#homebrew
1 messages · Page 9 of 1
whoops, I forgot what I was calculating
it’s level 5
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?
but that’s still very easy to set up
It is but consider that that’s assuming you aren’t concentrating on HM
I think most people jsut go with Eldritch blast because its an easy cantrip to get
Yeah, no I agree.
Also it’s 4 at level 10 iirc
not to mention other allies can also use it and if the enemies walk on the growth to get out they still take damage
and if it doesnt change by level 20, then why not spam Eldritch blast?
Because if nothing else, its probably one of the best if not the best cantrip in the game
best I can agree with is that Warlock subclass spell lists should all give a cantrip
Yeah but that’s a feature, not a bug
I feel like this is a better fix yeah
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.
EB is supposed to be the only damaging cantrip you grab
Warlocks like having a single damaging cantrip that they buff a bunch
Ah
No, no keep ea at 5. Increase a damage die bump or something per attack at 9
the extra cantrips are for utility or contingency
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
My warlock only agonizing blasts with starry wisp 😤😤😤
So, the caveat with EA at 9 is that Fighters will get EA at 5, 9, 13, 17 all half-martials and above will also get EA at 17.
there are other choices
so no
I think in 2024 it’s fine because you can pick a different cantrip. So this is unnecessary
I think leaving extra attack where it’s at is fine, if you want to make new tiers of play just give more impactful features
you can? man, 2014 is a bit
yeh, all the Invocation choices can be used on a different cantrip now
In 2024 yes
I actually like not being able to choose another in 2014 tho. Simplifies brewing new eldritch blast focused cantrips
I don’t think there’s a way to break another cantrip if EB doesn’t break with the effect
The issue is that I want to give more attacks to Fighters and other martials, but it's such a powerful effect that it's essentially gotta be at a tier breakpoint and the only ones are 5, 9, 13, and 17.
make it depend on attack rolls if you’re too worried about Acid Splash and Thunderclap
Pseudo-attacks are something I plan on having quite a few of, though.
In fairness, I like the idea Tamms had earlier and I rewrote 2024 agonizing blast so that you could split the spell if it involves one attack roll or condense it if it involves multiple attack rolls, and it always multiplicatively adds cha
Ah, I see. Why not just give more extra attacks at that level mid stack extra attack as if it were spell casting then?
some spells become very strong if you split them
Eh not any more than EB is
That's the plan for Fighters, yeah. Basically, other martials (Rogue I'm unsure on, still) will scale EA half as fast as Fighter.
I will say, one of my reasonings is that EA is technically pretty boring compared to something like Brutal Strikes or Cunning Strikes.
(I'm on mobile, so I can explain better when I'm back to having a keyboard.)
Hear me out, they scale as well as fighters till a certain point and then get less extra attacks or something
So fighters get extra attacks at 5, 9, 13, 17 or whatever
Paladins may get them at 5, 13, 17 or something
Well, I only really want the rest to get 3 attacks to the Fighter's 5 attacks.
No, because of what I said above
im actually with tamms on this if were doing 3 attacks for martials and 5 for the fighters
Sneak attack is all or nothing in one shot, whereas extra attacks are spreading the damage out over multiple strikes
Yeah fair I guess
But martials can still miss on one of those attacks
and rogues are not caster enough to count as full martials
Correct, they’re their own category
Kind of
They are to fighters as a warlock is to another caster
With that said, the pseudo-attacks and conditional attacks are gonna be important.
True
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.
That is also a fair point. I feel like more than 2 extra attacks should’ve been more universalized
i agree
Returning to this: Should I make this a bonus action?
anyone?
i think so
i have here a wildly overpowered cleric subclass id like help bringing down to earth a bit:
https://www.gmbinder.com/share/-MzjTzxye3uTLJJ3CNqj
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
if anyone has any input, itd be greatly appreciated
looking at it now, a lot of what needs to change is the companions stat block
ac (and maybe hp) is too high, and it shouldnt get multiattack
oh i take it back, the 6th and 17th level features are also stupid overpowered
yeah like barbarian should've gotten a 3rd extra attack definitely... feels odd with only 2 even at 20
give this man more attacks
honestly they should be able to attack 3 times while in rage at that level
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.
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
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
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
- Slide cool in to protect your ally facing them with your back towards the enemy.
- Standing up, steadying your feet, bowing towards the ally, standing back straight up posing for a block, blocking the hit.
- Bringing your hands up in a balanced circular motion stabilizing after the block.
