#homebrew
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Which class is this?
This was for Monk and this was meant to be the class feature with the most power investment in the entire class.
There's your problem. Monks get their subclass features at 3 6 9 and 15.
Monks get subclass features at 3, 6, 11, and 17.
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.
Oh. Your right
Despite being the feature with the most class budget, multiple Reactions with a scaling damage reduction is just too strong.
Homebrew Compendium: Thistledown's Guide to the Dark Fae
https://docs.google.com/document/d/1qqYU8s0ms-6U1in2Nuyhb2vraIxwsH6r1C_r08J2CGg/edit?usp=sharing
pls give feedback
Depends on the party honestly
Not really, no. I'm referring to just the math of the feature.
Like it only works if the monk can stay in range of a creature taking damage
I do actually have constructive criticism on that portion, though, which is to plug it into a spreadsheet.
Putting it in a spreadsheet and setting variables gives you an average of how much damage it will account for in a round.
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.
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.
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.
Oh. You know what. That 38 is still too high. Likely d10 so 3d10+4(the proficiency)||idk, I never get that far||
Unless the martial die is still only 8. Scratches head
Oof yeah
But it is 4
Now imagine if people knew you could do it multiple times in a round.
Or twice more, etc.
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.
Oh, you need to spend ki points to do it a third time
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
Considering using ki points for the second time
Maybe if it's 2 points, yeah.
Ye.
I can't post links yet though
But you also have other options. Like striking with the shield if the creature misses its attack on you.
This is also an issue with multiple reactions, yeah.
Or diflect missles
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.
I consider it plaguing the player with options. Ultimately, it matters how the DM handles it.
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
Like it's super easy to challenge this character who weaponizes their shield.
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.
You should be your creation's greatest proponent and one of its greatest critics to avoid that type of blindness.
Being your own critic is rather difficult though
But being able to do that is a great asset
Critique without falling into a spiral of self-deprecation
Oh, it's very difficult. You need to be able to fully separate yourself from your own work, to an extent.
I could not do that, like at all (hence why I like asking for feedback)
Essentially, you need to look at your own work as if you're looking at someone else's work.
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.
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.
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.
Deceptively powerful.
Especially if your buddy is a raging barbarian or just so happens to use blade ward or absorb LMNts
no spell during rage
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."
Barbarian or wizard/bard/ranger/warlock/sorcerer
Attack miss?? How?
With Deflect stuff and the like, you need to think long-term across the entire day.
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.
Had a rebuttal but realized that it came with personal experience.
That comes with a caveat that you didn't nullify the riders of the attack, but you nullified the damage.
blade ward and absorb are both self only
Durabilty
Yes
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.
But then some uses intercept on a fire spell that hits you
You use your reaction to absorb elements
I hear you. Hmm... I could make it a ki point to use, and then you'd have to have the intercepter feature if you run out of ki
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.
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.
That's always been my problem with monks in how they run out of ki to quickly and martial die scales so slowly
Nah, an extra reaction on a reaction centric class is necessary
Of course, the shield comes first
If you are very cautious with it yes, though I don't think you are being very cautious with it.
"Extra reactions" is one of many things that causes people to raise an eyebrow when looking at homebrew.
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.
on a semi related, note, monsters with reactive shouldnt be given counterspell 
I would say it's exceedingly easy to use, personally.
They can have counter spell. It's just one spell and you bleed through their spell slots
lemme, clarify, they should not have resourcelss counterspell
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.
dunno why it was a good idea at the time, thought it would be minor on a CR 16 
Trigger condition 1, a monk specific reaction.
Trigger condition 2, 1ki point
Trigger condition 3, ki point to the feature
That's very easy to use, yes.
Easy to use or easy to abuse?
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.
Again, plug the variables into a spreadsheet.
I'm not some programmer
You don't need to be a programmer to do basic math on a spreadsheet like Google Sheets.
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
Then adjust the numbers for multiple situations and note stuff down.
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.
Sorry, went on a tangent there. But comparatively, it just barely averages out as another way to keep a party member alive.
Twilight also costs a cd
BW is also concentration
then barb needs to rage to get it
||not helping||
those things spend limited resources
Cantrips aren't a resource
Okay. If it goes down half way through the turn order, you can just cast it again on your turn.
and then if you have three reactions if you can take out of your turn to negate damage?
A lot of classes do, but there's a very very specific thing that this does that most all of those features don't do: You can use it on others.
Twilight is viewed as dumb specifically because of how massive the radius of the effect is, combined with how powerful it is.
At 17th level
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.
