#homebrew
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Heck, i think "When you take a bonus action to extend your rage, you can switch your transformation" would be more fun
Feral Hide Armour
Armour (hide), very rare
Attunement
Requires Attunement by a Barbarian
Description
While wearing this magic armour, your may add your Consitution Modifier to your armour class as though you are unarmoured. You still add this armour's AC bonus.
Additionally, when you use your Form of the Beast feature, you may choose to manifest all three natural weapon options, instead of one. You gain a +2 bonus to the attack and damage rolls you make with natural weapons.
If this is on a legendary magic item then you should definitely not limit the tail
i mean, yeah it's not gonna be broken
but there is such thing as optimizing for fun, and i feel
"When you take a bonus action to extend your rage, you can switch your transformation" would be more fun
honestly the tail was not even a problem to begin with, so not sure why divinest felt the need to act like it was
Its a legendary attunement magic item that is hide armor instead of half plate
so?
i don't really think it is a problem, idk. I just wanted to bring up my thoughts on the ability
feels mid for a legendary item so I'm tempted to let you add your con mod as though you're unarmoured instead of it being +2
so 12+dex+con
It is definitely quite mid rn because it has the defensive ability of a nonmagical breastplate atm
I think, something that might be more fun is "While raging and wearing this armor, you can spend a bonus action and a rage charge to amplify your transformation, letting you take on all the features from your Form of the beast feature"
idk i'm thinking based on this one show i watched
sounds clunky
This is a legendary magic item that requires attunement
then amke it not legendary
kind of defeats the point potentially for all we know given tara could have came up with it with the rarity as legendary being an important aspect of it when designing it
If you want the choice aspect make it so it also buffs up a specific beast form option
that is entirely different from the core concept
Like when you enter rage you get all of the properties but the property you chose gets even stronger than normal
tara made it clear the whole point of the item is to allow the all 3 aspects of the beasts to manifest simultaneously
this feels better but that first part could be worded better. Unsure how
Question: Do you see this as three diferent animals, one with Claws, one with Incisors, and one with a tail, or the same animal
hide is what, AC 12? so basically just adding 2 to your AC and letting you use all 3 natural weapons. Still feels pretty mid but I can drop this to like
idk probably a VR
Cause i think "Chimera Hide Armor" would be a sick ass name
hide is AC = 12 + dex modifier (max of + 2)
we're focusing on mechanics rn
true
It dose feel underpowered as a legendary item.
(when wearing this armor, your AC becomes 12+dex (max 2)+con)
You could give it a +3 to ac and not treat that as part of the magic itme bc its just bringing the ac up to half plate
the character this is designed for has con 23 and dex 16
so 12 +2(dex) +6(con) gives her 20ac, which hits the same as +3 half plate
normal legendary hide armor simply gives a +3
I think it needs another property bc its also attunement
And normal legendary hide armor sucks
I have changed things in the original message
+3 hide armor vs half plate š
I like the idea of amplifying the features
Legendary +3 hide armor with no effects could be sold for like 750gp and be fine
still no reason for a baseline version to not be reflected in something ment to be something that is built apon it
The reason is that it would make the item suck
far as i can tell this armor in question lacks that core aspect making it worse in terms of defense
not really
how is adding more buffs to what is already there making it worse?
Its legendary and attunement
cant you just say it grants you +2 ac while unarmored and call it a day
isnt this just bracers of defense
you haven't read the changes
Oh
"while unarmoured" bruh it's literally armour this wording wouldn't work
why would a piece of ARMOR effect your ac when unarmored?
what if. "While wearing this armor, you gain a +2 bonus to the attack and damage rolls of your Form of the Beast attacks"
That's fine for vrare attunement but I think it could use 1 more effect im not sure what
agreed
far as i can tell, since they're simple weapons and not unarmed attacks, you can't boost their +
it works out to be the same number
Insignia of Claws specifically boosts natural weapons so I could always steal wording from that
currently what makes it seem underpowered to me is that it should at least provided the additional +3 to ac normal legendary hide armor gives you in addition to the more unique features
Also beast barbarian sucks compared to bg3
you haven't read the updates. it's VR
i wanna remake it
VR?
Probably that tbh so that the natural weapons dont fall behind normal magic weapons
how big of a bonus are we thinking
+1 or 2 probs
that is not a fair comparison and you know it
thinking +2 to match the ac boost of hide + unarmoured defense
so it's basically +2 ac and +2 to attack and damage rolls with your natural weapons + having all 3 at once
I like this
Yeah
updates made please read if you're paying attention
very rare
ah
That looks good
Now can some people look at my homebrew?
Post it
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
since it got buried, will just repost my question again, hopefully someone will be able to provide the needed feedback
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
I think that physical effects should be rewritten to have a definition that doesnt rely on dm fiat
I'm adding a bunch of comments to the document
it does have one, Any Attack roll, or Dexterity, Constitution or strength save,
Oh I see wym
i simply carved out a section that states "such a broad ruling may not make logical or narrative sense, feel free to make your own definition"
for those not looking at the doc, I'm noting that adding a rule to the game to make the class function feels too complicated
@tepid schooner I'm gonna focus on other stuff for a bit but I'd keep all that stuff in mind as you build teh rest of the class. It seems decent and unique enough, but make sure that both mechanics and flavour don't cross too far into fighter or paladin territory, otherwise you'd be better off making this a subclass of one of those classes (which I'd still recommend btw. This feels pretty solid as a subclass idea)
yeah, if you have to change the base rules to make a class work, you are probably better off using another system
Would insectoid player races be considered Monstrosities or Beasts? Attempting to make an insect race for my players but the only official example I can go off on in terms of an Insect race is the Thri-kreen which they are considered a Monstrosity. I did found another insectoid race that involves bees and wasps and they are considered Fey but only because they originate from the Feywilds, with the insectoids I'm making originating in the Material Plane.
Thoughts?
i think an insectoid race can be whatever you want it to be.
i mean aarakocra are elementals now for some reason
just depends on which mechanics you want to affect your insectoid race and how
if they are intelligent enough to be a player species, beast literally makes no sense, least in my opinion
Using the 2014 mechanics, none of that 2024 stuff. There are some creature type changes that while some make sense on paper, there are some things that I bring up to question,
that literally makes 0 difference
the creature type changes in 2024 were more so them doing a double take and thinking it through properly to make sure it fit consistently with similar creatures, besides is not really mechanically effected is really just for the sake of identifying creatures vaguely
True perhaps, but depending on your DM some things can be seen as fickle when used on such creatures. For example, Githyanki are now considered to be Aberrations instead of Humanoids. Now while on paper it makes senseāthey originate from the Astral Sea and all and mostly possess psionic powers like some Aberrations. However, things might get complicated when you attempt to use something against them such as Hold Person where even in the 2024 version of the spell explicitly specifies that the target must be Humanoid.
And that's just one effect, and Gith aren't the only ones that are technically immune to this spell; Aarakockra as mentioned, Goblins, Kobolds, Bullywugs, what were once Humanoids now have garnered immunity over certain features and effects that targets only Humanoids. If they were subcategorized as Humanoids then I suppose that would've solved the issue, but unless you have a DM is cool with you doing that one thing against a Kobold because it's "Humanoid-shaped" then there may be some complications in the table.
as they explained, such examples are do to where those individuals primarily live in most cases
also the githyanki do not originate from the astral sea
they live there, but they are not from there and birth their young on the prime material plane so they can grow
if the insectoid species is akin to the thri-kreen, similar species would be monstrosities as well, else they would be something other than humanoid as such examples of similar species at least in the realms from past editions were natives of certain outer planes
part of why thri-kreen are monstrosities is do to their innate magical elements, psionics being a form of magic in 5e, and their rather alien mindset compared to typical humanoids, least that is my understanding
I know that much, I was just saying that they originate from the Astral Sea because that's where they're usually found. Not that they were born there (I've played BG3 I know some of my stuff XD)
Also I thought the Thri-Kreen was considered Monstrosities because they were giant bugs not also because of their psionics?
well bg3 is not automatically factual for the actual game
well they at least currently presumably fit the current definition of a monstrosity which is "unnatural creatures with stranges origins such as mimics and owlbears"
so is at the very least do to something about them either being stranger or not natural compared to say humans or elves
before 2024 the creatures types were a bit more loosely and sometimes poorly defined
.
But it is set in the Forgotten Realms, though granted I will agree there are certain elements in the game that is for most certain non-canon ie Balduran but they did do some good research on most of D&D's Forgotten Realm at least in my perspective.
So what say you would categorize an insectoid species that don't have any psionic powers, they don't originally originate from the Material Plane but have since lived in the Material Plane since they first came into the realm, and while they do had odd abilities it's just insectoid-themed abilities like higher jumps because they're a locust or reduce magical spell damage because of their beetle-like carapace. Sounds to me like a Monstrosity in my book but what does a second opinion have to say?
even set in an existing setting, multiple continuities is nothing new to dnd or it's lore
anything strange or unnatural? insectoid life is rather different in most cases, so unless more defining info suggests otherwise, seems they would be monstrosities
looking at 2024 if they have professions and roles like us, i could see humanoid being valid as is described as "people defined by their roles and professions, such as mages, pirates, and warriors. They include members of varied species."
