#homebrew

1 messages · Page 10 of 1

faint sonnet
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Honestly, I'd give it a very simple gameplay loop. Inspiring fear as a martial combatant is relatively simple in theory. I'd imagine it being something to do with critting and/or causing a creature to make a save against frightened.

austere mango
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Which class is this?

faint sonnet
austere mango
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There's your problem. Monks get their subclass features at 3 6 9 and 15.

faint sonnet
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And no, the problem wasn't the level, because that wasn't a subclass feature. That was the class feature that was meant to be Monk's Rage.

austere mango
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Oh. Your right

faint sonnet
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Despite being the feature with the most class budget, multiple Reactions with a scaling damage reduction is just too strong.

true portal
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pls give feedback

austere mango
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Depends on the party honestly

faint sonnet
austere mango
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Like it only works if the monk can stay in range of a creature taking damage

faint sonnet
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I do actually have constructive criticism on that portion, though, which is to plug it into a spreadsheet.

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Putting it in a spreadsheet and setting variables gives you an average of how much damage it will account for in a round.

austere mango
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Sure. But there's a difference between the math and the play test. The max mine can do in a reaction is 38 at level 11. Which becomes 76 max if youre lucky enough to have the triggered condition met and roll max again. But to be real. It's likely to be between 22 and 33 damage usually.

faint sonnet
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The math isn't about maximum, because maximum isn't reliable. The math should be about the average, relating to the law of large numbers.

austere mango
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Okay, so I'm playing a specific character with the intercepter feature rn. In my most recent combat after gaining this feature, I could only use the feature once because the trigger condition happened only 1 time in the 4 turns it took to beat the encounter.

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Oh. You know what. That 38 is still too high. Likely d10 so 3d10+4(the proficiency)||idk, I never get that far||

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Unless the martial die is still only 8. Scratches head

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Oof yeah

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But it is 4

faint sonnet
austere mango
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1d10+2d8+4

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Like 1 more time?

faint sonnet
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I don't mean to sound disrespectful about this, I'm just saying that this is specifically something you should put in a spreadsheet and math out, even accounting for how many times you expect to use it in a round across varying types of encounters.

austere mango
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Oh, you need to spend ki points to do it a third time

modern siren
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Ive got this character race concept im working on that i want some input on, its basically a spirit which was bound to an object when they died

austere mango
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Considering using ki points for the second time

faint sonnet
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Maybe if it's 2 points, yeah.

austere mango
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Ye.

austere mango
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But you also have other options. Like striking with the shield if the creature misses its attack on you.

faint sonnet
austere mango
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Or diflect missles

faint sonnet
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I'm not saying this from ignorance, to be clear. I'm saying this from someone who dove really really deep in and planned to make Monk entirely about what you are talking about but found it to be too much.

austere mango
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I consider it plaguing the player with options. Ultimately, it matters how the DM handles it.

faint sonnet
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Like, do what you gotta do, but it would be a shame if you got to play it for a tiny bit and it almost immediately got banned afterwards lol

austere mango
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Like it's super easy to challenge this character who weaponizes their shield.

faint sonnet
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From my own experience, I hear that type of thing a lot but it's not necessarily too compelling because people can often be a bit biased in a way that blinds them to their creation's flaws.

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You should be your creation's greatest proponent and one of its greatest critics to avoid that type of blindness.

noble yew
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Being your own critic is rather difficult though
But being able to do that is a great asset

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Critique without falling into a spiral of self-deprecation

faint sonnet
noble yew
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I could not do that, like at all (hence why I like asking for feedback)

faint sonnet
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Essentially, you need to look at your own work as if you're looking at someone else's work.

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Getting feedback is also still pivotal, because you often critique your own stuff from a specific angle that you want feedback on, and you're only one person.

austere mango
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Realistically. Level 8 is about as high as you'll most likely go. Which means you have three options for your monk reaction. And two reactions total. I'm thinking it cost 1 ki points now to use the second reaction. Makes sense to me.
But at that point. The most damage you can prevent is 19 I think with the one reaction. Which I guess is really good. ||For reference I used intercept the one time rolled an 8 plus two and still didn't stop ALL the damage, I'm only level 2.|| I think damage is usually around 30 by level 6.

faint sonnet
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For context, the issue with multiple reactions and damage reductions isn't preventing all of the damage, it's that preventing damage very consistently is deceptively powerful.

austere mango
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Deceptively powerful.

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Especially if your buddy is a raging barbarian or just so happens to use blade ward or absorb LMNts

stuck raptor
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no spell during rage

faint sonnet
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Let's say you take 30 damage from a hit and reduce it by 15, and then later that same round take 30 damage from a hit and reduce it to 15. Then repeat this over maybe 7 rounds throughout the entire day.

You effectively (but not actually) have a feature that says "Once per round, when you are hit by an attack, you can use your Reaction to make the attack miss."

austere mango
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Attack miss?? How?

faint sonnet
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With Deflect stuff and the like, you need to think long-term across the entire day.

faint sonnet
# austere mango Attack miss?? How?

You reduced one attack by 50%, and then reduced another attack by 50%, therefore you entirely nullified one attack per round and you did that every round.

austere mango
faint sonnet
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That comes with a caveat that you didn't nullify the riders of the attack, but you nullified the damage.

austere mango
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And not other's

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Hmm....

stuck raptor
austere mango
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Durabilty

austere mango
faint sonnet
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All in all, I'm just a rando on the internet so you don't need to put much stock in what I'm saying, but I'm not saying it to try to destroy your homebrew, instead trying to make it where your homebrew won't get used for two sessions and then get banned.

austere mango
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But then some uses intercept on a fire spell that hits you

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You use your reaction to absorb elements

austere mango
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But I feel like would be evil to make the monk run out of ki points so quickly and I want the player to have fun.

faint sonnet
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I think another part of the issue is that your subclass is doing two incredibly powerful things that really shouldn't be on the same subclass.

austere mango
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That's always been my problem with monks in how they run out of ki to quickly and martial die scales so slowly

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Nah, an extra reaction on a reaction centric class is necessary

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Of course, the shield comes first

faint sonnet
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"Extra reactions" is one of many things that causes people to raise an eyebrow when looking at homebrew.

austere mango
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This reaction has multiple conditions to trigger and is hard to use if you try to multiclass especially at the begining of a campaign or other format.

stuck raptor
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on a semi related, note, monsters with reactive shouldnt be given counterspell painsmile

faint sonnet
austere mango
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They can have counter spell. It's just one spell and you bleed through their spell slots

stuck raptor
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lemme, clarify, they should not have resourcelss counterspell

faint sonnet
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Then again, it doesn't seem like there's much reception to the idea of changing what I think is the most problematic part of the subclass, so I feel like I've said my part and probably can't help much more.

stuck raptor
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dunno why it was a good idea at the time, thought it would be minor on a CR 16 painsmile

austere mango
austere mango
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Easy to use or easy to abuse?

faint sonnet
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Easy to use. The thing is that a numerically powerful feature like this isn't something that is "abused" like normal stuff people talk about being abused, because it's just very generically powerful.

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Again, plug the variables into a spreadsheet.

austere mango
faint sonnet
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You don't need to be a programmer to do basic math on a spreadsheet like Google Sheets.

austere mango
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I've no idea how to do that. It's like trig

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Sin cosin and tangent

faint sonnet
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It can be as simple as
A=Number of Reactions
B=Average Damage Prevented per Reaction
C=Expected Number of Reactions Used per Round
D=Total Number of Reactions Used per Day

AxBxCxD=DAMAGE PREVENTED

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Then adjust the numbers for multiple situations and note stuff down.

austere mango
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That doesn't seem like a fair comparison when many classes have ways around damage prevented. Or making it seem like damage dealt meant nothing. Like a twilight domain cleric and bear totem warrior and a rogue and a bard and a sorcerer.
All these classes subtract damage in their own ways. Blade ward costs an action but prevents half the damage you take from weapon attacks for a full turn. Probably more than this monk could do in a single turn. And because blade ward is a cantrip, It's spammable to the point that makes the barbarians rage redundant.
Twilight domain gives temp HP every turn it's active, pair it with a rogue and or barbarian and you'd find it difficult to actively deal damage. Rogues have uncanny side which allows them to take half damage as a reaction. Possibly the tankiest ability in the game.

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Sorry, went on a tangent there. But comparatively, it just barely averages out as another way to keep a party member alive.

stuck raptor
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Twilight also costs a cd

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BW is also concentration

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then barb needs to rage to get it

austere mango
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||not helping||

stuck raptor
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those things spend limited resources

austere mango
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Cantrips aren't a resource

stuck raptor
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BW is concentration, as noted

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not exactly a resource, but its a limit

austere mango
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Okay. If it goes down half way through the turn order, you can just cast it again on your turn.

stuck raptor
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and then if you have three reactions if you can take out of your turn to negate damage?

faint sonnet
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Twilight is viewed as dumb specifically because of how massive the radius of the effect is, combined with how powerful it is.

faint sonnet
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I also want to call attention to the fact that I had this exact idea more than a year and a half ago, so it's not like I'm saying it's super dumb or anything. I'm saying that I went through the rigour and found it to be too powerful.

austere mango
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At you have to be within reach with your shield. Meaning five ft usually. Which let's remind ourselves, twilight is thirty ft

faint sonnet
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If I thought it would be fine, I'd still be using it as the foundation of an entire class

austere mango
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No. Too broken for an entire class, but for a subclass, it should be fine.

faint sonnet
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It's the opposite.

austere mango
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You don't want a specific class that gives extra reactions early on

faint sonnet
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To put it excruciatingly clearly: I made your idea before you did and it didn't work.

austere mango
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It'll make it easy to dip like it is for action surge.

faint sonnet
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Essentially everything you've mentioned as a limitation is something that existed in my version.

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The big difference is that yours prevents more damage than mine.

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I also thought it was fine until I grabbed a spreadsheet and did the math and..."wow this can easily end up being twice as powerful as the resistance a Barbarian gets from Rage."

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The part that ends up being the problem is the additional reactions because they get all of those scaled bonuses from dice increases and the like.

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Essentially, all the scaling you need to make the damage reduction worthwhile on a single attack is multiplied with how powerful it is on multiple attacks, ending up being too much.

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I did determine that the feature could work for a class focused on shields, though, as long as the class wasn't meant to have a massive offensive presence.

scenic urchin
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gonna be trying out a new minion trait idea:
"This minion automatically hits on attacks if there's a non-minion allied creature within 30 feet of it, dealing (fixed damage). Otherwise, it automatically misses all attacks."
and trying out a fixed damage of 2 for basic minions and 4 for serious minions

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oh, and then gonna be filling up a bunch of otherwise empty rooms in a dungeon with these minions and see how the players approach

spring tusk
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A switch on the usual trait of having the general be the power house that makes everyone else stronger

true forge
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gods homebrewery is being annoying

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i cant figue out to zoom an image

noble yew
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Auremathrum's Contract
Wondrous item, Requires attunement
A large, rather unwieldy piece of parchment with a detailed contract written by Auremathrum, Lending Wyrm. It must be attuned to by signing it, and the attunement cannot be ended until the contract is fulfilled correctly. The contract determines:

  • The item rented
  • The length of the rental
  • The final price of the rental, with interest, determined by the item's true value and time it is rented for.

The rental price of an item is equal to half of its value each week it is rented for, rounded to the nearest gold piece. the interest is equal to a fifth of its value per week it is rented.

The terms of the contract must be obeyed, to the day. If the rented item is kept longer than the contract states, the creature attuned to the contract:

  • Loses the rented item and ends their attunement to it as it is reclaimed by Auremathrum
  • must pay the full price of renting the item, with interest and late fees determined by the value of the item. Late fees are equal to a quarter of the value of the item, incremented each day the payment is late.
  • if they cannot pay the full price of the rental and late fees, Auremathrum will take magic items from them until the total price is met

The contract cannot be destroyed, as it will always mend itself no matter what happens to it. If the creature attuned to the contract is on another plane of existence from Auremathrum, he will be alerted. If the creature returns to the Material plane, Auremathrum will immediately be aware of their location.

bit of pre-sleep fun with a very character-specific magic item lol

digital jetty
noble yew
keen wyvern
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Hello, today is looking like a fine day to have good homebrew.

noble yew
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Sign my contacts

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They are totally cool

clear acorn
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I have a question what is dnd homebrew?

boreal rover
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Home-made rules, monster statblocks, subclasses... that are not official but people make up for their own home games

clear acorn
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Ohhhhhhhhhhhh so i have a question i and my friend made a custom dnd thing based off of jjk w stats abilitys and you would choose your characters and make them fight would that count as a homebrew?

digital jetty
boreal rover
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You can post it here and people will respond to it if they have something to say

clear acorn
clear acorn
ember wing
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Okay I had idea. Tell me if it’s stupid. I was thinking of adding health wells/healing shrines like in Diablo. My campaign is going to be set in an apocalyptic settting so finding potions and things might be a little more rarer. I have a system for crafting potions but they have to basically find the recipe for potions so it might be a little time until they find it. And I’m going to be doing gritty realism so it’s going to be longer time between long rests. I wanted it just to be like d4 or maybe less worth amount of potions . Random each time so that the have to basically fight over it. Just thinking of using it in dire times maybe

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They are going to be of higher level though since I was thinking at starting at lvl 10

digital jetty
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Any thought?