At you have to be within reach with your shield. Meaning five ft usually. Which let's remind ourselves, twilight is thirty ft
If I thought it would be fine, I'd still be using it as the foundation of an entire class
No. Too broken for an entire class, but for a subclass, it should be fine.
It's the opposite.
You don't want a specific class that gives extra reactions early on
To put it excruciatingly clearly: I made your idea before you did and it didn't work.
It'll make it easy to dip like it is for action surge.
Noted
Essentially everything you've mentioned as a limitation is something that existed in my version.
The big difference is that yours prevents more damage than mine.
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."
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.
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.
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.
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
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
It's interesting
A switch on the usual trait of having the general be the power house that makes everyone else stronger
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
What time of day in which time zone does it need to be returned?
Same time the contract was signed... And the time zone is which one the contract was signed in
Hello, today is looking like a fine day to have good homebrew.
I have a question what is dnd homebrew?
Home-made rules, monster statblocks, subclasses... that are not official but people make up for their own home games
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?
The rental price is half the item’s sale price per week?
Can you rent the item on a per day basis?
Do you pay up front?
Can you extend the terms of the lease?
It would be fun if you could feed the contract gold to extend the contract.
If you created character options based on jjk (no idea what that is, assuming jujutsu kaisen) then yes, that is homebrew
You can post it here and people will respond to it if they have something to say
Yes it is jujutsu kisen
Ok might do that in the future tysm :D
*kaisen
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
They are going to be of higher level though since I was thinking at starting at lvl 10
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
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.
I am thinking about moving the claws and magic resistance to an earlier level.
so, slaads use strength for claw attacks, gray and death slaads in particular have 19 and 20 strength. why charisma?
might be more "Transformation" to give the sorceror +4 strength or something while changed
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.
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
I don’t see this much as a Gish.
I'd swap in a strength bonus instead, it'll give you the ability to use it for things other than making small attacks
Swap strength and charisma?
no; I'd swap in a strength boost instead of making the claws use charisma
right now it feels less transformation and more "you're a sorceror who wears a slaad costume"
Would your strength becomes equal to your charisma be too strong?
I don't think so
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
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
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.
At level 15 your 2x your charisma isn't a lot of points. This is very similar to Oath of the Ancients 15th level feature. DC 25 seems high — If the save is CON(3) + CHA(3). You have to roll a 19 or 20, that is a 10% chance.
Do you think I could move the magic resistance to level 14?
I am also curious if it makes sense to become large in the slaad form?
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?
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
I recommend looking at the wild talent feats in the Psion UA. They could be exactly what you are looking for.
Thanks I'll take a look
I... kinda did a similar thing, inspired by Dishonored's Outsider.
https://docs.google.com/document/d/1RH_WXb8zBvsyg5BwGA6cEKt0PtQ8EYeOqR_Ot7H2QnM/edit?usp=sharing
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?
Ill-advised. An entire class is difficult to homebrew already. Getting 'help' from a language model is bound to be rife with hallucinations.
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
Just double checking... What's the name of the proper full Class?
Summoner i have yet to add it on dnd beyond once i know what to put in the selection
its a Wizard subclass
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.
That, or just spitting out like 15 random things, and then you take a nugget from the pile of 99% frivolous chaff, and thoroughly refurbish the one part that is slightly catchier.
These two cases have been the only remotely viable uses for language models, in my experience.
Like names when you're trying to get more names that sound like a list of other names...
I would put brainstorming or random name generation under research. even then the learning aspect makes it difficult to get outside the box.
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.
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
The level 7 is too strong, and the downsides of level 15 are too punishing
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.
remember, your bonus will likely be arround +7 at this point
so a dc 20 is about... 13 or above
why is there a save against exhaustion at all? there are plenty of subclasses that get similar features without that
Your healing 6 hp
since you get to add charisma from your aura of protection
more like 10
fair, maybe i'll increase the healing
twice your paladin level.
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."
My original idea is that you could keep fighting while making death saves
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."
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
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."
Your level 15 th feature is almost the same as the oath of the ancients
Which gets 3x your paladin level and no save
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."
This ability rocks lol
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
theres a ton of stuff in the game that prevents you from falling to 0 without involving exhaustion at all
I like the idea of the exhaustion though
the only feature in 14 that involves exhaustion is berserker barb, but that was dropped for 24
pushing past your limits at detriment to yourself
exhaustion is just a death spiral though, its way too punishing
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.
https://docs.google.com/document/d/1oqGS1lP_9P9dMIyGnt8fZWBDHONMl1Fpy5ORyKIidf4/edit?usp=sharing
heres an alternate version of your subclass
this doesn't seem at all like my subclass
it seems like... Some sort of class with a similar concept
I meant its a guardian paladin subclass
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.
that's what it was
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
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.