- 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.
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.
Updating the oathbreaker to 2024. Thoughts on this new channel divinity?
Should the emanation be bigger?
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.
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?
if it helps in any way its cr 15
Well usually invisibility ends when you make an attack
It could do it as a legendary action, if it's a boss kinda creature
Or you could also make it a BA (like misty step)
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
i like that idea quite a lot. But also i have another question. Another thing about Obelisk is that when its invisible its lure is visible, how woudl that go? wouldnt that basically eliminate the whole invisibility thing?
If you make the lure another creature, and have the thing that links it to the fish be long, it could work by having it be in another place away from the fish (maybe keep that fact hidden from your players until they figure it out themselves?)
huh? im a bit confused
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
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
okay got it
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
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!
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.
Yeah! This is exactly what I was going for! I'll tweak the numbers a bit but this is the templating I needed! Thanks!
the numbers were kinda placeholders anyway
(the staff is much more . . . volatile than a 20 ft fling)
i thought so
also: thank you for liking it
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
Does anyone know how to play dnd without a dm and instead with tarot cards from wotc
I can't find anything 🥲
But like I think a solid move while you're here would be to try and figure out how to make it for yourself
its not possible normally
I'd suggest looking up solo D&D
Still uses dice but there's no DM
Aight
Just you
Ty
i can DM for you but just with tarot cards aint possible
Could be a good starting point
There's a lot of things more complicated than this that are still possible
at least not official
We're in the homebrew channel figuring it out is kinda the point
Thank you
yes, but the tarot cards are a random encounter table
And could be read as such, or read differently
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
Personally another thing I might suggest checking out is indestructoboys merchant gambler subclass
Which gives you a mechanic to allow you to use a deck of cards instead of dice
i already made a system for corey but its still not fully possible without guiding along a story
52 bicycle darks in all fairness but it's also a good starting point
Yeaa
People can play DND solo
People can read tarot cards
People can use tarot cards for randomization
I'm not seeing any missing puzzle pieces
So it is possible
So now it's time to put it all together
true, but tarot reading dnd needs a story you want to do, meaning its not JUST tarot cards
And
with tarots is fully possible
Tarot IS THE STORY MAKER
Of course it's not JUST tarot cards,
just not exclusively tarots
But DND isn't JUST dice
also true
And solo DND still exists
Ex pull cards and just ask "what's the adventure gonna be ?" Then boom a quest and a goal
i pointed that out to corey earlier
I DID THAT FOR YOU ALREADY
I kinda haven't play tested it yet
Fair enough
Explodes you
no pressure, its just kinda stupid for me to make a system for you and then ask for a system again
I kinda like the mtg mechanic so I'll try to implement that aswell
Yea im stupid lol
That's fun
Aight gotta go imma make more ideas
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
does that sound fair?
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
why do you want to build your own campeign for first time dming? just do a one-shot to understant how game works urself first
you ever heard the saying "don't bite off more than you can chew"
I would recommend starting with a premade oneshot
no point trying to race an f1 racing car when you don't know how to drive yet
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
No offense but until you have experience DMing you have no idea
just try premade one-shot - not campaign, if you feel confident after that - then made your own campeign
Alright
oneshots are not books, its just 3-4 pages of descriptions and premade statblocks
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
it's nbd if you TPK in a oneshot anyways
whats nbd?
no big deal
as long as everyone has fun it's chill
true
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
Sorry for bringing this back up but id like some opinions on this please?
i want to know if its a good nerf for a fairly powerful race/class
sounds like it's just gonna slow down the game ngl
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
hm
even if it logically makes sense to have that negative?
i mean i do have item fitting rules for armour and weapons already
logic doesn't matter when it comes to mechanical design ngl
design the mechanics then come up with the logical explanation
the mechanic is already there (disadvantage on sleight of hand and stealth) its just about expanding it really
let's take a look at the whole species pls
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.
**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.
**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.
so this is a dragon and they don't even have hands?
Just say they cannot wield weapons or items in their hands at all.
that's what the base dnd rules say anyways - you need hands to use one handed weapons etc.
oh my god i am stupid its already in the text i just
augh
sorry nevermind
i need to read things better
never homebrew when youre tired kids
"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
oh its okay lol idk what u mean there
i am referring to the base game equipment rules
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
no worries well if u solved it then all good
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.
Is this concentration?