Slaadspawn Sorcery
Level 3 - Shape-Shift
As an action, you transform into a new form. Choose one of the following options:
Humanoid: You shifts into a form of a Small or Medium humanoid. You determine your appearance, but your game statistics don’t change.
Slaad: You shifts into a form of a Green Slaad. Your size becomes Large, and your reach increases by 5 feet.
You can use this feature a number of times equal to your Charisma modifier. You remain in the chosen form for up to one hour, until you use an action to change form, or until you die.
Level 3 - Spells
3: Burning Hands, Detect Thoughts, Invisibility, Resistance, Scorching Ray
5: Fireball, Tongues
7: Blight, Greater Invisibility
9: Negative Energy Flood, Mislead

Level 6 Chaotic Curse
When you deal Fire or Necrotic damage, you can spend one sorcery point to harness the power of Limbo and impose an additional effect. Roll a d6; each creature that fails its saving throw (or is hit by your attack) suffers the corresponding effect until the end of your next turn:
1: Speed reduced by 10 ft. 2: Blinded 3: Frightened 4: Poisoned 5: Charmed 6: Deafened

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Level 14 — Metamorphosis
Your creature type becomes Aberration, and the options granted by your Shape-Shift feature improve:
**Humanoid: **When you shapeshift, choose one standard language you don’t already know. You understand and can speak that language until you change form.
Slaad: You can assume the appearance of a Gray Slaad and gain the following abilities:

  • Speed: Your walking speed increases by 10 feet.
  • Claws: Your claws are simple, light melee weapons that deal 1d6 necrotic damage on a hit. When you make an attack with your claws, you can add your Charisma modifier, instead of Strength or Dexterity, to the attack and damage rolls.
    Level 18 — Beyond Death
    Your Shape-Shift feature gains the following improvements:
    Humanoid: You make Charisma ability checks with advantage.
    Slaad: You can assume the appearance of a Death Slaad and gain the following abilities:
  • Magic Resistance: You have advantage on saving throws against spells and other magical effects.
  • Regeneration: At the start of your turn, you regain 20 hit points if you have at least 1 hit point. This effect lasts for 1 minute.
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I am thinking about moving the claws and magic resistance to an earlier level.

flint marsh
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so, slaads use strength for claw attacks, gray and death slaads in particular have 19 and 20 strength. why charisma?

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might be more "Transformation" to give the sorceror +4 strength or something while changed

digital jetty
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My thinking was charisma would be best for a sorcerer subclass. I see it more of an abstraction of the magic enchantment of the sorcerers strength.

flint marsh
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it's less "best" and more "this is the lowest common denominator every time there's a gish" - it kind of removes the novel aspects you're building by just washing it to be the same flavor as the other gishes

digital jetty
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I don’t see this much as a Gish.

flint marsh
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I'd swap in a strength bonus instead, it'll give you the ability to use it for things other than making small attacks

digital jetty
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Swap strength and charisma?

flint marsh
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no; I'd swap in a strength boost instead of making the claws use charisma

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right now it feels less transformation and more "you're a sorceror who wears a slaad costume"

digital jetty
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Would your strength becomes equal to your charisma be too strong?

flint marsh
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I don't think so

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it's still primarily casting, but putting that strength in has a bunch of bonuses that just using charisma doesn't give you; str saving throws, grappling, climbing, jumping, etc

tepid schooner
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Level 15: Push Through The Pain
When you would be reduced to zero hit points, but not killed outright, you can be healed by an amount of hitpoints equal to twice your Charisma Modifier. If you choose to do so, you must make a dc 25 constitution saving throw, or gain a level of exhaustion

How does this feature sound for a paladin all about protecting and tanking

digital jetty
# flint marsh it's still primarily casting, but putting that strength in has a bunch of bonuse...

What are your thoughts on this? I was thinking

Level 6 Cursing Claw
When you are in your Slaad form you gain the following:

  • Claws: Your claws are simple, light melee weapons that deal 1d6 Slashing damage on a hit. Once per turn when you a hit a creature with your claws you can harness the power of Limbo and impose an additional effect. Roll a d6; the creature hit by your attack suffers the corresponding effect until the end of your next turn:
    1: Speed reduced by 10 ft. 2: Blinded 3: Frightened 4: Poisoned 5: Charmed 6: Deafened
  • Slaadic Strength: while your in Slaad form you can spend a sorcery point and harness the full strength of the Slaad. Your Strength score becomes equal to your Charisma and you make claw attacks as a bonus action. This effect last for 1 minute.
flint marsh
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that's much cooler

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I would attach a save to the claw hits though

digital jetty
digital jetty
lean egret
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I'm planning on having an eldritch monstrosity intrude on my otherwise sort of normal game of D&D 5e, warping the world and it occupants.
I want it to provide some small powers to the lvl 5-6 party (I haven't decided quiet when it'll happen) that really make them feel like they're tapping into something that should be unknown, forbidden and outside the game, has anyone done anything similar?

amber hollow
# tepid schooner > Level 15: Push Through The Pain > When you would be reduced to zero hit point...

incredibly weak and penalizing. In all honesty, you could just make it be the charisma score outright, or paladin level, or something like that. Or both added together.

As for "Push Through The Pain" my first idea is just a limited use "When you take damage, you can use this feature to endure against it. Make a Constitution saving throw, with a DC equal to 5 + the damage dealt. On a success, you have Resistance to the triggering damage, and regain an amount of Hit Points equal to your Paladin level after the damage." and some on-failure thing I'm too tired to design finely right now

digital jetty
thorn sphinx
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i just tried myself at making a homebrew class (with help from chatgpt) but i am to new to this to understand what i am doing could someone help me please?

amber hollow
thorn sphinx
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sorry i didnt mean class i meant subclass and the class is already made and i have it as a pdf file but i am to dumb to add the stuff on dnd beyond

amber hollow
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Just double checking... What's the name of the proper full Class?

thorn sphinx
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Summoner i have yet to add it on dnd beyond once i know what to put in the selection

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its a Wizard subclass

digital jetty
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Yeah, I would only recommend using a language model for research or editing your sentence structure. Even then you kinda have to take the role of a teacher grading a student's paper.

amber hollow
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Like names when you're trying to get more names that sound like a list of other names...

digital jetty
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I would put brainstorming or random name generation under research. even then the learning aspect makes it difficult to get outside the box.

amber hollow
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Basically. A language model doesn't actually think. It's just an algorithm spitting out a formula that is mathematically predicted to get many 'points' for the given prompt.

tepid schooner
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Oath of Warding
The oath of warding is an oath to guard first, not to destroy. While Guardian Paladins are indeed mighty warriors, their true strength comes in taking hits for others, and sacrificing themselves to protect what they must

An all new paladin subclass about tanking hits
Level 3: You'll Have to Go Through Me
Level 7: Don't Go Into the Light
Level 15: Push Through The Pain
Level 20: Something Worth Protecting

https://docs.google.com/document/d/1sRipoUf7pM4CJRu7MsCPwXEkEnfhpMjDO9JhYBYE0Eo/edit?usp=sharing

fierce dome
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The level 7 is too strong, and the downsides of level 15 are too punishing

digital jetty
# tepid schooner Oath of Warding The oath of warding is an oath to guard first, not to destroy. W...

Probably should have compelled duel as a spell.
Paladin can choose the protection and interception fighting styles, which makes the CD less interesting.
Since for Don’t go into the light, if a creature is within your aura, you should be able to heal them with lay on hands. Why not make it a buff to lay on hands? IE When restore hit points to a creature in your aura who is dying with lay on hands, you can ignore the requirement to touch and you removed the prone condition.
Building on that Push Through The Pain could be when you are reduced to zero hit points, but not killed outright you can spend the Hit Points from lay on hands pool of healing power on yourself, no action required. For each hitpoint you give yourself you gain a temp hitpoint.

tepid schooner
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so a dc 20 is about... 13 or above

fierce dome
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why is there a save against exhaustion at all? there are plenty of subclasses that get similar features without that

digital jetty
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Your healing 6 hp

tepid schooner
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since you get to add charisma from your aura of protection

tepid schooner
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fair, maybe i'll increase the healing

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twice your paladin level.

fierce dome
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barbarians get this at 11th level

"Your Rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead change to a number equal to twice your Barbarian level."

tepid schooner
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My original idea is that you could keep fighting while making death saves

fierce dome
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zealot barb gets this as part of their 14th level feature:

"Revivification. When a creature within 30 feet of you would drop to 0 Hit Points, you can take a Reaction to expend a use of your Rage to instead change the target’s Hit Points to a number equal to your Barbarian level."

tepid schooner
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When you would fall unconcious due to having zero hit points, you isntead keep conciousness. You are still making death saving throws, but you are not unconcious

fierce dome
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this is a 9th level warlock invocation:

"A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name).

When any creature whose name is on the page is reduced to 0 Hit Points but not killed outright, the creature magically drops to 1 Hit Point instead. Once this magic is triggered, no creature can benefit from it until you finish a Long Rest.

As a Magic action, you can erase a name on the page by touching it."

digital jetty
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Your level 15 th feature is almost the same as the oath of the ancients

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Which gets 3x your paladin level and no save

fierce dome
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champion fighter gets this at 18:

"Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point."

tepid schooner
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When you would be reduced to zero hit points, but not killed outright, you can be healed back to full hit points. If you choose to do so, you must make a dc 20 constitution saving throw, or gain a level of exhaustion
How's this

fierce dome
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theres a ton of stuff in the game that prevents you from falling to 0 without involving exhaustion at all

tepid schooner
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I like the idea of the exhaustion though

fierce dome
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the only feature in 14 that involves exhaustion is berserker barb, but that was dropped for 24

tepid schooner
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pushing past your limits at detriment to yourself

fierce dome
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exhaustion is just a death spiral though, its way too punishing

tepid schooner
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What about this

no matter how bad it gets, you can still press on, When you would be reduced to zero hit points, you don't fall unconcious, though as normal, you still make death saving throws.

While you are at zero hit points, you have advantage on all d20 checks you roll.

tepid schooner
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this doesn't seem at all like my subclass

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it seems like... Some sort of class with a similar concept

slim stump
tepid schooner
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yeah, i got that

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it's not... MY subclass tho

digital jetty
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I think exhaustion can work, if it is an option for an additional benefit and it probably should explicitly support the class’s primary purpose as a tank.

tepid schooner
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When you would be reduced to zero hit points, but not killed outright, you can be healed back to full hit points. If you choose to do so, you must make a dc 20 constitution saving throw, or gain a level of exhaustion

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no matter how bad it gets, you can still press on, When you would be reduced to zero hit points, you don't fall unconcious, though as normal, you still make death saving throws.

While you are at zero hit points, you have advantage on all d20 checks you roll.

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Which of the two sounds better

fierce dome
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the second one is basically just what zealot barb does in 14

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which is y know, a good feature

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but it already exists

tepid schooner
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not in 2024

digital jetty
slim stump
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I would say "while youre under half your hit point total" to "while at zero hitpoints" just to make it more useful

tepid schooner
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maybe if i combinee both of these features.

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When you would be reduced to zero hit points, but not killed outright, you can be healed back to full hit points. If you choose to do so, you must make a dc 20 constitution saving throw, or gain a level of exhaustion

Regardless, When you would be reduced to zero hit points, you don't fall unconcious, though as normal, you still make death saving throws.

digital jetty
#

The regardless part isn’t good enough

#

Look at the oath of the ancient

#

Wait if you are still making death saves, what happens when you take damage?

tepid schooner
#

You gain a death save failure

digital jetty
#

Ouch

tepid schooner
#

the idea is, youre a paladin, you'd lay on hands or something

slim stump
#

I would just make it similar to mine

"When you or a non hostile creature you can see within 30 feet is reduced to zero hit points but does not die outright, you can use your reaction to spend 5 Lay On Hands Hitpoints and a Channel Divinity use to allow them to roll their hit dice as if they took a short rest."

tepid schooner
#

yeah but that's not at all the same

digital jetty
tepid schooner
#

Yeah that's what'd happen if you were downed anyways tho

#

plus: 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

#

and also, charisma bonus to all saves

digital jetty
#

Features are meant to be a net positive

tepid schooner
#

so your'e rolling deathsaves at +5 with advantage and healed to 1hp on a 19 or a 20

tepid schooner
#

this is a feature that was in 2014

#

and it is a net positive

#

you would normally have no turn, now, you have turn

#

The dm is always allowed to target a dying creature

slim stump
tepid schooner
#

how?

#

You would not how a turn, you can still drop prone and do nothing

digital jetty
tepid schooner
#

this is 24

#

Rage Beyond Death
Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal blows.

While you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

digital jetty
#

you have a minute to heal.

#

Your feature has the paladin still making saves. They could take damage 3 times before their next turn. Or take damage twice and fail the save at the beginning of their turn.

tepid schooner
#

What about:

When you would be reduced to zero hit points, you don't fall unconcious, You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you would die due to failing death saving throws, you don't die until combat ends, and the adrenaline fades, and only if you have zero hit points remaining

tepid schooner
#

That could still happen if you get reduced to zero normally

digital jetty
tepid schooner
#

nah, 2014's zealot feature would end when the barb stopped attacking or being attacked

#

I still don't get why i need this feature tho

#

A dm can already attack an unconcious player

#

at this level you've got revivifies up the wazoo

#

the only failure is really if EVERYONE dies

digital jetty
# tepid schooner That could still happen if you get reduced to zero normally

The feature is meant to be different than what happens normally. That is why I said it needs to be a net positive.