Which of the two sounds better
the second one is basically just what zealot barb does in 14
which is y know, a good feature
but it already exists
not in 2024
I think it needs to be. When reduced to 0 hit points you can do X, you can push yourself and get x+y but you have to make a save.
I would say "while youre under half your hit point total" to "while at zero hitpoints" just to make it more useful
maybe if i combinee both of these features.
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.
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?
You gain a death save failure
Ouch
the idea is, youre a paladin, you'd lay on hands or something
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."
yeah but that's not at all the same
Yeah, but at this level you are facing monsters with 3 attacks.
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
Features are meant to be a net positive
so your'e rolling deathsaves at +5 with advantage and healed to 1hp on a 19 or a 20
i mean
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
Like @digital jetty said its meant to be a net positive. and the way you have it now, it practically hurts you more than its helpful
Is this meant to be a 14 or a 24 sub? Does aura of protection still apply to death saves in 24?
What is the feature you are referring to?
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.
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.
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
i don't see how this is a problem of the feature though?
That could still happen if you get reduced to zero normally
This is better I would say a minute rather than when combat ends.
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
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.
sure, but I want this to feel dangerous
That is fine.
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.
Big attack is great, but a big defense seems more aligned with your sub theme and CD.
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
so melee attacks have advantage against you? What happens if you want to use your CD?
you can still get up
On your turn
you're just knocked prone
better than not being able to get up
that is a net positive
which gives melee attacks against you advantage
rather than being unconcious, where you would fall prone anyways, you only fall down
Is the net positive competitive to getting 3x your level in hit points?
I'd argue its pretty competitive with zealot's level 14 feature
Yeah two actions and two bonus actions is broken.
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.
I don't want paladin zealot tho
i just like the feature and it makes sense as someone tanking damage
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.
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
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)
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.
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.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.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.
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.
it is a lvl 5 feature, major image
I didn't mean it was cast at the fifth level if thats what you thought
hey guys do any of you have any Japanese themed monster sheets? I need a few for my campaign tonight.
you put major image, which is a 3rd level spell. Mirror image is fine.
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)
turning into the fox, they keep their hp the same as their regular form
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
This is too much flavor text. Is this for 5th edition?
DND assumes "YOU" is the person reading this, or specifically the spellcaster when it comes to spells. It reads as if the spellcaster is hurting themselves?
1ft sphere doesn't work. the smallest aoe should be 5ft cube.
The DC should be the spellcasting DC.
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
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.
🤔 I see I see
It's not supposed to be a scam but it is supposed to be very predatory and borderline in terms of legality lol
Auremathrum is honest, but also just plain evil lmao
But I get what you mean, I'll rework it (I'm very bad at being evil as a person)
Thank you for the feedback! Very helpful!
Are these the only mechanical effects?
Until end of your next turn :
- Sapped: rolls against and you have advantage
- Overheated: you have disadvantage Strength checks saving throws.
Dnd is based on 5ft grid. 99% of measurements use 5ft increments.
yeah, mostly
Until end of your next turn :
- Shocked: rolls against and you have advantage
- Overheated: you have disadvantage Strength checks saving throws.
Additionally sparks and flames fly in the air, igniting within 5ft Sphere/Cube
everything else is a role play guide
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
A 5ft Sphere means the radius is 5ft and therefore the diameter is 10ft. What is the range?
Are the sparks and flames meant to damage creatures or just ignite flammable objects like hay, charcoal, oil?
Is this a subclass feature?
just ignite flammable objects
the range should be as close as possible, I guess that'll be 5ft cube
Is this a subclass feature?
yea
Is there another feature that this pairs with? It might help to have the larger context.
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?
Are you talking about after making your character or like in game
Like making a feat or race that can give - CON
Making it go down would be taking away from the CON ability score. There are feats the let you improve your CON.
I think having a - in con isn't always the best it makes your hp lower, but I don't know of a race or feat that puts a - on your con
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.
Kobolds in 3.5 edition have a -2 int
Yee... I really don't wanna improve it. Instead I wanna make a character with the lowest HP with the highest Dex
I don't think it is enough
(I love making underpowered characters)
squishy character that's super quick I like the idea
Thx
It is an inspiration of Sans
Ok, this might be #character-discussion
You can just roll dice and dump CON. odds are you will get 8 or lower. Or Point buy and dump CON.
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.