Charm person isn't a concentration spell no
No but the feature
Or is it just soemthing you use to cast charm person? Just trying to understand
Yeah basically just free use of Charm Person. That's it
Oh! Then fair enough
Giving them bedroom eyes lmao
It adds the disadvantage, otherwise it's a standard Charm Person
I did some slight redesigning of the Puppeteer monster (https://critterdb.com:443/#/creature/view/68bbea18602030b6fba009f1)
Still want more ideas. This idea had come about from "Wouldn't it be cool if there was a monster that 'fixed' its victims and then controlled their bodies"
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.
idk if this completely sucks 
Clarification on "willingly leaves the range" is needed, but imo
- make this per short rest
- shorten the string towards themselves by up to 10 feet
I didn’t want it to be an extremely long description, your other 2 suggestions I was already thinking of applying
what would you suggest I say for the first part?
actually, I feel like I can just take out the “willingly” part
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.
the level 3 feature is already too strong
Advantage is about a +3-5
d8 is average 4.5
you’re giving all allies a limited BI using 1 die
and extra damage
Hmmm, alright, thanks!
it doesn’t play that well as a subclass
it’s 3 very disconnected abilities all using BI
Fair point, I’ll ask the player for some changes
don’t ask for changes, suggest some stuff
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
you shouldn’t apply all those
I think you can keep 3 out of those changes in any combination and it should be fine
I think you can remove the extra damage part and instead make it a full level 6 feature
that would increase personal damage as a more offensive subclass
something like increasing your next attack’s damage by number of attacks that land x CHA until the end of your next turn
it’s the same DPR, but much higher burst
change the level 14 one too
or ask them what they think would fit for the level 14 one now instead
my best suggestion for the level 14 one is choosing a specific target when using your rallying cry
it fits the theme and works with the other features
Okay, good call
I mean like an enemy
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
Go with find steed and lose misty step
Find Steed makes more sense also because you’re a Cleric
although I would probably also want to give them Find Greater Steed later
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.
Locate Object, probably, even if it's not as likely to be useful as PWT.
Hey, I'm looking for some help with a warlock subclass I made, it's missing a capstone and a minor ability for 10th level, I present, the Betrothed Warlock: https://docs.google.com/document/d/1GecuBwgYGxVe9vqzr6COHknqsixKLr-faA7fc8afYuw/edit?usp=sharing
(mainly just looking for ideas/inspiration)
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?
magic item that i had as a sorcerer awhile back:
(cant remember the name lol)
gauntlet. +1 ac. can be used as a spell focus and gives +1 to melee/ranged spell attacks and attack rolls
If you're referring to the Betrothed subclass, I like the idea, and will think about some suggestions for you. But I'm a little confused by the brand. It seems like you're taking an ongoing penalty with no balancing benefit. Just wondering what the purpose of the brand is.
Thanks for the quick response. I was looking for something along the power level of Very Rare, and a little more uniquely 'sorcerer'
whats the cleric and sorcerers subclasses
The cleric hasn't chosen a subclass yet (we're using 2024 rules) but the sorcerer is a runechild (2014 from Tal'Dorei)
Have they decided on a deity?
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
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.
so im launching my free homebrew book in a bit (Thistledown's guide to the dark fae) and does anyone want anything in that?
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
level?
5, word of recall is 6
casting time?
Like do we want content from it or our own content in it? Cause I would very much like more dnd content
mhm
content in it
own content
i think you just release it
or you give me a theme
not 100% done
oh
but like 95
well it's not like we know what's in it
i meant like do you want something to be in
like something related to the Queen of Air and Darkness, but you've probably done that already
not really actually
its mostly new fae stuff
unless it's an entirely different setting
will work on that
its basically a reflection
of the feywild
the feydark?
kinda
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?
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
What's the theme? Like is there horror/blood type of feydark or?
not really, more like a horror/psychic
Isn't that what the Shadowfell is, too?
yes, but no
these are fae with a shadowfell infection
Ooooo now that sounds interesting...
Idk if you saw my warlock subclass, but could that fit? Closest thing I have (The 2nd one) It's theme is annihilation, sorrow, kinda like shar but add lashing out at everything
ping it then i can add it
needed one more warlock sub so thats nice
Aight (2nd page, but the first one is like a precursor) https://docs.google.com/document/d/1GecuBwgYGxVe9vqzr6COHknqsixKLr-faA7fc8afYuw/edit?usp=sharing
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
You are correct, sorry, I wanted you to look at the second one, I just added and just made the first one, the betrothed
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”
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
Okay I thought that was what it meant
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
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)
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
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
That is also true
I made this hard to modify, hmm
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
i wanted the two to be at similar-ish power levels and I thought it fit. what way to remove it could fit?