They do somewhat have a community system of sorts, but encompasses mostly around food where they are in a consistent fastening as soon they reach maturity. They do anything and everything for their community, even if it means they have to eat very little if not at all for the betterment of the whole collective. The locustkin of this race partake in focusing on other things besides hunger such as travel and witnessing the wonders of the world, where as the scarabfolk practice strict cannibalism but only on their old and dying and only on those of their own kind.
Can someone give me some feedback on my barbarian subclass?
https://www.dndbeyond.com/subclasses/2584641-path-of-the-fallen
since it got buried, will just repost my question again, hopefully someone will be able to provide the needed feedback
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
let me get my calculator
keep in mind this is ment to be by 2024 standards, which to my knowledge does not have a formula you can just pluge in to determine
Does it have legendary resistances? If so how many?
no he does not, i i guess i forgot to give them to him, will fix that
the 2024 Monsters seems to follow mostly the same or similar math as the 2014 monsters. Someone did the math on the new MM to seek the differences https://tomedunn.github.io/the-finished-book/monsters/monster-manual-2024/#tab:monster-baseline-stats
mostly legendary monsters do more damage and maybe LR isnt counted to effective HP anymore
ah, will try to remember that
Ok if your monster is in it's lair it's a CR21 according to my numbers (this is mostly because of the minions it brings about) Outside of the lair its a CR 16
Challenge Rating: 21
Offensive CR: 22
Defensive CR: 19
Proficiency Bonus: +7
Effective HP: 343 (34d10+136)
Effective AC: 19
Average Damage Per Round: 194
Save DC: 18
Experience Points: 33,000
well being the guardian of a floor of a tomb dungeon and the whole floor being his lair, sounds good, thx
Oh and this is giving him 2 legendary resistances
giving him another doesnt change much
oh, i gave him 3, 5 if in lair, cuz i just copy pasted it from the first 2024 creature with the feature of the same cr
alright let me go back to the calculator
Challenge Rating: 21
Offensive CR: 22
Defensive CR: 20
Proficiency Bonus: +7
Effective HP: 373 (34d10+136)
Effective AC: 19
Average Damage Per Round: 194
Save DC: 18
Experience Points: 33,000
ok, so seems is good especially after remembering to add the legendary resistances, thx again
yeah still a CR 21 if given 5
Do me a favor and review this subclass in return. https://www.dndbeyond.com/subclasses/2584641-path-of-the-fallen
seems fine to me, but the capstone seems a bit clunky especially since it requires an action but i feel could stream lined to instead perhaps have it when you succeed on your save for the Relentless Rage feature all barbarians get at 11th level, it allows you to replicated the effect of the spell "spirit shroud" as if it was cast on your at a level equal to your proficiency bonus, doing so would mean it would replicated a 4th level version to 6th level version depending on your class level
else i must admit i am not too experienced in judging classes, even homebrew for balance beyond simply keeping an eye or for something that seems too powerful or not
granted that is just my 2 cents
The reason it's an action mostly boils down to other features using the barbarian's bonus action, and reaction.
might just be the description as a last defence throws me off
last act of defiance not defense but that concept could be used
I want to create a spell based on the shining finger from G Gundam.
I want to give it it's due but make it accessible fairly early so I'm thinking:
"Shining Finger
2nd lvl Evocation spell
Casting Time (A Part of me REALLY wants this to be a BA, but I feel like it'd be cheezy)
Instantaneous
Touch
V,S, M(The burning desire to vanquish all opposition)
The User proclaims thier desire to see thier foes defeated with a burning desire, move up to half your speed and make a melee spell attack. On a hit, the target takes Radiant Damage equal to 1d10 plus spellcasting modifier and the target must make a constitution saving throw. On a fail, the target is grappled and takes 1d6 radiant damage on each of it's turns until the grapple ends or the target is neutralized." On a success the grapple fails but the target is marked as if by the Fairy Fire spell."
Radiant damage increases by 1d10 per spell slot above lvl 2. (Passive damage increases every other player lvl. 2d6 at PC lvl 5, 3d6 at lvl7, etc.)
Constructive criticism is appreciated
how long does the faerie fire effect last
Fairy Fire only lasts a minute I believe
Gotta through in that Tequila Gundam subclass somehow lol
Tequila Gundam? Get me hip plz!!!
looking up, seems in dnd the move would be basically just a flavored smite of varying sorts
I saw that as well. Which is alright with me considering I'd give this to most classes other than paladin.
also upcasting is for leveled spells, auto scaling is more of a cantrip thing, and nothing ever has both that i am aware of
I made it a 2nd lvl spell. Does that not qualify as a "leveled spell?"
yes but you also tried to give it scaling that is pretty much exclusive for cantrips
my point was a spell doesn't normally have both because it can be unexpectedly powerful not to mention is convoluted
if you are gunna make it a spell of any level, the upcasting effect for spell slot used works, so i'd cut the attempt to scale it with the player's level
well if you were trying to capture it given how it is a finishing move and used mainly to kill a foe, would have to be at least 7th level i'd argue like finger of death which is the first instant kill spell i can think of
so not going with the "boom, die" thing, you gotta be at least a little bit more reasonable, the move is like 99% flavor leaving like 1% for actual mechanics that can reflect it
I can dig it.
adapting something to dnd is just that adapting, you are pretty much never gunna be able to 1 to 1 especially with more over the top or power fantasy concepts without some compromise else it kind of defeats the point of mechanically defining them
like any of the main cast of overlord, that whole basis of that anime, they are level 100, so in 5e you would not even bother with a statblock, it would be less a fight and more you describing how they slaughter the party, just to give an example
like taking on ainz with the best gear in the game, would be akin to fighting vecna with 0 equipment of any sort
like mechanics especially for combat can only be expected to go so far
So, to balance it better, keep the updating but get rid of the level scaling? Would it be a bit more reasonable to add the prof bonus?
traditionally proficency bonus is not factored into spells to my knowledge
Aaah ok.
else i'd use something like "power word kill" as a template, modifying it to function like one of the leveled smite spells
then the majority of the spell would be describing the effect as it would then have the minimum for the instant kill included in the mechanics
like power word kill as the example says "... If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage."
like combine that with the more recent "shining smite" spell, and you could pretty reasonable make a spell that fits the vibe
like that is one way to do it, but honestly you could also just upcast shining smite to the highest level after beating down your target a good bit
I appreciate the feedback. I'll definitely take this back to the drawing board. My goal was to make something that Gish characters and more melee focused half casters could reasonably access
Dnd is written in 2nd person. Following the publishers style will create a smoother experience for your audience.
A feat or a series of feats would be better vehicle for something like that.
Can you give an example???
āYou proclaim your desireā rather than āthe user proclaims their desireā
Ah, I get it.
cant belive im saying this, but how, offensive is this feature? context, its a bard subclassed based around Aboriginal Australian mythos/dreamtime
Dream Catcher
3rd level College of the Dreamtime feature
When you gain this college at 3rd level, you can make a Dream Catcher. Dream Catcher's are used to channel your's and other's dreams from their psyche. During a long rest, you can channel your dreams into a simple or martial weapon with the thrown property, causing it to become a Dream Catcher. You may also use a Dream Catcher as a spellcasting focus for your bard spells. You can return a Dream Catcher to normal over the course of a long rest, as you siphon the dreams back into yourself.
When you make an attack roll using a Dream Catcher, you can change the damage type to the same as one of your bard cantrips. A Dream Catcher also returns to your hands after making an attack roll with it, regardless of a hit or miss.
pretty, dream catchers aren't aboriginal australian, they're native american. probably disrespectful to both cultures but you can probably just change the object from dream catcher to something else.
it's also a common misunderstanding that the Dreaming is about sleeping dream/ the subconscious. the word 'dreamtime' or 'dreaming' refers to the far distant past when the land was inhabited by mythological figures.
all said tho, im not an expert, I just grew up around it living in aus. prolly best to find work by some indigenous scholars
So I made a weapon and I want feedback on it if you have any and if youād use it/let your players use it
Cyclone Knife
⢠Weapon Type: Martial melee weapon
⢠Damage: 1d4 piercing (first attack), 2d4 piercing (tear attack)
⢠Properties: Finesse, Light
⢠Weight: 1 lb
Special ā Twist and Tear
⢠Twist (First Attack): The first attack each turn is made at disadvantage and deals 1d4 piercing damage on a hit.
⢠Tear (Second Attack): If the Twist attack hits, you may immediately make a second attack against the same target as part of the same action. This Tear attack is made with advantage and deals 2d4 piercing damage on a hit.
Fatal Wound
⢠If the Tear attack hits, the target begins bleeding.
⢠At the start of each of its turns, it takes 1d4 piercing damage until it receives magical healing or spends Hit Dice during a short or long rest.
