^(number of dice rolled)=.5, solve for number of dice rolled
.95^x=.5
logarithims and such
The chance for you to not have rolled a 20 reaches 50% at ~13.5 dice rolled
Ln(.5)/ln(0.05)
Smaller dice will explode more. Are you planning to allow multiple rounds of explosions?
Beware of features that allow you to reroll damage dice
that results in a value of 0.23 which would be incorrect.
I'm not entirely sure but I think the dice would explode multiple times
Which may prove to be too explosive lol
I might just play test it for a few sessions if my players think it's a cool rule and go from there
Yeah just set expectations and maybe debrief with players
Sorry ln(0.5)/ln(0.95).
I think that may even the playing field/give lower damage weapons more power because Iv never had a use for a dagger tbh
Yea I'll do that fs
what rarity is appropriate for an manual-like like item that gives you +1 to saves or proficiency in a save? for the first one, the cloak of protection gives +1 to saves and ac but requires attunement, so my initial idea is rare. for the second one, the very rare manuals give you +2 to a stat (+1 to a save with other benefits), but proficiency scales much greater - rare or very rare?
vrare
something something ioun stone right?
Ioun Stones are still Attunement
true true
for both?
the humble luckstone and cloak of protection:
yeah those were my references
based on precedent, +1 to all saves is not legendary
the only thing changing is the lack of attunement
How does this spell list look for an Oath of the Hearth Paladin?
3: Healing Word, Sanctuary
5: Continual Flame, Heat Metal
9: Beacon of Hope, Protection From Energy
13: Fire Shield, Guardian of Faith
17: Antilife Shell, Hallow
I have an art degree so this is a little outside my wheelhouse. The formula I have been using is Expected Rolls = 1/P with P being 9.75% when rolling with advantage. Does that make sense to you or is this approach super flawed?
its inherently flawed but not a horrible approximation
can you explain?
And repeatable i assume - 100y cool down?
oh you guys are doing the maths?
so you would expect the first 20 on a d20 to happen around your 6th roll with a 27% chance that you've seen your first 20 on the d20 by that point
overall you would expect 1 roll of 20 on the d20 for every 20 rolls you make
when you roll a number, youre not taking that number out of the pool of numbers that can be rolled
which is what 1/p approximates
actually, thats a poor way to explain it
13.5 and 20 just mean different things
you would expect to see a crit within 13.5 rolls with 50% confidence, but you would average one crit every 20 rolls
Aside from Heat Metal, I think the whole thing is pretty gr8.
which is important to put into context in a turn-based system
Cool, what would you suggest as a replacement?
aid
Kinda weird one, but I wanna say Calm Emotions.
That makes a lot of sense actually, comforting your allies and all that.
i guess your point is that you'd be able to get very high saves with infinite time, but i'm using it in my games where that will absolutely not be possible
If you wanted to avoid two 3rd level concentration spells. You could switch one out for tiny hut, cat nap, or tiny hut.
Thats fine then; yiu can make.it a potion even. Just a one time thing with a permanent effect
@lone depot how's the occult sub going? and are you confident enough to review a sub I just made?
I’ll be honest, I got extremely swapped with work. I don’t even think I’d be able to finish it this month lmao.
But I’m down to read ur subclass. Just ping me with the link and I’ll look at it when I got some free time
I had some ideas I cooked up but I ultimately scrapped since it ended up just being a carbon copy of the conquest pally
aww, hope it gets better! thanks, just a sec
@lone depot (sorry it took so long, forgot to make a seperate doc for it) https://docs.google.com/document/d/1GecuBwgYGxVe9vqzr6COHknqsixKLr-faA7fc8afYuw/edit?usp=sharing
(really high power btw, was on purpose)
can you guys help me with a magic item? its a legendary but im not sure if its balanced, overpowered, or underpowered. Havent formatted it but this is what it does:
Malefic Exactors (Basically 6 mechanical appendages from your back)
-Can be used as a spellcasting focus for your warlock spells
-Can be used as a pact weapon (+3)
-Can manipulate objects and lift objects (up to 25lbs per appendage)
-The attack does 1d8 piercing+1d4 necrotic and grapples (has reach). can grapple up to 6 creatues
-1/sr if you roll a 20 on the d20 when you roll to attack, you regain a pact slot
by +4 do you mean a +4 weapon?
ye
srry if it isnt clear
my brain in shambles rn
that's a bit much, especially if it's with all the other buffs. no, it was clear, just that nearly no +4 anything officially exists
+3 could work just fine, how does that last ability function?
basically if you make an attack with it and score a crit (i should probably clarify that its a nat 20 so scoring a crit because you hit a paralyzed creature wont count), you regain a spell slot
1/short rest
oh, that's what that meant, cool
ill modify it to be +3 instead of the +4
there
cool!
im so happy that my first homebrew monster has 10 adds, was really surprised how well it was liked, all things considered hoping my newest one gets well-recieved too
How strong would it be for a wizard subclass feat to allow concentration for up to two spells of a level equal to half your proficiency bonus, rounded up. At the cost of disadvantage on concentration saves?