I probably should more context. The net benefit of the feature should be better than what happens normally in a way that is competitive with similar features. For this feature you have a good baseline in the oath of the ancients.

tepid schooner
#

sure, but I want this to feel dangerous

digital jetty
#

That is fine.

tepid schooner
#

When you would be reduced to zero hit points, you don't fall unconcious, though you still fall prone. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

While bloodied, you have advantage on all strength and dexterity checks, including saves and those used to make attack rolls

#

I like to imagine this as the paladin struggling, trying to do one last thing before they die

#

Like, you know you're gonna be out of the fight soon, so you make one last big attack, expending every resource you have

#

ooh wait

#

When you would be reduced to zero hit points, you don't fall unconcious, though you still fall prone. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

While at zero hit points, you can cast Divine Smite without using a bonus action.

digital jetty
#

Big attack is great, but a big defense seems more aligned with your sub theme and CD.

tepid schooner
#

I could imagine a cool scene of a multi classed fighter paladin, where they get reduced to zero hit points and just lay out 4 smites

#

When you would be reduced to zero hit points, you don't fall unconcious, though you still fall prone. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

While at zero hit points, you have two actions and two bonus actions, rather than the standard one, as you struggle to do as much as you can before you die

digital jetty
#

so melee attacks have advantage against you? What happens if you want to use your CD?

tepid schooner
#

you can still get up

digital jetty
#

On your turn

tepid schooner
#

you're just knocked prone

tepid schooner
#

that is a net positive

digital jetty
tepid schooner
#

rather than being unconcious, where you would fall prone anyways, you only fall down

digital jetty
tepid schooner
#

I'd argue its pretty competitive with zealot's level 14 feature

digital jetty
#

Yeah two actions and two bonus actions is broken.

tepid schooner
#

Yeah i'd argue it's a pretty good feature

#

potentially too good

digital jetty
#

I mean, you would never get a turn against a legendary creature. if you want paladin zealot, I would make your CD more damage focused and then just make this a con save at the beginning of your turn paired with a buff to radiant strikes.

tepid schooner
#

I don't want paladin zealot tho

#

i just like the feature and it makes sense as someone tanking damage

digital jetty
#

If your level 15 feature the paladin is tanking damage to do damage, aka one big attack. Which is what roughly what the Zealot does. Verus the World Tree which isolates enemies, the Ancestral Guardian taunts enemies.

olive dune
#

I'm not sure what to do, I'm making my first homebrew race and its a kitsune
it's got minor illusion at lvl 1, major image at lvl 5 and natural claws
but at lvl 3, I have the ability to turn into a fox, having the same hp and stats, AC is 10 + dex mod (no armor), 40 ft speed, changes size to small, can't use magic or weapons in this form, can't speak, can transform into it up to your proficiency bonus, uses an action
the fox form is a major problem, and I want to keep it cause I think its cool and fitting, but apparently one of my friends says an ability like that is WAY too strong according to him
I never intended for this ability to have much combat use aside from getting away, but apparently he mentions this one ability makes the race better than most other races
so I'm not sure what to do about it

#

an idea to make it less "broken" is making it have the same statblock as the regular fox, but the speed of that thing is 30 ft, the hp is 2 and I don't like the idea of dying in one hit if I used this ability at higher levels or something

#

my friend has a lot more dnd experience than I do, so I'm not sure if this ability is actually that broken as he says it is

#

because he acts like its beyond broken, but I don't see it

digital jetty
# tepid schooner i just like the feature and it makes sense as someone tanking damage

What if it was something like these two options:
When you are reduced to 0 Hit Points and not killed outright, you do not fall unconscious until you fail a death saving throw. When you take damage at 0 hit points, you must make a death saving throw before suffering a failure. Additionally you can turn a failure into a success. When you choose to do this suffer a level of exhaustion

Or

When you are reduced to 0 Hit Points and not killed outright, you can drop to 1 Hit Point instead and begin concentration. Your hit points cannot be reduced and your radiant strikes do an extra 1d8 damage as a long as you main concentration. (ALT to radiant strikes: you can use You’ll Have to Go Through Me without spending a use)

keen wyvern
#

How do I condense this?

Spirit’s Whirl (Level 3)

Bonus Action: Spirit’s Whirl
Area of Effect: 1ft Sphere (fire, lightning)
Requirements: Within 5 ft of an ally; must have successfully landed an attack.

The spirit ignites with passion from your fierce, precise blow, surging with excited heat and zipping lightning through the air.

A wild, hungry rush of heat surges out, but the air bites back sharp and electric—like the sky's fury. Fire's amber greed reaches forth, only to shatter into clawing sparks that sting back at you.
You are Shocked (Enemies gain advantage on attack rolls against you until end of your next turn).

A crackling rush follows as lightning dances with speed and sharp edges, but heat pushes back, rising sluggish and angry like a waking volcano. Lightning's electric gleam battles the molten glow trapped in your chest—ouch, sparks erupt, flushing your skin red-hot.
You are Overheated (Disadvantage on Strength checks and saving throws until end of your next turn).

Three-Part Single Motion:
Perform as one fluid sequence, but make saving throws to avoid weakening effects.

  1. Strength Saving Throw (DC 8): Success grounds you fully; failure weakens it—Part 1: Improperly grounded.
    High-energy stance: Feet wide and fiercely grounded like a drawn bow. Head and back tilt forward for balance; arms and hands weigh the shared fire-lightning resource, praying faithfully to draw their energy.

  2. Dexterity Saving Throw (DC 12): Success steadies the whirl; failure weakens it—Part 2: Wobbly spin.
    Enthusiastic spirits whirl around you as the center—take their granted energy, spinning your hands in rotation while pivoting 360° on your feet, then an extra turn toward your ally.

  3. Face your ally with hands ready to transfer energy. The spirits boil your blood, sparking lightning across your hands amid subsurface scatter—translucent, but flushed more red.

digital jetty
# olive dune I'm not sure what to do, I'm making my first homebrew race and its a kitsune it'...

major image seems over tuned for a player species. a level 2 spell is more typical for a level 5 feature.
Are giving them a stat block of a fox? When you say "having the same hp and stats" is it the same as the character or is it the same as a fox?
I read it as the character keeps their stats the just change thier size and speed, if it isn't already the same. In that case the fox form is fine. It might even have room for more. You can give it to them at level 1.

olive dune
#

it is a lvl 5 feature, major image

#

I didn't mean it was cast at the fifth level if thats what you thought

upper otter
#

hey guys do any of you have any Japanese themed monster sheets? I need a few for my campaign tonight.

digital jetty
olive dune
#

oh yeah it is a 3rd level spell

#

oops

#

I somehow misread that

noble yew
# digital jetty The rental price is half the item’s sale price per week? Can you rent the item ...

Ooh all good points I didn't think about!
Yeah, the rental price is rather high, but Auremathrum is greedy (red dragon and all)
You could rent the item per day, in which case you'd divide the price per week by 7 and go from there (interest still applies)
You pay at the end of the duration! Makes it funnier (and gives the time to get the gold (or not) if you're renting out of desperation)
You could extend the terms (for a small administrative fee of course)

The feeding Gold idea is pretty fun as well, I have to find a way to incorporate it (maybe, this is supposed to be an item for a player character i haven't even played yet lol)

olive dune
#

and yeah, I didn't catch that major image was a lvl 3 spell, I can change it to mirror image or some other lvl 2 illusion

digital jetty
keen wyvern
# digital jetty This is too much flavor text. Is this for 5th edition? DND assumes "YOU" is the...

Yes 5e, the spell caster is hurting themselves,

1ft sphere doesn't work. the smallest aoe should be 5ft cube
the idea is to have the area effect as a trigger like a spark to an explosion where the second half to this is an action that'll happen before (on your previous turn) that makes the gas to the spark.
As a spark to an explosion, do I list the radius of the sphere / length of the cube? if so 1 ft is too small still? I don't want to hurt the ally within 5ft haha

The DC are for role play out of combat

digital jetty
# noble yew Ooh all good points I didn't think about! Yeah, the rental price is rather high,...

The vibe I am getting is this is meant to be scam. So it might be good to use tricks like introductory pricing, or low price high interest rate. Maybe streamline the language around the initial terms, (I had trouble reading through it) then bury the interest and more unattractive term in more bloated language. Honestly snowballing interest could really get them. But you also don't want them to not engage.

noble yew
digital jetty
keen wyvern
#

everything else is a role play guide

olive dune
#

I just accidentally made my kitsune race a little broken cause I didn't realize the implications of the way I worded my race and also didn't realize major image was a 2nd level spell

#

instead of major image, putting nathair's mischief since I think it fits best with the idea of a tricky kitsune

digital jetty
keen wyvern
digital jetty
steep gale
#

Is there a way to give someone a - CON?

#

Like let's say I have 10 as con. Is there a way to make it go down?

worn ermine
#

Are you talking about after making your character or like in game

steep gale
#

Like making a feat or race that can give - CON

digital jetty
worn ermine
keen wyvern
# digital jetty Is there another feature that this pairs with? It might help to have the larger ...

Yes, the ideal subclass imo is to have every feature pair up in some way

I need to draft the action feature that'll ignite with this
for the explosion

but here is a feature that'll use this as a requirement:

Fire and Lightning Strike

Bonus Action: Fire and Lightning Strike
Requirements: Within 5 ft of an ally; must have performed Spirit’s Whirl this round.

You focus the spirit’s energy, channeling the lightning and heat swirling around you.

Single Motion:
Close your hands, pulling invisible strings—but to you, they appear as clear aberrations of thermoelectric energy drawn from your ally.
The ally then makes an attack.

worn ermine
steep gale
steep gale
#

(I love making underpowered characters)

worn ermine
#

squishy character that's super quick I like the idea

steep gale
#

It is an inspiration of Sans

digital jetty
#

You can just roll dice and dump CON. odds are you will get 8 or lower. Or Point buy and dump CON.

steep gale
#

We are point buying. I was wondering if there is a way when you make a homebrew feat, that you could add - Cons.

#

Because 8 is a bit high for my likings.

digital jetty
#

Are you doing 14 rules?

#

or are you thinking an origin feat?

#

"subtract Con" is easier to understand than add minus Con.

digital jetty
steep gale
#

Can you tell me for both?

digital jetty
#

Do you have a species or character theme in mind?

steep gale
#

I have a character I made

#

Wanna see it?

digital jetty
#

sure

keen wyvern
steep gale
digital jetty
keen wyvern
#

2024, yes

A Cube is an area of effect that extends in straight lines from a point of origin located anywhere on a face of the Cube. The effect that creates a Cube specifies its size, which is the length of each side.

A Cube’s point of origin isn’t included in the area of effect unless its creator decides otherwise.

#

I'd like to setup an attack that creates the gaseous/steam within the aoe

#

The range itself is 0ft or right on self
to clarify with the AOE range of 5ft cubed, providing a distance

2024

A range usually takes one of the following forms:

Distance. The range is expressed in feet.

#

It is reasonable according to the 2024 rules to have the spell origin at 0ft or self, and the effect limited to the aoe of 5ft cubed

2024

A spell’s range indicates how far from the spellcaster the spell’s effect can originate, and the spell’s description specifies which part of the effect is limited by the range.

#

Self. The spell is cast on the spellcaster or emanates from them, as specified in the spell.

#

Sorry for the misunderstanding, I'll be more clear next time.

digital jetty
# steep gale https://www.dndbeyond.com/characters/135388724

2014 Race (might be over-tuned):
Riftscarred
-2 Con, +2 Dex, +1 to another
Astral Fortitude: You have magical resistance
Rift's Grasp: when your start your turn with the blooded condition you can cast blur. (limited uses per long rest or per proficiency bonus)
Feat: You gain one Feat of your choice.

2024 Origin Feat
Riftscarred
You gain the following effects:

  • Sickly: Subtract 2 from any d20 test that uses your Constitution modifier.
  • Astral Fortitude: You have magical resistance
scarlet coral
#

Anyone got a good name for a Wizard subclass that is eldritch themed? Trying to go off with the -mancy suffix like Osteomancy(Bone Magic), Pathomancy(Disease Magic) and so on but so far in my own search I haven't really gotten much except for a cobbled up word between English and Greek called "Eldricomancy" but I wanna hear a second opinion before using that. Any suggestions?

keen wyvern
#

I think the spell is way stronger than what I'm targeting for,

The feature would be granted at level 5, can only be casted at self with the area/range being ether a cube or sphere no more than 15 ft around the player.

The resulting gaseous / steam could be ignited.

Duration would be longer but have not decided.

Once ignited, it'll do damage, until then it'll just create the gaseous / steam.

solar basin
#

Seems pretty neat

#

I think as a fireball that requires a lower spell slot it could be interesting, but without cooperation it could end up doing nothing, unless enemies would not know that it could ignite

noble yew
#

Summon Methane 💀

digital jetty
# keen wyvern I think the spell is way stronger than what I'm targeting for, The feature woul...

I think the range should be self and the aoe should be an Emanation https://www.dndbeyond.com/sources/dnd/br-2024/rules-glossary#EmanationAreaofEffect or sphere.
with no effects hurting the player and no Saves for RP

**Level 5 Spirit’s Whirl **
The below is a rough template using an Emanation.

As a action/bonus action a tempest of hot gaseous pour out of you, filing 10-foot Emanation around you. The Emanation has (Blank) properties and effects.

Also a action/bonus action on your turn you can ignite the Emanation forcing each creature in it makes a X saving throw, taking Y damage and/or suffer Z effect. The ignition burns for 1 minute/End of your next turn. While the Emanation is ignited a creature must also make this save when the Emanation moves into its space and when it enters the Emanation or ends its turn there. A creature makes this save only once per turn.

spark magnet
spark magnet
steep gale
#

The only thing that's similar to that is: Riftwalker

spark magnet
#

Vro

spark magnet
steep gale
#

It's Riftwalker, I do not know how riftscarred come from.

#

This is the riftwalker

scarlet coral
spark magnet
noble yew
#

occult scribe?

scarlet coral
# spark magnet Eldritch lore sounds…not the best And occultist sounds pretty nice, it just fee...

Alright so Eldritch Lore is off the table, and ngl I'll agree Occultist sounds pretty basic. Scion did mention Occult Scribe but that sounds like a subclass feature you would earn, at least to me at does.

Looking up some words in latin, there is the word for strange that is Novis (Novimancy/Nocisurgy), then there's foreign that is Alienus or Extaneus(Aliemancy/Alienurgy or Extramancy/Extrurgy) though Aliena seems a bit on the nose there.

