#homebrew

1 messages · Page 9 of 1

hollow siren
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That’s not op and you wouldn’t get the opportunity to do all that at level 3

peak inlet
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whoops, I forgot what I was calculating

hollow siren
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Yeah lol

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All good, it happens

peak inlet
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it’s level 5

smoky sand
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Exactly. Like... idk about 2024 rules but in 2014 rules, its only 2 cantrips at level 1, 3 by level 8 or so, and 4 at level 14 or so is just... meh?

peak inlet
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but that’s still very easy to set up

hollow siren
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It is but consider that that’s assuming you aren’t concentrating on HM

smoky sand
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I think most people jsut go with Eldritch blast because its an easy cantrip to get

hollow siren
peak inlet
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not to mention other allies can also use it and if the enemies walk on the growth to get out they still take damage

smoky sand
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Because if nothing else, its probably one of the best if not the best cantrip in the game

peak inlet
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best I can agree with is that Warlock subclass spell lists should all give a cantrip

hollow siren
hollow siren
faint sonnet
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The thing I'm still having the most difficulty with, because I know what I wanna do is gonna require the strongest of wills, is to push Extra Attack out to level 9 but provide suitable replacements of features at 5 and opportunities for conditional attacks before level 9.

peak inlet
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Warlocks like having a single damaging cantrip that they buff a bunch

hollow siren
peak inlet
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the extra cantrips are for utility or contingency

hollow siren
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Yes

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Or for being a contrarian

smoky sand
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And i think Eldritch blast should be a feature built into the class like HM for 2024 rangers and divine smite for paladins 2014. If its gonna be where 95% of warlocks are just gonna pick the cantrip, I think it should have been a feature for all warlocks

hollow siren
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My warlock only agonizing blasts with starry wisp 😤😤😤

faint sonnet
hollow siren
peak inlet
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I’m currently running a Gish Warlock without EB

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I’m using True Strike instead

hollow siren
peak inlet
hollow siren
peak inlet
faint sonnet
peak inlet
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make it depend on attack rolls if you’re too worried about Acid Splash and Thunderclap

faint sonnet
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Pseudo-attacks are something I plan on having quite a few of, though.

hollow siren
hollow siren
peak inlet
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some spells become very strong if you split them

hollow siren
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Eh not any more than EB is

faint sonnet
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I will say, one of my reasonings is that EA is technically pretty boring compared to something like Brutal Strikes or Cunning Strikes.

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(I'm on mobile, so I can explain better when I'm back to having a keyboard.)

hollow siren
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So fighters get extra attacks at 5, 9, 13, 17 or whatever

Paladins may get them at 5, 13, 17 or something

smoky sand
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Rogues should get an extra attack.

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hot take unpopular opinion

faint sonnet
hollow siren
smoky sand
hollow siren
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Sneak attack is all or nothing in one shot, whereas extra attacks are spreading the damage out over multiple strikes

smoky sand
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But martials can still miss on one of those attacks

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and rogues are not caster enough to count as full martials

hollow siren
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Correct, they’re their own category

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Kind of

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They are to fighters as a warlock is to another caster

faint sonnet
faint sonnet
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One of my biggest reasonings is "If a martial like a Paladin gets extra attack a fourth of the way through progression, why wouldn't they keep progressing and get another attack halfway through progression as well", y'know? It's kinda a question of why Extra Attack appears so early and then never again.

hollow siren
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That is also a fair point. I feel like more than 2 extra attacks should’ve been more universalized

smoky sand
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i agree

keen wyvern
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Returning to this: Should I make this a bonus action?

keen wyvern
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anyone?

smoky sand
fierce dome
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its the hunt domain, inspired largely by falconers. its a pet class where you get a raptor companion. its modeled largely on drakewarden, which is wayyyyyy too much power for a cleric subclass

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if anyone has any input, itd be greatly appreciated

fierce dome
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looking at it now, a lot of what needs to change is the companions stat block

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ac (and maybe hp) is too high, and it shouldnt get multiattack

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oh i take it back, the 6th and 17th level features are also stupid overpowered

amber hollow
noble yew
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give this man more attacks
honestly they should be able to attack 3 times while in rage at that level

amber hollow
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The fact that only fighters ever get more extra attack is just... a bit weird. It'd be fine to have fighters have the most extra extra attacks. But the only extra extra attacks, is weird.

noble yew
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its like
their stand out feature
but like
maybe they need something else? like im pretty sure a raging barbarian should be able to attack more

keen wyvern
# fierce dome its the hunt domain, inspired largely by falconers. its a pet class where you ge...

Multi Attack for the Celestial Falcon +
Divine Strikes
8th-level Hunter's Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you** or your celestial falcon hits a creature** with a weapon attack

This is a condition that'll always be true, if played right.

If the falcon has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The falcon returns to life after 1 minute with all its hit points restored.

I'd do per short rest for revival

keen wyvern
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Do you think this is balanced, or functionally fine in dnd both in and out of combat?

Action: Spirit’s Shield
Requirements:
5 ft distance to ally

Cold slips out, so calm so careful, but no it’s too still - light bursts in blinding, like a star breaking through ice, I see the the frost shatter, gold splitting the silver, and oh no.. it sees me too. Your skin pales.

You are Glowing (Disadvantage on Stealth checks and attempts to hide.)

Light wells up, so bright, so sure of itself, but cold sneaks in, sharp and bitter, like winter’s edge, I feel them tear at each other, a golden glow cracked by ice, pulling at my skin, too bright, too cold - you shine brightly a beacon, but your fingers frost over.

You are Chilled (Disadvantage on Dexterity checks and saving throws.)

Five parts single motion

  1. Slide cool in to protect your ally facing them with your back towards the enemy.
  2. Standing up, steadying your feet, bowing towards the ally, standing back straight up posing for a block, blocking the hit.
  3. Bringing your hands up in a balanced circular motion stabilizing after the block.
  4. Pivot, rotating standing to the side, side-by-side, saying some encouraging words.

The static, frozen moment of sacrifice, brings a chill and selflessness to the spirit, your hands glow.

The ally gains an increased hit chance of your proficiency until the end of their next turn.

rich fractal
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Level 3: Dreadful Smite
Immediately after you cast Divine Smite, you can expend one use of your Channel Divinity to force the target and each creature of your choice in a 10-foot Emanation originating from you makes a Wisdom saving throw against your spell save DC. On a failed save, a creature has the Frightened condition until the end of its next turn.

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Updating the oathbreaker to 2024. Thoughts on this new channel divinity?

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Should the emanation be bigger?

fleet veldt
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guys i need some advice. im working on a leviathan for a part of my setting (Obelisk. A extremely large anglerfish that can hypnotize creatures with its lure to get them close). its an aberation.

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so one of its main features is it can go invisible at will, so its lure is only visible. How should i impliment this? Should it be able to go invisible a few times? what should break its invisibility? should it do it at will with no limit? should it be an action or bonus action?

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if it helps in any way its cr 15

noble yew
noble yew
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So it could go invisible a certain amount of times per turn, not at will but still quite a few times and between player turns as well so it can be less predictable

fleet veldt
noble yew
fleet veldt
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huh? im a bit confused

noble yew
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Have the lure and the fish be two different creatures on the board that can be a certain distance from one another (say, 60ft for example)
And have them move independently within that range

noble yew
# fleet veldt ooo

To make it a little clearer
Have the Lure creature always be within a 60ft (for example, adjust it however you need) radius of the big fish

true forge
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Brace of Destruction

Starting at 6th level, your nature grows more powerful. Your effects from the Dance of Destruction grow stronger, as seen below.

Arms of Destruction. As a reaction when being targeted by a ranged weapon attack, you can make an attack roll with an unarmed strike. If you make a higher attack roll then the attack targeting you, you can catch the projectile and make a ranged attack with it as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies. You can add your Strength modifier to the attack roll and your Strength modifier and Rage Damage Bonus to the damage roll.

Destructive Embrace. All creatures within 10 feet of you gain an increase to their AC equal to half of your Rage Damage Bonus (rounded down)

Force of Destruction. As an action, you can hinder foes with a wave of Destruction. Choose a creature within 30 feet of you, that creature must make a Dexterity saving throw, DC being 8 + Proficiency Bonus + your Strength modifier. On a fail, the creature is knocked prone and takes 1d8 force damage. On a successful save, the damaged is halved.

well, the 6th level feature for this barb sub

broken karma
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Can anyone help me convert a concept I have into DND terms?

It's a Minecraft staff from one of my modded playthroughs, and the character who uses it is gonna show up in one of my games. I want the staff I built and use there regularly to be a part of their design. It's a staff, made from a mithral handle (adaptation, it's just supposed to be a light metal that has high durability), with an Amethyst shard at the top. The main purpose of the staff is incredibly simple, to allow it's user to fling themselves around. You can charge up and send yourself forward a fair distance, or you can aim at the ground, or a wall, and get sent a considerably larger distance in the opposite direction. In addition to this, it can function as a spellcasting focus, but that's not a huge part of it. The main thing I want it to be able to do is the slinging/flinging. If that's not very interesting for an item, I'd like to see how I could turn it into a weapon based on momentum, where you become the projectile, launching yourself into people, or somehow using the staff's stored energy to bounce people away . . . it's all a bundle of ideas I want to put to paper but don't know where to start. Ping me in replies if you have any ideas!

true portal
# broken karma Can anyone help me convert a concept I have into DND terms? It's a Minecraft s...

Amethyst Slingstaff

Staff, rare (requires attunement)

Description.
This staff is forged with a mithral handle, light and nearly indestructible, capped with a jagged shard of deep violet amethyst. It hums faintly with stored kinetic energy, eager to release it.

Properties

Spellcasting Focus. You can use the staff as a spellcasting focus.

Lightweight. The staff counts as 1 lb lighter than a normal quarterstaff due to its mithral construction.