Since PB is max 6, it'll allow up to 3rd level spells.
And in terms of combos that might be too strong, which ones come to mind?
anything with duel conc is strong lol
im guessing this is the capstone?
Since it's a scaling ability it doesn't make sense for it to be a capstone.
anything lower at it might be too good lol
that’s insane
capstone is prob the best place to place it imo
That's a higher allowed spell level.
5 total, 3 per spell
Ahh.
even then, i honestly don’t know if it will be broken
but at least you can’t Haste + Slow
2nd level spells would be available from 5th level
3rd level spell would start being available at 13th level.
or Haste + Hypnotic Pattern or something
Then 3rd level is pretty much the starting point of things becoming problematic
it’s too much at low levels ngl
Slow, Haste, hypnotic pattern and the likes.
is this the only thing the subclass gets?
It's going to be the main thing yes.
I might limit it to two first level spells, and at level 10 it necomes up to two second level spells then.
why are you scaling it at PB levels instead of just scaling it with subclass features?
Because PB scales naturally
but you’re not allowing it to scale naturally, you’re specifically adding roadblocks alongside it
Though the issue of multiclassing arises I see now
This is a step away from PB, not a roadblock on PB.
It's an alternative to PB scaling
if it’s an alternative, it should scale separately from PB since it’s a subclass thing
That's what I just said.
not like Wizards have Rogue subclass scaling
I literally just said it was a step away from PB
3, 6, 10, 14
yeh
For 2014 it's different iirc, but I'm going for 2024
so how are you rescaling it at level 11?
That was a mistake I corrected.
I intended level 3 and 10, but typed 11 by accident.
Was thinking in spell levels for a moment there, not subclass levels
oh ok, I mean you will have to go through all concentration spells between levels 1 and 3 to figure out if that’s fine
It will be limited to 1st level spells at level 3, and second level spells at 10.
So no third level spell anymore
I would still say the 3rd level feature will need review then
Then the big issue I can see is combinations with hold person or web
I'll need some ideas on first level spells where dual concentration can be troublesome/too strong
There's Cause Fear, Detect Magic, Expeditious Retreat, Fog Cloud, Protection from Evil and Good, Silent Image, Sleep, Tasha's Caustic Brew, Hideous Laughter and Witchbolt if we're just going by wizard spells.
There is access to other class spells through feats, but I think it can be specified if they're only from the wizard spell list?.
Blade ward can be resolved since it's a cantrip, not a spell.
By specifying leveled spells.
So leveled concentration spells from the wizard spell list only, and first level only from 3-10.
It might be getting strong if third-party spells are involved, but that is a decision for the DM rather.
Faerie fire shouldn't be an issue either since it's not on the wizard spell list.
2nd level might be a bit more problematic, since it has spells like Earthen Grasp, Web, Crown of Madness, Hold Person etc.
I mean you still have Sleep, Cause Fear, Hideous Laughter
then you also have Witch Bolt and Caustic Brew
Cause Fear can probably be pretty menacing with Witch Bolt if you have someone cornered
Though are any of those combos gamebreaking strong?
That's one of the things I'm trying to find out before I commit to it.
I mean double concentration isn’t always broken, I have set up double concentration stuff
my issue with yours is that you’re completely opening it up for future spells and homebrew
Yeah. For a main subclass feat, strong is good. Gamebreaking is not.
I usually give a specific list of spells to allow
That is an issue yes, though when it comes to homebrew that is ALWAYS a gamble, even without the double concentration. For new spells I agree that it might have a chance of getting something really strong, but homebrew is always up to the DM to have a final say in.
Same with third party
I have given concentration for Hunter’s Mark + other Ranger spells
I can see why honestly, Hunter's Mark is kinda a weird one.
and concentration free summons for 1 minute (this exists in the PHB)
Since it feels like it should be a class feature rather than a spell.
If you're a fan of ranger archetypes you might enjoy the Monster Hunter class in grim hollow btw.
I looked at it, it’s really funny coz I was making a blue mage class and if they had made the class a spellcaster, it woulda easily made my class pointless
I honestly really like their take on opportunity attacks on "favored enemies"
Strong, but very fitting for someone who goes for weakness.
Life Manipulator
General Feat (Prerequisite: Level 4+)
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Recovery. Once per turn if you deal damage, the next time you recover Hit Points to a creature before the end of the turn, you may add 1d6 to the Hit Points recovered.
Enchantment. Once per turn if you recover a creature’s Hit Points, the next time you make an attack before the end of the turn, that attack deals an additional 1d6 Force damage.
War domain clerics are going to love this
yeh, War Domain and Mercy Monks are probably the ones that enjoy this the most
but I think any healer wouldn’t mind it
it doubles the healing of Celestial Warlocks
I’m not sure if it’s too weak, but if I make it any stronger, it would be insane for other builds
I made a healer feat a while ago too.
Mending Ward
You have found a way to implement the concepts of Abjuration into basic healing magic, you gain the following benefits:
Ablity Score Increase. Increase your Intelligence, Wisdom or Charisma score by 1, to a maximum of 20.