Seems like Eldritch Scribe is my best bet here.

digital jetty
fierce dome
#

The magic of the strange

digital jetty
spark magnet
#

Or Xenomancy is good too

steep gale
#

And still don't know how to get the subtract con

spark magnet
digital jetty
# steep gale What is a riftscarred?

It is just a placeholder name. The idea was to invoke the subclass. Ie the you have a low constitution because you were scarred by the rift. But really just make it whatever you want.

digital jetty
digital jetty
#

🤦‍♂️just manually enter the stats as if you rolled them.

steep gale
#

Ok

flat wadi
#

I’m going to make a nuke spell can anyone help me with its damage

noble yew
#

just make it really big

flat wadi
#

I was thinking 1000 meters

#

And 10d100

#

Have to get a nat 20 to dodge it and then you only take 3d100

#

Or just a Majin Vegeta explosion

noble yew
#

i have one question
why?!

flat wadi
#

It’s a dragon ball abridged clip

digital jetty
#

A nuke or some anime move?

Inner blast zone = You have to be immune to radiant, necrotic, and fire damage or you die.
Outer blast zone
Blast = fire and radiant damage and blinded
Shock wave = Thunder damage and prone
EMP = anti-magic 1 round
Fall out = necrotic and poisoned condition

noble yew
#

making a new kind of little guys, stay tuned

spark magnet
#

Chains of Atonement
Chains of Atonement are luminous, semi-ethereal chains summoned by the divine will of the user. These chains seek out targets burdened by sin, guilt, or unrepentant actions, binding them in radiant links that tighten with the weight of their moral failings. The more sins a target has committed—especially unrepented ones—the stronger and more painful the chains become.

When you hit a creature with a Chain attack, if that creature has a Necromancy spell active, or it is a fiend, aberration, or monstrocity, any spells its maintaining concentration on are ended immediately.
Attack rolls against targets that have killed a creature within the last 24 hours are made at advantage.
If the target of an attack with the chains is an Evil alignment they are stunned upon failure or upon being hit.
If the target has killed an innocent creature within the last 24 hours the creature begins glowing; all attack rolls are made at advantage against it.

If an ability requires a saving throw; use (12+Prof+wis)

Hack and slash (Dex save) {3d8 radiant+3d8 slashing} You wave your chains in a 30 ft cone in front of you. On a failiure the target loses half its movement speed. If the target is Evil alignment they are stunned upon failure. If the target has killed an innocent creature within the last 24 hours the creature begins glowing; all attack rolls are made at advantage against it.

Pike (Prof+4+wis to hit) {4d10+wis+4 radiant} You target one creature within 60 feet of you and send a chain towards them in a straight line, Any creature in this line must make a dexterity saving throw

You can wrap the chains around your wrists, allowing you to use your Spellcasting modifier instead of your Strength or Dexterity for Melee attacks and giving you a +2d8 Radiant damage to all melee attacks you make.

You can wrap the chains around your ankles, increasing your movement speed by 30ft and giving you advantage on all saving throws to resist being moved.

#

I don’t even want an opinion on Ts

#

I just want to share it with the world since I’m not using it

noble yew
#

Dracontaur Species Details

Dracontaurs are what happens when trying to create a Draconian and failing - something between a normal Dragonborn, and a dragon. The transformation stops halfway in the egg if the ritual to make a Draconian is interrupted, resulting in a strange, confused creature that never gains its evil nature by itself.

They resemble something of a centaur Dragonborn, and keep a lot of the draconic features of dragons such as wings and large claws, but are significantly weaker and much more sickly at birth, making them a rare sight as few survive the first few weeks of life. However, those who do survive end up as formidable people, not too different from Dragonborn themselves. Some even get accepted as part of clans and live good lives. Due to their rarity however, they are often the target of unscrupulous dragon hunters hoping to make quick money as their anatomical resemblance to dragons can fool a buyer.
Dracontaur Traits

Creature Type: Dragon
**Size: **Medium (about 6–8 feet tall)
Speed: 40 feet

As a Dracontaur, you have these special traits.

Lumbering
Your large, lumbering build makes it difficult to navigate quietly. You have disadvantage on Dexterity (Stealth) checks.

Draconic Ancestry
Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.

#

Breath Weapon
When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).
You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance
You have Resistance to the damage type determined by your Draconic Ancestry trait.

Darkvision
You have Darkvision with a range of 60 feet.

Claws
Your front legs sport a set of large claws, which you can use to make unarmed strikes. When you hit with them, you deal 1d8 + Your Strength Modifier of Slashing Damage instead of the normal Bludgeoning damage for unarmed strikes.

Draconic Flight
As you grow, you gain the ability to finally use your wings to fly short distances. Starting at 5th Level, you gain Flying Speed equal to your Walking speed. You cannot fly if you are wearing Heavy Armour or carrying a Medium creature.

Quadrupedal Strength
You count as one size larger when determining your carrying capacity and the weight you can push or drag.

#

(yeah I did use dragonborn as a template)

digital jetty
noble yew
#

They are creatures made from the eggs of metallic dragons using a ritual

stuck raptor
#

(no longer just metallics)

noble yew
stuck raptor
#

id honestly give glide instead of a fly speed

#

(also, species never get stuff above level 5)

noble yew
stuck raptor
#

cuz draconians get it

noble yew
#

Silvers get flight though right?

#

Or is my book wrong lemme check

stuck raptor
#

which type of draconian is silver again

noble yew
#

Sivaak

#

They get 60ft

stuck raptor
#

ah, yeah, sivaak/dreadnoughts get it

#

id do it level 5, and equal to walking speed

#

flight takes up a lot of a species' budget

noble yew
#

Gotcha

#

im pondering about giving them natural armour...

#

but they already have a lot of features lol

glad hill
#

idk how to explain this but im making a race and i wanted to give it 2 options (a more martial focused, and more spell caster focused) but i dont want them to appear as 2 seperate species

#

like i want a race and a drop down or somthing to pick the other race options to give you those extra benafits

stuck raptor
#

subspecies

#

or just how 2024 elvs and tieflings do it

#

call it training

glad hill
#

i tried that and its still not working. when i made the species it dosent even show up as an option for a playable species only the species options do

graceful sluice
#

I was thinking of making different types of xorns

#

Like Sulphur, platinum, titanium, different elements to cause different attacks and stuff

#

Like Sulphur could have a 1/6 chance of explosive attacks and explode on death. Radium or Neon could have glowing light properties, or mercury could be a liquid xorn that melts metals with a potent poison. Idk just thought of it and was wondering if someone would wanna see it.

tacit leaf
#

I really like it, if anything because it introduces more fleshed out elementals. You could look at the Xorn Delicacies table in the MM for inspo, like if a Xorn becomes fixated on a certain food and its diet begins to morph its form.

They list Adamantine, Mithral, Fossils, Petrified Wood, Meteor and Moonrock as possible cravings. I really like Mercury being having poisonous attacks too, I think its quite inspired

noble yew
#

Adamantine xorn would be terrifying

tacit leaf
#

It's not used often in monster design, but a damage threshold would fit an Adamantite Xorn.

Ofc, you give the Mithral Xorn magic resistance

brave moat
#

Which of these is too strong or too weak? I wanted these to work across all types of classes. Fighters, spellcasters etc. Don't worry about the context, I'm just curious on the actual balance between these. Thanks.

Buff 1:

  • +1 to Hit
  • +1 to AC & Dexterity save
  • -2 HP per level

Buff 2:

  • +2 damage to all attacks
  • +2 to Strength-based D20 tests
  • +1 to Crit Range
  • -2 to AC & Dexterity save

Buff 3:

  • +2 to Hit
  • +2 HP per level
  • -2 to AC & Dexterity save

Buff 4:

  • Advantage on INT-based D20 tests during combat
  • +1 AC
  • -5 Speed

Buff 5:

  • +1 to your Proficiency
  • +1 to Crit Range
  • -3 HP per level
crude oak
#

I am making my own spin on weapon tables, martial feats, and base game mechanics.

Martials will pull abilities from a few sources: weapon proficiencies/ mastery and abilities tied to weapons, fighting styles / stances (require concentration, unlocked via fighting style), and feats.

I need to develop a rough guideline about what goes where. Because a lot of ideas i have could realistically fall under any of the above

faint sonnet
#

From experience, I'd aim to minimize the intersections between the rules and even try to concatenate all of your ideas into one or two of those things you listed.

dense glacier
#

they seem a little too powerful just thinking about it

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of course thought is different from action

#

so you cant really say

#

but i would GLADLY trade 2 ac and dex save for +2 to hit and 2 hp per level

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also buff 2 really only benefits str martials and not spell casters

brave moat
dense glacier
#

4 is balanced and niche

brave moat
brave moat
#

im thinking of giving buff 2 "1.25x damage to all save-based abilities' so that would only include mostly spells like fireball. IDK if 1.25x is too little or too strong

dense glacier
# brave moat gotcha, i figured the -3 to HP per level would nuke Buff 5, but I guess I was wr...

its a +5% hitchance, chance for enemies to save, success on skill chekcs. its a universe +5% powerbuff essnetially, also certain class actions, like swords bard will get an extra AC on flourises. also think of those that get to double their prof bonus. such as a level 12 rogue. also this makes alert very powerful at certain points. the healthloss doesnt make sense, the health loss should be percentage based. like, a level 10 rogue would only have 23 hp on average. while a barb would have 75 hp on average. it disproportionatley affects squishier classes. plus barbs half most damage. so that would make it unbalanced for all classes. also champion fighters would have a 15% crit chance at level 3 lmao.

dense glacier
brave moat
dense glacier
#

extreme crit chances are a bad idea with a champion fighter/barb halforc

brave moat
# dense glacier its a +5% hitchance, chance for enemies to save, success on skill chekcs. its a ...

I see. What these are actually is just a 'fighting philosophy' that a player can select right before the fight begins. Its also tied to a rock paper scissors type system. I just wanted people to have some options like "I'm low on HP so let me go with the most defensive etc etc"

I wanted buff 5 to be a 'you focus on technique', which TBF is probably more better suited as you getting a bonus to only one specific attack that you choose, but then that hurts spell casters

As for HP, again I dont mind using percentages, but every time I bring up percentages/multiplication in this Discord, people tell me to never do anything with it.

#

so thats why I use the 'X per level', since that mechanic is used by the Tough feat

dense glacier
#

thought they were boons lmao

#

gimmie a minute

restive tusk
#

+1 to crit range is fine imo. Mathematically an expanded crit range doesnt add that much to DPR

dense glacier
#

if you wanted it to be a you focus. you could do a +2 to any 1 attack or spell of your choice?

brave moat
#

I wanted the 'hit rate' stuff to not be on buff 2, instead it just gives you raw damage and more chances to 'overpower' someone.

'Spell vs spell' contests are not usually a thing in D&D 5e, but I wanted to incorperate something like that. Like maybe defending against a fireball attack with a cold based damage attack. This could be a case where a D20 contest could come into play, and then Buff 2 would help you with that.

austere mango
#

Homebrew race: Arachnie; a people born of a god of spiders. These people have a spider body and a human head and torso on top. These people also have a matriarchal society. Meaning females lead the people.
Stats: +2 dex +1cha
Gain spider climb of 30ft. Climbing speed of 30ft
Dark vision 60ft + 30ft dim. Blind sight of 10ft unless in the air, extends to the range of the web spell and it doesnt count as difficult terrain, nor do you need to make any save to traverse the web
At lv1 you get the charm person spell which you can cast once per long rest without spending a spellslot
At lv3 you get the web spell which you can cast once per long rest without spending a spell slot
You have immunity to poison.
You can make a bite attack as action dealing 1d4 piercing, 1d4 necrotic, and 1d4 poison. You can only make this attack if the target is restrained.
Gain proficiency in one of the following skills: acrobatics, stealth, religion, nature, perception, intimidation.

brave moat
restive tusk
austere mango
#

Homebrew race: Na'vi; a people from another planet, feature bright blue skin with patterns and cat/seal/owl like eyes, they are a kind people who worship nature. They come in three tribes.
Sky, 2 wisdom 1dex. Flying speed of 10ft
Sea, 2 wisdom 1int. Swim speed of thirty ft
Land 2 wisdom 1cha. Walking speed of 45ft
Gain dark vision up to 30 ft, additional 30 in dim
You can use a ritual to speak with nature animal and plant alike
You gain a single skill of your choice from the following list: Acrobatics, Medicine, Nature, Perception, Stealth, Survival

peak inlet
#

Tether

General Feat (Prerequisite: Level 4+, Spellcasting or Pact Magic Features)

Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
When you finish a Long Rest, you can choose a willing creature other than yourself to bond with. When you can see the creature you have a bond with and they are within 30 feet of you, you can use an Action and choose between Ability Checks, Attack Rolls, Saving Throws, and Damage Rolls of unarmed strikes or weapon attacks. While you maintain concentration for a maximum duration of 1 minute, they can add 1d4 to that roll. If the chosen effect is the extra damage effect, the damage type is Radiant. You can use a Bonus Action to change the effect that benefits from that increase. This effect does not stack with Guidance, Bless, or Divine Favor.

Whenever you choose a new creature, the effect ends with the previous creature.

#

which of those 2 feats conveys a bond with a creature more?

#

also would appreciate feedback on wording, balance, theme, not working well as feats, etc.

west tangle
#

the second tether is probably mechanically just better

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but potentiallyt too good

peak inlet
#

does the first one just feel like a magic item?

west tangle
#

If you went with the second approach I would add a duration and a max usage

peak inlet
west tangle
#

To be honest these both feel like spells

#

the second one literally is a spell (or a hodgepodge of a couple spells)

peak inlet
west tangle
#

ye

peak inlet
#

it used to be an Eldritch Invocation for Bless at will

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on a specific ally

digital jetty
#

The first one conveys a bond more, but doesn't have a consistent use case. I am not 100% sure what "If one of you is suspended" means. There is a lot of text describing a string, that doesn't seem necessary. I like that both participants in the bond can use it.