Momentum Surge

As a bonus action, you can command the staff to release a burst of force. Choose one of the following:

Propel. Launch yourself up to 20 feet in a straight line in a direction you can see. This movement does not provoke opportunity attacks. If you end this movement adjacent to a creature, you can immediately make one melee weapon attack with the staff as part of the same bonus action. On a hit, add an extra 1d6 force damage.

Ricochet. Aim the staff at a solid surface (ground, wall, or ceiling within 30 feet). You are thrown in the opposite direction, traveling up to 30 feet. If you collide with a creature during this movement, they must succeed on a Strength save (DC = 8 + your proficiency bonus + your Strength/Dex modifier) or take 2d6 bludgeoning damage and be knocked prone, while you land safely in the nearest open space.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Momentum Crash

At the end of any movement made using Momentum Surge, you can choose to crash down on an enemy. As part of the attack, roll with advantage. On a hit, you deal your normal staff damage plus an extra 1d8 force damage, and both you and the target must succeed on a DC 13 Constitution save or be knocked prone.

broken karma
true portal
broken karma
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(the staff is much more . . . volatile than a 20 ft fling)

true portal
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also: thank you for liking it

broken karma
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the "point at ground and go up" trick can send you almost 300 feet up, so I'll have to go for a happy medium there

crude quail
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Does anyone know how to play dnd without a dm and instead with tarot cards from wotc

spring tusk
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What

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I mean

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Look it up I think

crude quail
spring tusk
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But like I think a solid move while you're here would be to try and figure out how to make it for yourself

spring tusk
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Still uses dice but there's no DM

crude quail
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Aight

spring tusk
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Just you

crude quail
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Ty

true portal
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i can DM for you but just with tarot cards aint possible

spring tusk
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Could be a good starting point

crude quail
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Awe

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Okii

spring tusk
true portal
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at least not official

spring tusk
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We're in the homebrew channel figuring it out is kinda the point

crude quail
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Thank you

true portal
spring tusk
crude quail
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What if! Everything is based on the cards
From characters to story

I know how to read tarot and it's kinda a story of itself aswell i think it may work

spring tusk
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Personally another thing I might suggest checking out is indestructoboys merchant gambler subclass

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Which gives you a mechanic to allow you to use a deck of cards instead of dice

true portal
spring tusk
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52 bicycle darks in all fairness but it's also a good starting point

spring tusk
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People can read tarot cards

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People can use tarot cards for randomization

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I'm not seeing any missing puzzle pieces

crude quail
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So it is possible

spring tusk
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So now it's time to put it all together

true portal
true portal
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with tarots is fully possible

spring tusk
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Of course it's not JUST tarot cards,

true portal
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just not exclusively tarots

spring tusk
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But DND isn't JUST dice

true portal
spring tusk
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And solo DND still exists

crude quail
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Ex pull cards and just ask "what's the adventure gonna be ?" Then boom a quest and a goal

true portal
crude quail
spring tusk
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Fair enough

spring tusk
crude quail
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Hahaha

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But I'll do it as sooin as possible

true portal
crude quail
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I kinda like the mtg mechanic so I'll try to implement that aswell

crude quail
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That's fun

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Aight gotta go imma make more ideas

noble yew
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Magic items. You cannot use magic items that have to be held in your hands to be used, unless you succeed on a Sleight of Hand check (DC imposed by your DM).

This is considering the race already has disadvantage on Stealth and Sleight of Hand for manipulating objects made for humanoids

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does that sound fair?

vestal matrix
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I need help from some professional DMs, I am about to do my first campaign with a group of 6 people and decided to not do a book, but instead build an entire one shot, and idk if my enemies are overpowered or if I don't have enough gameplay for my players and I start the campaign in a week, if anyone is willing to help me, please DM me and I will try to send you a link to my Google docs

orchid verge
tropic stratus
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no point trying to race an f1 racing car when you don't know how to drive yet

vestal matrix
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I know how the game works, I been working with my DM of 4 years with it and I have everything built already, I have a Google doc for NPC interactions, weapons with curses, enemies, locations, skill checks, and different things that would happen if they take a different path down the campaign. I have always found normal books harder to follow so I built my own, everything is already made and ready to go, I just not sure if I have the proper party level or if I need to bump them up or down, or if I need to make some enemy interactions easier

tropic stratus
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No offense but until you have experience DMing you have no idea

orchid verge
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just try premade one-shot - not campaign, if you feel confident after that - then made your own campeign

vestal matrix
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Alright

orchid verge
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oneshots are not books, its just 3-4 pages of descriptions and premade statblocks

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also just dont show statblocks and hp of enemies to party
and like if enemy is about to TPK ur party - make him weaker lmao

tropic stratus
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it's nbd if you TPK in a oneshot anyways

orchid verge
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whats nbd?

tropic stratus
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no big deal

orchid verge
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lmao

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i mean
if i get tpk'd as player on my first ever dnd session...

tropic stratus
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as long as everyone has fun it's chill

orchid verge
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true

tropic stratus
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normally players are a lot more open to losing PCs when it's a oneshot as well - coz y'know they were gonna abandon those PCs anyways

noble yew
tropic stratus
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dnd 5e has the design philosophy of "Bounded Accuracy" and "No Negatives" so i would encourage you to find other ways of balancing that than nerfs or flaws

noble yew
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hm
even if it logically makes sense to have that negative?
i mean i do have item fitting rules for armour and weapons already

tropic stratus
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logic doesn't matter when it comes to mechanical design ngl

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design the mechanics then come up with the logical explanation

noble yew
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the mechanic is already there (disadvantage on sleight of hand and stealth) its just about expanding it really

tropic stratus
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let's take a look at the whole species pls

noble yew
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Creature Type: Dragon
Size: Medium (about 5-feet tall and 7-feet wide)
**Speed: **30 feet
**Draconic Kind. **You can choose your type from the
ones below. Each draconic kind comes with its own
damage type (which influences things like the damage
resistance or your breath weapon, if you have the
Dragon class), as well as some other features granted
by the Dragon class. The list below has only the Metallic
and Chromatic dragons included in the 2025 monster
manual, but your DM may allow you to choose other
dragons, such as dragon turtles, Gem dragons, Shadow
Dragons, or Solar or Lunar Dragons.
**Damage Resistance. **You have resistance to the damage
related to your draconic kind. You gain immunity to this
type when you reach character level 10.
Powerful Senses. You have darkvision with a range of
60 feet. This range increases to 90 feet when you reach
character level 10, and 120 feet when you reach
character level 15.

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**Dragon’s Body. **Your unique physiology makes you
very easy to spot and makes it very hard for you to
handle small, delicate things that were not designed
with you in mind. You have disadvantage on Stealth
checks, Sleight of Hand checks, and checks made to
handle and manipulate objects designed for humanoids.
You can, however, still fit regular armor and use
regular weapons. Whenever you use a weapon or armor
that was not designed with you in mind, it is magically
morphed so you can use it, thanks to dragon magic.
However, you cannot have proficiency with weapons
and armor that were not specifically made with you in
mind.
You can ask a blacksmith or some other appropriate
merchant to retrofit a set of armor or a weapon to it is
made for you. Doing so costs five time the cost of the
item, and takes 2 weeks times the rarity of the item, or 1
week for nonmagical items, so 2 weeks for common, 4
weeks for uncommon, and so on.
Additionally, you have a series of natural melee
weapons. These can be claws, horns, or a tail. You use
Strength or Dexterity (your choice) for an attack with
them, and you are proficient with them. On a hit, you
deal 1d8 bludgeoning, piercing or slashing damage
(your choice) plus additional damage equal to your
proficiency bonus of the type corresponding to your
draconic kind. This weapon’s damage increases to 2d8
and its range increases to 10 feet (instead of 5 feet)
when you reach character level 10.

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**Growing Body. **You are medium in size, but when you
reach character level 10, you can choose to grow one
size (to large). You gain this choice again at level 20
(allowing you to grow to huge).
Enviromental Adaptation. Your adaptation to a
specific environment grants you one of the following
features (which you choose when you get this race):
Amphibious. You can breathe both air and water,
and have a swim speed equal to your walk speed.
**Burrower. **You gain a burrowing speed equal to half
your walking speed (rounded down, to the closest
multiple of 5 feet)
Climber. Your walking speed is increased by 5 feet,
and you have a climbing speed equal to your walk
speed.
Void Explorer. You do not require Air.

tropic stratus
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so this is a dragon and they don't even have hands?

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Just say they cannot wield weapons or items in their hands at all.

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that's what the base dnd rules say anyways - you need hands to use one handed weapons etc.

noble yew
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oh my god i am stupid its already in the text i just
augh
sorry nevermind

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i need to read things better

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never homebrew when youre tired kids

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"You have disadvantage on Stealth
checks, Sleight of Hand checks, and checks made to
handle and manipulate objects designed for humanoids."
this already encompasses it i am so stupid and very sorry for wasting your time

tropic stratus
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oh its okay lol idk what u mean there

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i am referring to the base game equipment rules

noble yew
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yeah no i get that
i was off onto something else here i am very tired and have been reading and rereading this stuff all day long
my brain is fried, thank you for being patient and explaining some stuff to me lol

tropic stratus
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no worries well if u solved it then all good

hollow quest
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Is this ok or too much?

Invocation: Eyes of Command
Prerequisite: 5+
When a creature you can see within 30 feet meets your gaze, you can cast Charm Person on it without expending a spell slot. The target makes its saving throw with disadvantage. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.

hollow quest
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Charm person isn't a concentration spell no

noble yew
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No but the feature
Or is it just soemthing you use to cast charm person? Just trying to understand

hollow quest
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Yeah basically just free use of Charm Person. That's it

noble yew
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Oh! Then fair enough
Giving them bedroom eyes lmao

hollow quest
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It adds the disadvantage, otherwise it's a standard Charm Person

amber hollow
peak inlet
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Tether

General Feat (Prerequisite: Level 4+)

Ability Score Increase. Increase one of your Ability Scores by 1, to a maximum of 20.
As an Action, you can choose a willing creature within 120 feet of you to create a string that connects the two of you for 10 minutes. This string is always in tension and can extend no more than 120 feet, it breaks and disappears if either of you leaves the range. While the string is active, neither of you can be forced to move by any other creature. If one of you is suspended, the other can carry them and the equipment they’re carrying effortlessly. The string is visible but cannot be interacted with by other creatures and phases through objects.
As a Bonus Action while the string is active, either of you can shorten the string towards themselves by 10 feet, moving the other creature closer by that same amount.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest.