Radiant done.
Luminescence
You create a shining light in your hand.
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
You gather rays of light into a luminous orb in your hand. The orb emits Bright Light in a 20-foot-radius and Dim Light for an additional 20 feet and lasts for the duration. You can change the color of the orb and choose for it to shine in only certain directions.
When you cast this spell, or as a Magic Action on a later turn, you can crush the orb. Each creature of your choice within a 5-foot Emanation originating from you must make a Constitution saving throw or take 1d6 Radiant damage.
Alternatively, you can crush the orb and direct all of its light towards one creature of your choice within reach. The target must make a Constitution saving throw or take the same amount of damage and have the Blinded condition until the end of its next turn.
The spell ends if you cast it again 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).
Only three damage type cantrips left: Force, Necrotic, and Psychic.
Unfortunately, Force and Psychic are gonna be some of the trickiest.
I would think psychic would be telepathy, and maybe charm or fear. Force could be mage hand.
It's moreso how to turn those two into a sort of "gathering with utility" thing, more specifically Psychic. One plan of mine is to have Psychic be akin to Soulknife where you conjure a nonexistent weapon in the target's mind.
whenever i make a fiend/construct enemy i use the parenthesis next to the creature type to categorize it like an ULTRAKILL enemy
It should be tear then twist, like stabbing then twisting the blade while still in the wound (which is a very brutal RL tactic that prevents a wound from closing)
I made homebrewed creature in DnD Beyond with it's 'signature' ability being a reaction and wanted some feedback on it: Mirrored Response. When the Mirror Monster takes damage from an attack or spell, or suffers an effect from an attack or spell, it can use a reaction to perform the same attack and/or spell back at the attacker or caster using the exact same total damage die used against the Mirror Monster.
basically the idea is that whatever spell or attack is thrown at it, it uses it's reaction (once per turn) to do the same thing back on the PC/party, mostly just wondering if I'd worded it clearly
The Spade
-# Weapon (revolver), artifact
This revolver acts as if itās an ordinary +2 revolver, until you use a bonus action to awaken it. While awakened, it becomes a two-handed weapon with the heavy property, and it deals an extra 4d8 necrotic damage. While awakened, The Spade deals 2d4 damage to the wielder until unawakened with another bonus action. It also generates its own ammunition both while awakened and unawakened. This weapon comes in a pair of 2 on its wielder.
how does this weapon look? it's intended to be used for a gunslinger miniboss
"The Spade deals 2d4 damage to the wielder until unawakened with another bonus action."
at what interval? start of turn? end of turn? each attack?
uhh should've lead with that but each attack works pretty well
I'd personally just sit it at 1d8 to self
you get 17 + dex average damage dealt per turn in return for 5 average damage taken per turn
you're the spider man you should know /jk
Its not a real dream catcher btw, more just a name of a feature and item they can make
And its gimmick besides that is invoking dreams based off mythological figures
Depends on what exactly you want it to do, and for what level.
Some simple ways to add balance would be
- Limit on wearing armor (can't swing around in heavy gear)
- Number of charges before the web runs out for the day
If you're wanting to make a whole item that replicates basically anything spiderman could do (high mobility, potentially restraining or moving around enemies, etc.) you'll quickly run into the issue of the item becoming overloaded with features, which tends to often be the case when people wanna play a specific character, and include every ability into a race or an item trying to emulate them, which is one of the easiest ways to make something busted regardless of the level of play
I have a similar item in the works. What Iām probably gonna do is something like āas a bonus action, make an acrobatics check. You gain a flying speed equal to twice the result of the roll, rounded to up to the nearest 5ft. You must be within 30ft of a structure to use this item.ā
This is a loose draft and I would encourage you to refine it and aggressively balance this for your party
Oh then it should probably be fine, Iād just change the name to something more generic and less synonymous with another culture. āDreaming Focusā or such
I just swapped catcher for tool lol
Anybody got any High Elven Magic based homebrew? Context, I'm running an AD&D 5e Ancient Netheril Golden Age Campaign starring the early Shadovar, Netherese Elves, and Elder Evils, with heavy ancient Shadowfell planned but with low material
I'm lacking high elven magic material and any narrative of what the Shadowfell used to be like
made my first ever homebrew, I would LOVE some feedback on how to make it better or more balanced
LandMorpha
These creatures look like a orc like shark, but really they come from the Morpha Family tree.
Morphas are mostly underwater creatures.
They are mostly territorial by nature and some even willing to kill if disturbed.
Morpha's come from large to huge. They have a toxin that releases once it bites, not only that but most fully grown morphas have the ability to bite through dragon scales, morphas also have 2 layers of really thicc skin hard to leave a scratch into, but that's just underwater Morphas.
Landmorphas maintain the toxic bite, but since they don't have to worry about the predators in the water they unevolved 1 the outer layer leaving behind the softer but still hard layer. The LandMorphas also are much smaller reaching just 3 to 5 meters on height. but to defend themselves LandMorphas developed toxic spikes at the end of their tail.
-
Race AC: 12
-
DarkVision: 35 feet
-
Lenguages: Common, Orc, aquan
-
Speed: 30
-
Speed burrowing: 15
-
Speed Flying: 0
-
Speed swimming 55
-
traits:
-
cold resistance
-
Poisonus bite (poison lasts for 2 turns roll 1d4 each turn, you can do this once every short rest)
-
Tail pierce (The tail pierces the target roll 1d4 for bludgeoning and poison each, once every long rest)
-
Gets +1 con when under water
Stats:
Str: +1
Dex:
Con: +2
Wis:
Int: -1
Char: -2
HP?
oh no the race isn't the one that has the hp
Is this a race for the 2014 or 2024 editions of the rules?
It looks like 2014 but I wanna check
you can use it for anything really, if you wanna tweak something then do so I don't mind
I moreso mean for the purposes of giving feedback about what is and isnt reasonable
it's 2014 rules but the Race AC is in my homebrew
Either way: I would recommend looking at how more species in dnd are formatted & some of the ways they do things. The big things I would point out are:
- The stat increases and decreases are pretty weird. If you're making this for 2024 I would outright remove the stat changes, if you're making this for 2014 I would remove the decreased stats but keep the increased ones.
- I would also ask the specific mechanics of the Race AC. Does this stack with any armour I wear - light, medium, heavy? Can I wear armour and get this benefit or nah? I say this not to be pedantic but because this does actually change across different species - the tortle works differently from the thri-keen, which works differently from the warforged, for example
- You probably don't need two separate species-specific attacks, you can just keep the poison bite
- When you say you get +1 con in water, does that mean the stat or modifier goes up? This seems difficult to work with. The idea of recalculating my HP based on whether or not I'm in water seems very difficult and will very quickly become difficult. I would axe this.
Heya, I wanted to know your guysā opinion on a subclass I made for sorcerer and maybe some criticism that could help it out? Because I also plan on doing something similar to other elemental damages
Elemental Affinity: Blueflame
At 3rd level, you tap into the raw power of blue flamesāthe same flames that consume your very being. Your Elemental Affinity grants you the following abilities:
Blueflame Mastery: When you cast a spell that deals fire damage, your flames take on an otherworldly hue. You also add your Charisma modifier to one damage roll of that spell.
Cremation Resistance: You gain resistance to fire damage. The inferno within you shields you from the searing heat.
Fiery Veil
By 6th level, you gain the ability to create an outburst of flames that wreathe the entirety of your body. Once per long rest, you can use your action to ignite yourself in bluefire granting you temporary hit points equal to your sorcerer level. While ablaze, you emit an aura of blue flames that deal fire damage equal to your charisma modifier to those that hit you with a melee attack. This form lasts for one minute or until your temporary hit points are gone.
Inferno's Embrace
At 14th level, Your body becomes a conduit for the very essence of fire. As a reaction when you take fire damage, you can, instead, absorb the flames. The damage you take from the attack is reduced by 1d10 + your Charisma modifier + your Sorcerer level. If you reduce the damage to 0, you can use your reaction to make a ranged spell attack back at the target, the damage you reduced will equal the damage done.
Infernal Rebirth
At 18th level, you embrace the destructive cycle of fire. Once every long rest when you drop to 0 hit points, you can choose to burst into flames instead of falling unconscious. For 1 round, you become a living inferno:
- You are immune to all damage.
- You emit an intense heat, dealing 2d6 fire damage to creatures within 5 feet of you at the start of their turn.
- You gain advantage on fire-related spells and abilities.
After burning brighter than all of those around you, you fall unconscious and start to roll death saving throws starting from your next turn and you gain one level of exhaustion as you expend almost all of your life force and power to protect those around you. Your allies will remember the blaze that saved them.
for your first point:
- I put down the stat decreases as I saw the increases a little too strong but I do understand your point
- Race AC does stack with armor (depending on wich armor you can wear)
- the two species were just added in for some lore even tough badly made
-the +1 in ac is for the modifier I can see why that could be a problem
Basically every species in 5e 2014 offers a +2 in 1 stat and a +1 in another, its standard
Hmm, Would something like encode thoughts work? Maybe not the actual effect but the idea of gathering thoughts from your brain.