U could make the first bullet point use up a spell slot maybe?
It’ll cost something, and warlocks spell slots is valuable
they have a solid 2 of those
Like they could save that ability until they fight the boss of that section, to make sure no one swings by to resurrect em
Exactly
hmm, I... yk, I actually love that
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
would it still cost a spell slot after their capstone? cause if so i'd want to swap the capstone
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
maybe, just once seems kinda low power for a capstone though
lol
I don’t see why twice per day would be a problem tbh
You’re more likely to meet someone with 9th level spells at 14th level than 1st
even then, like the warlock rod kinda does that
Also, u gave me an idea for the occult weaver Im creating lmao
the rod of the pact keeper, +1 pact slot... ooooh nice! yw, how?
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
oh yeah, it would. what about half proficency for the free castings?
(for the capstone)
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
wait, would it be all of rite of annihilation or just the first bullet point?
Also, using both abilities at once seems like a good capstone ability alongside the “once per day” part
Maybe only the first bullet point
yeah, but you get to use it like 3-5 times... actually that fits
Unless objects suddenly needs to roll death saves
well yes
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
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
padlock? they still have a few slots
Still more than a warlock though
yep, so we moving anything around? i made like one mod and forgot the rest
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
cool, tysm Vortex!
No problem
Thoughts on my idea?
I’ll start working on the occult in a bit since u inspired me
visions kinda like the knowledge cleric?
idk, il pull that up
Also, I can’t remember. Did u give feedback on the Faith Weaver?
don’t do future, that’s pretty tough for DMs, some won’t have the answers for the actual future, past is also too OP for level 2
maybe? I looked at it, I think i responded, lemme check
kind of.
If so, ping me to it cuz I can’t find it lmao
you gotta give clear pointers to the DM as to what the event should be
Il do past then. maybe il do it so that you see thought the beings eyes and feel what they felt during that key event.
it’s extremely OP
bummer
you can make it a willing creature once per long rest
I mean, hombrew is always at the DM's behest.
and it would probably still be the capstone feature
okay
yes, but I mean the DM might be fine with having it, but then they’d say “this creature has this thing happen to them” then the team kill the creature and that thing didn’t happen
so what then?
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
or the DM just forgets and then the players get confused
how about you can see through a beings eyes and feel thier emotions (you would be unconscious)
I think this type of thing should be bound to something the DM grants
like a magic item or a patron
well every homebrew is a thing the dm grants
no, the DM doesn’t grant it
they allow it
there’s a difference
same difference
seeing the future is also in base game dnd, and isn't up to DM approval. Any wizard can take Divination or Augury
the dm can simply say NO
extremely different
I chose this subclass for this feature but the DM keeps saying “no it doesn’t work here”
yeah that's what happens with homebrew
vs. “the DM gave me this item and understands the repercussions of having it”
bump (or did someone respond and i didnt notice)?
it’s not the same at all
idk i mean, like, the dm can always say "no i don't want you to use this class because of this feature"
Gaze of Two Minds?
you can have that as a Wild Shape use
homebrew is allowed to give things that require dm approval, cause the dm already has to approve it
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.
this
thats a cool name idea!
anyways tried to make a cool subclass
there’s a clear difference between designing something that works vs. designing something the DM has to work around
Oh I remember now, okay got it thanks
a feature that shows you what a creature will do if put in a specific situation, that’s divination that works
it requires approval
But the feature, as written (albeit in an early draft phase), does work. This way of thinking would lead to tons of WotC being put in the shredder
but it’s still straightforward to run
yw, np
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
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
that’s what I was trying to say, it needs to have limitations if you want it to be a subclass feature
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
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
"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"
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?
if it’s willing creature, you can probably make it 2nd level
anybody 6th?
boom, 24 hours so dm is unlikely to forget
highly situational, very little chance of major information being gained
tells you how it works
anyone would require a save and a bit of limitations
I'd take away a bit of DM fiat here, and let the player ask a specific question or even just limit it to "what action the creature would've taken in the next round" or such
now can we get to MY homebrew please
limitations yes, save?
you could’ve shared it at any point
oh a roll mb
i have
i know what you mean @peak inlet
can you reply to the message
no one's responded
Wall of Force is a bit scary to see in the list
but I feel like it’s fine coz it’s a halfcaster
wall of force also is not scary on its own
it doesn't do damage or anything, just makes a wall
the Channel Divinity needs to be rewritten
rn it does nothing other than give you exhaustion technically
is this 2014 or 2024?