Protective Heal. Whenever you cast a spell that restores hit points to a friendly creature, it will gain temporary hit points equal to twice the spell's level.
Not super much, but it pads the HP pool a bit
would this refresh on spells that repeatedly cast
If temp HP is more than the current Temp HP, I think it replaces it?
you can't stack temp HP, though.
Yeah, that would work
Though on repeat casts.
The action isn't casting a spell.
only the initial spellcast is considered a spellcast.
On AOE heals it will work amazingly well.
Mass Cure wounds will give up to 60 temp HP
That's pretty huge.
It's also a half feat.
all General feats are half feats in 2024
I see, this one was made before 2024 edition, so it's likely a bit too weak for 2024 yeah.
yeh, healing in general was buffed in 2024 too
hmmm, how would the Apple of eden work as a artificer 'infusion'
something tells me something about mental checks and maybe frighten immunity, but seems boring
The Assassin's Creed one? Definitely has mirror image as a spell.
the one the snake gave eve lol
(i think it was eve, i forget the thing lol)
Ahh, I see. Was thinking the AC one initially because it looks kinda mechanical.
the apple? wasnt it just a normal apple but blessed with knowledge? (the one from the bible anyway, ACs one ig)
The biblical Apple of Eden is a fruit that imparted knowledge. So consuming it would give advantage on intelligence saves/skillchecks?
i said mental checks as mind sharper is int lol
oh wait nvm
Could go further than that, skillchecks too
for an item called mind sharpener, it doesnt do anything with INT lol
Mind Sharpener
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
so ig my idea is sound then
I'd say consuming the apple of eden gives advantage on Int saves and checks, can give you knowledge on a specific piece of knowledge you wish to know about (architecture, historical events etc)
and at a cost of a level of exhaustion or perhaps some other detrimental effect (Given that a deity might punish one for consuming it)
well this is tied to a subclass lol
and none of the other items have drawbacks lol
Look into the Assassin's creed Apples of Eden and what they can do, it might give some fun ideas
im planning on making these items as actually magic items anyway, not just 'infusions' lol
"The Apples were designed to be able to project images, conjure realistic illusions, and even turn thought into reality; hence, they were used by many great rulers throughout history, proving the efficacy of their powers."
this project is more on mythology then video game lol
Ahh pure mythology? There's a great number of fun items to work with then.
yea
let me grab the list
The Gordian Knot, Ariadne's Thread, Gullinbursti, Gleipnir etc
Aegis, shield that can turn into a cloak and frighten
Amenonuhoko, reach weapon that has more reach and can prone people
Mjölnir, light hammer with added lightning damage and a shocking grasp effect
Holy Grail, healing cup for 1d12 + INT mod
Babr-e Bayen, medium armour with fire and cold resistance
Radiant Crown, crown that can blind and later deal 3d6 radiant damage
Robe of the Fire-rat, light armour with fire damage reroll and added arti level to fire damage dealt
Anhk of the dead, damaging charm thing that can deafen
Green armour, heavy armour with damage reducing and healing
Failnot, a bow with rerolling attack rolls and (upgrade effect to be deside)
all of these upgrade at 9th
- 2 more items i got to deside on
Crafter of the Gods and Heros
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 Divine Infusions, which increase as you level in Artificer, increase to 3 at 5th level and 4 at 9th level. These Divine Infusions are infusions that you place onto items so that they look like and act like items that the Gods or heros from stoires use. You follow the ruling from the Infuse Item feature for your Divine Infusions. Divine Infusions 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 Divine Infusion, the oldest one returns to normal.
If the Divine Infusion 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 Divine Infusions.
thats the feature
hi homebrew channel
who wants to look at extra powers granted by my gods? in place of turn undead, these powers can be used.
i am curious if some of these should be buffed in relation to the other powers
some are.. strong, i admit
*Item: any food*
:
The food becomes a holder of divine knowledge. This food has a number of charges equal to your Intelligence modifier, which recharge upon finshing a long rest. As an action, a creature can eat a piece of the food to gain a fragment of knowledge, granting them advantage on the next Intelligence saving throw or ability check they make. In addition, the creature gains temp HP equal to your artificer level.
Starting at 9th level, the creature that ate a piece of food now gain advantage to their next Intelligence, Wisdom or Charisma saving throw or ability check they make.```
@viral eagle well i made it
It would be on theme if this changed your alignment 😂
Eating the fruit wasnt what changed alignment
Does anyone have anything cool for an artificer god who achieved dungeon master status? (My character is the god of Magitech and he is going to ascend to dungeon master status.)
He currently leads the technical advancement in my setting and wants to make other gods un-needed as he infuses magic into items and sells to the people so they can be godlike without ascending
Ping me please if you have a reply
ngl but it sounds like this guy is gonna go the way or karsus
I haven’t gotten into existing lore, all my lore is home brew and player driven plot. Tell me more?