Are you doing 14 rules?
or are you thinking an origin feat?
"subtract Con" is easier to understand than add minus Con.
How do I do it?
2014 or 2024?
Can you tell me for both?
Do you have a species or character theme in mind?
sure
Where do I even begin with a gaseous/steam like spell that would ignite producing an explosion with this?
At levels 3, 5, 11, and 17 how much damage should it do if the range is 10ft cubed?
10ft cube is an AOE not a range. I might suggest starting by becoming more familiar with the rules. Have you read through the basic rules or the DMG?
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.
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
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?
ooh, a good reference spell for what I'll try to create would be this: https://www.dndbeyond.com/spells/2619177-incendiary-cloud
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.
So... summon natural gas?
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
Summon Methane 💀
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.
What’s the lore for Riftscarred?
How are they scarred?
What’s the creature type?
🤷♂️ Ask Andorka007.
Maybe instead of Mancy you could go for something like ‘eldritch knight’
Like obviously Eldritch mage is mid
But maybe Eldritch Scribe might be good
I too have no idea what riftscarred is.
The only thing that's similar to that is: Riftwalker
Where did you get riftscarree from?
That sounds pretty good, plus not all Wizard subclasses end with Mancy (IE Bladesinging, War Magic, and Wand Lore) so Eldritch Scribe might be good. Would Occultist also work? Or Eldritch Lore?
Eldritch lore sounds…not the best
And occultist sounds pretty nice, it just feels like it’s been done 1000 times
occult scribe?
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.
Yeah I just threw something together based on the character concept. Which was mostly subclass.
Do xenomancy
The magic of the strange
Did the riftscarred options help you with your character build?
I think eldritch scribe and Novimancy
Or Xenomancy is good too
What is a riftscarred?
And still don't know how to get the subtract con
Add no gap
-con
- con
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.
Do you just want to know how to technically change it in dndbeyond?
🤦♂️just manually enter the stats as if you rolled them.
Ok
I’m going to make a nuke spell can anyone help me with its damage
just make it really big
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
i have one question
why?!
Watch this and you shall know
It’s a dragon ball abridged clip
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
making a new kind of little guys, stay tuned
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
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)
Isn’t a draconian just a Dragonborn?
The lore is kinda gritty and might be too similar to real world treatment of mixed race people for certain players.
Draconian are different from dragonborn
They are creatures made from the eggs of metallic dragons using a ritual
(no longer just metallics)
Oh they changed that? Neat!
id honestly give glide instead of a fly speed
(also, species never get stuff above level 5)
Why glide? Just wondering
cuz draconians get it
which type of draconian is silver again
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
Gotcha
im pondering about giving them natural armour...
but they already have a lot of features lol
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
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
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.
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
Adamantine xorn would be terrifying
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
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
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
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.
buff 3 and 5 are wild
they seem a little too powerful just thinking about it
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
also buff 2 really only benefits str martials and not spell casters
gotcha, i figured the -3 to HP per level would nuke Buff 5, but I guess I was wrong. Is +1 proficiency really that strong?
4 is balanced and niche
thats why i tried to say +2 damage to all attacks, which includes spell attacks
But I'm sure theyre more concerned with damage buffs to their AoE attacks. I could do a percentage multiplication, but thats not really D&D 5e's style...
Would +1 HP per level balance it out? Or should I have it nerf -3 AC & dev save instead?
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
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.
i would say so, i would really have to test an feel it, keep in mind im playing a game rn so if my thoughts sound odd atfirst im multitasking lmao, but this is just off the top of my head
i dont mind extreme crit chances tbf, makes the game feel more like a JRPG
extreme crit chances are a bad idea with a champion fighter/barb halforc
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
+1 to crit range is fine imo. Mathematically an expanded crit range doesnt add that much to DPR
if you wanted it to be a you focus. you could do a +2 to any 1 attack or spell of your choice?
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.
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.
how would a level 10 rouge only have 23 HP on average? If you have +1 con modifier, that puts you at 63 hit points at level 10. And I would assume most rounges take more con than 12.
In my opinion these largely buff martials. Importantly these largely incentivize a ranged playstyle which is already very strong. The HP changes are obviously harsher on casters, and I don't see a strong case as to why a casting class would take these buffs outside of maybe Buff 4 & 5
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
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.
does the first one just feel like a magic item?
If you went with the second approach I would add a duration and a max usage
that’s kind of what I was worried about
Sort of?