The second one is more asymmetrical. I don't think it should be concentration or have Ability Checks as an option.

peak inlet
digital jetty
#

bless for 1 creature and you have to choose between attack rolls or saving throws.

digital jetty
#

that 1/6 of bless.

faint sonnet
#

Only 5 "damage themes" left, ayy! I'm pretty satisfied with the idea that Air relies much more on close range early on to deal damage.

Shock
Wreath your hand with electricity.

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

You draw charge from the nearby air into your hand, causing it to crackle with electricity. The electricity lasts for 1 hour but doesn’t harm you, and you can use it to pull a Tiny or Small object made of metal to your hand from up to 30 feet away.

When you cast this spell, or as a Magic Action on a later turn, you can choose a creature within 30 feet. The target must succeed on a Strength saving throw or take 1d6 Lightning damage and be pulled up to 10 feet closer to you. If you pull the creature to a space within 5 feet of you, it takes an additional 1d6 Thunder damage.

Alternatively, you can make a melee spell attack against a creature within reach. On a hit, the target takes the same amount of Lightning damage and can’t make Opportunity Attacks until the start of its next turn. Additionally, the target and each creature (other than you) within 5 feet of the target take 1d4 Thunder damage.

The spell ends if you cast it again, pull an object with it, or make an attack or force a creature to make a saving throw with the electricity.

Cantrip Upgrade. The Lightning damage increases when you reach levels 5 (2d6), 9 (3d6), 13 (4d6), and 17 (5d6).
peak inlet
faint sonnet
#

The idea is that PB levels are power spikes across all characters with other stuff being more gentle slopes.

viral eagle
#

PB scales more naturally tbh.

#

I usually tie resources for subclasses to PB in my brews

peak inlet
#

idk how your system’s balance works

#

but 5e cantrips are set up to be pretty simple

wet yarrow
#

Druidcraft, Prestidigitation, Minor Illusion are all pretty dense.

#

Forced pull is neat, though its playing with fire depending on who's casting it

true forge
#

hmmmmmm, would a capstone being growing 6 arms from 4 be boring?

paper bolt
#

My campaign doesn't do initiative rolls

#

the DM decides it realistically

#

so for temporal awareness
what do i replace it with?

#

what should i do with it?

#

i'm aware of "make it so that you're able to have more chances of being earlier than others in turn order"

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i need some wide range suggestion

amber hollow
bitter whale
#

got this iterm on my level 10 bard

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do you think its good ?

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i can use the harmonic 3x/day

west tangle
#

It looks awesome lol

summer hemlock
#

Blood Infused Dagger

Catagory: Items
Damage: 1d4
Damage type: Piercing
Properties: Finesse, Light, Range20/60, Thrown

Blood Hungry: When an allies attack the enemy with a melee attack. If the wielder is in range, use their Reaction to launch an attack before the ally attack. If the enemy health is below 5%, execute them. Can only be active if they are dual-wielding

A pair of dagger that was infused by blood. It can absorb the health of living creature to become stronger. If kill with grant a stack of "Blood Drive" that can stack infinitely. The dagger become stronger when when absorbed certain amount.

10 Stacks: After successfully killing 3 enemy in a single combat, increase the wielder speed by 10.

25 Stacks: Permanently increase attack roll and damage roll by 1 when using this dagger to attack

50 Stacks: Damage increase to a d6

75 Stacks: Use 1 bonus action to fuse 2 dagger in to 1 Great sword that deal 2d6 damage.

100 Stacks: When throwing the dagger at the enemy with 1 of dagger, if the wielder still hold on the other dagger, they can use Bonus Action to magically teleport behind the target. They can attack again using their Reaction.

125 Stacks: Upon killing an enemy, absorb and heal for 10% of the wielder maximum health, round up.

150 Stacks: Wielder can teleport to any space the dagger is in, as long as they are holding the other one. If there is a monster, teleport behind them. The wielder can also magically retreat the dagger in a 60ft radius

#

I wanted to make an infinite stacking weapon for my Vampire Rouge

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so I created this

true forge
#

uh, i dont think any DM would allow this

summer hemlock
#

yea i know

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but im nice.. i think

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they also agreed to bring snacks for the next month or 2

crude oak
peak inlet
#

it’s a pretty vague paragraph

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why is it an hour?

crude oak
#

Infinite tp at 60ft range? On top of healing and a perma speed boost?

At the very least make the tp 1 use / kill to keep with the theme. And prevent them flying around minato style outside of combat.

summer hemlock
#

Im still balancing it

faint sonnet
digital jetty
#

The blood infused dagger is closer to a subclass than an item

summer hemlock
peak inlet
#

again, not sure what your whole game looks like

digital jetty
peak inlet
#

I am comparing to 5e

faint sonnet
#

I'll probably have to do some wordsmithing to clarify that.

#

But the melee side of each cantrip is meant to be significantly more powerful, because casters being in melee is gonna be more risky.

crude oak
faint sonnet
digital jetty
# summer hemlock This is for my player

Are they a rogue? 50 kills is a lot. Particularly without AOE.
This does reward murder hoboing, killing rats, and kill stealing.

Calculating 5% health and tracking kills is not something everyone wants to do.

It is a very cool idea. I recommend looking at the vestige of divergence for potential inspiration.

You could also create a dice pool, when a creature dies within Xft of a character you gain a Blood Drive Die. You can spend blood drive dice to activate an effect. You can also spend Y amount of dice to learn a new effect.

summer hemlock
#

Yes

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The Blood Hungry effect are made to kill steal

digital jetty
#

If the other players are cool with that, than great!

summer hemlock
#

Yea they like it

brittle axle
#

Marine of the MMCCD

Medium human, lawful good

Armor class: 18 (Plate Armor)
Hit points: 30 (5d10+5)
Speed: 30ft.

Strength 15 (+2)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 10 (0)
Wisdom 10 (0)
Charisma 9 (-1)

Skills: Acrobatics +5, Perception +2

Languages: Common, Telepathy (a telepathic connection to all of the other agents and soldiers on the MMCCD on this plane)

Senses: Passive Perception, 11

Proficiency: +3

Challenge: 5 (1,800) (I think)

Spellcasting. The marine is a 1st-level spellcaster. Its spellcasting ability is intelligence (spell save DC 10, +2 to hit with spell attacks). The marine has the following spells prepared:

Cantrips (at will): Prestidigitation, Mending
1st level (1 slot): Feather Fall
2nd level (1 slot): Find Steed (always summoning a celestial warhorse in plate armor with an AC of 18)

Gunner: You ignore the loading property of firearms. Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attack rolls.

Actions

Multiattack. The marine makes two ranged attacks.

Laser Rifle. Ranged weapon attack. +6 to hit, 15 (3d8+3) radiant damage

Laser Pistol. Ranged weapon attack. +6 to hit, 12 (3d6+3) radiant damage

Bonus action
Potion of Greater Healing. (5x ever) the marine drinks a potion of greater healing and regains 12 (4d4+4) hit points

Reaction
Sacrifice. After the marine is attacked it may place it’s plane bead into it’s bag of holding to deposit itself onto a random place on the astral plane.

The idea for the plane bead is that it looks like a normal gem, but it does have a very small extra dimensional plane in it so that the marine can retreat. I have not written its lore yet.

Does this look good for a first attempt at homebrewing an NPC?

peak inlet
#

I wouldn’t give more than 1 heal that big

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that’s half the HP

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Feather Fall should be at will

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I guess if you’re expecting them to be using it on players maybe not

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it’s just an overall weird stat block with really low level spellcasting but really high level damage

brittle axle
peak inlet
#

unless you have to multi-attack with both

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or the Pistol has a secondary effect

brittle axle
peak inlet
#

this can easily be one shot

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I think having more HP is the better way to run it

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why are you using Plate Armor when you’re a spellcaster with +3 DEX?

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I just think the stat block is extremely weird

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beginning to end

brittle axle
peak inlet
#

the stat block should be easily readable and quickly tell you stuff

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the character’s technique for sacrificing themselves shouldn’t be on the sheet

crude oak
peak inlet
#

Reactions
After the Mariner is attacked, it can make an object interaction.

crude oak
#

Like you're using character options as an enemy stat block. You'll learn its easier to just make things up. They dont follow player rules

peak inlet
#

the Rifle thing, you can just say that “oh she lost her main weapon, she has to use a weaker pistol” and change the tooltip at that point

crude oak
#

Like he doesn't need the gunner feat he just needs a shoot attack

peak inlet
#

he don’t have a loading property

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you aren’t using a real gun

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but you can make the trait “when making a ranged attack against a creature within 5ft, you don’t get disadvantage”

crude oak
#

Dont even need that
Just write the attack unique to them that doesn't specifically disadvantage

We don't need to assume they follow standard player rules

peak inlet
#

if it’s just a damage-only thing, you can straight up have it in the attack

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you have to write it down though because it is by default made at disadvantage

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so not mentioning it means it’s made at disadvantage by default

crude oak
#

Sorry you're right I'm jumbled

brittle axle
#

Armor class: 18 (Half Plate)
Hit points: 84 (14d10+14)
Speed: 30ft.

Strength 15 (+2)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 10 (0)
Wisdom 10 (0)
Charisma 9 (-1)

Skills: Acrobatics +5, Perception +2

Languages: Common, Telepathy (a telepathic connection to all of the other agents and soldiers on the MMCCD on this plane)

Senses: Passive Perception, 11

Proficiency: +3

Challenge: 5 (1,800) (I think)

Spellcasting. The marine is a 1st-level spellcaster. Its spellcasting ability is intelligence (spell save DC 10, +2 to hit with spell attacks). The marine has the following spells prepared:

Cantrips (at will): Prestidigitation, Mending
1st level (At Will): Feather Fall
2nd level (1 slot): Find Steed (always summoning a celestial warhorse in plate armor with an AC of 18)

Gunner: Being within 5 feet of a hostile creature does not impose disadvantage on the marine’s ranged attack rolls.

Actions

Multiattack. The marine makes two ranged weapon attacks

Laser Rifle. Ranged weapon attack. Range 100ft /300ft +6 to hit, 15 (3d8+3) radiant damage

Reactions
After the Marine is attacked, it can make an object interaction.

@peak inlet and @crude oak is that better?

amber hollow
amber hollow
tired dagger
#

hey can someone help me balance a homebrew spell i made? i really want to be able to use it but i feel like it might be abit OP so id love some help

#

this is the spell tell me what to changeand i will

coral delta
#

Your link isn't working for me.

amber hollow
#

Just copy the description and the other information about it, that's all you need

tired dagger
#

aight can i instead do a print screen?

#

Homebrew Orca's call: Propelle
Edit
Share With Community
Delete
Level
1st
Casting Time
1 Bonus Action
Range/Area
Sight (15 ft. )
Components
None
Duration
Instantaneous
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Combat (...)
By the song of leviathan, you summon the might of the sea in the form of a tidal wave to carry you in 15 foot line either forward or backward, and anything caught in your path must make a dexterity saving throw. upon a failed throw they will be dealt 2d5 concussive damage and be knocked prone upon a failed throw, they will be dealt half damage.

Spell Tags: Movement Combat

Available For: Paladin (Legacy) - Oath of the Open Sea Druid - Circle of the Sea

#

nvm here it is

coral delta
#

2d...5?

vocal imp
#

a five sided dice, keep up

tired dagger
#

IDK how damage works

vocal imp
tired dagger
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i think i meant 2d4

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and got it lost somewhjere

coral delta
#

Before we go any further, I want to ask why you're homebrewing anything if you don't understand how damage works

tired dagger
#

i had an idea for a spell i liked for my character concept

vocal imp
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whats your prior experience with 5e?

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what are you homebrewing the spell for?

tired dagger
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this would be my first campaign

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i get i shouldnt really be homebrewing

vocal imp
#

did your dm ask you to homebrew spells?

amber hollow
# tired dagger Homebrew Orca's call: Propelle Edit Share With Community Delete Level 1st Casti...

Forward or backward is meaningless when these directions aren't... decided. Just say in a direction of your choice. Make sure you don't provoke Opportunity Attacks.
Fix the wording on the save and damage, like other spell save wording.
2d5 isn't a typical dice formula, you'd easily want like 3d6 at least for an area smaller than burning hands
Concussive damage isn't a thing, you likely mean thunder or Bludgeoning. As for water, it'd be Bludgeoning.

tired dagger
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but im bored and i feel like this can be used as an oppurtunity to learn

coral delta
#

I would highly recommend avoiding homebrew entirely until you've played more dungeons and dragons.

You wouldn't want to customize your car's engine if you've never even driven before, right?

amber hollow
#

Also this too

tired dagger
amber hollow
#

It's also like trying to code a mod for a videogame you've never played or experienced the balance of

tired dagger
#

atleast with a pitch

tired dagger
#

and im kinda super bored atm

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so i thought id give it a try why not

coral delta
#

In the meantime, at the very least, this spell is way, way stronger than another, similar 1st level spell: Earth Tremor.

You usually don't want to homebrew content that is considerably stronger than base content.

tired dagger
vocal imp
tired dagger
amber hollow
#

You can also look at other spells for examples.