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idk if this completely sucks doya

keen wyvern
peak inlet
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what would you suggest I say for the first part?

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actually, I feel like I can just take out the “willingly” part

novel cobalt
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A player of mine wants to play this subclass. Do you think its balanced? Its for 2024.

Bard Subclass: College of Anarchy

Level 3: Rallying Warcry
As a Bonus Action, you can expend a Bardic Inspiration to shout a rallying warcry. Each ally within 60 feet of you who can hear you (including yourself) has Advantage on their next attack roll during their next turn. If that attack hits, they deal an additional amount of damage of the same type equal to your Charisma modifier.

Level 6: Infectious Inspiration
When a creature uses one of your Bardic Inspiration dice, they can choose another creature within 15 feet of them. The target gains a d4. Once within the next minute when the creature fails an attack roll or saving throw, the creature can roll the d4 and add the number rolled to the d20, potentially turning the failure into a success. The die is expended when it’s rolled.

Level 14: Unrelenting Inspiration
When you or another creature rolls one of your Bardic Inspiration dice, you can do so at Advantage.

peak inlet
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Advantage is about a +3-5

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d8 is average 4.5

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you’re giving all allies a limited BI using 1 die

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and extra damage

novel cobalt
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Hmmm, alright, thanks!

peak inlet
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it doesn’t play that well as a subclass

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it’s 3 very disconnected abilities all using BI

novel cobalt
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Fair point, I’ll ask the player for some changes

peak inlet
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Rallying Warcry can use 2 BI dice, decrease the range to 30 feet, make it CHA creatures of your choice, and maybe make it an Action

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you shouldn’t apply all those

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I think you can keep 3 out of those changes in any combination and it should be fine

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I think you can remove the extra damage part and instead make it a full level 6 feature

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that would increase personal damage as a more offensive subclass

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something like increasing your next attack’s damage by number of attacks that land x CHA until the end of your next turn

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it’s the same DPR, but much higher burst

novel cobalt
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Hmm that could be very interesting, yeah

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Thanks for the help, appreciate it

peak inlet
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change the level 14 one too

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or ask them what they think would fit for the level 14 one now instead

peak inlet
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it fits the theme and works with the other features

novel cobalt
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Okay, good call

peak inlet
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I mean like an enemy

tacit leaf
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Playing a hypothetical Travel Domain cleric, would you rather have access to Phantom Steed or Find Steed? I'm working on the subclass' spell list and going between Phantom Steed, Find Steed, Misty Step, Haste and Locate Object is becoming an endless cycle.

I know the subclass deserves at least one Steed spell, but with Phantom, it loses access to Haste, and with Find Steed I have to switch out Misty Step or Locate Object

digital jetty
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Go with find steed and lose misty step

peak inlet
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although I would probably also want to give them Find Greater Steed later

tacit leaf
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Well now the question is Locate Object or Pass without Trace.
Locate Object is an homage to the 3.5e version of the Domain, even if I don't reeaally understand its inclusion.

faint sonnet
green helm
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(mainly just looking for ideas/inspiration)

tiny dagger
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I'm starting a campaign next weekend and I'm creating a custom magic item for each character. They won't have the opportunity to acquire these until they hit level 3, so I've got some time. But I'm having a hard time coming up with something cool and unique for the sorcerer and the cleric. I was hoping you fine folks might have some inspiring ideas that could help me?

tepid violet
tiny dagger
tiny dagger
tepid violet
tiny dagger
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The cleric hasn't chosen a subclass yet (we're using 2024 rules) but the sorcerer is a runechild (2014 from Tal'Dorei)

tacit leaf
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Have they decided on a deity?

tiny dagger
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I don't see one listed on their character sheet. It does bring up the point that it might be easier to craft something appropriate once they have a depth and a subclass plan

fleet veldt
# noble yew To make it a little clearer Have the Lure creature always be within a 60ft (for ...

i took this concept and modified it a bit:
Detachable Lure. As a free action, Obelisk can detach its bioluminescent lure, which becomes a separate creature under Obelisk's control. The lure shares Obelisk's initiative count and acts immediately after Obelisk’s turn. It has AC 15 and 75 hit points, is immune to psychic and poison damage, and can only use the Hypnotic Lure and Lure Bolt actions. If the lure is destroyed, Obelisk regrows a new one after 24 hours. Obelisk can reattach the lure by moving within 5 feet of it and using a bonus action.

true portal
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so im launching my free homebrew book in a bit (Thistledown's guide to the dark fae) and does anyone want anything in that?

cursive pumice
#

Entangled Stakes

You enchant a pair of stakes or similar rod-like items you touch, linking them together. If you are holding or carrying one of the stakes, you can use an action to teleport to the other stake. Unless the stake is anchored into the ground, the stake is also teleported with you.

This works regardless of how far the stakes are from each other.

#

Is this spell balanced

true portal
#

level?

cursive pumice
#

5, word of recall is 6

cursive pumice
#

casting time is 1 minute

#

VSM, no cost

green helm
cursive pumice
#

mhm

cursive pumice
#

i think you just release it

true portal
#

or you give me a theme

true portal
cursive pumice
#

oh

true portal
#

but like 95

cursive pumice
#

well it's not like we know what's in it

true portal
cursive pumice
#

like something related to the Queen of Air and Darkness, but you've probably done that already

true portal
#

its mostly new fae stuff

cursive pumice
#

oh

#

i mean dark fae would probably need something relating to that

cursive pumice
#

unless it's an entirely different setting

true portal
#

will work on that

true portal
#

of the feywild

cursive pumice
#

the feydark?

true portal
true portal
#

so, i did the spells in my doc

#

and that was 79 pages

#

i did way too much lol

reef kindle
#

can someone give me tips or critiques on a monster i made for my friend as a "patron."(the plot twist is that It's actually not the patron but their starspawn.) think CoC, lovecraftian, eldritch aquatic horror, shadow over innsmouth esque.

#

Dread Shark
Gargantuan Aberration, Typically Neutral

Armor Class 18 Natural Armor
Hit Points 250 (11d12 + 50)
Speed 60 ft.

STR
18 (+4)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
17 (+3)
CHA
16 (+3)

Saving Throws STR +10, INT +10, WIS +9, CHA +9
Skills Perception +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Blindsight 60 ft., Passive Perception 16
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6

Traits
Water Breathing. The shark can breathe only underwater.

Blood Frenzy. The Dread Shark has advantage on melee attack rolls against any creature that doesn't have all its hit points

Shark Telepathy. The Dread Shark can magically command any shark within 120 feet of it, using a limited telepathy.
Actions
Multiattack. The shark makes two Bite attacks.

Bite. Melee Attack Roll: +9 (with Advantage if the target doesn’t have all its Hit Points), reach 5 ft. Hit: 22 (3d10 + 6) Piercing damage.

Mind Blast

Bonus Actions
Regeneration: Every 6 turns or using a Legendary resistance, automatically heal 8d6+20hp

Reactions
Dodge
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix PH-A) or if your speed drops to 0.

Disengage
If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn.

#

does this sound okay?

green helm
# tiny dagger If you're referring to the Betrothed subclass, I like the idea, and will think a...

Yes, I did say that. Thank you, make sure to @ me so I remember. I do have a reason for it being there, but it's hard to explain (I forgot this discord is pg13) I made the annihilation warlock first, and it was really op, to balance it out, I fleshed out the "lore" of how you would become one and I made the betrothed warlock and their shared feature penalty. The best way I can explain now is say your betrothed was a vampire or were creature and they turned you, your mark could be that bite

green helm
true portal
tiny dagger
true portal
#

these are fae with a shadowfell infection

tiny dagger
green helm
true portal
#

needed one more warlock sub so thats nice

lone depot
#

For the Betrothed warlock… I’m pretty sure it ain’t finished lmao

The level 10 feature cuts off mid-sentence, and level 14 feature is a period

#

I’ll read the others in a bit

green helm
lone depot
#

That level 1 of Annihilation is beyond broken lmao

#

A level 1 feature that can only be turned around by a 9th level spell or divine intervention

#

It’s like watching an isekai and when they first get isekaied they gain a power only god can deny lmao

#

Question: what do you mean by “hit point maximum is raised by 1, but reduces by 1 when you gain another level”

green helm
#

Uh yeah, that sounds correct, I didn't wanna cap it at high levels or separate them so idk what to do there, it is pretty powerful, but actual play-wise it shouldn't be too much. Did I say raised? It's supposed to reduce your hit point maximum by one every level, a debuff

#

No it says reduced

lone depot
#

Ngl, I feel like making the level 1 ability the 10th level, or the 14th level would be better. The first of the two first level abilities, anyways. And being down the other features to make up the space if that makes sense

Level 6 would be the level 1 feature, etc

#

While yah gameplay wise it’s not much, when it’s read the whole subclass feels extremely front heavy

#

It basically becomes another 1st level dip

green helm
#

While I somewhat agree, especially with that last bit, Level 6 to 1 would be a weak start for the sub and a powerful end. It is meant to be "front heavy" if by that you mean combat heavy (mostly)

lone depot
#

Yah that’s true

#

And changing the 10th level to 1st level would be an even worse version of the hexblade

#

But at the same time, the second bullet point at 1st level feels strong enough, especially with the Husk feature

green helm
#

yeah. no matter what we do, someone made a guide for homebrewing subclasses which I do want to follow still so it feels like a normal warlock

#

yeah, but seperating the two feels wrong

lone depot
#

That is also true

green helm
#

I made this hard to modify, hmm

lone depot
#

I mean, by that logic it’s fine. I guess the part that struck me the wrong way was the whole “only a deity, true resurrection or wish spell” part