If it helps my character is also lawful evil
Lawful side being his own code of making sure things are balanced in his creations
karsus was a dude in FR lore who was the most capable and gifted spellcaster of all time
he devised the most powerful spell ever made called Karsus Avatar which allowed him to ascend to godhood
the spell was perfect and worked perfectly but in his hubris he believed he was capable of managing the domains of the god of magic - he nearly instantly failed and screwed magic up and became a wretched ambomination and his story is used as a cautionary tale
Karsus now exists permanently unable to pass on to the afterlife or fully realise his divinity - unable to live or die - he is sometimes a patron to warlocks
It kinda was, tbef. But that’s a complicated and entirely unrelated topic
It was the act that did
This is really well made. I think the mechanics are definitely interestingly picked and I love this
Yes and also no. It was the act but also the fruit in combination
Anyway I like the item though, it’s really well made and also true to the source material
Need some help...
What would you name a Fighter Subclass, dedicated to inflicting Frightened, clashing weapons with targets (the classic face to face moment before the clash is broken off), and otherwise being ruthless and fearsome?
i would ask what is unique about this subclass
coz all of that is fairly generic
what other fighter subclass gets to weapon clash and gimmicks around frightened
There is no weapon clash feature in battlemaster and the frighten is a single maneuver, not the gimmick
Bladebreaker
riposte - brace - parry
menacing
let's not argue semantics - what's unique about your sub?
"The concept of a warrior becoming so feared they are seen as an (subclass name) is one that stems from many stories, but they all have a handful of common threads. Each tale speaks of a terrifying warrior, harnessing a composed obsession with battle, and leaving a swathe of terror in their wake, sometimes routing whole battalions with but a few strokes of a blade. Other, more grounded tales, simply speak of a dreadful foe whose presence would cause even the most resolute of soldiers to cower over the course of battle.
In any case, their purpose is undeniable, their presence foreshadowing fear in the resolute and death of the enduring."
Yeah, i think bladebreaker works
None of those are... weapon clashes.
What? There's nothing about destroying swords
Its not exactly a literal name.
The idea behind the name is that if you break someone's weapon, you break their spirit
so basically they focus on the frightened condition?
which kinda ties to fear
Contemplating revising agonizing blast to include my focused blast invocation I brewed
Focused Blast
Prerequisite: The Eldritch Blast cantrip
At the start of your action when you cast Eldritch Blast, you may choose to condense the beams into a single, focused, piercing blast. Instead of multiple attack rolls, you roll one attack roll for all beams (which are condensed into a single bolt), only targeting a single creature. For the purposes of the Agonizing Blast invocation, you apply the modifier bonus a number of times equal to the damage die rolled, even though you make only one attack roll. When you condense Eldritch Blast and make only one attack roll like this, you deal an additional d10 damage die (which is treated as an additional damage die for the purposes of Agonizing Blast but cannot add your charisma modifier to an excess of 4 times maximum).
You must choose whether to condense and focus your Eldritch Blast before making any attack rolls.
I didn’t want to exceed the base game amount of times you add cha, hence the 4 maximum
However, that drafting feels a little…odd
Mostly because agblast doesn’t have a maximum built into it
And I threw in the extra damage die because some feedback I got was that they’d not take the invocation unless there was some additional benefit to rolling only one attack roll
Ideally to a notable amount but also having something else so they're not completely out of their entire subclass the moment anything rolls up with immunity to frightened. Also, the subclass is going to include charisma basis for stuff like applying the frightened.
Prob the best made item their lol
1d10 is a lot, especially since this invocation has no level requirement. That’s doubling your damage at level 1. I’d probably add a level requirement of at least 4, (maybe a bit higher until the level 5 damage boost), and make the extra die completely separate from Agonizing Blast.
There’s a situational benefit if they have advantage on only one attack roll, but that’s not worth it for an invocation
Something along the lines of “equal to the number of beams you’d normally shoot” is probably better than “damage die rolled”
Battle Master Ruins Another Fighter Subclass, Volume 34
battle master is le bad. remove it from the game to free up actual design
Fighters now have two resources, Superiority and Might. Superiority recharges on a SR, Might recharges on a LR.
How does this look for my Oath of the Hearth Paladin?
Level 3: Comforting Warmth
As a Reaction to you or a creature you can see with 30 feet of yourself failing a Wisdom saving throw, you can expend a use of your Channel Divinity to allow yourself and a number of creatures equal to your Charisma modifier that you can see within 30 feet of yourself to remake the Wisdom saving throw with Advantage, and gain a number of temporary hit points equal to half your Paladin level plus your Charisma modifier.
You haven't done anything wrong, but the natural language in 5e is showing its limits here.
When a creature within 30 ft. of you who you can see fails a Wisdom saving throw, you may use a reaction to expend a use of your Channel Divinity to gain the following benefits:
• That creature may reroll the saving throw with advantage.
• That creature gains temporary Hit Points equal to half your Paladin level plus your Charisma modifier.
These benefits apply to a number of additional creatures equal to your Charisma modifier as long as they are within 30 ft. of you and you can see them.
You may use this ability on yourself.
(Personally, I think it's a bit strong, but that's me.)