Like burning hands, also a level 1 spell. 3d6, Dex save for half, cone.
This is a small movement and proning but a smaller area. 2d6 should do fine.

tired dagger
#

its more damage than i inteded originally

coral delta
#

Because it's a bonus action

tired dagger
#

ohhh so if i make it an action

#

thats better?

vocal imp
#

as an action its about in line for whatd youd expect yeah

amber hollow
tired dagger
#

nice okay

tired dagger
#

i was trying to basicazlly mimic other things in the class that are of a similar natur

#

you know proning is pretty prevelant movement too

amber hollow
#

Don't forget upcast effects. I'd personally give it an extra d6 and 5 feet per level. That way a 3rd level cast does 4d6 and moves you 25 feet, and that extra distance begins to be more distance obviously but also more ground to catch more enemies

tired dagger
#

and ik its a homebrew class but its matt mercer cmon

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also can i ask smething about ettiquette

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how do i ask my dm if this spell is fine?

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like i dont want to overpowering or annoying but i kinda excited about the whole prospect

amber hollow
#

You just ask.
"Hey I had this idea for a spell fitting for oath of the open sea and its other spells, what do you think of it?"

tired dagger
#

its fine to ask? bc alot of my friends tell me they get annoyed when ppl as them for homebrew

amber hollow
#

As a side note I need extra opinions on an older spell of mine

Gale Bolt
2nd level
Casting Time 1 Action
Range/Area 60 ft. (*)
Components, S
Duration Instantaneous
School Evocation

Evoking the power of wind and the speed of lightning, you unleash a bolt of elemental air at a target, chaining it to others.

Choose up to three other creatures you can see within range, in a sequence. You cannot target a creature that has Total Cover from the most recent target in the sequence, which includes if the first target has Total Cover from you (even if you can still see them).
Each target must make a Strength saving throw. On a failed save, a target takes 2d6 Thunder damage and is pushed up to 15 feet away. On a successful save, a target takes half as much damage, and if they are Large or smaller, are pushed up to 5 feet away. If a target is pushed into a solid obstruction, they take 1d6 Bludgeoning damage for every 5 feet of distance left over.
The first target is pushed away from you. All subsequent targets in the chosen sequence are pushed in a direction away from the previous target's location before they were pushed.

Using a Higher-Level Spell Slot. An attribute of the spell increases for each spell slot level above 2 (your choice for each spell slot level): The amount of targets increases by 1, or the distance a target is pushed is increased by 5 feet (success or failure).

tired dagger
amber hollow
#

Bard druid ranger sorc warlock wiz

tired dagger
#

honestly this sounds pretty good but im just a noob

#

but personally id use this spell

amber hollow
#

I laid it out for my party but they ended up using base game spells
So it at least passes the "not op and invalidating other spells" metric

peak inlet
amber hollow
# amber hollow I laid it out for my party but they ended up using base game spells So it at lea...

This other spell, Arcane Artillery, has seen some use, but has not been stealing thunder from base spells so to say

Arcane Artillery
3rd level
Casting Time 1 Action
Range/Area 60 ft. (15 ft. *)
Components V, S, M *
Duration Instantaneous
School Evocation

You channel magical energy into a concentrated orb, before lobbing it at a point within range, where it explodes in a 15-foot-radius Sphere.

All creatures in the area must make a Dexterity saving throw. A creature takes 6d6 Force damage on a failed save, or half as much damage on a successful one.
When you use your Action to cast this spell on your turn, you can also spend your movement to increase the power of the spell. For every 10 feet of movement you spend, to a maximum of 30 feet, the damage increases by 1d6 or the size of the area increases by 5 feet (you choose for each increase).

The energy spreads around corners, and scorches the area as if it were a blast of fire.

Using a Higher-Level Spell Slot. The damage increases by 1d6 and the size of the area increases by 5 feet for each spell slot level above 3.

    • (amethyst and sapphire dust worth at least 500 gp)
peak inlet
#

should just be amethyst and sapphire crystals

amber hollow
#

This one did however receive a nerf. But I was surprised it wasn't spammed at 4th level for 10d6 35ft radius, when it buffed both damage and radius on the movement spenditure

amber hollow
peak inlet
#

yeh, but dust gets scattered lol

#

if you’re using dust, you’re spilling some, it’s harder to package

#

that a piece of gem or two

amber hollow
#

The idea was also a mix, not just... two rocks

peak inlet
#

I’m not saying you can’t consume full crystals, I’m saying if it’s not consumed, it probably shouldn’t be something so easily scattered and lost

amber hollow
#

Dnd also isn't a physics simulator

#

Also I should really go to sleep at this point, uhh

I'd be fine to continue later

peak inlet
#

depends on your DM

#

oh you fell from a height? yeh you lost your dust

dusky bloom
#

I love the 'ready' action, as it makes you able to strategize a lot more in lower levels, booth for the DM and the players. However, it becomes way worse for fighters and monks (other martials too, but specifically these 2 are way more affected) as you get to higher levels. I want to make a homebrew ruling for that, but I don't want to make extra attack work on that, it just feels wrong. Any ideas?

peak inlet
#

idk how balanced it is, it does allow for so many attacks in a row as a Monk which the enemies have little reaction to, but that was 2014 and I wasn’t really opposed to making Martials more powerful then, now, idk if it would still work well but I think it can still work

#

it also helps spellcasters since they can cast 2 leveled spells in almost the same round in this way or avoid Haste concentration breaking before the martial gets a turn etc.

dusky bloom
peak inlet
#

you could give them a full Attack Action ready with concentration

#

but they’re probably readying for when the enemy gets close

#

so it won’t actually matter

rancid latch
#

i need help with a weird wording. for a 2024 item

#

so i have a weapon.
once a long rest, when you hit with it, you can use a reaction to unleash its power. the target suffers the effects of a 4th lvl chromatic orb.

the part on suffer is odd. sounds weird to me

#

but i cant think of anything better

#

other than is affected by

#

but chromatic orb is like an attack roll

wanton cradle
#

Kind of a small homebrew tweak that changes a feature in a big way, but, Fighting Style: Protection letting you impose disadvantage on a number of attacks equal to how many attack rolls you make with an Attack action

#

So like. You’re already doubling its usefulness for most classes

#

Makes it a lot more viable in a game where Multiattack is really common amongst monsters

crude oak
dusky bloom
crude oak
#

Should be in your capabilities to do it

dusky bloom
#

I can see an argument for it. But no player complained about it before.

crude oak
#

Yea fair i was just curious philosophically/ game design wise

gray plover
#

If there are any Persona/SMT fans here how would you make the standar buff and debuff spells work in dnd

solar basin
#

I was coming up with a homebrew bard subclass, I was wondering if I could have some opinions on balance? (I'm okay with it being underpowered, but would like to change things for better flavor or if its overpowered)

College of Fortune
Lvl 3
Unique focus: You can use any divining tool as a spellcasting focus, including but not limited to: scrying bones, dice, a tarokka deck, a tarot deck, a scrying orb, or astrolabe

Divined Luck: When you take a long rest you divine fortune for the following day, bringing luck to the activities you ponder. Roll 8d20s, and store the results as "charges" according to the table (to be concise, the table is 1-nothing, 2-19 are all the skills from athletics to survival, 20 is saving throws). One example could be 2-acrobatics 1-stealth 1-persuasion 1-medicine 1-arcana 1-none 1-saving throws. When another character you can see makes a skill check or saving throw that you have stored for the day, they may add your bardic die to the roll, and you lose the corresponding "charge". Unused "charges" are lost upon long rest.

As fortune is intrinsicly tied to fate, you cannot lead others to these rolls. You may only share the results of this divining with the DM, and if the DM believes that you unfairly led/coerced/hinted other players to such a decision they may so that fate was bent and rescind the bonus bardic die.

Turned fortune: When another character you can see rolls a natural 1, you may spend a bardic inspiration to let them reroll it and add a bardic die.

I also have ideas for lvl 6 and 14 but that'd make this message wayyy too long

grand patio
#

so my players came up with the fun idea of making a magic tattoo shop and so i thought they could make different magic types of ink, like using the love potion one of them has for a charisma boosting magic ink, a speed potion for a dex boosting ink, and a health potion for a con boost ink. any ideas for the other stats?

solar basin
grand patio
digital jetty
#

There are already is official tattoo content.

#

One way to scale tattoos is with the size and location.
Hand size tattoo: minor effect.
Sleeve: offensive effect
Back: defensive effect
Legs: movement effect
Head: skill effect
Chest: tbd effect
Multiple areas: bonus effect
Then base it on the subject of the tattoo .
Ie. tattoos sleeve of a snake adds poison damage to your attacks combined with a back tattoo of a white dragon which gives you cold resistance. Gives you the bonus effect of poison dragon breath.

grim lark
#

are there sny creatures that are attracted to strong magic? I wanna use them as a disruption for a ritual the good guys are doing

digital jetty
spark magnet
grim lark
#

Hmmm, what if, at will dispel magic(eating it)

#

And counterspell

spark magnet
# grim lark Where should I start?

On what you want them to do
You want them to eat mages and feast on magic
So make them good at killing mages
Now give them a reason to exist
Now give them a habitat
Give them biology
And give them a little lore and importance in the world

#

And give them an appearance

timid glen
#

Need assistance from the homebrew experts here. Making a magical revolver that, instead of bullets, is loaded by rolled-up torn sections of spell scrolls, and fires off the spells off those scroll sections, as long as the wielder knows which chamber is being fired. Heavy restrictions in mind (but open to be revised), such as: it can only fire certain Evocation spells and honestly not much else, and any scroll parts stuffed in a chamber that isn't Evocation backfires on the user (any healing spell fired out instead becomes damage to the user, spells that summon stuff instead "polymorph" the user into that summoned creature, etc.). Any advice on how to refine this, and what else can be implemented (bonuses, curses, etc.)?

midnight zinc
#

fun little guys

grim lark
#

They do seem fun, I could definitely use them as a base

brave patrol
#

to anyone who understands the way the newer 2024 statblocks are measured, do you feel that this suits the initial final cr listed and if not, what cr would be more appropriate, they are ment to be one of several sort of bosses in a dungeon ment for a party of 20th level adventurers https://www.dndbeyond.com/monsters/5743953-bujin-tantlin
such feedback would be appreciated as i don't really have the means to easily playtest it and figure out via playtesting

tulip jewel
#

Could someone look at my Saltblade Conclave subclass I made? I'm also trying to figure out how to properly add it to dndbeyond.

brave patrol
tulip jewel
#

I also don't know if I can share Google docks on here.

tacit leaf
tulip jewel
#

i would appreciate if i could get some opinions on it.

vestal sphinx
restive tusk
# tulip jewel https://docs.google.com/document/d/1xtcylC068JtDULHIp-Z-z-560RTb2ODDAk0aQe6OWOQ/...

Over all I like the theming and how the abilities reinforce the idea of curses mechanically. However, I think the subclass is generally underpowered.

The main issues I see with it are:

  • The ward pool is too small for how often it recharges and how costly techniques are.
  • Saltblade techniques are too weak in various ways. As an example "Curse Seeker's Malice" consumes a BA and ~25% of your Ward pool (assuming 16 Wis) for only advantage on saving throws against 1 creature and a single attack roll. As another example "Fear of the Hunter" scales poorly. It costs even more of your Ward pool and Xd4 reduction will not compete in higher tiers of play (or as soon as ~level 6) when creatures start outputting 40+ damage per round (or as \non-attack damage options get more popular).
tulip jewel
#

Thank you I will try to come up with more things.

#

To help fix it

brave patrol
#

said gemstone is called Tremair, also known as hexagonite or pink tremolite, like could work the term into the name of some class features, minor but you were looking for opinions

tulip jewel
#

I updated it some how is it now?

#

I increased the dice to a d8 and changed the Ward maximum some.

brave patrol
#

not sure how mechanically it is as i don't know which version of ranger it is for, and some of the mechanics don't seem to fit any mechanics in dnd 5e i am familiar with

tulip jewel
brave patrol
#

well that could make it harder to gauge as largely most mechanics of 2024 classes are just flat out improvements and clerifications to their 2014 versions

tulip jewel
brave patrol
#

well the wards make little sense, for wards you are better off using the abjurer wizard as a reference point, else figure a different term to make it less confusing would be my suggestion

tulip jewel
#

Well it was called grit at first because it started as a treasure hunter pirate.

brave patrol
#

you could call them "counter charms" or "Tremair charms" if you wanna reference the gemstone known in published materials, at least in the forgotten realms to actually grant immunity to curses when worn against the skin, presumably would not be unreasonable for such a substance to be used as counter charms that while not the full immunity would not need to be in contact with the skin

#

and could help to more clearly tie the supernatural effects into what relates to the actual typical source of a ranger's magic which is the primeval powers of nature, and given the use of spells, i'd rework the whole "not spellcasters" part

#

like given Tremair is a natural substance, stands to reason magic drawn from nature could harness some of it's properties

#

like the lore about that quality of the stone is from 2e, so could be considered obscure lore that such an order of rangers managed to retain and continued to practice

#

as you don't really see it mentioned much these days to my knowledge

tulip jewel
#

Ward is just used as an encompassing word for things associated with anti-curse and like silver, garlic flowers, and salt.

brave patrol
#

yes but is rather confusing since it is already a term with a very specific use in dnd termanology

#

also some of those things are not nessissarily anit curse at least in dnd, at least in the published materials i am aware of so would double check such qualities before claiming they exist

#

especially since a lot of your text seems to mainly be mechanically with very little context, at least from what i could tell, like i am not sure how mechanically sound it is, but if the mechanics are confusing to understand properly, it almost risks rendering the point moot

tulip jewel
#

im just naming things used in history and it was never meant to follow dnd lore

brave patrol
#

plus there is just the fact that curses are too broad a concept in dnd for such an approach outside of specific stuff

tulip jewel
#

and was trying to just have fun with it

brave patrol
#

so if wanting to make use of historical cases from our own world, i suggest adding some flavor text that does just that, rememberr, earth is a part of the dnd multiverse and supposidly use to have magic

#

all you'd really have to do is add a line about these traditions and such hailing from "a world known as Earth" or something along those lines, and it clarifies things up a bit, either way is just my 2 cents you by no means have to follow it if you don't want to

#

is just there is only so much i can help with since i am not sure on the mechanical side of things like starofthelight seemed to be

tulip jewel
#

its kinda why i never clarify what the wards are just what can be considered cursed

#

besides salt and oils

brave patrol
#

well in my experience, and this is something that you see even in published stuff in more recent years, sometimes not clarifying things can do more harm than good especially when trying to establish a key point that is gunna be referenced multiple times

tulip jewel
#

its just almost anything can be considered a ward and never really planned on publishing it just shairing it between friends and easy to use on dndbeyond

mystic comet
#

Heyyy hi hello I'm working on a homebrew magic item I wanna give to a 5th-level barbarian in my party: basically he got his arm chopped-off and I wanna give him a cool ghost/phantom limb that can act as a prosthetic. Any ideas for RP/utility features I could give it?

tulip jewel
mystic comet
#

Thought about having it able to phase through objects

tulip jewel
#

Be aware that if you do the second, don't let them drag stuff through, and they will try to open locked doors from the opposite side.

mystic comet
#

to be honest I'm not too worried about that

#

i'd imagine half the reason you'd wanna phase a limb through a wall in the first place is because you'd wanna interact with something on the other side

#

I'm running Curse of Strahd also, so it's not like there's gonna be a lot of dungeon-crawling

tulip jewel
#

makes since if you go with the first thing I mean thing like phantom pain incase you didnt know

faint sonnet
#

Gonna have to sleep on this one. 5/9, regardless.