To be honest these both feel like spells
the second one literally is a spell (or a hodgepodge of a couple spells)
tbf that’s probably because that’s what I recycled
ye
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.
fair enough, I mean I can revert it back to just free Bless, but I feel like removing the concentration makes it too much
bless for 1 creature and you have to choose between attack rolls or saving throws.
fair
that 1/6 of bless.
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).
do all of your cantrips upgrade at PB instead of the usual breakpoints?
Aye. Pretty much everything of mine is shifting to PB breakpoints as a way to delineate tiers of the game, giving 5 tiers as opposed to 4.
The idea is that PB levels are power spikes across all characters with other stuff being more gentle slopes.
PB scales more naturally tbh.
I usually tie resources for subclasses to PB in my brews
it seems like too many things for a cantrip
idk how your system’s balance works
but 5e cantrips are set up to be pretty simple
Druidcraft, Prestidigitation, Minor Illusion are all pretty dense.
Forced pull is neat, though its playing with fire depending on who's casting it
hmmmmmm, would a capstone being growing 6 arms from 4 be boring?
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"
i need some wide range suggestion
what do they do for initiative?
got this iterm on my level 10 bard
do you think its good ?
i can use the harmonic 3x/day
It looks awesome lol
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
so I created this
if i had a nickel for people making items for their PCs i would be a rich man ill say
uh, i dont think any DM would allow this
yea i know
but im nice.. i think
they also agreed to bring snacks for the next month or 2
Gonna take like 2 years for one pc to kill a few hundred enemies
the first paragraph in itself sounds like it would be as much as those if it’s actually explained
it’s a pretty vague paragraph
why is it an hour?
This is broken lol i just read the whole thing
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.
Oh everything is 1 per long rest
Im still balancing it
What are stacks?
Technically, you are entirely right. The intent is that this is the sole cantrip that will do Lightning damage, and all other Lightning cantrips are off the table.
The blood infused dagger is closer to a subclass than an item
So u killed, u get stack
in terms of power, it looks a bit weird, the non-save AoE isn’t 5e compatible in the way it is rn. The extra d6 makes this the most powerful cantrip at tiers 1 and 2
again, not sure what your whole game looks like
You have to track kills? I am not sure you are going to get 50 kills. What is normal?
I am comparing to 5e
This is for my player
I suppose I need to clarify the AOE only occurs when you hit that creature.
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.
Are you doing like, 1 cantrip / element and limiting cantrips known to give an elemental wizard feel
Not just cantrips known, but leveled spells based on what cantrips you get.
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.
They are Assasin Rouge
Yes
The Blood Hungry effect are made to kill steal
If the other players are cool with that, than great!
Yea they like it
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?
why do you have 2 identical attacks where one is just weaker?
I wouldn’t give more than 1 heal that big
that’s half the HP
Feather Fall should be at will
I guess if you’re expecting them to be using it on players maybe not
it’s just an overall weird stat block with really low level spellcasting but really high level damage
Soldiers normally have one main weapon (the rifle) and one secondary, or backup weapon (the pistol).
sure, but as a monster statblock it doesn’t make sense
unless you have to multi-attack with both
or the Pistol has a secondary effect
The healing is because of the difference in health from what a normal monster would have, this one has 30, normally at this CR it should have 130
yeh, but having healing doesn’t help there
this can easily be one shot
I think having more HP is the better way to run it
why are you using Plate Armor when you’re a spellcaster with +3 DEX?
I just think the stat block is extremely weird
beginning to end
It is my first try at a fully custom stat block, I don’t know how to do this very well yet
a lot of the stuff you’ve got are effects that don’t need to be on your stat block
the stat block should be easily readable and quickly tell you stuff
the character’s technique for sacrificing themselves shouldn’t be on the sheet
Everyone does their own thing, but i tend to go very simple in practice.
Like i assume this isn't a boss, its just a standard soldier. You don't want to be reading or doing math managing 5 of these dudes a combat.
When i make stat blocks its just the stats and ability+ rolls.
Id trim the majority of the fluff
Reactions
After the Mariner is attacked, it can make an object interaction.
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
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
Like he doesn't need the gunner feat he just needs a shoot attack
he don’t have a loading property
you aren’t using a real gun
but you can make the trait “when making a ranged attack against a creature within 5ft, you don’t get disadvantage”
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
I mean depends on if you’re gonna have more than one attack
if it’s just a damage-only thing, you can straight up have it in the attack
you have to write it down though because it is by default made at disadvantage
so not mentioning it means it’s made at disadvantage by default
Sorry you're right I'm jumbled
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?
That hp would actually average 32
Its gunner trait should reference it, not the "you" wording
What are the ranges on the attacks? And yeah why would they ever mechanically choose the worse one
Why is the reaction called sacrifice when it's an escape?