2024
Constructive criticism: A link and a "look at this" is one of the least enticing things to prospective reviewers.
ok
it gives you temp hp when you reach zero hp
with the caveat of starting at one death save throw and having a level of exhaustion
if you’re already knocked out, what’s the point?
it'd bring you back up cause you're healed
temp HP doesn’t bring you back
plus it occurs before you fall unconscious
you still fall unconscious after casting it
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:
- The reviewer knows the poster, and are curious.
- 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.
ok, i changed it to also give you one regular hit point
and reviewing classes/subclasses is a bigger ask than other homebrew review requests
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.
i see
I think it should just allow you to lay on hands yourself or something, but I am not super familiar with Paladin Channel Divinity power level
if the power level is off i'd adjust the hit points it gains
the level 7 feature should just be people who are already in your field at best
the issue is that the resource is too easy to get for something that denies you death
2/LR + 1/SR
hence the penalty of the level of exhaustion
and the added death save
your exhaustion could be an issue, the added death save doesn’t matter at all
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.
coz you never get to that point
you now have a permanent -5% to all rolls
at most in any battle you can have 2 channel divinity charges
not many people are dying that many times
the exhaustion is too much of a punishment
you have to remember that this is a build all about protecting others
a Lay on Hands use is less of a punishment and more of an active choice imo
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.
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
moving your speed + your aura size is quite a huge effect
it’s insane for a feature that isn’t Channel Divinity
I still want you to be able to intercept anything that is already around you
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
do you know the Pokemon move Endure?
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
I’m sure there’s something else comparable that I can’t think of rn
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
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
a free interception is an issue
a little reshuffle of features, some power boosts, and that's all she wrote
it should definitely be a Reaction at least
can you explain why you think that>
within 5 feet
(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?
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.
i like the idea of this being a more common feature
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?
I thought the 2nd level Druid features were the Wild Shape ones
i considered ajusting it to fit 6th level, or other way around, depending on what yall thought of this one.
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.
for attacks on people within your aura, could work
but then you lose the movement
Reaction + CD = intercept all attacks within the circle until the start of your next turn
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?
better…?
@peak inlet maybe they have to roll a number higher thatn 10 on a d20 to pick which one?
or 15?
I still think what you’re looking for is more of a big burst all at once
on a 20 they get to choose
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
This is a ribbon feature and shouldn't need a check or resource expenditure
nat20 or roll + something = 20?
i am suprised, why?
I think it should be your level 6 feature honestly and you can just choose which
okay
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
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
okay, do you think its a strong enough feature tho?
or kinda not useful
make it part of the Study action probably
instead of once per LR
Imo you could even just add it on top of another subclass feature it's so much of a ribbon
and then you can choose
oh wait, you’re 2014, nvm idk how 2014 works 
yeh, you can remove the ability to choose and put it as a second level 2 feature
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.
it’s your choice how you want to run this
make it an Action and it should work
wdym “within your reach”?
I’m assuming that’s 5 feet?
worded that way because under enlarge, your reach extends to 10 feet
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?
Forcing focus fire on yourself should never cost an action. Compare it to 2024 Devotion Paladin adding +3-5 to hit for free to all their melee attack rolls
like, certiant things can give you the ability to reach further than 10 feet
don’t roll
you think it should be BA for a minute?
They just get to know, probably Wis mod times or Prof times per day, plus some other subclass feature with a combat aspect
and that's just free as an attack
remember that doing this means that they can't smite that round
ok, so this is 2024?
ye
okay
I would instead probably allow you to replace an attack with this then?
Honesty it shouldn't cost anything, or should be a part of something else more powerful than "I take more damage"
No cost other than CD*
nah, i don't really want this as part of an attack
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
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
I mean, what spells do you think would be over powered?
Sanctuary MAYBE
but that's a bonus action
I think you're overestimating the value of something that focuses all of the encounter's damage onto yourself. You won't survive for 2 rounds if you use it on every attack
Compelled duel: Bonus action
All the best paladin spells are bonus actions
hence why i went with a bonus action
This
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
your wizards run 10 AC and stand next to your Paladins?
It's probably the safest place when the paladin can negate all damage
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?