35 darkvision is odd. Typically it is 30, 60, or 120. It tends to line up with ranges of attacks.
I agree with the comments about AC and the Ability scores.
Being Large or Huge might cause issues for player characters
Is it wrong to wanna make a item just for the fun of making a dnd magic item?
no
Like, i wanna write out a stat block for a item called "Bell of the Seamstress" and make like a genuine item out of it
everything is fine if you have fun
maybe not that far, but i get the idea lol
oh shit
i get the implications now
ummmmm
"dont worry, its fine as long as your having fun!" Sirens are outside
exactly
sure
I was thinking it would either summon a monster called Mannequin of the seamstress, or, it would offer some kinda buff?
like it would summon mannequins thats (if my spelling or grammar is bad im sorry, but im not a english speaker) would be controlled by the rinnger of the bell
how rare would it be?
or they could get some kinda semi poweful buff? this item either being a very rare or a legendary item
the summoning is fine for legendary items
roll or a set amount?
but i cant say without their power/statblock
elberate?
I think a small rolled amout would be interesting, like a 1d4 summon.
i mean like if they are strong or not
cause that changes the answer
i wanna say they are worth it being a legendary. like not OP but something that you wont regrat picking up if used.
i still have no correlation
i need like a CR for what dice to roll/what amount
your making 0 sense to me
CR? challenge rating?
idk the scale to that at all.
i know it goes u to 30 and thats it
like if im right a lich is 23?
do you have a statblock?
no.. as i said, i litterally just thought of this eailer.
21
alright so i cant give you an amount without knowing what you are going for in power level
i had no time to actually write anything out yet, i just wanted to know if it was a dumb idea or if i should actually try making this a homebrew for something or to share kinda thing.
it sounds very cool tho
well idk, i gave you a idea of the power rating, like something powerful but not like broken, idk. but ill try getting something out later and bring it back up so its easier on both sides
for the powerful but not broken, that would mean powerful but not broken for the dice you roll, which i cant tell you because there is no correlation for me.
im talking about the summon its self
so that would be 1d4 (prolly)
THATS WHAT YOU WERE ASKING RIGHT?
or not
im stupid sometimes
no, i was asking how strong the summon should be, i knew how many from the start
oh
like if i summon this, how strong should it be, so its not broken, but not worthless
so i am stupid XD
So I made adjustments to the Cyclone knife what do you all think of it
Cyclone Knife (Homebrew Weapon)
⢠Weapon Type: Martial melee weapon
⢠Properties: Finesse, Light
⢠Weight: 1 lb
Special ā Twist and Tear
⢠Twist (First Attack): The first attack each turn is made at disadvantage and deals 1d4 piercing damage on a hit.
⢠Tear (Second Attack): If the Twist attack hits, you may immediately make a second attack against the same target as part of the same action. This Tear attack is made with advantage and deals 2d4 piercing damage on a hit.
Brutal Stab
⢠You make a normal attack and just stab into them doing 2d4 and donāt get the extra 1d4 but it is easier to hit your opponent. It still gives the fatal wound effect.
Fatal Wound
⢠If the Tear hits or you hit with brutal stab, the target begins bleeding.
⢠At the start of each of its turns, it takes 1d6 piercing damage until it receives magical healing or spends Hit Dice during a short or long rest.
Here are my thoughts:
- This is too complicated. Simplicity is king.
- You don't need to explain the logic or reasoning in Brutal Stab. You shouldn't have to explain what a feature doesn't do, either.
- For fatal wound, if the bleeding deals damage at the start of every turn until you finish a short rest, a creature will take 600d6 before they successfully take a short rest and can spend the hit dice.
Ah, apologies. While it's true that a creature will take 600d6 (approximately 1800 damage) over the course of an hour out of combat, I had forgotten that taking damage interrupts a short rest.
So a creature is actually entirely unable to take a short or long rest while under this effect.
To be fair, is it called fatal wound 
Maybe resting and covering the wound reduces the damage instead of healing anything so you can have a person stabbed carried in a cart or stretcher to a clergy if they have no available healers(not in combat out of combat, for the rp potentional)
hey i made a paladin subclass based on the 2024 rules and id like to know other peopleās opinions on it (intended to be on the level of oath of vengeance paladin)
https://docs.google.com/document/d/1K__JtRdJ_ZfM-YOGqR76s5n0kf17r9X-Ur-eYn12x18/edit?usp=drivesdk
I converted a hydra statblock I made a while ago to 2024 and tried to streamline it a bit more, could y'all give it a look and tell me what you think?
https://docs.google.com/document/d/1Zf_etoIwi2pvvNXFglfsR7cdvAcViO18sIGbr_CQCXw/edit?usp=drivesdk
I like it, and I like that the Channel Divinity isn't a revenge or otherwise damaging effect but a detain and secure thing.
I made a revision of the Storm Sorcerer so it matches the power level of the 2024 sorcerer subclasses
https://homebrewery.naturalcrit.com/share/Z5eCJTr53uXn
I have another draft on my Slaad Sorcerer.
As a magic action, you can transform and take on a new form. Choose one of the following options:
Humanoid
(3rd Level) You shift into the form of a Small or Medium humanoid. You determine your appearance but your game statistics donāt change.
(6th Level) While in Humanoid form you can add your Charisma modifier to your Initiative roll.
(14th Level) You carry yourself with an otherworldly confidence and people inherently respect or fear you. When you make a Charisma (Persuasion) or Charisma (Intimidation) check, you can treat a d20 roll of 9 or lower as a 10.
Slaad
(3rd Level) You shift into the form of a Medium Green Slaad and your reach increases by 5 feet.
(6th Level) You can spend a sorcery point and harness the innate Slaadic might. Your Strength score becomes equal to your Charisma score and you make claw attacks as a bonus action.
(6th Level) 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
(14th Level) You assume the appearance of a Gray Slaad, your walking speed increases by 10 feet and you have advantage on saving throws against spells and other magical effects.
When you assume the appearance of a Death Slaad and and if you start your turn with innate sorcery activated, you regain 20 hit points if you have at least 1 hit point.
Each form has its own duration ā 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.
I am not confident about, the 6th level features. The goal is to lean into Slaad's innate shape-shifting and its metamorphosis to create a sub that is a good spy and does damage/debuff in combat. I am not tied to it having claws, in fact it feels a little clunky for me. I also want to have more flavor in the descriptions.
Very cool, It feels a little top heavy with the amount of 3rd and 6th level features. I like every feature but it feels like it gets more that the official Sorcerer Subs.
I figured it wasn't too big a deal since Weather Whisperer and Storm Guide are mainly niche utility
I see your point. breathing underwater and a swimming speed, feels less niche than the others. But it is kinda your choice. 2024 got ride of stuff that didn't use the power budget.
At first I thought having 3 options was kinda strong for the 3rd level feature, but now I wonder if are Comforting Cold and Storm Strike enough?
Also adding 3 spells to your sorcerer spell list is kinda a buff. You could probably just have a normal spell list and Guiding Gale and be aligned with 2024 sorcerers.
nice, the intent was to be an area denial and party protecting subclass, and works well with sentinel from a stat and rp standpoint
good to see that got across
Hey all. Working on a campaign, and I need some feedback. This campaign is designed around 12 incredibly powerful magical artifacts that were made by the gods of this world a long time ago.
I'm not wanting to tie these artifacts to each of the D&D classes, but rather make them more broad to fit some types of playstyles or character concepts/personalities. I know these outlines I'm sending aren't perfect, and I want some feedback.
To give context as to when each level of power is obtained. Dormant is what the weapons start at when found. Level 5 you can awaken it through a process that will end up being unique to each artifact. Level 11 you must complete another challenge to make them exalted. And level 17 is when you face a personalized challenge to fully master the weapon.
I will only be posting the abilities and a brief description and purpose of the items I have so far. I know they're probably undertuned, but I get the base idea of the abilities across. I don't want to drown out my player's characters by turning the artifacts into the foundation of their build, but I want to make it so the players can lean into the ideas and get cool ass abilities out of them. (Yes I know this can probably be helped by just being upfront with the players to lean into their artifacts, but any advice would be cool.) Time for the artifacts! (Not the full list just the first three.)
Heaven, the Celestial Oppressor - A weapon that is traditionally an axe, but can change forms to fit the weapon preference of the player. Starting off looking like some mundane weapon it eventually grows into an elegant, pearl inlayed, and holier than though styled weapon that appears like an angel in its own right.
Dormant - +1 to all attack and damage rolls made against Undead. +2 to all attack and damage rolls made against the wielder of Abyss.
Awakened - +1 to all attack and damage rolls made with Heaven. +2 to all attack and damage rolls made against Undead & Fiends. +3 to all attack and damage rolls made against the wielder of Abyss.