#

And there ain’t really a way to remove that either

green helm
#

i wanted the two to be at similar-ish power levels and I thought it fit. what way to remove it could fit?

lone depot
#

U could make the first bullet point use up a spell slot maybe?

true portal
#

guys

#

its finished

lone depot
#

It’ll cost something, and warlocks spell slots is valuable

green helm
#

they have a solid 2 of those

lone depot
#

Like they could save that ability until they fight the boss of that section, to make sure no one swings by to resurrect em

true portal
#

I present: Thistledown's Guide to the Dark Fae

lone depot
green helm
#

hmm, I... yk, I actually love that

lone depot
#

But In return, boss can’t be brought back, and only a wish or true resurrection spell could reverse it

#

And what’s the odds of a 20th level character being nearby at that time lmao

green helm
#

would it still cost a spell slot after their capstone? cause if so i'd want to swap the capstone

lone depot
#

Maybe have it where at 14th level, u can use that ability once per day (refreshes at dawn) without using a spell slot

#

Because by 14th level, your character would most likely meet more NPCs that would have, or know someone that has 9th level spells

#

Imagine at 1st level, ur warlock tries to do that and from the shadows someone casts wish

#

That’s crazy

green helm
#

maybe, just once seems kinda low power for a capstone though

lone depot
#

You’re more likely to meet someone with 9th level spells at 14th level than 1st

green helm
#

even then, like the warlock rod kinda does that

lone depot
#

Also, u gave me an idea for the occult weaver Im creating lmao

green helm
#

the rod of the pact keeper, +1 pact slot... ooooh nice! yw, how?

lone depot
#

Oh the rod would help with this subclass

#

But I mean, what’s the odds of getting it unless ur dm is just giving it out for free

green helm
#

oh yeah, it would. what about half proficency for the free castings?

#

(for the capstone)

lone depot
#

That reminds me

#

The 14th level ability… how would Rite of Annihilation even work on objects

#

Unless I’m wrong… i don’t have an idea of how it’ll work

green helm
#

? wdym? objects have hp

#

get them to 0/"kill" them and it could activate, no?

lone depot
#

Oh right

#

Idk why I didn’t get that

green helm
#

wait, would it be all of rite of annihilation or just the first bullet point?

lone depot
#

Also, using both abilities at once seems like a good capstone ability alongside the “once per day” part

#

Maybe only the first bullet point

green helm
lone depot
#

Unless objects suddenly needs to roll death saves

green helm
lone depot
#

Also, I forgot to clarify something: the first bullet point should be locked behind “one warlock spell slots”

Otherwise a padlock can just spam that ability till kingdom come

austere crescent
#

homebrew druid circle: 2nd level you can put your hands on a living/undead things have a short vision of its either past or future i cant decide, or both? or decided by dm? or by dice? or one first then the other a later level? thoughts? i was thinking once every long rest

green helm
#

padlock? they still have a few slots

lone depot
#

Still more than a warlock though

green helm
#

yep, so we moving anything around? i made like one mod and forgot the rest

lone depot
#

I also feel like the second bullet point should have a limited usage, but idk tbh

#

Nah I don’t think moving anything around would be needed

green helm
#

cool, tysm Vortex!

lone depot
#

No problem

austere crescent
#

Thoughts on my idea?

lone depot
green helm
austere crescent
lone depot
peak inlet
green helm
austere crescent
lone depot
peak inlet
#

you gotta give clear pointers to the DM as to what the event should be

austere crescent
austere crescent
peak inlet
#

you can make it a willing creature once per long rest

tepid schooner
peak inlet
#

and it would probably still be the capstone feature

austere crescent
#

okay

peak inlet
#

so what then?

tepid schooner
#

simple, knowledge of the future can change the future

#

if that's how divination works in your world that's how divination works

#

that's almost always how divination works

#

OR

#

knowledge of the future means that the universe will always intervene to make it not go that way

#

no matter what you do, the final hit never connects

#

my favorite is when trying to stop it makes it happen

peak inlet
#

or the DM just forgets and then the players get confused

austere crescent
#

how about you can see through a beings eyes and feel thier emotions (you would be unconscious)

tepid schooner
#

That's something the dm will have to decide

#

anyways, my homebrew

peak inlet
#

I think this type of thing should be bound to something the DM grants

#

like a magic item or a patron

tepid schooner
#

well every homebrew is a thing the dm grants

peak inlet
#

they allow it

#

there’s a difference

tepid schooner
#

same difference

tacit leaf
#

seeing the future is also in base game dnd, and isn't up to DM approval. Any wizard can take Divination or Augury

tepid schooner
#

the dm can simply say NO

peak inlet
#

extremely different

peak inlet
tepid schooner
#

yeah that's what happens with homebrew

peak inlet
#

vs. “the DM gave me this item and understands the repercussions of having it”

austere crescent
peak inlet
#

it’s not the same at all

tepid schooner
#

idk i mean, like, the dm can always say "no i don't want you to use this class because of this feature"

peak inlet
#

you can have that as a Wild Shape use

tepid schooner
#

homebrew is allowed to give things that require dm approval, cause the dm already has to approve it

tacit leaf
#

If some DMs don't know how to handle Divination, that's not a fact that should inform subclass design. You can't design for every DM out there, and if they know they won't like it, they won't allow it.

austere crescent
green helm
#

@lone depot Yes, found it (in case you hadn't updated it)

tepid schooner
peak inlet
lone depot
peak inlet
#

a feature that shows you what a creature will do if put in a specific situation, that’s divination that works

#

it requires approval

tacit leaf
peak inlet
#

but it’s still straightforward to run

green helm
peak inlet
#

a feature that allows them to see a future but doesn’t explain how that divination works is something that the DM has to work around

#

and thus, should be something the DM must actively give the players like a magic item

tacit leaf
#

It's a rough draft, I assume. DivinestSmite wasn't writing in game language. I'd assume the real feature would be more clear on the limitations

peak inlet
tepid schooner
#

simple

This spell puts you in contact with a god or a god’s servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn’t account for circumstances that might change the answer, such as the casting of other spells.

#

use this as a guideline

peak inlet
#

it’s still too powerful for 2nd level unless it’s heavily limited and loses the flavor, but as a feature it can work

#

it would just need clear guidelines

tepid schooner
#

"You learn one piece of information about an event to occur in the next 24 hours about the creature. This does not account for what may happen in result to learning this information"

austere crescent
#

The gaze of two minds draft: You can expend one Wild Shape use to view the world through the eyes of another being, feeling its emotions in response to what it sees and thinks.

#

2nd or 6th level do you think?

peak inlet
austere crescent
tepid schooner
#

boom, 24 hours so dm is unlikely to forget

highly situational, very little chance of major information being gained

tells you how it works

peak inlet
tacit leaf
tepid schooner
#

now can we get to MY homebrew please

austere crescent
peak inlet
austere crescent
#

oh a roll mb

tepid schooner
austere crescent
#

i know what you mean @peak inlet

peak inlet
peak inlet
#

Wall of Force is a bit scary to see in the list

#

but I feel like it’s fine coz it’s a halfcaster

tepid schooner
#

wall of force also is not scary on its own

#

it doesn't do damage or anything, just makes a wall

peak inlet
#

the Channel Divinity needs to be rewritten

#

rn it does nothing other than give you exhaustion technically

#

is this 2014 or 2024?

tepid schooner
#

2024

faint sonnet
tepid schooner
#

ok

tepid schooner
#

with the caveat of starting at one death save throw and having a level of exhaustion

peak inlet
tepid schooner
peak inlet
#

temp HP doesn’t bring you back

tepid schooner
#

plus it occurs before you fall unconscious

peak inlet
#

you still fall unconscious after casting it

faint sonnet
# faint sonnet Constructive criticism: A link and a "look at this" is one of the least enticing...

I only mention enticing reviewers because a lot of people who do in-depth reviews/criticism on stuff (here and in other homebrew servers) are liable to only do that under one of two conditions:

  1. The reviewer knows the poster, and are curious.
  2. The reviewer notices that the post includes effort, which means that the reviewer knows that the reviewee is actually fine with matching the effort required.
tepid schooner
#

ok, i changed it to also give you one regular hit point

scenic urchin
#

and reviewing classes/subclasses is a bigger ask than other homebrew review requests

faint sonnet
#

If we are equalizing effort:

[link] Look at this, please.
is the same effort as:
It's okay.
-# Personally, I hate giving that short of a response and the inequality of effort, so I just...don't look at the stuff.

tepid schooner
#

i see

peak inlet
tepid schooner
#

if the power level is off i'd adjust the hit points it gains

peak inlet
#

the level 7 feature should just be people who are already in your field at best

peak inlet
#

2/LR + 1/SR

tepid schooner
#

and the added death save

peak inlet
#

your exhaustion could be an issue, the added death save doesn’t matter at all

tacit leaf
#

I'm down to review the oath, but it'll take a bit to write up and I am tiredddd.

My immediate reaction is the use of exhaustion as punishment for class features is already very rare in class features for a reason, and it being a) the first and only feature until level 7, as well as b) reliant on already losing a fight

"Self-revive" features aren't usually led with, because you want proactive abilities for players to use. If your subclass if only functional when you're dead, you have no subclass if you're playing well.

peak inlet
#

coz you never get to that point

tepid schooner
#

you now have a permanent -5% to all rolls

tepid schooner
peak inlet
#

the exhaustion is too much of a punishment

tepid schooner
#

you have to remember that this is a build all about protecting others

peak inlet
#

a Lay on Hands use is less of a punishment and more of an active choice imo

tacit leaf
#

I would honestly switch 3<->7, making Intercept Attack the Channel Divinity. It evokes protection as a theme immediately when I begin using the subclass at level 3, and will see more use in play as opposed to the passive PTtP.

tepid schooner
#

i think my biggest issue myself is that at level 3 you can't protect others

#

but i feel a channel divinity is too much of a cost for interecpt attack

#

maybe you get the base intercept attack for free

#

anyone within 5 feet of you

#

and then the channel divinity lets you do it to anyone you can move to

#

I definetly wanted IA to be level 3

#

I just couldn't figure out how to make it worth a CD

peak inlet
#

it’s insane for a feature that isn’t Channel Divinity

tepid schooner
#

I still want you to be able to intercept anything that is already around you

tacit leaf
# tepid schooner but i feel a channel divinity is too much of a cost for interecpt attack

One thing I'm noticing a lot in the design of the features is that they come with drawbacks. Which can be a trap to make things feel "fair", because it feels like you're introducing a level of risk-reward.