Excavate / Plough
You dig up the earth and launch it at enemies.

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

You pull soil or rock from the ground into your hand, and you can form the material into rough objects. You must be within 30 feet of the ground to cast this spell and the material stays under your control for 1 hour.

When you cast this spell, or as a Magic Action on a later turn, you can compress the material and strike it into the ground to cause a shockwave in a 10-foot-long, 5-foot-wide Line. Each creature in the Line must make a Dexterity saving throw or take 1d6 Bludgeoning damage.

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 Prone condition.

The spell ends if you cast it again, the formed material takes or deals damage, or you make an attack or force a creature to make a saving throw with it.

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

But yeah I see what you mean

#

It's just I kinda feel bad for the player cus he's a barbarian in a very RP-centric game

#

So I wanna give him more interesting ways to interact with the world and NPCs

tulip jewel
#

There's plenty of ways to do that it just requires alot of work from both sides.

#

i personally dont know how but i know someone who had to do that

mystic comet
#

Heh...and that someone is me baby 😼😼😼😼

tulip jewel
#

lol

marble hull
#

Might I cut in?

tulip jewel
#

a good way the arm could work could be like a 1 or 2 foot range mage hand thats constantly active

tulip jewel
marble hull
#

I’m designing a homebrew monk sub class based around pro wrestling and grappling

#

And wanted to get some thoughts cause I don’t really make subclasses too often

tulip jewel
#

lol i can try but im working on my first subclass

marble hull
#

Like I for one feel monk, the martial arts class, should have more sub classes based around actual martial arts

digital jetty
#

Does this make sense? I am trying to get the language right, but also appreciate any feedback or nit picks.

Slaadspawn Sorcery

Level 3 - Shape-shift
As an action, you can transform and take on a new form. Choose one of the following options:
Humanoid
You shift into the form of a Small or Medium humanoid. You determine your appearance but your game statistics don’t change.
Slaad
Your shift into the form of a Medium Green Slaad and your reach increases by 5 feet.
Each form has its own duration — You stay in the Humanoid form for 1 hour and the Slaad form for 1 minute. You can also leave the form early as a Bonus Action or by use Shape-Shift again
You can use this feature a number of times equal to your Charisma modifier.

Level 6 TBD
Your Shape-Shift feature gains the following improvements:
Imposture Ambush
While in Humanoid form when you roll Initiative you can add your Charisma modifier to the roll.

Cursing Claw
When you are in your Slaad form you gain the following benefits:
Slaadic Strength: you can spend a sorcery point and harness your innate Slaadic might. Your Strength score becomes equal to your Charisma score and you make claw attacks as a bonus action.
Claws: Your claws are simple, melee weapons that deal 1d6 Slashing damage on a hit. Once per turn when you hit a creature with your claws you can harness the power of Limbo and impose an additional effect. Roll a d6; the creature hit by your attack suffers the corresponding effect until the end of your next turn: 1 Incapacitated, 2 Blinded, 3 Frightened, 4 Poisoned, 5 Charmed, 6 Deafened

marble hull
#

What’s this for

digital jetty
#

Sorcerer subclass.

marble hull
#

I’ll need a bit to read

tulip jewel
#

i know mine is for ranger

marble hull
#

The main issue I feel this has is that it doesn’t at all relate to the sorcerer class

#

Like this could be a warlock or a druid and I wouldn’t have been able to tell

digital jetty
#

Really?

marble hull
#

Well for one how does it use sorcery points

#

Or meta magic

#

Like not every sorcerer subclass needs to do this but I feel it should at least be related to magic

digital jetty
#

Slaadic Strength uses sorcerer points.

marble hull
#

That works

#

Also, I feel there’s some issues with making a sorcerer subclass melee based

marble hull
#

It’s in the early stages but I feel I have some groundwork

#

I want the class to have two main aspects, one is grappling. There would be a lot of additions to make the monk better at and encourage grappling such as making grappling use acrobatics instead of athletics as well as improving what the grapple condition does

#

Also, this class can grapple as an opportunity attack against something that enters within range

#

I’m just trying to think of ways to involve ki points

#

Besides just making grapples use stunning strikes

digital jetty
#

It does get spells but I left them out because of space and they are pretty settled.
Part of the reason it gets reach at 3 and a speed boost at 14, is to help the Sorcerer to survive at close range.

I did have an earlier version where it was more spell focused. it didn't get claws until 14 and for level 6 I had the below.

Chaotic Curse
While your Innate Sorcery is active and you deal Fire or Necrotic damage, you can use a bonus action to harness the power of Limbo and impose an additional effect. Roll a d6; each creature that fails its saving throw (or is hit by your attack) suffers the corresponding effect until the end of your next turn: 1 Incapacitated, 2 Blinded, 3 Frightened, 4 Poisoned, 5 Charmed, 6 Deafened

true forge
#

maybe paralyzed?

#

(actually maybe not)

peak inlet
#

I know so many people will hate this, but I made a Ranger and Paladin cosplay origin feat

#

Divine Adept

Origin Feat

Divine Smite. You can cast Divine Smite a number of times equal to your Proficiency Bonus. You can cast this spell once without using a spell slot, when you do so, it is upcast as the highest spell level you can cast as a Paladin (minimum 1). You regain your uses of this feature and the free casting when you finish a Long Rest.
Weapon Mastery. You can use the mastery property of one kind of weapon of your choice with which you have proficiency.

amber hollow
#

It's been a while since this spell... It's gone through a few iterations. Recently, the friendly fire aspect got cut out, which also massively simplified the reading of it... I present to you: Bloodbane Rite! (https://i.imgur.com/CYOpXIx.png for anyone wanting the big card view)

5th level Necromancy, 1 Action, Range Self (varying size of Emanation), V S M* (A weapon that deals piercing damage worth at least 1 sp, and dried flesh wrapped in a bloodied string)
Class lists: Cleric, Druid, Paladin, Warlock
Duration: Concentration, Three Rounds. (There is a good reason for this non-standard duration!)

You take a composed stance, presenting the weapon used as a material component with its point facing up, before stabbing it into the air.

When you cast the spell, you can designate any amount of creatures of your choice to be excluded from the spell's effects.

On the turn you cast the spell, the effects of the first stage activate. On each of your turns for the duration, you can take a Magic action to produce the subsequent stage's effect. The spell ends if you use your Action to do anything else, and automatically ends after you produce the effects of the third stage.

While concentrating on this spell, your Speed is 0, and you have Advantage on Strength and Constitution saving throws. If your Concentration on this spell ends when it is not your turn, you take half as much of the spell's damage.

Stage 1: Cicatrix! All creatures within a 15-foot Emanation originating from you must make a Constitution saving throw, as wounds open on their being. A creature takes 6d8 Necrotic damage on a failed save, or half as much damage on a successful one.

Stage 2: Secare! All creatures within a 60-foot Emanation originating from you must make the saving throw.

Stage 3: Vulnus! All creatures within a 120-foot Emanation originating from you must make the saving throw. A creature that fails this saving throw also becomes cursed until they finish a Long Rest; A cursed creature is Vulnerable to Necrotic damage, and all Hit Points they regain are halved. The curse can be removed early by a Remove Curse or Greater Restoration spell, or similar magic.

Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.

peak inlet
#

and the upcasting should probably just be 1d8

#

I would make the concentration 1 minute and end the spell after the third cast

#

also, with the current wording, it doesn’t allow you to use your Haste Action, idk if that’s intentional

#

coz rn it doesn’t end if you skip the Action

#

which means that your 3 round concentration is actually causing a problem in some cases

#

it also feels like a super epic spell

#

just reading it, it feels like a 9th level spell (ignoring the numbers and effects)

#

(I’m talking about flavor)

brave patrol
#

to anyone who understands the way the newer 2024 statblocks are measured, do you feel that this suits the initial final cr listed and if not, what cr would be more appropriate, they are ment to be one of several sort of bosses in a dungeon ment for a party of 20th level adventurers https://www.dndbeyond.com/monsters/5743953-bujin-tantlin
such feedback would be appreciated as i don't really have the means to easily playtest it and figure out via playtesting

true forge
#

i feel like that is also abit much just giving them the paladin's 'exclusive' spell

peak inlet
true forge
#

i mean for a paladin its 'free' smites

peak inlet
#

one free smite per LR

#

the rest use spell slots

#

you just don’t get to cast it at all past PB

true forge
#

well its PB so yes at 1st its one but later on

peak inlet
#

I don’t know if the wording is understandable

true forge
#

its great for paladins dont get me wrong

#

for other classes, maybe besides fighter its eh

#

casters its useless (unless bladelock/bladesinger), ranger benefits slightly, most martials dont

#

surpising enough

#

Smiting Initiate

Origin Feat (Acolyte)

You gain the following benefit:
Smiter: You learn either the Thunderous, Wrathful or Searing Smite spell, You can cast this spell for free once per Long Rest, using Charisma as your spellcasting modifier.

#

thought it was SR, mb

amber hollow
# peak inlet the spell seems like it should be higher than 5th level

So, the things raised are
Spell Level Should Be Higher: It does 6d8 damage per pop, locks you in place.
Upcasting: Keep in mind the spell does lock you in place. It starts at a small 15 foot emanation, for 6d8/L5, 8d8/L6, etc. If you're using a 9th level spell slot, on the same tier as wish and meteor swarm, I personally don't see it as odd to do 16d8 damage starting in a small area, only getting huge if you can survive locked in one place for 3 consecutive rounds.
Duration: You didn't quite read the spell. There is literally no possible method to make the spell last any more than 3 rounds, as it either ends on the third stage or ends early if you do something else.
Haste Action: Haste doesn't allow the Magic action. So... yeah.
9th level spell: well, it limits the caster a lot. It locks them in place. It even used to do friendly fire.

peak inlet
#

you said if you do anything else with your Action

#

Haste Action is an Action

amber hollow
#

How about

"On the turn you cast the spell, the effects of the first stage activate. On each of your subsequent turns for the duration, you can take a Magic action to produce the subsequent stage's effect. The spell ends early if you end your turn without producing the subsequent stage's effect for that turn, and automatically ends after you produce the effects of the third stage."

true forge
#

Arms of Destruction. You grow an additional set of arms, for a total of 3 sets of arms. These arms act like the set from the Dance of Destruction feature. When you use a bonus action to make an additional attack with a weapon your arms are holding, you can make two attacks instead of one, these attacks must be done with different weapons, which includes the one you used for the Attack action.

does that make sense? (i can send the 3rd level, Dance of Destruction, if you want context)

#

i feel like i worded it pretty bad lol

true forge
#

i did change the wording on it lol

true forge
# digital jetty Context would help.

Arms of Destruction. During your rage, two arms form from pure destructive energy on your back or underneath your normal arms, these arms can be used to manipulate an object, open or close a door or container, pick up or set down objects you could hold with your normal arms, or wield a weapon. These arms can be used to hold one weapon with the Two-handed property or two weapons without the Two-handed property.
:
As a bonus action after taking the Attack action, you can make an additional attack roll with 1 of the weapons you weld in these arms. You do not add your Rage Damage Bonus or your Strength or Dexterity modifier to the attack or damage rolls made by this bonus action. This attack must be done by a different weapon then the one you used for the Attack action.

sharp berry
#

Does anyone know of or have any ideas for a spell list for the hunter subclass of ranger?

main rapids
#

Does anyone have any advise for me for a potential magic item, I have a player that is a sorcerer that pretends to be their wizard brother whom he killed, I want to give him a spellbook that has a few wizard spells available occasionally but dont know how to balance it, he is currently lvl 1 but want to keep it usefull for a few levels, so scaling with their own level would be perfect

coral delta
#

Items don't typically scale with player level, and I don't even know if I'd recommend giving a magic item to a level 1 player at all (the recommended level for a player's first magic item is level 5).

main rapids
#

Well they will be lvl 2 after the first hour of playing, so being perfectly balanced for lvl 1 wont be needed

coral delta
#

But as for useful spells an item could have that will always be useful regardless of level, the answer is Ritual spells! Detect Magic, Identify, Comprehend Languages etc are always helpful.

main rapids
coral delta
#

Simplicity is best. A normal magic item lets a player cast a spell for free x times per day.