Exalted - +2 to all attack and damage rolls made with Heaven. +3 to all attack and damage rolls made against Undead, Fiends, & Evil Aligned Gods. +4 to all attack and damage rolls made against the wielder of Abyss.
Mastered - +3 to all attack and damage rolls made with Heaven. +4 to all attack and damage rolls made against Undead, Fiends, & Evil Aligned Gods. +5 to all attack and damage rolls made against the wielder of Abyss.
Abyss, the Demonic Tyrant - A weapon that is traditionally an axe, but can change forms to fit the weapon preference of the player. Starting off looking like some mundane weapon it eventually grows into an dark, horrific, and gruesome weapon with a sharp and jagged obsidian handle and a demon skull that always appears to weep blood.
Dormant - +1 to all attack and damage rolls made against Undead. +2 to all attack and damage rolls made against the wielder of Heaven.
Awakened - +1 to all attack and damage rolls made with Abyss. +2 to all attack and damage rolls made against Undead & Celestials. +3 to all attack and damage rolls made against the wielder of Heaven.
Exalted - +2 to all attack and damage rolls made with Abyss. +3 to all attack and damage rolls made against Undead, Celestials, & Good Aligned Gods. +4 to all attack and damage rolls made against the wielder of Heaven.
Mastered - +3 to all attack and damage rolls made with Abyss. +4 to all attack and damage rolls made against Undead, Celestials, & Good Aligned Gods. +5 to all attack and damage rolls made against the wielder of Heaven.
It wont let me post the third one I guess cause it's too many walls of text
Figured the 3 extra spells were a bit much, though I think I'll keep Control Weather though (for obvious reasons lol).
I'm afraid that removing Storm Strike and Comforting Cold may make Storm Within, and the subclass as a whole, a bit too weak and could make the subclass a bit boring to play. With just it and the other features, the subclass becomes "flight, the subclass" all the way up until lvl 18.
I may drop Weather Whisperer and the swimming speed/watwe breathing (it just dawned on me that the ocean isn't "weather" so breathing underwater doesn't make much sense lol)
2x spell level for temp hp or damage just seems so low. What if you did something else like and pushing and slowing effects.
Can I get some critiques on this?
Giant Cicada
Small Beast, Unaligned
AC 17
Initiative +4 (14)
HP 16 (2d4 + 12)
Speed 30 ft., climb 20 ft.
STR 6, Mod +1, Save +2
DEX 14, Mod +1, Save +3
CON 8, Mod +2, Save +1
INT 3, Mod -1, Save -1
WIS 5, Mod -1, Save -1
CHA 3, Mod -1, Save -1
CR 1/4 (50 XP)
Traits
Spider Climb. The cicada can climb difficult surfaces, including upside down on ceilings without having to make an ability check.
Actions
Multiattack. The cicada makes a Pounce attack and then a Bite attack.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (2d4+1) Slashing damage.
Pounce. The cicada jumps up to 15 feet. Strength Saving Throw: DC 12, the nearest creature in the trajectory of the jump. Failure: The target has the Prone condition. Success: No additional effect.
Shred Wings. All creatures capable of hearing in a 20 feet radius centered on the cicada are Incapacitated until the end of their next turn.
I could definitely see increasing the damage/temp hp and/or add the slowing and pushing effects as riders.
I was definitely being cautious with Storm Strike in particular since most damage increases aren't that huge, especially for spells (usually boiling down to adding your spellcasting modifier once per turn)
Vesperthorn scythe(glave)
Weapon (glaive), rare (requires attunement by a must be a spellcaster with necromancy or shadow magic in their spell list. you must have stood within shadow garden at least once.)
In Equipment
Equipped
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Special Traits:
Shadow Garden Conductor
When within Shadow Garden, this weaponās necrotic damage it deals ignores necrotic resistance.
Reaperās Bloom (Once per turn)
On a hit, you may cause shadow petals to erupt from the wound. The target must make a **Constitution saving throw (DC = 8 + Prof + Charisma mod) or take an additional 2d8 necrotic damage and be blinded until the end of their next turn.
āļø Sweeping Bloom (Bonus Action)
Once per turn when you hit with Vesperthorn, you can sweep it through the air in a burst of black petals. Every creature within 5 feet of the target must make a (Dexterity saving throw) or take 1d8 necrotic damage. (While in shadow garden)
Shadowflame Burst (equal to your Charisma modifier)
While attuned, you can store charges of Shadowflame equal to your Charisma modifier.
Whenever you kill a creature with Vesperthorn, gain 1 charge (max equal to Charisma modifier).
As an action, spend all charges to unleash a Shadowflame Burst in a 30 ft. cone:
Each creature makes a Dex save (DC 18) or takes (2d6) per charge in necrotic + fire damage (half on success).
(This damage ignores fire/necrotic resistance if used in Throne of Black Bloom.)
I dont like that sweeping bloom can only happen in one specific place
But it should be a Very Rare because of how much it has
Hey I would love people's opinions on this Wrestler Barbarian Subclass
https://docs.google.com/document/d/1xCOOpTbzGLe0UbRHA4PwAHB_ETL6QU9ZMAblpxOXvhs/edit?usp=sharing
I came here a while ago with the same idea for Bards, but I followed some advice and I think its just better to make a barbarian with enterainer qualities rather than a bard with wrestler qualities
anyone got advice on creating twin bosses, ie how would one go about gauging the ideal cr for a boss if rather than 1 it was split between two npcs?
if it helps, is part of a series of bosses in a dungeon ment for a party of 20th level player characters
Liking it so far. My first real note is that the advantage on tag team seems superfluous
to be fair hank, unless i am mistaken, flanking rules are not core, but rather optional/variant
thus one would be better not assuming all tables use them
They aren't even variant anymore in 2024
They just don't exist
And I hate flanking rules anyway haha
I just mean that the free stack on a reaction is probably enough
I also don't like Showtime. There are way too many features out there that give thp as it is, and nothing about the flavor really fits. Like I don't get the name, why are temporary hit points labeled "showtime"
For the same name, I'd offer something more like the shield spell or defensive duelist, an opportunity to add AC as a reaction. Something that feels like a flourish
The saving throw for the face effect should probably be wisdom. Goading is trying to manipulate another creatures actions, and those are usually wisdom saves
Hey, can I get some critiques with balancing this? Theyāre supposed to be about as strong as goblins
Giant Cicada
Small Beast, Unaligned
AC 13
Initiative +4 (14)
HP 16 (2d4 + 12)
Speed 30 ft., climb 20 ft.
STR 6, Mod +1, Save +2
DEX 14, Mod +1, Save +3
CON 8, Mod +2, Save +1
INT 3, Mod -1, Save -1
WIS 5, Mod -1, Save -1
CHA 3, Mod -1, Save -1
CR 1/4 (50 XP)
Traits
Spider Climb. The cicada can climb difficult surfaces, including upside down on ceilings without having to make an ability check.
Actions
Multiattack. The cicada makes a Pounce attack and then a Bite attack.
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (2d4+1) Slashing damage.
Pounce. The cicada jumps up to 15 feet. Strength Saving Throw: DC 12, the nearest creature in the trajectory of the jump. Failure: The target has the Prone condition. Success: No additional effect.
Shred Wings. All creatures capable of hearing in a 10 feet radius centered on the cicada are Incapacitated until the end of their next turn.
not sure why you are asking me specifically or pinging me, i am not experienced in mechanically balancing things, let alone other people's creations, especially without even knowing if is 2014 or 2024 based
2024 by the saving throw thing
well the shred wings thing just seems like a mildly more powerful version of the drone feature of the Chasme
so other than that feature not being as well worded as it probably could be idk what to tell you that you can't figure out just by comparing it to a goblin statblock
Youāre being unnecessarily rude
Thats totally valid, I think when I was writing it, I didnt want it to just be "I benefit", I wanted to lean into the tag-team helping each other out. But I think that with the activiation requirement of your teammate also hitting the enemy, you're already doing just that
plus in 2024 they got about 5 different versions of the goblin with varying CR
not really, besides you are the one that arbitrarily pinged and asked me specifically, i am simply answering honestly to the best of my ability, like sorry if you took offence, but that was not by any means the intent, i was merely pointing out a similar feature already exists that you could easily copy the majority of for proper wording
and again, which goblin is this being ment to be comparable to? cuz the cr seems to suggest the goblin warrior, but i am not sure if that is your intent
Iām not really sure which is which
it is in the name
goblin minion, goblin warrior, goblin boss, and goblin hexer, each has a different cr
Hey, if it had to be any feature, I'm glad it was Showtime, that one is mostly a filler feature after I moved "In Character" from level 6 to 10. I think your suggestions have merit, I hesitated to give out AC rather than HP cause personally I always saw Barbarians as front liner tanks who took hits more than they dodged them. But I'll toy around with an AC idea
like i could assume by just goblin you ment the minion, but again i don't know if that is your intent unless you are more specific
Idfk, the weak ones
-_-
staying vague and unclear is the opposite of being more specific, not sure how you expect me to offer any aid if i don't have proper context
if you are aiming to make it comparable to the weakest of them, the goblin minion, you are aiming for a 1/8th CR
The very dreams of others are yours to control. As an action, you start to chant in heavy, sombre, almost spirit like voice, choose a creature of your choice within 30 feet of you must make a Wisdom saving throw against your Spell Save DC. If the target is asleep, either magical (E.G the Sleep spell) or naturally, they have disadvantage on the saving throw.