Comforting Warmth
Reaction: You or a visible creature within 30 ft. fails a Wisdom saving throw.
__Primary Effect: __The affected creature may reroll the saving throw with advantage and gains temporary Hit Points equal to 1/2 your Paladin level + your Charisma modifier.
Secondary Effect: Charisma modifier other visible creatures within 30 ft. gain the primary effect.
let's be real, 5e at this point just wants to do ^ this
It would be much more clear.
Should I just make the temp hp equal to half Paladin level instead of adding Charisma? Other suggestions for tuning it down a bit?
probably the biggest one is rerolling the save three times
Would Hornet from Silksong be a fighter, monk or rogue?
Fighter
I think it comes down to preference, but true enough
To be honest I’d be fine with just having this condense it into a single bolt, but that was added so that it was less underpowered in some of the feedback’s estimation. It was that or bump the damage die to a d12 if you condensed it into one bolt
This is very helpful, thank you!
IMO Chmapion already wasted battle master
I stand by champion being a good subclass for its simplistic design and numerical boosts
Another issue with condensing bolts is all the other invocations that trigger per bolt hitting
It could just be all bolts have to target the same creature, and they all use the same attack roll, this would preserve all of the invocations
This invocation is decently strong with Find Familiar, so you can get Help every turn for advantage on the blast
The extra effect doesn’t need to be damage, it could be another rider effect
So I'm gonna be playing a Monk for a monster centric campaign and the character concept I had was an infinitely regenerating leech-person.
Now obviously this is a niche idea for a pc and there isn't gonna be a race that maps onto this out of a splat, so I more or less have to homebrew it.
Im really attached to giving it health regen, but I know giving it unconditional fast healing would be a dumb idea, so this is the racial passive I came up with:
Rejuvenation: After taking at least 10 damage from a single instance, gain fast healing 1 for 1 minute. At level 6, increase this to fast healing 2. At level 12, increase this to fast healing 3. At level 16, increase this to fast healing 4. This effect is disabled if hit by Fire or Acid damage.
Any second opinions? This sound like it'll mess with the health economy too much?
I think healing when you attack other creatures would be more leech like
Lamp of Molten Rock, rare, (can be optionally attuned)
This liquid-filled lamp has an angular hourglass shape, and has amorphous molten blobs floating up and down within.
Roll on the table below to determine its colors.
d6
1 - Blue Liquid, Lime Green Lava
2 - Magenta Liquid, Yellow Lava
3 - Green Liquid, Blue Lava
4 - Purple Liquid, Teal Lava
5 - Yellow Liquid, Red Lava
6 - Red Liquid, Orange Lava
This lamp can be used to cast Hypnotic Pattern on all creatures that can see it within 15 feet. The user must also make the spell's saving throw unless they are attuned to the lamp. Once this feature has been used, it cannot be used again until the next Dawn.
This sound right from a rules perspective?
should put as an action, this lamp can be activated to...
additionally missing DC
ah yes, thanks! As a rare item, does DC17 seem reasonable?
wdym optionally attuned?
The user must also make the spell's saving throw unless they are attuned to the lamp.
i would just remove that and make it attuned
is it the person who activated the lamp or is it concentrationless
Oh good call! Concentrationless, but the lamp must remain in sight of the targets
yeah nah, if you want dc17 it should be very rare
This lamp can be used to cast Hypnotic Pattern on all creatures that can see it within 15 feet.
The lamp can see now?
or you mean all creatures that can see the lamp?
concentrationless hypnotic pattern is a very, very strong thing
nah i want it to be rare, whats a decent DC for a rare item?
12-14
i wouldnt give my players a concentrationless hypno pattern as rare
hmm, maybe no attunement, but the user always has to make the throw
yeah concentrationless hypnotic pattern is too much
so they fail the save - they drop concentration and the whole spell drops
doesn't make sense just make it attunement - don't let the caster target themselves
My advise stop trying to edge out as much power into this item as you can - focus on balancing it first
Today I spent 20 minutes working on a homebrew weapon that is bread that was deep dried by mistake and making a stat block for it and also making a mechanic called “gay panic” where when someone is hit with the weapon they have to make a wisdom saving throw and if they fail then they start to kiss the nearest person with the same gender and they loose a turn.
I love being a dm 🥹
That's why im here!
okay so attunement - the caster holds concentration - uses the casters Spell Save DC - limited charges
that'd be balanced
This is the same campaign with an actual interesting story Line with very Series things
at which point it becomes a worse version of hypnotic pattern
which might be okay, depending on what you wany
lets not be hyperbolic
Interestingly and I would agree personally too.
The point with one attack roll is that it doesn’t apply hex multiple times as it is one attack roll, but ag. Blast is the only invocation that gets condensed. At least that was the intention. With find familiar + help though, hot damn that’s powerful
im not being hyperbolic
its centered around yourself instead of 120 ft away
which is a massive downside
just have it cast the spell as normal 🤷♂️
then its just enspelled gear
no need to be a fancy dan
True. Fancy Dan is overrated, what about fancy pants Sam
Indeed, I do want it to be a worse hypnotic pattern. This is not something a caster would want to use. Maybe a Warlock or something else that lacks slots/prepped spells.