But a) this is OneDnD where character abilities are by and large entirely possible and b) the 'risk' comes from consuming resources, including action economy.

So you can make that channel divinity more powerful to make it feel worth that CD resource. Get rid of that adv on attacks against you and let the paladin feel like they're tanking

peak inlet
tepid schooner
#

Whenever an ally within your reach would be targeted by an attack roll, you may intercept You become the target of the attack, You must declare this before the attack is rolled.

In Addition, as a reaction, when an ally within your speed is targeted by an attack roll, you may expend a channel divinity and move up to your speed, ending the movement next to your ally

#

How does this look, level 3

#

yeah

peak inlet
#

I’m sure there’s something else comparable that I can’t think of rn

tepid schooner
#

ok, i moved the level 15 to level 7, changed the level 3

#

now i've got my Aura and Divinty effect

#

I've got my capstone

#

i'm strugling to come up with a lv 15

#

i don't really like the stay up mechanic

tacit leaf
#

Paladin has, if we're being traditional, a very formulaic feature layout.

Level 3: Channel Divinity Option
Level 7: Aura Improvement
Level 15: Defensive Feature
Level 20: Transformation Ability
And they're in that order for a reason I can explain if you wanna talk about it, but more importantly:
You have all these right now, there's just in the wrong order, and I can see you switching them as I'm writing lmao

#

The old "I don't die and get a lot of temp HP". That's your level 15 now

peak inlet
#

a free interception is an issue

tacit leaf
#

a little reshuffle of features, some power boosts, and that's all she wrote

tepid schooner
#

i don't really see it as an issue

peak inlet
#

it should definitely be a Reaction at least

tepid schooner
#

can you explain why you think that>

peak inlet
#

within 5 feet

austere crescent
#

(homebrew druid circle) 2nd level: (once per long rest) you can know a fact about the origin of an item: either place of origin, person of origin, reason of origin. maybe require a high roll on d20 to be able to pick which? thoughts?

tacit leaf
#

That level 3 reaction should ideally always cost a channel divinity+reaction. If only because that means you can make it more impactful in play.

tepid schooner
#

The ideal play for this paladin is soaking up ALL the hits, using their lay on hands while having either sanctuary or compelled duel.

#

Maybe once you use the reaction, you can keep doing it for the rest of the turn?

peak inlet
austere crescent
tacit leaf
#

At level 3, most paladins get an impactful Channel Divinity feature because that's their level 3 power spike that lets them keep pace with other classes. It's also the way they spend that resource.

The tanking fantasy will come because of that, Paladin's naturally high AC and HP, the fact they're going to be up front, and decisions they make in character generation.

peak inlet
#

but then you lose the movement

#

Reaction + CD = intercept all attacks within the circle until the start of your next turn

tepid schooner
#

As a reaction, when an ally within your speed is targeted by an attack roll, you may expend a channel divinity and move up to your speed, ending the movement next to your ally. You then become the target of the attack, You must declare this before the attack is rolled. For the next Minute, or until you use this feature again, you can intercept all attacks made against creatures within your reach, as a reaction.

#

How's this?

peak inlet
#

better…?

austere crescent
#

@peak inlet maybe they have to roll a number higher thatn 10 on a d20 to pick which one?

#

or 15?

peak inlet
#

I still think what you’re looking for is more of a big burst all at once

tacit leaf
#

Give it a bit of a power boost, honestly.
Let it trigger when a successful attack is made, and impose disadvantage on any further attacks made against the warded ally

median seal
tepid schooner
#

OOH

#

Idea

austere crescent
peak inlet
peak inlet
#

at level 2, this is pretty fluff

#

I think your level 2 feature should help them with actually running the game, some way to use Wild Shape

median seal
# austere crescent i am suprised, why?

Compare it to other similar features like Battlemaster's Know Your Enemy, and also compare it to the power level of other Druid subclass features and you'll see that knowing an origin of an object is really a nothing feature

austere crescent
#

or kinda not useful

peak inlet
#

instead of once per LR

median seal
#

Imo you could even just add it on top of another subclass feature it's so much of a ribbon

peak inlet
#

and then you can choose

#

oh wait, you’re 2014, nvm idk how 2014 works doya

#

yeh, you can remove the ability to choose and put it as a second level 2 feature

tepid schooner
#

You can expend a channel divinity as a bonus action, to issue a taunt so strong, your enemies feel a need to to take you down first. For the next minute, any time an enemy within your reach successfully attacks a creature other than you, or an enemy sucessfully attacks a creature within your reach, you may interpose yourself into the attack, and take the damage instead.

peak inlet
#

it’s your choice how you want to run this

peak inlet
#

wdym “within your reach”?

#

I’m assuming that’s 5 feet?

tepid schooner
#

worded that way because under enlarge, your reach extends to 10 feet

austere crescent
#

what it sounds like is it isnt strong enough, maybe you get to know the entire origin of an item if you get a high enought roll?

median seal
tepid schooner
#

like, certiant things can give you the ability to reach further than 10 feet

austere crescent
#

cooldown?

peak inlet
median seal
tepid schooner
peak inlet
#

and probably limited uses

tepid schooner
#

remember that doing this means that they can't smite that round

peak inlet
tepid schooner
#

ye

peak inlet
#

I would instead probably allow you to replace an attack with this then?

median seal
austere crescent
#

maybe expand it to somehow include creatures + items?

#

a speculation

tepid schooner
#

I want this to feel like you stepping up and yelling "If you wanna get to them, you have to go through ME!" and then following through on that

peak inlet
#

I just don’t think you should be able to use this + the many Action Spells that you can cast there

#

on the same turn

tepid schooner
#

I mean, what spells do you think would be over powered?

#

Sanctuary MAYBE

#

but that's a bonus action

median seal
tepid schooner
#

Compelled duel: Bonus action

#

All the best paladin spells are bonus actions

#

hence why i went with a bonus action

tepid schooner
#

you don't have any damage mitigation

#

it also now works such thatit's not like it sudenly goes against your 15 ac

#

no, it's the wizard's 10 ac

peak inlet
#

your wizards run 10 AC and stand next to your Paladins?

tepid schooner
#

It's probably the safest place when the paladin can negate all damage

median seal
#

If you really want to lean into the "tank" fantasy with the subclass on top of being good at 5e mechanics of combat, you'd need to add something that legitimately reduces the damage you take. Otherwise it's pretty pointless to use.

Why would you want 30-40 damage onto one PC when you could just let the damage spread out so ideally everyone takes 10?

tepid schooner
#

now you can't smite but you take half damage

#

but idk

#

i'll think of something

#

doesn't heavy armor provide padding

peak inlet
median seal
#

Maybe some form of damage reduction like Heavy Armor Master gives, or resistance when you take the place of the damage

peak inlet
tepid schooner
#

The core way this paladin is ideally played is that they use their lay on hands on themselves

median seal
#

Well depending on the table ideal Paladin stands next to the casters to give them +5 to saves and doorway dodges or attacks from range, but it varies a lot

peak inlet
tepid schooner
#

also interception fighting style could still work

austere crescent
#

2nd level: You know the origin of an item or creature equal to Wis mod + prof bonus per long rest.
6th level: Empathetic Revelation: You can expend one Wild Shape use to view the world through the eyes of another beast, feeling its emotions in response to what it sees and thinks.

median seal
austere crescent
#

(circle draft so far)

tepid schooner
#

if dnd used old resistance where damage was reduced by an amount i'd use it often

#

maybe...

peak inlet
austere crescent
peak inlet
median seal
tepid schooner
#

When you do so, the total damage taken is reduced by an amount equal to your paladin level

peak inlet
#

and give it at 2nd level

tepid schooner
#

that feels like a compromise

median seal
austere crescent
tepid schooner
#

it also lets the DM target the paladin, and that reduction is gone

peak inlet
peak inlet
tepid schooner
#

yeah, Heavy armor Master

#

Remember, you'll likely be picking up the Protection or Interception fighting style

peak inlet
#

and Shield Master I think

tepid schooner
#

letting you aditionaly reduce or negate damage from an ally, since this doesnt take a reaction

austere crescent
# peak inlet make the Wild Shape combat-based

2nd level: Empowering knowledge: Expend a wild shape to to temporally learn a 1st level spell from any class, casting this spell does not consume a spell slot, but the knowledge of it is lost upon use. (they use a wild shape to be able to cast a first level spell from another class once and not use spell slot)

drowsy grail
#

Thoughts on a weapon that has a 10% Chance per Attack to give an additional Attack? sakuThink

tepid schooner
#

borring

peak inlet
austere crescent
tepid schooner
peak inlet
#

I have no idea if that helps your case at all, but I’m throwing it out there as a catalyst for any thoughts

tepid schooner
#

Maybe like, 1d10 damage reduction

drowsy grail
tepid schooner
#

Like the Interception fighting style

drowsy grail
#

Or just after an Attack Roll in general

austere crescent
tepid schooner
#

Level 3: You’ll Have to Go Through Me
You can expend a channel divinity as a bonus action to issue a taunt so strong, your enemies feel a need to to take you down first. For the next minute, any time an enemy within your reach successfully attacks a creature other than you, or an enemy successfully attacks a creature within your reach, you may interpose yourself into the attack, and take the damage instead. When you do so, the total damage taken is reduced by 1d10

#

Hows this?

peak inlet
#

maybe 2

#

I wouldn’t go higher

tepid schooner
#

1d4?