On a fail, the creature's dreams become yours to control, it takes psychic damage equal to a 3 rolls of your Bardic Inspiration dice and they are subjected to one of the following effects until the end of their next turn.
- Helpless. Belittling voices fill their head. The creature has disadvantage on all saving throws.
- Fracture. Their body is pained with losing hope. The creature takes extra damage from all sources equal to your bard level.
- Darkness. They become unattuned to the world around them. The creature cannot move and cannot take any actions or bonus actions or reactions.
just by effect alone, what works as a name better, Nightmare or Dream Eater?
Maybe not an AC boost but a damage reduction reaction then?
Maybe, but imo the subclass is loaded with all sorts of actions and maneuvers I think it'd be nice if it had something more passive? Idk, thats just what Im thinking
Maybe speed increase on rage activation and some kind of damage reduction on the first round of rage?
maybe thats too short
Oh boy twin bosses???
I've got The Furnace and The Steel (Normal: https://critterdb.com:443/#/creature/view/62a29d640e4795ec3fe4139a / Epic: https://critterdb.com:443/#/creature/view/67f76fcd6e7abba7de481e46)
The Rose and The Thorns (https://critterdb.com:443/#/creature/view/67f8704a6e7abba7de482965)
The Dreadnought Twins (https://critterdb.com:443/#/creature/view/63ee12bbae10040322aa3515)
Agony and Tundra (Normal: https://critterdb.com:443/#/creature/view/677d16c36e7abba7de3fef28 / Epic: https://critterdb.com:443/#/creature/view/67f90d966e7abba7de482eae)
does not answer my question to just throw examples at me
The way I do tandem bosses is make them as one statblock
And you're right, face and heel feel imbalanced. I think it's because face gets a defensive feature, a taunt and a skill feature, then heel gets two offensive features and a skill feature. They don't "match" if that makes sense. Makes them feel unequal
I just like the traction because it feels like a showmanship thing
well given they are two separate individuals i already knew i did not wanna just lump them together into a single statblock, that would just make it bloated when all is said and done, is also why i more so was looking for tips and advice on how to figure out the CR to aim for them, since normally such a thing is measured against a party of 4 adventurers and there are 2 of them it makes it bit harder to get a picture of an intended cr since they both would be the boss, to face one and not the other would be abnormal and not how the encounter would be intended
also a shared statblock for multiple beings to me at least seems more the defining trait of swarms anyway especially if going by 2024 as i am aiming to do
Hm, I get what you're saying. In that case maybe it could be like a scrapped feature I was toying around with. But if I tweaked it, it could be something like
"Comeback King"
When you take damage while raging, you can use a reaction to decrease the damage taken by an amount equal to your strength modifier + your proficiency bonus and increase your armor class by 2. This bonus lasts until you take damage again. (Long rest cooldown or active rage cooldown, im not sure)
I think that since it could potentially have a short duration, an active rage cooldown is more fair
if it was a long rest cooldown, I'd probably give it like a minute duration or something
Sorry, reaction not traction. Weird autocorrect
How about:
"Comeback King
6th-level Path of the Showstopper feature
When you take damage while raging, you can use your reaction to roll 1d12. Reduce the incoming damage by the number rolled, and increase your AC by the same number until the start of your next turn."
There are a couple of variant rules in the 2024 DMG and PHB. encumbrance and equipment sizes are examples.
It's potentially a lot of AC, but it's simple and clean to just remember one number rolled and not have to do a buncha math
I didn't say there weren't any variant rules, just that flanking wasn't one of them
At least not that I've seen
My bad. They havenāt reprinted it but the official position is if they havenāt replaced it, it is still the a rule.
its not a bad suggestion. I think it depends on how often they can use it. Once per long rest? short rest? per active rage? And what happens to In Character?
Iām kinda fine with that makes it way worse and forces it to only be healed with magic (yes I know Iām over 12 hours late on a reply I donāt use discord much throughout the day)
Ummm nothing happens to in character, I just wrote it at the wrong level, haha. I'll edit it back to sixth
In character should stay where it is, I just think it needs more balancing, not in a "game balance" sense, but in making them feel equivalent to each other
Maybe give both a defensive, both an offensive, and both a skill feature?
Yeah I agree, but to be honest I cant think of which Face feature to replace. I like the taunt because it helps you defend your allies, and I like the first feature cause it embodies the fearless hero type thing
Maybe I add onto the taunt? Like on a successful taunt, you get a bonus to attacking that creature or something?
Main event is a lot. I've been staring at it for like ten minutes and haven't yet finished reading it, hahaha
I don't understand why super suplex restrains the target, either
Guys what's your opinion on this item? Really powerful? Too risky?
https://www.dndbeyond.com/magic-items/10584220-shield-of-fortune<
for an artifact, i'd have expected more. this just seems like a +3 shield with a wand of wonder glued to it
Really? Most artifacts I've seen are weaker than this, would it be more about the damage output or does it need a tertiary ability you'd say?
oh, uh, which artifacts are you comparing to? can calibrate based off that instead
tertiary abilities would be better than just more damage
It's mostly my friends homebrew so I couldn't really share it here
But thanks, I'll tweak it a bit š
maybe a bit excessive, and I should've probably taken prone out, but the idea is that you suplex them into the ground so hard, it lodges them into it
Lol
I would definitely recommend reducing the number of super moves
And honestly...if you want maneuvers, it's probably better to introduce them sooner (3rd or 6th) and let them scale
hm. What if manuevers are introduced at level 6, with the defensive option being one of them, and then either scaling at level 14 or adding others at level 14?
like three manuevers at level 6
What about a roulette ability? Chance to instant-kill, chance to instantly die
I think what you could do, to tie it all together, is to keep them at 14, but reduce your maneuvers down to 4, and link one each to the 4 different options from showstopper's style
That way you don't have to reorganize the entire subclass from the ground up, or lose any of your other features
I like that actually, a signature move for each style. However, I dont want to lose the variety. I think three basic moves at level 6 is fine, and then each style getting a signature at 14
that doesn't sound very elegant
And if you limit it to one signature move for each style, you could maybe even remove the limited-use aspect
Each style just has one signature move they can spam for as long as they're raging
Randomize conditions maybe?
I kind of like that, I just wouldn't know how to implement it
What do you guys think would be a functional difference between a club and a light hammer in heroic fantasy
I'm trying to add additional capabilities to weapons and I can't think of anything one can do that the other shouldn't be able to thematically
@foggy drift I have to get a toddler ready for bed so I'm gonna be afk for awhile, but you can dm me if you like. I think this sub has potential
I think that by that level, you have so many rages, you can afford to use them to switch anyways
More than i usually see in here
sure! I'll dm right now and you can respond whenever you like
And I think it would be benefit from being plugged into homebrewery instead of in a Google doc
i've never used that haha
A sub about showmanship deserves better presentation lol
Homebrewery is free and largely pretty self explanatory, you should try it out sometime
I'm making mine in html / css
I personally use gmbinder and know it better than homebrewery, but gmb is a dead site, no longer supported, so I don't recommend it to people. Homebrewery is still getting support so it's the better choice
I'll have to take a look
But yeah, DM me and I'll get back to you
I wonder if it's easy to transfer DnDB items to there...
if it helps, greek heroes often had a club if they didnt have a signature weapon or ability
Hows this for a silly feat, any changes i should make to ensure it is usable?
https://docs.google.com/document/d/1CoPbrZWRaRUU8uoWzVn-pfX9HDND9dIMBfn_imKjYnY/edit?usp=sharing
Sound fun/fair
Would it be balanced if i added a +1 to con or something similar
Random and stupid idea: the deck of a few things...
not technically a new item, but still different than the deck of MANY things. Just pick like... a third of the cards in the deck of many things, maybe the worst ones, maybe some okay ones. But its just the deck of many things, but more selective and customizable on the dm's side
I never used hit dice before, but I think this is similar to a spell, so I'd also add +1 Con so it's more viable for spellcasters
ngl i love it
something similar exists, fun fact, the deck of several things
Oh, I did not know that! Im not too well versed in existing dnd magic items lol
Hear me out ... Deck of a handfull of things
Or a hand of things (like a hand in a card game)
made some sirens for a low level pirate campaign, while really weak they can be actually pretty strong against a lvl1 party
3 Beautiful sirens lvl2
stats of each one:
Hp: 26
Str: 9
Dex: 12 +2
Wis: 15 +3
Int: 14 +2
Char: 18 +4
Ac: 12
Xp: 1000exp each one
Bloodflame Talons
Warlock Cantrip
Melee Spell Attack, 1d6 fire + 1d6 necrotic.