The whole idea is the item is the hypnotic pattern, so flavorwose I want to avoid using the casters concentration/DC.
Perhaps the lamp needs to stay in the caster's hands as well as within sight of the targets. Locks down the user as well as occupies one of their hands. Low end DC for balance, 12-15 seems right, id have to see. That seems very low for the latter half of Tier 2.
you cant make it a worse hypnotic pattern and make it concentrationless
I mean you kinda can
if that is the flavor you desire, i suggest writing your own effect
If you make it sufficiently watered down
rather than using hypnotic pattern
Yeah, centered on self and requiring the caster to save seems like plenty to give up and risk to make it concentrationless imo
maybe its a cone, has incapacitates anyone within the cone if they fail a DC, and they make repeat saves
Cone makes some amount of sense, presumably enemies behind you wouldnt realistically be able to "see" it, even though they would within the core rules
not in my opinion, concentrationless spells are wildly strong
especially hypnotic pattern, which may be the best or second best third level spell in the game
1/day, attunement slot, low DC, and self targeting? That's really not enough? XD
i can assure you someone with multiattack will just snap the self targeter out of it, no downside
15 DC is pretty common for late tier 2, at level 8 with 18 spellcasting and 3 pb, its dc15
I can add a rider about dropping the lamp if the caster fails the throw too
if you wanted to run hypnotic pattern out of the box, not targeting the spellcaster, concentrationless, rare, i would copy all of the wording except add that they make repeat saves at the end of their turn
and that would be strong but at an acceptable level for rare
it ends up being a reflavored enspelled magic item, but if that works for you, go for it
tf do you think a wand is? no one complains about those XD i didnt expect the homebrew channel to be bristling at a flavorful spin on existing item types lol
like what else are we here for
delete Wand of Magic Missiles wotc, it's just a reflavored enspelled item
Wand: Basic definition. A stick that lets the wizard/spellcaster point their magic in a certain direction.
the tone of this channel is baffling
appreciate the help anyway fellas. have... fun? If that's what you're trying to have, idk, seems like not
its a channel for feedback, and feedback can sometimes include, "its better to use an official option"
whether that its the case here or not, its valid feedback
you gotta pick and choose the people you converse with fr - everybody has different ideas about homebrew and surprisingly quite a few people get highly worked up over other peoples games they aren't involved in
anyways good luck with your item my dude 💯
I was more suggesting that you use one attack roll for all the eldritch Blasts, but they’re still considered separate attacks like Eldritch Blast normally is
Campaign Idea (includes spell that may or may not work): Mimics Tower.
The party are hired by a sorcerer that lives in a tower, more accurate to say they find the quest on a quest board in the local tavern, to come and rescue him from his own tower. As they adventure, they notice that there are more mobs than usual... and they seem to have a certain ability typically associated with monster chests. As they reach the tower, they see it seeming to move, as if breathing. Low enough roll for anyone results in the party going inside to investigate. Throughout the tower, they come across skeletons, slimes, and an insane amount of mimics. Rogue with high enough Dex can lockpick their way into the sorcerers experiment room where they will find a set of five scrolls and a spellbook.
The scrolls and spellbook teach a spellcaster of a high enough INT the spell "Create Mimic". The scrolls have one use, after which they burn and cannot be used again. The spellbook needs a long rest to recharge. The spells can turn ANYTHING into a mimic with absolute loyalty to the caster.
what if i cast this spell on the bbeg
"hehehe ur my mimic now"
He'd be loyal to you. The rest of your party would now have to deal with a BBEG that could eat them alive.
"Whatever. Go my mimic."
You could also turn your horse into a Mimic to have a "mobile tent". It's loyal to you, meaning even as a mimic you wouldn't get turned into food for Mimic Horse. You'd be able to take a Long Rest while still on the move.
I’m pretty sure absolute loyalty would be able to extend to allies via a simple command. In any case I think Dodge has the right idea, it’s a rechargeable insta-win mechanic
I think only creatures and objects with the immutable form feature or similar would be immune
Not sure if this is the place to ask this, but what kind of content does the SRD cover exactly?
By that I mean
Unless your spell specifically overrides such features
I know that if you want to publish a third party supplement for DND, you need to adhere to the content in the SRD
I actually didn't even think of those features... cause I didn't know about them... so no. The spell doesn't override them.
The SRD covers what you can use as a base for 3rd party publishing.
Right, but does publishing a free document/documents count as 3rd party publishing?