I named it wrong
It having a reaction for just an interaction feels weird. Meant to be for the escape thing, right?
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
Your link isn't working for me.
Just copy the description and the other information about it, that's all you need
aight can i instead do a print screen?
Homebrew Orca's call: Propelle
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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
2d...5?
a five sided dice, keep up
IDK how damage works
standard dice are d4 d6 d8 d10 d12 d20
Before we go any further, I want to ask why you're homebrewing anything if you don't understand how damage works
ironically and for roleplay
i had an idea for a spell i liked for my character concept
did your dm ask you to homebrew spells?
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.
but im bored and i feel like this can be used as an oppurtunity to learn
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?
Also this too
no but he homebrewed spells of his own and i dont think hhed have a problem
It's also like trying to code a mod for a videogame you've never played or experienced the balance of
atleast with a pitch
yeah i mean i can see but idk worst comes to worst its useless and i dont pitch it at all
and im kinda super bored atm
so i thought id give it a try why not
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.
yeah i thought so so how do i nerf it? the whole idea is movment with basic damage
when i looked up lvl spell damage it said 3d4 is average
just a personal thing but id rather my players not homebrew things (especially if they dont know what theyre doing), and for them to use the official or my homebrew options
pkay than i might not pitch it to him but idk seems like a fun to learn about balance in DnD anyway
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.
okay so what makes this spell so strong?
its more damage than i inteded originally
Because it's a bonus action
as an action its about in line for whatd youd expect yeah
It's not exactly so strong
But comparing it to burning hands
Bonus action is a smaller price
You get a Lil movement
You can prone things
nice okay
this spell is made a s a sub for mist ystep untill i get to lvl 3 on my oath of the open sea paladin
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
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
and ik its a homebrew class but its matt mercer cmon
also can i ask smething about ettiquette
how do i ask my dm if this spell is fine?
like i dont want to overpowering or annoying but i kinda excited about the whole prospect
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?"
its fine to ask? bc alot of my friends tell me they get annoyed when ppl as them for homebrew
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).
whats the context of this spell? bc some spells are awesome on classes that dont have them so what is this made for?
Bard druid ranger sorc warlock wiz
honestly this sounds pretty good but im just a noob
but personally id use this spell
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
Passive Perception is 13, idk how you’re getting 11 there. Perception there should be +3, you Acrobatics should be +6. Your proficiency is at +3 not +2
Gunner can be removed, instead just say in the attack itself that it doesn’t suffer disadvantage in melee range
In terms of calculating CR, I’m not the person to ask
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)
why is it dust if it’s not consumed
should just be amethyst and sapphire crystals
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
Provide me one reason it has to be consumed if it is dust
Revival spells use full diamonds for the most part iirc
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
The idea was also a mix, not just... two rocks
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
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
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?
something I used early on alongside Ready was Hold, where you just move your initiative down for the round once per combat
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.
I am strictly against that, that is why ready is here for. I only allow, at the start of the combat you can choose not to add your modifier.
sure, that’s why I had it at once per combat and why I don’t use it anymore
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
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
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
Can i ask why?
Constant initiative shuffling can be annoying but at the start of combat im always cool with letting people take their initiative or lower to coordinate, and keep it there
game be about dice, and if dice really hates you, it hates you. (also lets me give magic items that let them do that but we don't talk about that)
Thats why you let them take worse rolls but not better
Kinda like willingly failing a check
Should be in your capabilities to do it
I can see an argument for it. But no player complained about it before.
Yea fair i was just curious philosophically/ game design wise
If there are any Persona/SMT fans here how would you make the standar buff and debuff spells work in dnd
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
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?
possibly the potion of vitality rather than the health potion for constitution (a health potion might be counterproductive for the needle for tattooing thinking about it)
potion of giant strength... for strength.
potion of mind reading for wisdom
potion of comprehension for intelligence (these last two are kinda iffy but I can't think of anything closer atm)
those are good ideas! i should have also mentioned, its a very homebrew heavy campaign, so we could make up new potions for it too
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.
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
That sounds more like #dm-discussion or #dnd-lore
Just
Make one
Make creatures that feast on the essence of magic from mages
And make them frightening
Where should I start?
Hmmm, what if, at will dispel magic(eating it)
And counterspell
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
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.)?
the nothics
fun little guys
They do seem fun, I could definitely use them as a base
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
Could someone look at my Saltblade Conclave subclass I made? I'm also trying to figure out how to properly add it to dndbeyond.
historically such creatures are called disenchanters, they eat magic, source don't matter, easily could be from a mage, though usually they feed off magical items https://forgottenrealms.fandom.com/wiki/Disenchanter
I also don't know if I can share Google docks on here.