Levels 5, 11, 17 add an additional attack.
Balanced?
It's definitely on the stronger end of things - it has the highest damage floor of any cantrip in the game, and the highest ceiling, and scales really really well because it's multiattack. It is melee which can be a downside but warlock is a class that can work well in melee.
It's strong, probably not outside of the realm of playable
Shadow flicker
Conjuration Cantrip
Casting Time:
1 bonus action
Range/Area:
Self
Components:
V
Duration:
Instantaneous
You vanish into your own shadow and emerge from another 15 feet away, twisting between pools of darkness like a petal caught on the wind. The step is silent, but something cold lingers where you stood
How balanced is this cantrip
bonus action teleportation is strong and doing bonus action teleportation as a cantrip is very strong
Shadow Garden: Blooming Shadow
3rd LevelEvocation
Casting Time:
1 action
Range/Area:
Self
Components:
V, S(2 sorcery points)
Duration:
Concentration, up to 1 hour
Version:
You conjure a necrotic bloom of shadow and flame that shrouds a 10-foot radius around you in magical darkness (heavily obscured). Enemies inside are harried by waves of decay and searing petals.
Necrotic Zone. Enemies have disadvantage on saving throws against necrotic damage. Healing they receive is halved.
Shadows of the Weak. At the start of their turn, enemies must make a Constitution saving throw or take 2d6 necrotic damage and gain vulnerability to necrotic damage until the end of the turn. They take half damage on a successful save.
Flame of the Dark (Bonus Action). Target a creature in the area. They must make a Dexterity saving throw or take 1d6 fire damage and become Burned (take 1d6 fire damage at the start of their next turn).
Empowered by Shadows (Reaction). When you deal necrotic or fire damage in the garden, you gain temporary HP equal to half the damage dealt (once per round).
What's with the sorcery points
Additional cost with the spell slot
Generally, spells will not cost extra resources to cast
If a feature uses sorcery points it would be a feature, not a spell
Well as a feature how balanced is it
@west tangle
"Your attacks deal an additional 1 Radiant damage whenever you spend 1 minute reading a book or tome, this bonus resets every 24 hours."
Is this too much for an Artifact's main effect?
At the end it says the bonus resets after 24 hours
oh i though it had a cooldown of 24 hours lol
hmmm, so 60 x 23 is 1380
for 1 hour, you can deal 1380 radiant damage on attack rolls
60 (seconds) x 23 (hours)
well 24 hours is one full day
Ah, I thought you meant after you were reading for an hour
yeah nope lol
if you read this book for 23 hours, you deal enough damage to nuke the world
even after 2 thats 120 i think?
yeah
Yes, absolutely too much
Yeahhhh, probably read for 30 min for 2 damage instead
46 damage if you read for 23 hours :)
If you read for 23 hours straight you deserve it XD
The issue is that reading is something you can do on the side, so apart from the 6/8h needed for a long rest, you could very well suppose you're reading for the rest of the time
its a bit much i guess maybe it requires a limit or perhaps a condition like a saving throw
So that is 16/18 hours a day, which means 32/36 free damage on each attack per day
oh right forgot about LR and SR time lol
i was just going off 24 hours no rest lol
You very well could, with Elf trance or Warforged that do not need sleep (or Warlock invocation)
So yeah, you could have 24h reading time per day
I'll probably do 1 dmg for 30 min then, especially since it's only the primary effect
Enough to be great, but you could still have better options
I'd still argue it is way too strong, 16/18 free damage per attack each day is not balanced
23 damage then
for 23 hours of reading
wait huh?
thats not right
46
1 every hour then?
Still too easily broken, I don't feel like this design can be held up just by tweaking numbers
To be fair, you don't always know when combat is
But you can spend 16/18 hours a day just passively reading
Just in case, while you do other stuff
But once it resets, you end up with just a +3 in battle at times
And then you begin reading again
But fair, it makes you read all the time, so it's kind of restrictive
It doesn't cost you any actions, or resources, or apply any penalties, so it's not restrictive at all
You just say "I read while doing all the other stuff"
What??
Definitely not there, you can only really read while travelling or during down-time
Does it give you disadvantage on perception checks? Does it cost your action to read every turn? That is not written at all
Right, but unlike speaking which is a free action, books reasonably need a bit of focus
It only says reading, doesn't mean studying, retaining information, being concentrated...
Just reading, so you can diagonally read the pages and it still qualifies
I'm just not sure what else an item based around books is supposed to do, otherwise they're really weak for an Artifact
look at other artifacts
There are a ton of artifacts, including some books
namely, the book of vile darkness
Can't access those unfortunately
And artifacts can do tons of stuff, it's just that mechanic / feature I feel isn't well designed and no amount of "balancing" will change that
artifacts are by design are to be for 18level ~ to 20th level PCs but still be useable and not world ending
That's what I'm going for, oh wait-
New idea, reading a book for 5 minutes heals 1 Hit Point
No comprehension or anything required, but you do still NEED a book
And you have to hold it or at least stand near it to read it so it's not abusable in combat
Changed it to 3 minutes, 30 min=10, 600 min/10 hours=200
Yesss, thanks guys 
Would this be okay as an invocation? I'm trying to make something useful instead of Gate of Two Minds.
Eyes of Command
Prerequisite: Level 5+
When a creature you can see within 30 feet meets your gaze, you can invoke one of the following effects without expending a spell slot:
- Charm Person: The target makes its saving throw with disadvantage
- Detect Thoughts (Read Thoughts only)
- Suggestion
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. You can also cast these spells using Pact Magic spell slots.
*Gaze of Two Minds
super helpful š
its definitely cool, level 5 having 3 spells for freesies is fine, is this sort of like subtle spell? (no one can see you casting, no V or S components)
also casting them with pact magic is fine, just considering its a fat expansion to the spell list which is usually smaller in warlocks
just sorta matters if its casting normally or casting with subtle spell rules
Nightmare
14th level College of the Dreamtime feature
:
The very dreams of others are yours to control. As an action, you start to chant in heavy, somber, almost spirit like voice, choose a creature of your choice within 30 feet of you must make a Wisdom saving throw against your Spell Save DC. If the target is asleep, either magical (E.G the Sleep spell) or naturally, they have disadvantage on the saving throw.
:
On a fail, the creature's dreams become yours to control, it takes psychic damage equal to a 3 rolls of your Bardic Inspiration dice and they are subjected to one of the following effects until the end of their next turn.
- Helpless. Belittling voices fill their head. The creature has disadvantage on all saving throws.
- Fracture. Their body is pained with losing hope. The creature takes extra damage from all sources equal to your bard level.
- Darkness. They become unattuned to the world around them. The creature cannot move and cannot take any actions or bonus actions or reactions.
thoughts on this capstone?
Isn't the "asleep target" part of this like the Dream spell but close range?
When does it put the target to sleep?
Besides, all three of the effects seem much more effective on a Conscious target
the asleep target part is if they are asleep, the dream spell places them in a trace
if your going to be dealing damage to a sleeping target, they are going to wake up
That's my point, the damage increase only lasts for one attack, but it's mostly the third one I was thinking of
An Unconscious creature already "cannot move and cannot take any actions or bonus actions or reactions."
oh wait, forgot to add once per LR to itš¤¦
yeah, but giving a condition looks kinda lazy so the effects of one is fine lol
i didnt even realise that i copyed it bar for bar lol
which is fine lol
i did once
I just say that because it's a save or suffer
If they succeed on the save, you wasted your action
i mean thats some spells
Yeah, but you get to cast most of them more than once a day
once per day?, LR are (usually) 8 hrs
Once per LR, I mean
this isnt accounting for other party memebers, spells the bard casted before hand, ect ect
I'm used to one LR a day 
there is a bunch of ways to induce disadvantage to stuff
Yeah, but you also have to account for when those effects end
If the person with this feat is right before the target in initiative, at most it basically skips their turn
Since it stops at the end of the target's next turn
its effects are good
it basically just means whatever your going to do, your going to impact them hard in terms of saves, damage or making them waste a turn
on a fail, which is easy given multiple sources granted disadvantage or just saying this is your result
(spells from other casters, conditions, ect ect)
The disadvantage on saves one isn't good imo, but the other two are fine, they just don't have a high enough chance of happening
I already have a feature that makes Ench and Illusion spells subtle. I don't wanna add it to Detect Thoughts though. And yeah, that's one thing I was worried about, adding additional spells...
what?
a harder hitting fireball? failed charming spells? other saving throw spells or even, idk stunning strike, proning effects, grappling ect ect ect
The disadvantage itself isn't bad, it's how you're supposed to get it
As you said, for this to succeed your party member likely had to give them disadvantage on their saving throw, if they had disadvantage on it already, why not just do any of the other things you mentioned?