#

or just like 2

drowsy grail
tepid schooner
#

maybe proficiency bonus?

peak inlet
drowsy grail
#

More specifically Ranged

tepid schooner
#

look dude, just make a weapon that if you crit you get to make an aditional attack

#

that seems best, it adds onto the crit mechanic

austere crescent
drowsy grail
tepid schooner
#

it'll provide the same fun with less complexity

drowsy grail
#

Yeah

tepid schooner
#

if you want complex magic items play pathfinder

peak inlet
tepid schooner
#

My +2 greater striking flaming merciful long sword is awesome

tepid schooner
#

but in dnd, i just want like, a ring that lets me cast invisibility

austere crescent
#

wait does dnd typically a day system? cause mine doesnt

tropic stratus
#

cloak of invisibility is pretty baller

tepid schooner
#

when i play dnd i play because i want simple mechanics, anything too complicated feels un dnd

drowsy grail
#

However, I like the idea of basically just giving a Champion Fighter a weapon that's a little bit better for them

peak inlet
tepid schooner
#

because dnd 5e doesn't do overly complex items well

#

it's not the system for it

austere crescent
peak inlet
tepid schooner
#

anyways, i think level 3's feature is good

#

how's level 7's

#

Level 7: Don’t go into the light
When an ally within your Aura of Protection would fail a death saving throw, you may yell inspiring words that reach them in their subconscious as a reaction, granting them the ability to reroll the death saving throw

peak inlet
#

1st level spell from a different spell list without using spell slots is way too OP at level 2

#

but it drops very quickly as you level up

drowsy grail
#

I'm probably gonna ask my DM if we could do a Homebrew ruling that just makes Wild Shape Prof Bonus amount of times per Long Rest

peak inlet
#

you have to limit the spell choices like Warlocks do

drowsy grail
#

He loves Druid, so I think he may be on board

peak inlet
#

you can make it give you free casts of your 1st level subclass spells

drowsy grail
peak inlet
#

I meant specifically for the Wild shape uses

median seal
tepid schooner
tropic stratus
peak inlet
#

2/LR + 1/SR + 1/spell slot expended

tepid schooner
median seal
peak inlet
#

shouldn’t use Reaction, just give advantage + something else

tepid schooner
#

And also a healer

austere crescent
tropic stratus
tepid schooner
#

Like this is a paladin that is supposed to lean away from divine smites

tropic stratus
#

i suppose you can nat 1 a death save

median seal
#

Yeah definitely won't get used much

drowsy grail
tepid schooner
#

I feel like 2024 very much allows a paladin to be a healer, and i wanted to lean into that

#

not the best healer mind you, but a pretty good one

austere crescent
tropic stratus
#

bonus action healing is pretty goated

tepid schooner
#

maybe...

peak inlet
#

it shouldn’t go higher than 3rd level and it should be 1 minute

#

it might still be too OP

#

casting Slow at Will

#

casting Hypnotic Pattern

#

so many problematic spells there

austere crescent
#

good point, i will do it uses spell slot

median seal
#

Slow is not a problematic spell

drowsy grail
#

Honestly, if I want a Healer Paladin... I'd honestly just Multiclass Bard or Multiclass Cleric with my DM's special ruling sakuTap

tepid schooner
#

Your aura of protection grants allies within it a bonus to death saving throws equal to your charisma modifier. When an ally within your Aura of Protection would fail a death saving throw, you may yell inspiring words that reach them in their subconscious as a reaction, granting them the ability to reroll the death saving throw

peak inlet
#

even Action Surge and then just spamming Sleep

#

or Cause Fear

median seal
tepid schooner
#

oh shit

peak inlet
tropic stratus
#

Death Saves are a Saving Throw

peak inlet
#

it definitely is

tropic stratus
#

STR
DEX
CON
INT
WIS
CHA
DEATH
HON
SAN

all the saving throws 👆

median seal
tepid schooner
#

Downed allies within your aura of protection gain advantage on death saving throws, and return to one hp on a roll of a 1 or a 20, rather than just a 20

peak inlet
tepid schooner
#

Hows this

tropic stratus
#

you shouldn't reward players for rolling nat 1s

tepid schooner
#

It could be a 19 or a 20

tropic stratus
#

yeah that would be better

tepid schooner
#

I just wanted it to remove the ability to gain 2 failures on a death save

austere crescent
tropic stratus
peak inlet
tepid schooner
#

I had one other idea

#

When Allies within your aura of protection reach zero hit points, they don't fall unconcious. they still make death saving throws as normal, however.

peak inlet
austere crescent
#

2nd level: Empowering knowledge: Select a classes spell list to use upon reaching lvl 2. Expend a wild shape to to temporally be able to cast it as you would another spell. Spell lvl = druid lvl/2. other idea for it: (10th level you can pick a different classes spell list to use every long rest) @peak inlet

tepid schooner
tropic stratus
tepid schooner
#

i like the idea of a player jumping infront of a dying body more than it just... not happening

tepid schooner
peak inlet
tepid schooner
#

good point

tropic stratus
tropic stratus
austere crescent
tropic stratus
#

standing behind someone does give half cover by the cover rules

tepid schooner
#

Downed allies within your aura of protection gain advantage on death saving throws, and return to one hp on a roll of a 19 or a 20, rather than just a 20, and are unaffected by area of effect spells

peak inlet
austere crescent
tropic stratus
median seal
peak inlet
austere crescent
tropic stratus
#

you can't just give druids access to every spell list like that's fine

austere crescent
peak inlet
#

yeh, that’s a very Bard thing you’re stealing pretty early

austere crescent
#

okay il select one 😭

#

Ranger or wizard spell list?

tropic stratus
#

I would say - rather than letting the druid steal from the other classes - probably better to just make something cool for the druids

tropic stratus
#

why not make something cool rather than make the others lesser?

peak inlet
#

Ranger should be pretty good

median seal
peak inlet
#

Ranger or Druid

austere crescent
peak inlet
#

spell that you don’t have prepared

tropic stratus
#

a ranger is basically a fighter druid multi
almost exactly the same thing

austere crescent
#

so il wizard then

#

none of the other classes fit the storyline/lore aspect

peak inlet
#

I wanna say it works way better as Ranger or Druid unprepared spells

tropic stratus
#

probably not wizard because y'know thats the best spell list

peak inlet
#

you don’t have access to all spells at all times

peak inlet
# austere crescent wdym?

like you choose a Ranger or Druid spell that you don’t have prepared and you have access to it for an hour

#

5th level or lower spells only

tepid schooner
#

idk

#

5th level ranger spells are like

#

the end game

peak inlet
#

I guess I wasn’t thinking about multiclassing

tropic stratus
austere crescent
tropic stratus
#

all g

tepid schooner
#

Conjure volley, Steelwind Strike,

peak inlet
tepid schooner
#

you could put a magic stone in a swift quiver

#

idk, i just feel like, swift quiver especially is really good

#

like that's a really good spell

peak inlet
#

I mean you’re using a Wild Shape (2014) + 5th level spell slot + concentration

tepid schooner
#

oh 2014

#

carry on

peak inlet
#

verdict: any Druid or Ranger spell under 5th level should be fine it seems

tepid schooner
#

Wait im an idiot

tropic stratus
#

do rangers even have spells over 5th level?

tepid schooner
#

for some reason i thought shileaghleaigh affected slings

austere crescent
austere crescent
austere crescent
#

wait i dont think i even spelled it right lol

austere crescent
peak inlet
#

higher than 5th level might be an issue

austere crescent
peak inlet
#

I’m trying to think if it’s an issue to give them access to all their spell list

#

it’s 2014 Wild Shape and you’re saying it’s only 2/LR without even SR resets right?

austere crescent
peak inlet
peak inlet
#

you can probably remove the spell level cap then

#

shouldn’t be an issue depending on what your level 10 feature is

#

for example, if you make the level 10 feature 1 free use of the spell, it becomes broken if you allow anything higher than 5th level imo

peak inlet
#

but if you make it give you a second prepared spell of a lower level, then it’s not an issue

#

those are examples, I’m not necessarily recommending either

austere crescent
#

final draft: 2nd level: Expend a wild shape to to temporally be able to cast a ranger spell with spell level = druid level/2 rounded down (druid lvl 3 = spell lvl 2), as you would another spell of that spell lvl.

keen lark
#

Homebrew suggestion for a modified Race

#

Historically Accurate Dwarves and Dark Elves

#

Appearance wise

digital jetty
keen lark
#

Their actual historical descriptions and biological history. Because yes Fantasy can have biology as a factor and often times it makes the race much more interesting

#

Shall I elaborate? Cause this is interesting stuff

#

And dwarves are much more diverse than anyone can even begin to comprehend

#

And crabs are involved in the explanation hehehe

restive tusk
#

I don’t think anyone here is discrediting the idea of applying real biology to fantasy races.

keen lark
#

Not what I meant. What I meant is by actual accurate description dwarves are MUCH more interesting than the standard Short human with more hair than skin

restive tusk
#

What Kytish is getting at is that there is no defined standard for this kind of stuff, nor does the defined stuff always adhere to real world principles.

#

So it’s usually important to define your boundaries when talking about making something “historically accurate.” For example, what setting?

keen lark
#

Ok maybe just bad wording on my part

#

What I meant is

#

By actual description of Ye Olde Texts
Dark Elves are not Elves
They are Dwarves
And Dwarves are much more interesting as they're the equivalent to how False Crabs and True crabs exist as a concept

#

So why not lean more Into that concept instead of just... Plain ole and honestly kinda boring "Oh look it's a short man with a comically wide build"

#

Because Dwarves are to us what False Crabs are to Crabs

Dwarves are highly evolved Maggots that evolved Human characteristics (Or given human-like shape by the gods depending on who you ask)
Why not lean more into that that's so dang cool

restive tusk
#

Dwarves are already a lot more than simply “short and wide.”

keen lark
#

Why not have some specific dwarves that have more insectoid features from their ancestors
Like multiple eyes, large mandibles
Maybe have their digging ability being tied to their Mouths because as a quick reminder THEY ARE EVOLVED MAGGOTS
Maybe multiple arms, multiple legs that kind of thing

restive tusk
#

Also not sure where you’re sourcing that information that “dwarves are maggots”

#

But if it’s for your custom lore in your own world then it sounds like it could be an interesting idea

keen lark
#

So why not lean into that part a bit more?