Sharing google doc links is A-ok, I'd just be sure to Publish the doc to web
Hello! I would like some feedback on my homebrew barbarian subclass!
Took some inspiration from Ancestral Guardian, 2014 Bear Totem, and Fighter Samurai.
https://www.dndbeyond.com/subclasses/2584100-path-of-the-fallen
Hope you enjoy!
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).
one thing i think you could perhaps do more so to lean into the anti-curse elements, especially to avoid relying on spells, you could lean into some of the more obscure lore on curses such as how in the forgotten realms there is even a specific kind of precious stone that grants immunity to curses https://forgottenrealms.fandom.com/wiki/Curse
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
I updated it some how is it now?
I increased the dice to a d8 and changed the Ward maximum some.
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
I made it relatively interchangeable
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
That's probably the curse tag mechanic it's supposed to operate off of what would normally just be seen as flavor.
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
Well it was called grit at first because it started as a treasure hunter pirate.
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
Ward is just used as an encompassing word for things associated with anti-curse and like silver, garlic flowers, and salt.
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
im just naming things used in history and it was never meant to follow dnd lore
plus there is just the fact that curses are too broad a concept in dnd for such an approach outside of specific stuff
and was trying to just have fun with it
then why make it for dnd? also i at least did not see anything that clarifies that, if you make something for dnd one is more likely to be ment for dnd, while dnd does take from real world histories and mythologies it is rarely 1 to 1 given the amount of different cultures it borrows from
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
its kinda why i never clarify what the wards are just what can be considered cursed
besides salt and oils
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
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
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?
you could always go with the disability awareness way or you could just let it interact with objects on the opposite side of walls.
Thought about having it able to phase through objects
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.
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
makes since if you go with the first thing I mean thing like phantom pain incase you didnt know
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).
Phantom...Pain...
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
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
Heh...and that someone is me baby 😼😼😼😼
lol
Might I cut in?
a good way the arm could work could be like a 1 or 2 foot range mage hand thats constantly active
sure
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
lol i can try but im working on my first subclass
Like I for one feel monk, the martial arts class, should have more sub classes based around actual martial arts
.
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
What’s this for
Sorcerer subclass.
I’ll need a bit to read
i know mine is for ranger
So you just turn into a salad?
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
Really?
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
Slaadic Strength uses sorcerer points.
That works
Also, I feel there’s some issues with making a sorcerer subclass melee based
Ok I’m gonna like list off some things about mine
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
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
incap seems very out of place here lol
maybe paralyzed?
(actually maybe not)
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.
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.
the spell seems like it should be higher than 5th level
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)
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
tbh, i made something similar, i just gave them once per SR smite spell (1st level only)
i feel like that is also abit much just giving them the paladin's 'exclusive' spell
it’s a limited number of times for that reason
i mean for a paladin its 'free' smites
one free smite per LR
the rest use spell slots
you just don’t get to cast it at all past PB
well its PB so yes at 1st its one but later on
I don’t know if the wording is understandable
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
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.
you can just not use an action and then it lasts longer
you said if you do anything else with your Action
Haste Action is an Action
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."
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
Context would help.
i did change the wording on it lol
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.
Does anyone know of or have any ideas for a spell list for the hunter subclass of ranger?
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
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).
Well they will be lvl 2 after the first hour of playing, so being perfectly balanced for lvl 1 wont be needed
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.
Thats a good one, would it be best you think to have them use their own spell slots for it, or would some mystical thing like every day there is a chance that they appear in the book be good
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".
Oh of course, that would be perfect
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
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
I would name the arms and the bonus action attack.
When you rage the number of energy arms, increases to 4. When you make the bonus action attack granted by arms of destruction you can make 2 attacks instead of 1
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.
The first sentence is confusing. Why did you switch from number of arms to sets of arms?
How do you get to three sets of arms?
Are the arms permanent?
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
you probably want #dm-world-building. this channel is more for mechanics
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
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 ?
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.
true, didn't mention it but no fly allow until the lvl 8 as intended by the rules.
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
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.
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
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.
I see your point, removing flying speed and swapping available spell to stay balanced
thanks !
I do not think that will nearly be sufficient.
Let's take a look at a Boggle, for example. It's a CR1/8 fey creature.
holy S, i've just read it's statblock and i know what will you say xD
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.
(A spell that your wizard would need to wait one more level to even be able to cast at all)
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
I think that relying on flavoring like that is the far better option
thanks !