I mean obvious solution is multiclass barb and get rage
now you can't smite but you take half damage
but idk
i'll think of something
doesn't heavy armor provide padding
there are a couple feats
Maybe some form of damage reduction like Heavy Armor Master gives, or resistance when you take the place of the damage
I haven’t gotten to the rest of the subclass yet, I just assumed it would give you some way to decrease damage taken afterwards
The core way this paladin is ideally played is that they use their lay on hands on themselves
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
also, the enemies can just all target the Paladin anyway, this feature just makes it so that they can’t target the specific people you don’t want them to target
also interception fighting style could still work
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.
DMs usually avoid focus firing because that's a fast way to a TPK
(circle draft so far)
if dnd used old resistance where damage was reduced by an amount i'd use it often
maybe...
isn’t the level 6 feature just Beast Bond or Beast Sense
oh i forgot about that 😭
sure, but that still doesn’t change the fact that this protects allies of your choice for a full combat
This would be the weakest druid subclass by far solely because it gets 0 combat mechanics. Level 6 is also already done by Find Familiar
When you do so, the total damage taken is reduced by an amount equal to your paladin level
make the Wild Shape combat-based
and give it at 2nd level
that feels like a compromise
Protecting them by spending your own HP that won't last the full combat if you use it every opportunity, yes. I think it should be stronger than it is currently
okay
Hows that?
it also lets the DM target the paladin, and that reduction is gone
you’re only using it on important allies, there are ways of decreasing damage taken especially as a Paladin
I do think there should be a damage reduction, but it shouldn’t be level
yeah, Heavy armor Master
Remember, you'll likely be picking up the Protection or Interception fighting style
and Shield Master I think
letting you aditionaly reduce or negate damage from an ally, since this doesnt take a reaction
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)
Thoughts on a weapon that has a 10% Chance per Attack to give an additional Attack? 
borring
I have a subclass that does a bit of interception, I use Reaction for the interception and then a 50% chance at ignoring the damage
maybe not 10% but some sort of dice roll perhaps?
It's not consistent enough to rely on, and when it happens its either really good, or means nothing
I have no idea if that helps your case at all, but I’m throwing it out there as a catalyst for any thoughts
Maybe like, 1d10 damage reduction
This would take the form of rolling a D20 after a successful Attack Roll and getting the additional Attack on a 19 or 20
Like the Interception fighting style
yeah that would be cool
Or just after an Attack Roll in general
maybe roll + dex mod must = 20
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?
I think blocking 1 damage from every attack is already strong
maybe 2
I wouldn’t go higher
@peak inlet
Hmm... Exactly 20? That could actually be interesting for a Ranged or Finesse Weapon 
maybe proficiency bonus?
you want something that lasts throughout at least 1 combat
More specifically Ranged
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
such as make it last an hour perhaps?
Yeah, I'm probably overthinking it
it'll provide the same fun with less complexity
Yeah
if you want complex magic items play pathfinder
depends what the level of the item is, you might also just give it a BA with charges to add an extra attack even if you don’t crit
My +2 greater striking flaming merciful long sword is awesome
True, could also do that
but in dnd, i just want like, a ring that lets me cast invisibility
wait does dnd typically a day system? cause mine doesnt
cloak of invisibility is pretty baller
when i play dnd i play because i want simple mechanics, anything too complicated feels un dnd
However, I like the idea of basically just giving a Champion Fighter a weapon that's a little bit better for them
so idk if 2014 gets Wild Shape using a 1st level spell
you get to use wild shape twice per long rest
but I wanna point out that your level 10 feature would be an upgrade for whatever your main level 2 feature is
okay good to know
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
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
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
you have to limit the spell choices like Warlocks do
He loves Druid, so I think he may be on board
you can make it give you free casts of your 1st level subclass spells
just play 2024
We're against it
I meant specifically for the Wild shape uses
Seems fine. I'd go for something flat rather than a dice roll every time because it might slow down the flow of combat. Maybe 1d10+CHA at later levels or something. At later levels a d10 won't save you much
why?
i mean how often is someone gonna fail a death save inside the aura of protection anyways 😂
2/LR + 1/SR + 1/spell slot expended
that seems actually weak
Well, remember this is someone who can protect you
I'd change it. This is worse than Vengeance's 7th level feature and Vengeance has the worst one imo
shouldn’t use Reaction, just give advantage + something else
And also a healer
lvl of spell = druid lvl/2 rounded down (lvl 5 = level 2 spells). and you pick a classes spell list to take from. (a higher level would unlock more classes spell lists?)
im not saying it's not a cool ability - im saying it just won't get used very much if at all
Like this is a paladin that is supposed to lean away from divine smites
i suppose you can nat 1 a death save
Yeah definitely won't get used much
Too many changes we don't like
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
is this still a free cast?
yes....
bonus action healing is pretty goated
maybe...