Im currently developing a 5e inspired system that I couldn't even possibly monetize since it's based on an existing IP
If you’re publishing it under Creative Commons then yes
In that case, if I were to publish my work under Creative Commons, even if its for free, I would still be limited to taking inspiration from the SRD?
anything you reference from base DnD if it's not in the SRD (which is creative commons) is technically copyright infringement when you publish it
What’s the SRD?
you can't publish something you don't own under Creative Commons that's not how it works
if you use something in your work you don't own - you can't publish it without their permission
WoTC have given permission for you to use the SRD content
the rest - permission has not been given
Alright, so my main issue was with the Artificer subclass then
yeah Artificer is not in the SRD
Which is not under the SRD, and I wasn't sure if I could incorporate modified Artificer traits into my system
Ah, I see
But then, does that mean that publishing Artificer subclasses is not legal at all?
basically you are correct
the exact laws will vary depending on which country you're in
Wow, okay, that clears things up
There is one way around it
You have to publish through DMsGuild and you have to use one of the approved settings
I would advise against trying to loophole the legal system - but just advise
Of which, fortunately, eberron is one
Oh it's completely legal
It's not really a loophole
You can publish stuff which references WOTC material assuming you're vetting the readers to check they have a license to read it - that's a lot of work tho
Oh no, I was not thinking of that, I'd rather not get myself into losing legal battles
But wotc gets a cut of your proceeds
Alright, so here's another question
Also, the idea I have in question is based on another existing IP, so I would never be able to profit from it
That places some limit on the spell but I’d say it needs more rigorous and defined limits. As is theres a few main issues:
- It’s an effective unlimited “insta-kill” against almost every creature and objects with no listed save, though I assume there will be one.
- The resultant mimic has no statblock
- There is no limit to the amount of mimics you can have under your control
Anything you make for your own private use is of course completely fine (unless your country has weird laws)
Game rules are not protected by copyright, are they? But the Artificer subclass obviously is
they are sadly
Oh
the lore and world of wizards of the coast's products are their intellectual property
that includes the game system to be clear 👍
You could set the amount limit of mimics to 2-3 minimum per caster. That way if the party wanted to have a "Safe" Travel Mimic, they could have the Bard or someone cast it on the party's horse, thus resulting in a mobile transport for the party, and that would reduce the caster's limit to 1-2.
So the thing is, from what I understand, game rules cannot be copyrighted though. What a game system is copyrighting is the wording around the rules
At least that's what I understood previously and a few Google searches have confirmed
Tell that to Nintendo... but I digress.
written text 100% can be copyrighted regardless
Exactly, but that's not what I'm trying to "copy"
Should also point out that not-for-profit "publishing" like posting an artificer subclass to Reddit is totally fine because it's under share-alike fan-content rules instead of the srd
im not a copyright lawyer so don't take my word as legal facts - but i can say with certainty that you can't use their game rules unless it's in the SRD
for example if you reference some rule from Xanathars - ur busted
most of the base game rules are in the SRD thankfully but quite a few aren't
all the base classes are in the SRD and quite a few famous monsters
not artificer sadly
You only really have to worry about licenses, the ogl, or the srd if you're planning to publish third-party 5e content for profit
So the main issue here is: I really like a specific Artificer skill and think it fits perfectly in my system. However, said skill would be worded differently, under a completely different "class" (although my system does away with classes), with a completely different way to acquire said skill
that would be totally fine
Basically, the skill shares the same mechanics and general "techy" theming but aside from that shares nothing else
you would have to change the entire wording and remove any references
but then it should be good
Also if true this takes some of the pressure off of me, because as I said, my custom system cannot be profited off since it's based off an existing IP
Seems like tricky business since something might slip through but it's reassuring to know I might be able to do it
I'd have to read the final product myself (and maybe run it by a lawyer) to be sure, but you're probably fine
generally WOTC won't pursue you for breaking their copyright unless you are making profit coz otherwise it's pretty hard to prove damages
but that doesn't mean they won't if you don't do it for profit
It's not just that they won't, their fan content policy won't let them
Unless they somehow ditch that policy entirely
if you follow that policy then you can assume they won't pursue you (but they'd still have the legal right to if they wanted)
Generally is what worries me. The system I publish would really only be known to the fandom I publish it in, so WOTC wouldn't even notice it, and it would be free, but I don't want to risk legal trouble at all
99.999% chance ur fine
worst case scenario they ask you to remove your content
Indeed, fortunately
Thanks guys
Can I take you up on that real quick? Just let you guys see a quick comparison between the inspiration and my version of it
Sure just post both so I don't have to look up the artificer haha
Of course
Original: Infuse Item: At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known: When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
My version: Weaponsmith: You are talented with building weapons and bringing out the deadliest in them. You may modify any weapon you find that is not Legendary with a Vortixx Modification.
You may pick 4 modifications of your choice from the Vortixx Modifications table. Whenever you gain a level, you may swap one known modification for another.
ur good bro
Thanks, most adaptations from DND skills are along the same lines
but i would point out
You may modify any weapon you find that is not Legendary with a Vortixx Modification.
doesn't say you need to own the item or touch it
i'd be tempted to use this on an enemies weapon and screw them
Oh, owning is not necessary, but I was planning on making this a feature you can do on short rests only
yeah those are so different i dont see any issue at all
5.24 Champ is goated.
Yes.
Hey fellas so
I had an idea
But it's like
Homebrew for your homebrew
So I found this really cool dragon homebrew on UA reddit
And one of the rules for the class was that you need things like weapons and armour fitted to be able to wear them proficiently
But I thought
Dragon with a sword doesn't make a lot of sense right?