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
I've might not be clear but this is was my idea
it's just that i'm currently designing the form and want to check if my criterias (see above) have flaws
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
basically i need help knowing if their statblock seems appropriate for a cr 21 or failing that what a more accurate cr would be
Is it better to add a tooltip when you mention a creature type, capitalize it, or both? Ex: Beast or Undead
Current formatting does capitalize creature type
Appreciated 
obviously wouldn’t be a 9th level spell right now, I’m just saying the concept woulda worked better as a 9th level spell. The upcasting is a huge problem. You are not only getting 2d8, you are getting an AoE 6d8 per level you increase it, yes it uses extra Actions, but it does not use extra spell slots, it’s extremely cheap for its effect as you upcast it
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
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.
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.
there are many ways of moving without speed
you’re not using a spell on the subsequent turns, you can Misty Step
which is action economy and perhaps resources as well. Point being?
or any other teleportation based spell
yeh, that was just an example
there are so many more
Grapple by a Monk
being pushed or Battle Master Fighters
mount
don't forget having to grapple, and then them moving at half speed
battle master fighter would be doing damage or moving them 5 feet per round... what's the point being made here?
assuming they’re not using the Grappler feature, they only get 25 feet of movement, how horrid
and they need to use 1/4 attacks
Phantom Steed before going into battle
wow, now you can move 200 feet and still do this
have you only just discovered phantom steed recently
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
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)
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
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
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
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
it's not meant to be a big jump in your ability to do stuff, just a little one
i know
granted there might be something i am missing, but is seems reasonable and not overpowered by any means
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
yeah it's attunement hide armour
honestly i tend to avoid armor with barbarians as it shuts down a core class feature of theirs
sometimes it's better ac than unarmoured defense
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
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
New class, i'm working on. I'd apreciate feed back before i go too much more
made for 2024
late game barbs will have like 16 dex and 18-20 con until level 20, at which point +2 and +3 half plate is better AC
10+3(dex)+4/5(con) is only 17 or 18, whereas +2 half plate is 19 and +3 half plate is 20
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
They're very much not fighters
sounds like fighter and paladin stuff
I mean, thematically sure, but mechanically they're quite different
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
it's a class all about using actions to gain reactions, and using as many reactions as possible
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
I understand, i do feel like i've done a decent job distinguishing them mechanicaly, and a fair job thematically
unarmoured defense is kinda a trap when you have access to decent medium armour
I disagree, unarmored defence is good on monks
we're talking about barbs
because it relies on their two most critical scores
monk doesn't get armour proficiency
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
wheras on barbarians, they are relying on Dexterity, a score they do not use, and Constitution, their secondary atribute
if barb UAD was dex+str or str+con it'd be way better
usually for barbs half plate is better than unarmored defense unless they have specific rolled stats
this
yeah that's what I was getting at and put some math up there to show it
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
you'd need your con mod and dex mod to add up to be above 7
I agree. It does mean it's unlikely to reach above a +3, however
this does not happen unless you dedicate multiple half feats and ASI's to get them there
even 25 con and 16 dex at level 20 only reaches equivalent to +3 half plate
yeah once you factor in magic items it gets much worse for unarmored defense
I forget if the capstone hits 24 or 25 but the mod should be the same
anyways, thoughts on my class
busy with something else
don't forget medium armor master
"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
back to this
modifiers only increase by every 2 points in the associated stat, so you are correct in that
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
you can forget medium armor master it's not very good on barb
yeah none of us i believe have been saying it is op
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
I think the only problem would be with tail's extra ability
not really
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.
it's a reaction. once a round and it only applies to the attack that triggered it
as it varies so can just as easily be only a plus 1 to ac temporarily as it can anything higher
plus it eats up a reaction
is this for 2024?
its not just to the attack that triggered it
normally at least
I thought that's what they threw in sage advice
since RAW it lasts forever
they had to errata
I mean, yeah, but part of the pro con part of the options
if its not in SAC or errata it doesnt count
should be in sac
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
Claws is a dice less but you make the extra attack, Bite lets you heal, Tail grants you the reaction
claw and bite's pro con comes in when you make the attack
the extra attack from claws has to be part of the same action of the claw attack that hits
tail's doesn't
nobody ever said the tail did
it being useful doesnt mean its a problem
it does mean that part of the aspect of the choice is gone
not really
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
you can give martials a lot before they become op or broken
I'm not denying that it wouldn't be broken
I'm sayign there is more to a class than being optimized
nobody was saying it has to be optimized