But ritual spells are always free if you take 10 minutes to cast them instead. So that's an easy out in this scenario. "You can cast _ using this item, but only as a ritual".

main rapids
true forge
#

identify is always good

#

although it limits your chances of giving funny curses

main rapids
#

Yeah the campain does include a few important curses, but I will check if there might be other ritual spells that can fit in the book

#

Anyways, thank you guys so much, this is really helpfull

thick monolith
#

Ive just posted a brand new class! A transformation based martial inspired by Ben 10

Dnd has infinite possibilities for undiscovered planes and layers, and with a very old world entire species could’ve lived in our realm before “humans” was even a word. So, what could they look like? Completely different creatures from different times and planes, and what if you could take the most extraordinary of them to use their abilities as your own?

“Xeno” means alien, “phage” means absorber or eater, it’s someone who steals the abilities from “aliens”. In dnd this translates to creatures natives from many remote planes of the multiverse.

There’s a free pdf on patreon with the info you see here, 2 subclasses and 10 transformations, namely, all 10 original aliens.

Again, any feedback at all is welcomed! From a mechanical issue to a missing comma, let me know what you think!

PS: I can’t post images here, otherwise I’d have included screenshots of the class

digital jetty
true forge
#

i think the reword is better

#

Arms of Destruction. You grow an additional set of arms, for a total of three. These arms act the same as the set from the Dance of Destruction feature. When you use the bonus action attack, you can make two attacks instead of one, these attacks must use a different weapon.

digital jetty
#

Are the arms permanent?

true forge
#

Only while you rage

#

Its an upgrade to the 3rd level feature

shy surge
#

Hey y’all, I’m thinking of creating my own setting for campaigns and one shots. I already have a picture in my head for what I want it to be like but I don’t know where to actually start. Any tips/steps for me to follow while building it? I’m hoping to make it in such a way that I can run some prewritten modules without having to completely rewrite them

fierce dome
vestal sphinx
#

New Homebrew Alert!

I've put a new Barbarian subclass, Path of the Fallen, up on D&D Beyond. It's focused on defensive abilities with a cool, spiritual theme.

I'd really appreciate it if you could take a look and share any feedback you have on it.

Link: https://www.dndbeyond.com/subclasses/2584100-path-of-the-fallen

serene solstice
#

Hey, one of my player want to be a "spiritual" shape druid rather then an animal wildshape druid. by spiritual he means, elemental, fey etc... which mean casting spell but this is not allowed by wildshape in classical rules.

So i'm trying to homebrew it and i would appreciate some feedback...

First the spiritual form need to be create from existing statblock (ex : like a steam mephit for lvl 2 druid wildshape)
innate spellcasting of the wildshape statblock is only accessible during wildshape
during wildshape the spell of druid is not accessible ( we don't stack druid / wildshape spell).
cantrip have no usage limitation and higher lvl spell have limited usage

Are those mecanics okay or do you see flaws ?

coral delta
#

The main flaw is that a CR1 Beast is definitionally weaker than a CR1 Fey, Elemental, Undead, or other creature.

#

Beasts are straightforward and simple because Druids can transform into them.

#

And things like Mephits have a flying speed, which a Druid would normally be to be level 8 in order to get.

#

Not to mention that any creature that does have spellcasting would increase their power considerably, since they'll transform and actually gain extra castings of spells to use.

serene solstice
coral delta
#

Let's take a Pixie for example, and see why it's too strong. A pixie is a CR 1/4 Fey creature. It has:

  • A 30ft flying speed, which a normal druid would need to wait until level 8 to access
  • Can use an ability to become invisible at will, with no time limit
  • Can cast the following spells once per day for free: Detect Thoughts (this is a second level spell), Fly (this is a third level spell), Sleep
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So if the player could become a Pixie at level 2, they would gain the ability to cast two spells that your wizard couldn't cast until level 3, and another spell that your wizard couldn't cast until level 5, and a free Sleep.

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Knowing all that...
let's compare that to a CR 1/4 Beast, a Riding Horse. It can:

  • Kick you for 8 damage on average
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Between the two of these, you can surely see the vast, vast difference between what a beast can do and what a fey or elemental can do at the same CR rating. Beasts are explicitly balanced to be weak because players can transform into them.

serene solstice
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thanks !

coral delta
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I do not think that will nearly be sufficient.

coral delta
serene solstice
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holy S, i've just read it's statblock and i know what will you say xD

coral delta
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The Boggle can create an invisible portal that only it can use, allowing it to functionally teleport itself and anything it can carry 30 feet. It can do this as many times as it wants, and as a bonus action. This isn't a spell, but it's explicitly better than the 2nd level spell Misty Step.

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(A spell that your wizard would need to wait one more level to even be able to cast at all)

serene solstice
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Actually i think that i take a beast baseblock and twik it into more spiritual flavored creature, like switch a claw attack into a cantrip of the same damage

coral delta
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I think that relying on flavoring like that is the far better option

serene solstice
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thanks !

fierce dome
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i know i wrote an aberration druid once, and ran into the same issues as with your fey/elemental druid. i ended up giving a curated list of forms instead of just saying all of type X monsters at cr level Y

serene solstice
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I've might not be clear but this is was my idea

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it's just that i'm currently designing the form and want to check if my criterias (see above) have flaws

brave patrol
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to anyone who understands the way the newer 2024 statblocks are measured, do you feel that this suits the initial final cr listed and if not, what cr would be more appropriate, they are ment to be one of several sort of bosses in a dungeon ment for a party of 20th level adventurers https://www.dndbeyond.com/monsters/5743953-bujin-tantlin
such feedback would be appreciated as i don't really have the means to easily playtest it and figure out via playtesting

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basically i need help knowing if their statblock seems appropriate for a cr 21 or failing that what a more accurate cr would be

azure cloak
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Is it better to add a tooltip when you mention a creature type, capitalize it, or both? Ex: Beast or Undead

coral delta
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Current formatting does capitalize creature type

azure cloak
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Appreciated dndCheers

peak inlet
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it has to at least be 6th level because 5th level spells are just a full tier lower than 6th level spells, it’s quite the difference

amber hollow
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Except if it were a 9th level spell, only 17th level characters could access it. It feels like the same situation as... Dream not being a 9th level spell, yknow?
And this spell roots the caster in place if they want to do it with any efficiency. You get a complication for extra mathematical efficiency.

The initial cast is only 15 feet. It's very under par as far as that round goes.
But after that entire round goes by, and you still don't move, you then get to do it again but bigger. That's the design.

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It not using extra spell slots is... incredibly obvious, so I'm not sure why that's being repeated. After all, Dragon's Breath or Flame Blade don't use extra slots when doing the thing granted for the duration.

peak inlet
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there are many ways of moving without speed

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you’re not using a spell on the subsequent turns, you can Misty Step

amber hollow
brave patrol
peak inlet
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there are so many more

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Grapple by a Monk

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being pushed or Battle Master Fighters

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mount

amber hollow
amber hollow
peak inlet
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and they need to use 1/4 attacks

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Phantom Steed before going into battle

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wow, now you can move 200 feet and still do this

amber hollow
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have you only just discovered phantom steed recently

brave patrol
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can anyone who understands the way the newer 2024 statblocks are measured, help me determine if this statblock lives up to a cr 21 or if not, what cr would be more appropriate, they are ment to be one of several sort of bosses in a dungeon ment for a party of 20th level adventurers https://www.dndbeyond.com/monsters/5743953-bujin-tantlin
such feedback would be appreciated as i don't really have the means to easily playtest it and figure out via playtesting

bronze patrol
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Before I brew something allowing beast barb to use all of their natural weapon options when they enter a rage instead of picking only one
is there anything that would be inherently broken about being able to use more than one?
Claws gets you an extra attack, but the extra has to be with the claws
Tail has reach and allows you to add a d8 to your ac as a reaction
bite heals you a bit (if you're at 50% hp or lower)

brave patrol
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honestly i don't think is too over powered since you are still limited by action economy, then again a similar thing is used in my homebrew campaign i play a beast barbarian in and the dm in that game is known to give us rather potent stuff to offset the overpowered, at least by comparison to published materials, he tends to throw at us

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and in my case it even increases the damage said weapons do, the trade off is it is only usable when i rage per long rest

bronze patrol
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I think it just gives a bit more versatility in what you do with your turns, and gives you a reaction use other than opportunity attacks

brave patrol
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i agree it does give you a mild edge, but i feel is arugably minimal given how action economy and basic mechanics keep things in check to a degree

bronze patrol
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it's not meant to be a big jump in your ability to do stuff, just a little one

brave patrol
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i know

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granted there might be something i am missing, but is seems reasonable and not overpowered by any means

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plus if it is tied to a feat or from a magical item that requires attunement, i feel that is a fair enough counter balance if any is needed

bronze patrol
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yeah it's attunement hide armour

brave patrol
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honestly i tend to avoid armor with barbarians as it shuts down a core class feature of theirs

bronze patrol
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sometimes it's better ac than unarmoured defense

tepid schooner
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The Stalwart Shield protecting the castle. Guardians are knights in shining armor that protect the weak around them. A noble king often has 5 guardians around him at any time, stopping any threats from reaching him, and preventing any danger that does come his way.
While Guardians are certainly great fighters, their true strength lies in a fighting style that allows them to react to anything. Seeing all danger, and reacting, not acting
https://docs.google.com/document/d/1NwpzBR7Q713nlQPkmto6iQONfm94oeLkMZB-iFYN5qo/edit?usp=sharing

brave patrol
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yeah but usually when doing a barbarian people tend to invest their stats in a way to where more often the unarmored defence will be better especially late game

tepid schooner
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New class, i'm working on. I'd apreciate feed back before i go too much more

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made for 2024

bronze patrol
brave patrol
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well, good luck not stepping on fighter's toes, divinestsmite, cuz already the concept sounds like a specific build of fighter just from reading the intro you gave before the text, making full on new classes is always gunna be tricker than a subclass

tepid schooner
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They're very much not fighters

bronze patrol
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sounds like fighter and paladin stuff

tepid schooner
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I mean, thematically sure, but mechanically they're quite different

brave patrol
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yep, like i said, gunna be very hard to make it unique and not just stepping on the toes of other classes especially if you use certain terms that tend to make people default to other established classes

tepid schooner
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it's a class all about using actions to gain reactions, and using as many reactions as possible

bronze patrol
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even at 25 con and 16 dex, you're looking at an AC calc of
10+3+7 which is 20 which only then is equal to +3 half plate

tepid schooner
bronze patrol
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unarmoured defense is kinda a trap when you have access to decent medium armour

tepid schooner
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I disagree, unarmored defence is good on monks

bronze patrol
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we're talking about barbs

tepid schooner
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because it relies on their two most critical scores

bronze patrol
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monk doesn't get armour proficiency

brave patrol
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eh, you are entitled to your opinions, not gunna try to perswade you against it is not like have any experience making new classes, partially cuz i feel in 5e is not really nessissary

tepid schooner
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wheras on barbarians, they are relying on Dexterity, a score they do not use, and Constitution, their secondary atribute

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if barb UAD was dex+str or str+con it'd be way better

royal osprey
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usually for barbs half plate is better than unarmored defense unless they have specific rolled stats

bronze patrol
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yeah that's what I was getting at and put some math up there to show it

brave patrol
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not using a stat in your classes' majority of mechanics, does not mean said stat is gunna be low or necessarily worth not having decent

royal osprey
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you'd need your con mod and dex mod to add up to be above 7

tepid schooner
royal osprey
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this does not happen unless you dedicate multiple half feats and ASI's to get them there

bronze patrol
royal osprey
bronze patrol
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I forget if the capstone hits 24 or 25 but the mod should be the same

tepid schooner
bronze patrol
tepid schooner
brave patrol
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"While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit." i'll leave it at that

brave patrol
royal osprey
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i do not think that would break anything, being able to use Tail along with the other options is a nice survivability increase but not op really

royal osprey
brave patrol
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yeah none of us i believe have been saying it is op

bronze patrol
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yeah that's basically my thought process. A bit more survivability via being able to heal a bit from your bite when you're below half health, and reaction +1d8 to AC isn't that busted

tepid schooner
brave patrol
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not really

tepid schooner
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If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

bronze patrol
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it's a reaction. once a round and it only applies to the attack that triggered it

brave patrol
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as it varies so can just as easily be only a plus 1 to ac temporarily as it can anything higher

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plus it eats up a reaction

tepid schooner
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is this for 2024?

royal osprey
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normally at least

bronze patrol
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I thought that's what they threw in sage advice

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since RAW it lasts forever

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they had to errata

tepid schooner
royal osprey
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if its not in SAC or errata it doesnt count

bronze patrol
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should be in sac

brave patrol
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in my experience the dm uses it till the next turn of the character, though we do team based initiative so that makes it tricky to say

tepid schooner
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Claws is a dice less but you make the extra attack, Bite lets you heal, Tail grants you the reaction

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claw and bite's pro con comes in when you make the attack

brave patrol
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the extra attack from claws has to be part of the same action of the claw attack that hits

tepid schooner
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tail's doesn't

brave patrol
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nobody ever said the tail did

royal osprey
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it being useful doesnt mean its a problem

tepid schooner
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it does mean that part of the aspect of the choice is gone

brave patrol
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not really

tepid schooner
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I'd prefer something like.. when you take the attack action, you can grow one of these items, and it lasts until the start of your next turn

royal osprey
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you can give martials a lot before they become op or broken

tepid schooner
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I'm not denying that it wouldn't be broken

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I'm sayign there is more to a class than being optimized

brave patrol
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nobody was saying it has to be optimized

tepid schooner
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there is more to a class than being balanced, it also has to make you make decisions

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i think that when you take the attack action amplifies the choice making nature of the feature

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I love features that make you chose things