#

The dark elf thing is more of a pet peeve than anything (Dark elf is a description always used for dwarves with the Dark elves we know in modern media as Elves but Dark being a more modern fabrication of said idea)

#

Again source: Norse mythos

#

And like that's so interesting that's so cool

#

Why not lean into that

faint sonnet
#

From a cursory look at the dark elf thing, it's apparently a scholarly debate (as always) still whether dark elves and dwarves were just names for the same thing or not.

keen lark
#

I take on the plate that they are the same thing. Even the realm they reside in is kinda a big lean towards that being the case

#

Seriously Svartalfheim being the Realm of the Dwarves while also being translated as "The realm of Dark Elves" is kinda suspicious

digital jetty
#

Norse mythology wasn’t consistent.

keen lark
#

Seriously tho I would LOVE to see mose Insectoid Dwarves in media since by their description... EVOLVED FROM MAGGOTS INSIDE YMIR'S CORPSE

digital jetty
#

Making dwarves closer aligned to Norse mythology would be interesting. But then you might want to make a Norse setting.

#

would dwarf be a creature type rather than a species?

keen lark
#

I'd say species. You can have wild diversity while still being of the same species rather than creature type

digital jetty
#

Did the Norse describe dwarfs as insectoid?

faint sonnet
#

On a totally different note, damage type cantrip 3/9 (9 for now, at least) done.

Condensation
Launch ice at enemy, slowing them.

Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous

You convert liquid in the air into 1 cup of clean water that hovers as a bubble in your hand. The water lasts for 1 hour and you can fill a cup with it or drip it onto a surface, after which the water evaporates in 1 minute.

When you cast this spell, or as a Magic Action on a later turn, you can freeze the water into an icicle and choose a creature within 60 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d4 Piercing damage and 1d4 Cold damage, and its Speed is reduced by 10 feet until the end of your next turn.

Alternatively, you can make a melee spell attack against a creature within reach. On a hit, the target instead takes 1d6 Cold damage and its Speed is reduced by 20 feet until the end of your next turn.

The spell ends if you cast it again, let the water fall from your hand, or make an attack with the ice.

Cantrip Upgrade. The Cold damage increases when you reach levels 5 (2d4 or 2d6), 9 (3d4 or 3d6), 13 (4d4 or 4d6), and 17 (5d4 or 5d6).
keen lark
#

So I thought "Hey why not go full biology nerd and do this"

digital jetty
keen lark
#

Same ngl but I did intend this as a weirdly creative Race modification.

#

Seriously how cool would that be

digital jetty
tacit leaf
#

The spell itself has the action cost for the initial condensation pretty sure

keen lark
#

What I basically did was I asked
"What if Dwarves biologically leaned more towards their ancestral description and how could that show in their modern descendants" and went full biology nerd for the whole idea of Insect coded dwarves

restive tusk
# digital jetty Did the Norse describe dwarfs as insectoid?

Looked it up cause I was curious

The Prose Edda states that they “formed like maggots in the flesh of Ymir, which became the Earth.” The Poetic Edda states only that they are produced out of the Earth. So you’re right in that their origin isn’t consistent

tacit leaf
#

Tamms have you got a link to the two prior cantrips?

#

nvm i found 'em

faint sonnet
# tacit leaf Tamms have you got a link to the two prior cantrips?
Ignite
You create a flame in your hands. [WIP DESCRIPTION].

Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous

You create a flame that hovers in your hand and emits Bright Light in a 10-foot-radius and Dim Light for an additional 10 feet. The flame lasts for 1 hour and provides warmth but doesn’t harm you.

When you cast this spell, or as a Magic Action on a later turn, you can choose a creature or object within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell has the Burning condition if it isn’t being worn or carried.

Alternatively, you can make a melee spell attack against a creature within reach. On a hit, the target takes the same amount of damage and has the Burning condition.

The spell ends if you cast it again or make an attack with the flame.

Cantrip Upgrade. The damage increases when you reach levels 5 (2d10), 9 (3d10), 13 (4d10), and 17 (5d10).
Secrete
You coat a hand of yours with acid. [WIP DESCRIPTION].

Casting Time: Action
Range: Self
Components: V, S
Duration: Instantaneous

Your hand becomes coated with an acidic substance, which you can wipe across corroded materials to clean the surface. The acid lasts for 1 hour and doesn’t deal damage to you.

When you cast this spell, or as a Magic Action on a later turn, you can condense the acid and launch it at a point within 30 feet, where it bursts into a 5-foot-radius Sphere of poisonous gas. Each creature in the Sphere must succeed on a Constitution saving throw or take 1d6 Toxic damage. Constructs and Undead automatically succeed on this save.

Alternatively, you can make a melee spell attack against a creature within reach. On a hit, the target takes the same amount of damage and its AC is reduced by 1 until the end of your next turn.

The spell ends if you cast it again, clean a surface with it, or make an attack or force a creature to make a saving throw with the acid.

Cantrip Upgrade. The damage increases when you reach levels 5 (2d6), 9 (3d6), 13 (4d6), and 17 (5d6).
tacit leaf
#

doing produce flame for each damage type?

restive tusk
#

That being said the key decisions for you then Demo are:

  • What abilities of these variants do you want represented in their abilities?
  • How will these abilities be distinct from the current versions of Dwarf & Drow?
keen lark
faint sonnet
tacit leaf
#

oh I see the goal. single-use "this is the cantrip for x damage" type, with a utility+ranged+melee use

keen lark
tacit leaf
#

nice use of the burning condition in Ignite lmao, I haven't seen anyone take advantage of it with any 2024 brews yet

faint sonnet
faint sonnet
tacit leaf
#

they look good, I'd just standardise the damage dice for Condensation for modularity purposes

keen lark
tacit leaf
#

and big yes on AC reduction for acid, I've always felt that should be Acid's mechanical niche

faint sonnet
#

The reason I don't really want to standardize it is because I want the melee stuff to generally be better than ranged, but it doesn't make sense for a ranged icicle to just do cold. (The cantrip scaling wording is also yoinked from Toll the Dead).

tacit leaf
#

gotcha

keen lark
#

And apparently the Formed from the earth origin for the dwarves is specifically Snorri's narrative

tacit leaf
#

as of now though I think ranged does more than melee. 2d4 avgs to 5, while 6 avgs to 3.5

#

unless the intent is only the cold damage becomes a d6, while the piercing remains a d4 on melee

digital jetty
#

I would prefer being able to make an object out of ice rather than a bubble of water.

faint sonnet
#

Yeah, ranged does do more until level 9.

#

Each damage type does have a dedicated utility cantrip as well, with each one generally being about manipulating the element on a small scale.

digital jetty
#

The way I currently play dnd, light is the most usefully utility option.

faint sonnet
#

The idea is that both creating and manipulating are the basis of any sort of damage-type-based theme, as opposed to having tons that vaguely overlap.

#

Gonna shower, but I can post the "progression methodology" after that.

digital jetty
#

I get that and I think it is good. Part of what I am saying is making lock picks or swords out of ice is more useful than making things wet and still fits the theme of manipulation

#

Another part is that corrosion and thirst aren’t necessarily problems that I come across unlike darkness.

faint sonnet
#

Which is totally fair, though the key is that these cantrips are meant to be essentially "the lowest of skill levels".

#

Creating light with a fire is definitely useful, but it also doesn't conceptually rely on skill at all.

#

The list of progression is:

  • Pre-Cantrip: Comprehension
  • Cantrip: Creation / Manipulation
  • 1: Operation
  • 3: Repetition
  • 5: Innovation
  • 7: Ascension
  • 9: Perfection
digital jetty
#

So you are saying that the balance between options doesn’t matter much because they are tied to a progression?

faint sonnet
#

Moreso that I have a firm belief that when you give people a function, they will attempt to engage in a way to make it useful, especially if the function is low-cost. Cleaning stuff doesn't really do much at all in most people's games, but if a player attempted to make it matter, a lot of DMs would likely oblige because of how low-cost it is to engage with.

#

It's also meant to give each theme of magic narrative weight, with the idea that all magic (even damaging magic) is purposed for more than just harm.

#

It's also really ironic (though realistic) to have mages based on toxicants be able to clean away corrosion.

austere crescent
#

6th lvl: Have a vision of a significant event or moment in a creatures past. (if not a willing must fail a save of some sort, a succeed does damage)

#

This is for a homebrew druid circle

faint sonnet
# faint sonnet It's also meant to give each theme of magic narrative weight, with the idea that...

Force is the next one alphabetically after Fire, and then Lightning is the next one after Force.

Force is gonna be tricky because it doesn't really have a "normal form", despite creations of magical force existing, so I gotta ponder on that.

Lightning is a bit tricky for a different reason, and is because I'm stuck on whether I want to have "Air" as a theme of its own, which would then logically encompass both Lightning and Thunder in their normal uses, and bring the number of damage type themes down to 8. At the same time, I do need to make an Earth theme, so it kinda logically follows that I have Air if I already have Earth, Fire, and Water. Lmao, I solved my own uncertainty while typing the message.

austere crescent
#

Thoughts?

faint sonnet
#

I've done a similar thing for a Bard I made a while back:

Flashback

3rd-level College of Epochs feature

With great focus and grace, you can peer into the past of a location to discern its secrets.

You can concentrate for 1 minute while at a location to bring yourself to a blurred version of the past. At the end of the ritual, you vanish from your current location and appear in the same location where the last pivotal event occured within 300 feet. You are invisible, intangible, and cannot move further than 300 feet in any direction from the point at which you appeared.

At the end of each minute you spend there, you must make a DC 20 Constitution saving throw or gain a level of exhaustion as the burden of time presses down on you. You can end this effect at any time, making you reappear in the space you previously occupied. For each minute you spend in the past, an hour passes in the present.