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
good point, i will do it uses spell slot
Slow is not a problematic spell
Honestly, if I want a Healer Paladin... I'd honestly just Multiclass Bard or Multiclass Cleric with my DM's special ruling 
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
Doesn't Paladin aura already apply to death saves
oh shit
it already does that...?
without spell slots?
Death Saves are a Saving Throw
it definitely is
STR
DEX
CON
INT
WIS
CHA
DEATH
HON
SAN
all the saving throws 👆
Sounds like they're expending a wild shape to cast a spell. Seems fine to me if that's the case
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
you don’t need to take this, but here’s my suggestion.
You cast any spell that requires concentration (1 hour or less) without using a spell slot, for the duration, your concentration checks automatically pass
Hows this
the nat 1 thing is weird
you shouldn't reward players for rolling nat 1s
It could be a 19 or a 20
yeah that would be better
I just wanted it to remove the ability to gain 2 failures on a death save
any spell as in just their druid spells following normal druid spell rules?
kinda removes the whole risk of going down if you do that ngl
might be strong, but since it’s only a death saves thing, I would say it’s not broken
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.
make it so they don’t fail death saves past 2 from being hit
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
nah, you could just jump in
yeah that's like uhmmm too much lol
i like the idea of a player jumping infront of a dying body more than it just... not happening
i figures
you can’t jump in front of AoE spells
good point
so basically give druids every spell in the game?
you can provide cover actually
uhhhhhh
standing behind someone does give half cover by the cover rules
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
I don’t really like it being able to go past 5th level spells
yeah i can set that as a cap, im not super fimiliar with all the spells.
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.
👍 this is about as strong as you can justify it being
You need to make it more clear and simple. You can expend a Wild Shape to cast a spell from the X spell list.
but they autofail DEX saves, cover doesn’t do anything there
no i like being able to lock one in of choice.
it's too unrestricted ngl
you can't just give druids access to every spell list like that's fine
Good point
yeh, that’s a very Bard thing you’re stealing pretty early
I would say - rather than letting the druid steal from the other classes - probably better to just make something cool for the druids
RANGER
why not make something cool rather than make the others lesser?
Ranger should be pretty good
Ranger is pretty much just Druid with some extra arrow spells lol
i see
Ranger or Druid
okay
spell that you don’t have prepared
a ranger is basically a fighter druid multi
almost exactly the same thing
I wanna say it works way better as Ranger or Druid unprepared spells
probably not wizard because y'know thats the best spell list
you don’t have access to all spells at all times
wdym?
fits then?
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
I don’t think any of them are too useful for Druids though
I guess I wasn’t thinking about multiclassing
druid getting access to ranger spells - yeah totally fits
mb i missunderstood your message
all g
Conjure volley, Steelwind Strike,
you think Swift Quiver and Conjure Volley are problems?
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
I mean you’re using a Wild Shape (2014) + 5th level spell slot + concentration
verdict: any Druid or Ranger spell under 5th level should be fine it seems
Wait im an idiot
do rangers even have spells over 5th level?
for some reason i thought shileaghleaigh affected slings
but not including 5th lvl? maybe just ranger and not druid but can do 5th level
no
you mean shillagh?
wait i dont think i even spelled it right lol
5th level is fine
yeah
higher than 5th level might be an issue
ranger spells cap at 5th lvl
I know
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?
huh? i dont know your abreviations
you don’t get more than 2 uses per long rest and you don’t get short rest uses of Wild shape right?
yeah
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
okay
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
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.
Homebrew suggestion for a modified Race
Historically Accurate Dwarves and Dark Elves
Appearance wise
accurate to what history?
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
I don’t think anyone here is discrediting the idea of applying real biology to fantasy races.
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
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?
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
Dwarves are already a lot more than simply “short and wide.”
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
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
Their original source material known as Norse Mythology that literally has their origin story as one of two things
"Maggots from Ymir's corpse given human shape by the gods"
Or my favorite
"Maggots that evolved to look similar to humans"
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
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.
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
Norse mythology wasn’t consistent.
Seriously tho I would LOVE to see mose Insectoid Dwarves in media since by their description... EVOLVED FROM MAGGOTS INSIDE YMIR'S CORPSE
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?