So how about a new weapon category: Battleclaws
They're the result of a smith modifying a weapon to fit a dragon, and could come in 3 base variants: light, medium, and heavy.
Now, for this class, you get natural weapons (1d8 + strength or DEX mod at level 1-9, then 2d8 from that onwards)
I'm just not sure how to scale the Battleclaws to be interesting/worth the investment? I'm not sure if a damage upgrade would work, like adding on top of the base natural weapon damage for example
I have the homebrew document if anyone wants to give a hand? Thank you folks 👍
I managed to make a 187 HP CR 20 legendary Enemy who is actually hard to kill for many parties as a solo boss. Didnt think it would work
noice
the last statblock in this document https://homebrewery.naturalcrit.com/share/P_DnPaUOyktl
Really love this, now you make me want to run an ATLA campaign 
soo this is for dragon PCs or for NPCs?
PCs
Homebrew bingo time
(although it could work for npcs using the species/class as a base template)
I think they could work like those monk items I guess, but maybe with elemental bonus damage
They're kinda supposed to be the 'generic variant' weapons for the class
Like how you can have sword or dagger variants with magic items
I'm also trying to think of a damage upgrade that could make them interesting to use without overshadowing other weapons, as 1d8 + mods is already quite a bit of damage for natural weapons even at level 1
It's like
They're supposed to be upgrades for natural weapons that can bear enchantments/have magical properties
My first attempt at a slaad sorcerer. Any thoughts are appreciated. I am particularly interested in if it feels too much like the monster stat and not enough like a character option.
https://docs.google.com/document/d/1dQqXP22i__9lmp2d9O6iHMbo8agNJ1YiyUiwjIIz6ak/edit?usp=drivesdk
looks good
I'd make the level 6 feature limited uses per short rest and the spell list seems a little frontloaded but not too much
Idea/Thought: A lamia player... who can use their natural abilities to hypnotize. Think... Kaa from Jungle Book and his hypnotic eyes. Just as a lamia.
Thanks! Can you expand on what you mean by front loaded?
hows this for the third level feature on a "blind ninja" sort of monk subclass?
"Sight of the True Night
3rd-level Way of the True Night feature
By shunning your sight, you have become adept at seeing the truth even when it would be hidden. As an action, you enter the True Night, a meditative state that allows you to see through illusion. You do this by removing your eyesight, whether by closing your eyes, blindfolding yourself, or donning an eyeless mask. While in the True Night, you gain the following attributes:
- You can use your Deflect Missiles feature without expending your reaction.
- You have advantage on saving throws to avoid or end the frightened condition on yourself.
- You have truesight out to a distance equal to 5 times your monk level. You are blind beyond this radius.
- You are blinded, but suffer none of the negative effects of that condition within the radius of your truesight. You cannot, however, see color or fine details such as paintings or written text.
- You can add your Wisdom modifier to any ability chek made to find traps or hidden doors, or to discern the truth of another creature's words, even if that check already includes your Wisdom modifier.
You remain in this state until you choose to end it (no action required by you)."
it gives a buncha really good spells early on
I would expect about half of a spell list to be top tier spells at most
ideally you wanna balance it out
bro... unlimited true sight at level 3 c'mon now
at a limited range, and all ranged attacks from outside the radius will have advantage against you because thats how " blind beyond this radius" works
assuming you're serious - no that's not balanced
A creature with truesight can, out to a specific range,
- see in normal and magical darkness,
- see invisible creatures and objects,
- automatically detect visual illusions and succeed on saving throws against them, and
- perceives the original form of a shapechanger or a creature that is transformed by magic.
- Furthermore, the creature can see into the Ethereal Plane.
The humble blindsight:
which of those bullets is unbalanced?
You should probably replace truesight with blindsight
Truesight is blindsight + plot killer
Truesight is VERY LIMITED for a good reason
yeah replace truesight with blindsight and I'll take a look
whilst it's true sight that's simply just too much
The plot killing is the eternal issue, ya.
checking it the deflect attacks costing no reaction is also kinda cracced
the whole thing looks just supremely over optimised
Should probably only have one free Detect Missiles per turn, or have a limit
Or both
"the barkeeper gives you a tip about a hidden treasure just outside of town. Oh wait, how close is the monk? sorry, my bad. you see a blue dragon disguised as a barkeeper as they give you a tip about a hidden treasure just outside of town"
Deflect Missiles and the Truesight both scale with level, so after 3rd level the features can’t be that strong
see that sounds like a plot enabler to me
because now theres a blue dragon to deal with
Sure, but that's only one example
there always was its just now you guys are spotting it at too low a level to deal with it coz ur level 3
unfortunately the party is not at a level to fight the blue dragon when that occurs >_>
What if it's something important for the plot of, say, another character?
"you walk into a room and see three mimics pretending to be chairs"
If you plan to run your campaign accounting for truesight at all times, then go for it I suppose, but at that point it’s a subclass with a plot device baked in
That sounds like a 'screw investigation checks/surprises you know Everything'