Once you use this feature, you can’t use it again until you finish a long rest.

#

Feel free to yoink any of the wording, if you'd like.

hollow siren
#

Also having a lightning bolt spell/cantrip deal air damage just feels really weird to me

#

Water is just frost damage imo

faint sonnet
#

Water frozen to ice is indeed Cold damage, but Water will later indeed be Bludgeoning as well.

hollow siren
#

Hmmm, how does that work?

#

Like lightning spells/cantrips get tagged as air, like a spell tags system?

#

Cold/frost tagged as water and some spells like ice knife get tagged with water?

#

Because I think a spell tags/attribute system is really needed

#

Unlike 4e, 5e doesn’t have a shadow magic tag which means that a shadow sorcerer (a sorcerer that is associated with the shadowfell and not the Hells), a necromancer wizard (undead), and hexblades (shadowfell) all have a very bad time in descent into avernus or any campaign set in the abyss

#

Conversely demons from the abyss have a bad time and end up in stalemate if they visit the shadowfell

#

This way, shadow magic spells can be differentiated from plain old necrotic spells

#

Granted, this conundrum comes up with lightning damage less than it does for necrotic/shadow, earth elementals, and the whole thing of radiant damage being both holy energy and starlight

#

So starry wisp against a celestial is very weird because it feels like it should land a hit normally but no it runs up against radiant resistance

#

Anyway yeah I think a spell tags/attribute system might be neat

faint sonnet
# hollow siren Hmmm, how does that work?

Oh, I just realized that I haven't posted the "headers" along with a spells. What you see when looking to pick a theme is this:

## Rudiments of Fire
[BIG LONG DESCRIPTION ABOUT HOW FIRE WORKS IN-UNIVERSE]

#### Ignite
*You create a flame in your hands.* [WIP DESCRIPTION].

$[splct] $[A]\
$[splr] $[slf]\
$[splc] $[vs]\
$[spld] $[inst]

You create a flame that hovers in your hand and emits $[bl] in a 10$[f.r] and $[dl] for an additional $[10ft]. The flame lasts for $[1h] and provides warmth but doesn't harm you.

When you cast this spell, or as a $[ma] on a later turn, you can choose a creature or object within $[120ft]. Make a $[rsa] against the target. $[Oah] the target takes 1d10 $[fi.d]. A flammable object hit by this spell has the $[brn] if it isn't being worn or carried.

Alternatively, you can make a $[msa] against a creature $[wreach]. $[Oah] the target takes the same amount of damage and has the $[brn].

The spell ends if you cast it again or make an attack with the flame.

$[splcu] The damage increases when you reach levels 5 (2d10), 9 (3d10), 13 (4d10), and 17 (5d10).

#### Accelerant/Decelerant
*Brighten a fire or make it weaker.* [WIP DESCRIPTION].

$[splct] $[A]\
$[splr] $[10]\
$[splc] $[s]\
$[spld] $[inst]

Choose a fire or a creature or object $[wrange] that has the $[brn]. You can make the flames twice as bright and twice as warm for up to $[1h] or cause the flames to spread to another flammable object within $[15ft]. You can also make shapes appear in the flames from an affected fire.

Alternatively, you can snuff out one fire or end the $[brn] on one creature or object $[wrange].

$[splcu] The range and number of targets you can affect doubles when you reach levels 9 ($[30ft] and 2 fires), and 17 ($[60ft] and 4 fires).

Essentially, there would be a "Rudiments of Air" and the spells within it would be the lightning ones and such.

hollow siren
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I actually also ran into the counter point to the discussion of option 3 being best today:

a player cast eldritch blast as a sorlock said it felt repetitively boring a few turns. I think the visual feedback of generic name descriptions is one reason why, but the other reason why is he didn’t take the time to flavor his spells visually and he kept missing whereas the wizard get hitting with magic missile

hollow siren
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So you’re redesigning spells as being able to call forth certain energy at will?

hollow siren
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@faint sonnet I got the non combat use of force

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Shape magic

you shape magic to alter rolls, cast detect magic, shield, all that fun stuff

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So it’s just shaping raw magic

faint sonnet
hollow siren
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So for something like call lightning, ok makes sense you’re shaping a storm

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But to call forth a fire bolt? Why is that some standardized thing

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It’s just a hecking bolt of fire

faint sonnet
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It's also important in the sense that the cantrips are available to all classes of specific categories, but what that "understanding" means is totally different for a Wizard and a Druid. Another interesting thing I'm doing is heavily restricting the "default" themes that Divine classes get, with the idea that DMs are intended to give access to themes that are related to their deity.

fleet veldt
#

yall is the CR rating for this fine?

spring tusk
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To calculate it accurately, I'd take a look at it, average what each stat connects to CR wise, and then round it to the closest whole number for its CR :3

spring tusk
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But CR I dunno

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It looks a little underpowered? I'd double check

sharp egret
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I FINALY OPTIMIZED IT...

after i think 4 months, i have gotten to a point with my homebrew system that I'm ready to implement it.

i figured out how to balance a single class dual subclass system that shouldn't break my campaign

fleet veldt
spring tusk
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Shrug

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I use homebrewery

austere mango
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Way of the shield monk.
•3rd level when you claim this subclass, you gain a small shield as a monk weapon. You have proficiency in shield but you do not add the shield modifier to AC
•Making a monk attack with the shield will raise your Armor Class by 1 up to a max of five which resets at the start of your turn
•as a reaction, you can stop an attack on a target if the target is within reach. Roll 1d10+martial art die×1+proficiency; the total you roll is the damage you prevent the target from taking.
•as a bonus action, you can make the shove action to knock a target back 5ft or to knock the target prone with your shield equiped
6th level
•you gain one extra monk reaction on your turn
•when a creature misses an attack against you, you can attack back with your shield with advantage as a reaction.
9th level
•when you use your reaction to subtract damage, roll an extra martial art die
•you also double your martial die when making a shield strike after spending 1 ki point.
15th level
•you may spend 2 ki points to make a third monk reaction

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.
This is what I got so far. I need more to work with. I want another 1 or 2 reaction options. 1 for 6th level. The other on ninth level.

spark magnet
austere mango
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What's hoplite?

viral eagle
oblique kindle
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Did anybody of you created any dark like super dark homebrew?

austere mango
faint sonnet
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And that was with the assumption that it's the primary feature of an entire class, too.

austere mango
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My gimmick is a shield that builds AC with each shield strike. Oh, that reminds me of a feature I could add for 6th level. When a creature misses an attack against you, you basically get to attack with your shield. Giving additional potential point of AC.

faint sonnet
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When I say "it spreadsheeted so stupidly well", I mean that even using its Reaction 10 times in an entire day overshot how much survivability that a Barbarian gets from Rage. With extra Reactions, it could almost do that in a single combat.

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Hence, be exceedingly careful with extra Reactions and damage reductions.

austere mango
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I have a max of three reactions. They specify that you can only use the reactions for monk features and you have to be 6 levels deep to get the first one.

faint sonnet
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Yeah, that's basically what I did too.

austere mango
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The third one at 15th

faint sonnet
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It still was too much.

amber hollow
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Hey tamms what ideas for features would you slap on a Fighter whose gimmick is "being ruthless and inspiring fear with the ruthlessness"

austere mango
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Play undead warlock and leonine

faint sonnet
# faint sonnet It still was too much.

I will admit my first Reaction comes online at level 1, but the second one comes online at level 9 and the third at 17.

This is the text of the feature in question:

Level 2: Spirit

Your discipline to your deity's teachings, honed through training and experience, gives you the ability to small amounts of their divinity into yourself. You can use this essence, known as Spirit, to push your body to its limits, enhancing it in various ways.

Spirit. Your Monk level determines the number of Spirit you have, as shown in the Spirit column of the Monk table. When you spend Spirit, it is unavailable until you finish a Short or Long Rest.

Some features that use Spirit require your target to make a saving throw. The save DC equals 8 plus your Wisdom modifier and Proficiency Bonus.

Additional Reactions. You have a number of special Reactions per round equal to half your Monk Class Affinity. You can use these special Reactions only on features granted to you by this class, and you can’t use it on the same turn that you take your normal Reaction. You start knowing one such feature: Mitigate Harm.

Mitigate Harm. You can use your Reaction to lessen attacks, capturing their energy and fueling powerful abilities. When you or an ally within your reach is hit with an attack, you can reduce the damage by one roll of your Martial Arts die plus half your Monk level.

If the target of the triggering attack isn't within your reach, you can spend 1 Spirit to move up to the speed granted by your Martial Arts feature immediately before using Mitigate Harm. This movement doesn't provoke Opportunity Attacks and you must end it within reach of the ally or the Reaction is wasted.

If you reduce the damage to an amount equal to or less than your Monk level, you can spend 1 Spirit to use one of the following effects as part of the same Reaction, which depends on your alignment.

Good: Righteous Reversal. If you can see the attacking creature and it is within a number of feet equal to 10 times your Monk Class Affinity, you force it make a Wisdom saving throw. On a failed save, it takes Radiant damage equal to the amount of damage reduced by this feature and it has Disadvantage on its next attack roll before the start of its next turn. On a successful save, it takes half as much damage only.

Neutral: Bifurcated Reflection. Up to two creatures that you can see within a number of feet equal to 5 times your Monk Class Affinity must make a Dexterity saving throw. On a failure, a target takes Force damage equal to one roll of your Martial Arts die and you can push it a number of feet directly away from you equal to 5 times half your Monk Class Affinity.

Evil: Vicious Blow. You can make a special Unarmed Strike against a creature within a number of feet equal to 5 times your Monk Class Affinity. On a hit, the attack deals Necrotic damage, instead of its normal type, and you afflict the target with a temporary lethargy. If it moves before the start of your next turn, it must make a Constitution saving throw or take Necrotic damage equal to one roll of your Martial Arts die and have the Prone condition.

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That's all going bye-bye, though because I literally couldn't find a way to make Mitigate Harm not borked.