I'd say species. You can have wild diversity while still being of the same species rather than creature type
Did the Norse describe dwarfs as insectoid?
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).
Oh that was my own add on. They're just described as Highly evolved Maggots that used to fester within Ymir's corpse that look almost like humans
So I thought "Hey why not go full biology nerd and do this"
I wonder if this dwarf idea is more #dm-world-building
Same ngl but I did intend this as a weirdly creative Race modification.
Seriously how cool would that be
Does condensing water in the air have an action cost?
The spell itself has the action cost for the initial condensation pretty sure
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
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
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).
doing produce flame for each damage type?
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?
I guess that's another description cause when I looked into it most the time I found the Originated from Maggots bit
To an extent, yes, but more like Produce Flame + Shocking Grasp.
oh I see the goal. single-use "this is the cantrip for x damage" type, with a utility+ranged+melee use
That's for me to figure out when I'm not running off of sleep deprivation adrenaline
nice use of the burning condition in Ignite lmao, I haven't seen anyone take advantage of it with any 2024 brews yet
Pretty much, considering that each one is planned to be the only damage cantrip for each damage type.
For context, Toxic damage is a combination of Acid and Poison damage.
they look good, I'd just standardise the damage dice for Condensation for modularity purposes
Ok I found what you meant by produced out of the earth and it's just a huge debate wether they meant literal maggots or produced out of the earth
But again that can all be brought down to another case of us not having enough information and constantly bickering
and big yes on AC reduction for acid, I've always felt that should be Acid's mechanical niche
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).
gotcha
And apparently the Formed from the earth origin for the dwarves is specifically Snorri's narrative
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
I would prefer being able to make an object out of ice rather than a bubble of water.
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.
The way I currently play dnd, light is the most usefully utility option.
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.
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.
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
So you are saying that the balance between options doesn’t matter much because they are tied to a progression?
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.
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
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.
Thoughts?
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.
For lightning and thunder, you can keep them as air themed, and just have air focus on both I guess
Earth feels like elemental bludgeoning
Also having a lightning bolt spell/cantrip deal air damage just feels really weird to me
Water is just frost damage imo
To clarify, it wouldn't be "air damage", just that they'd be grouped under "Air" as the theme of understanding.
Water frozen to ice is indeed Cold damage, but Water will later indeed be Bludgeoning as well.
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
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.
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
Think this is really cool!
So you’re redesigning spells as being able to call forth certain energy at will?
What do you guys think?
@faint sonnet I got the non combat use of force
Shape magic
you shape magic to alter rolls, cast detect magic, shield, all that fun stuff
So it’s just shaping raw magic
To an extent, yeah. It's basically that you need to understand the theme to use its magic at all.
Ahh, I see. I kind of like that, considering making spells formal pieces of magic you needed to learn feels weird, a little
So for something like call lightning, ok makes sense you’re shaping a storm
But to call forth a fire bolt? Why is that some standardized thing
It’s just a hecking bolt of fire
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.
Interesting!
The 2014 DMG has a table on average stats by CR
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
I will note that you could make the lure a separate statblock and have that ability be a summon ability, but that's iffy
Additionally, the bonus action invisibility could be shoved under a
Bonus Action's
Section, which isn't unheard of by any means
But CR I dunno
It looks a little underpowered? I'd double check
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
there isnt a bonus action section on critterdb ;-;
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
.
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.
This + Hoplite fighter + Shield master feat
What's hoplite?
1d10+martial die is pretty strong, as an alternative you could extend the monk's deflect attack to creatures within 5 feet of you.
Did anybody of you created any dark like super dark homebrew?
Within reach.
At level 15 it's still pretty weak. I mean, the max I think you could get is 40. Which is a good chunk but usually not all the damage.
I will say that I was making a Monk class rework with extra Reactions and the ability to use Deflect Attacks on allies. It spreadsheeted so stupidly well that I ended largely dropping it as a consideration.
And that was with the assumption that it's the primary feature of an entire class, too.
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.
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.
Hence, be exceedingly careful with extra Reactions and damage reductions.
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.
Yeah, that's basically what I did too.
The third one at 15th
It still was too much.
Hey tamms what ideas for features would you slap on a Fighter whose gimmick is "being ruthless and inspiring fear with the ruthlessness"
Play undead warlock and leonine
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.
That's all going bye-bye, though because I literally couldn't find a way to make Mitigate Harm not borked.