Remember that you're also using your action to do this, so you only really have your bonus action as a guaranteed follow up
It's the same as your spell save DC so it would be equally likely that you make them fail a charm spell instead
hmm this is pretty cool but not something id imagine happens upon a "nightmare" necessarily
Homebrew idea: Cthulu-esc druid circle
flavour it how ever you want lol, this subclass is focusing in on using dreams to buff allies and yourself
this is the offensive part, which i think fits fine
Helpless relates to nightmares of just scary stuff
Fracture is nightmares that involve pain
and Darkness is loneliness/the void
idk it does seem a bit on the weaker side being only 1 round and all though or is it reusable?
i did add once per LR to the thing lol
forgot to add it
it would be abit OP otherwise
idk the darkness part is on par with a command spell on halt
which is a first level spell
halt is just not movement, still an action and stuff right?
halt means they do nothing im pretty sure
the only one that allows you to ddo stuff is flee im pretty sure
ah
ig, Darkness was more just for the rule of 3 kinda thing lol
guess i can add cant see aswell
Halt. On its turn, the target doesnāt move and takes no action or Bonus Action.
reactions are available though i guess
thats 2024 right?
correct
this is for 2014 :P
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
thats 2014's
same difference really
ig
well added cannot see to Darkness
which idk how impactful that will be
(also added hear to the list)
havent figured out the proper wording yet but mechanically how does this sound for a magic item?
rare cloak, has X amount of charges, use a charge with a bonus action to burst into flames until the end of your next rd, when you burst into flames a creature that moves within 5 ft of you has to make a dex save or take 2d6 fire damage
also when you hit with a fire spell it adds an extra 2d4 of fire dmg
Sounds like someone really likes ashardalon's stride
whos ashardalon
It's a spell
3rd level evocation, bonus action, self, conc up to a minute, +20 speed, no opp attacks, anything within 5 feet takes 1d6 fire damage once per turn
Anyway, the item feels like it's doing two different things that don't really mesh
is anyone aware of the madness combat lore that can give me ideas ?
You have a close range damage effect that can't really act as a deterrent, so would have to be used offensively, and you have a baseline damage buff for generally ranged spells
It has ridiculous synergy with ashardalon, but other than that, it's pretty niche
If you made it fire damage in general instead of fire damage from spells, it'd have more use for martials who actually want to be in range to use those charges
hey guys i was thinking of creating an ability that would make it so the tip of your weapon would have an explosive hit dealing a lot of damage. Since this is unlocked at lvl 15 how much damage should it do?
and how many times should a person be able to use it?
gonna need more to go on than that tbh, it sounds like just a smite that anyone can use which already has its own rules to steal ig
First up, who gets this ability and why?
oh well I was making a fighter subclass for myself in my dnd group. Its a fighter who use a Lance and the desgin is to dash around doing quick stab
well the lance already takes a debuff when attacking in shorter range so i'd maybe just make it like hexblade curse where it triggers if you roll 19 or 20 type of thing
i was thinking that it was like a one time use every short or long rest
but if you just want it to pop whenever then maybe just base it how maneuvers work, you get 3 or 4 per rest interval that puts an extra die or effect on it
oh i like that
its level 15 so once per rest seems low, unless it barks a crazy amount of damage
could also give it a prereq parameter like charger
like you need to run in a line toward the enemy to get it off
Level 15 champion gets expanded crit range of 18-20.
ok so their is this lvl 3 ability which is dash and the idea is that you dash towards an enemy and hit them with the lance allowing you to do extra damage. I could make it so that whenever you do a dash attack you can use it. However i also made a lvl 10 ability so that whenever you do a dash attack you can rebound and roll a 1d4. Depending on what you get u can get an aditional attack
so it may work together
yeah focus on kit synergy, it already seems very central on this dash attack so i'd tie it into that
Is this a good ability for lvl 10"Whenever you do a dash ability and attack an enemy roll a 1d4. If you roll a 1 you do 50% more damage. If you roll a 2 you bounce back and can do an additional dash attack at the same enemy with a different weapon. If you roll 3 you can perform an additional dash attack on a different enemy within range. If you roll a 4 recover 7 hitpoints. This ability can be used twice and can be recovered once per short rest and fully recovered after a long rest."
thats bloated imho
i'd just make it one thing or another, having 4 outcomes on one ability doesn't really feel related to lancing
feels like a luck based thing you'd see for a rogue or bard to me
hm yah but the it would be weird to have a rogue use a lance
when you dash roll a 10 or higher and make a 2nd attack against an enemy within range and you can do that once or twice per long rest
ok
theres a lot going on for one ability
with the d4 setup
im thinking like a dash reset would be cool too if thats a once a turn thing
so you dash, roll a 10 or higher you can immediately dash again without expending a dash charge maybe
since the dash alone does extra damage
i assume as well it functions like charger like you move xft and deal an extra d#
should it be a d20 and if they get a 10 or higher they get a dash reset
if you want it to be chance based
but you can also just make it charge based and give it less uses
like a free action to get a reset
homebrew has a tendency to get away from you without someone proof reading it so just make sure each feature isn't like a paragraph
like you look at some subclasses its a single sentence description
for each feature
thats what i mean by bloat, the class should be easy enough to understand for someone not playing it
this sub feels like being movement based and getting features that play back into continuing that loop
ok here. Roll a d20 for another dash reset and if they get above 10 their dash attack resets. When the succeed the can roll again but with a disadvantage. If they still succeed they can try one more time but they need to roll 14 or higher with a disadvantage roll. Afterwards if they want to try a dash reset the gain an exastion level
ok maybe doing 3 times is a bit exessive
Anyone want to help me come up with individual names for my Palico (monster hunter) inspire kobold-ish monsters?
#dm-world-building message
nah see its getting bloated again
keep it as simple as possible while still achieving the power fantasy youre after
i think its simple, once an action (stacks with action surge)
loop like this
Dash (3rd level ability) attack -> roll >10 -> reset to use dash attack again -> no more dashes unless action surge is used to repeat process
the dash I assume is:
once per action, during or before you take the attack action: move 10-15ft in a straight line for no movement cost, if you move through an enemy you roll one of your attacks against a single target, on a hit the enemy takes an additional d8 of weapon damage, you can use this ability (proficiency) times per short or long rest.
this could stack with charger if you ran 10ft before activating the dash really playing into the speedster fantasy
then the level 10 thing would be a reset after landing the attack allowing you to dash back through the original target or a new one within range but you cannot use normal movement between these
kind of like how black panther works in marvel rivals if you've played that
so i'd do for level 10:
on landing a hit on a target you've dashed through you may roll a d20, on a roll of 11 or higher you can immediately dash again in any direction.
Additionally, you can use this ability on a roll lower than 11 but then not again until finishing a short rest
makes it a once per rest thing to auto-trigger, or technically infinitely if you roll well
im lowkey stealing this to make a subclass myself now
then maybe for level 15, expand the number of targets you can attack with a single dash
so if you zip through 2 guys, you roll for each of them at the cost of only one attack
would make a good horde breaker paired with the level 10 reset
just zip through a crowd lopping heads or running them through with your lance
I can even see this playing fun with an archer
Like a nightreign ironeye build
I make it similar to this but for the dash reset you can target the same creature
if you want
Yeah thats what i said, any direction on the reset means you can go backwards through them again
oh ok makes sense
Whats your level 7 feature
"Allows you to attach your weapon to a chain, rope or other string like item allowing you attack a range. It also allows the user to attach your weapons to areas of 20 feet and allows them to climb upwards. If the weapon has a piercing attack then it can lodged onto any surface as long as the person makes the hit dice and can pull them selves towards that direction and perform any melee attack as a bonus after using this attack."
i was thinking of changing it but im not to sure yet
I donāt think it plays into the kit personally, Iād do a movement speed increase, maybe allow for vertical dashes and opportunity attack immunity after dashing kinda how mobile works
also maybe instead of "Additionally, you can use this ability on a roll lower than 11 but then not again until finishing a short rest" they gain an exhaustion if they roll lower than 11
I dont think you need to punish that immensely for not doing it
Maybe they can take exhaustion levels if they keep using the auto reset instead of rolling for it
ok sure
Only thing for balance purposes is does the dash reset also consume a charge
Or is it effectively 2 for the cost of 1
maybe make it so they can only do it ever 2 rounds or every other round
should i make the explosive tip my 7th level ability
And I'm not a DM yet and also I'm still going to be a player and a DM but I have an idea for a really cool d&d Quest a really really cool idea one based off the legendary series which is a jrpg game but in the style of DnD I present to you the world of Dragon Quest!!!!
Image Dragon Quest game I'm going to make my campaign based off of on a pay stop the three versions of Dragon Quest Dragon Quest 1 Dragon Quest 2 and Dragon Quest 3
And there is one more to I want to work on one for fallout maybe one on Skyrim
And yes Oblivion too
anyone got tips for making twin bosses, ie two creatures that together are ment to be faced as a boss of an encounter, more specifically how to gauge a fitting CR for them against a party of 20th level adventurers? like what would be a good cr to aim for each of the npcs that would make up the bosses
At level 20, your max budget for each player is 22k
but honestly, thats a suggestion at level 20
that does not really answer the question
i am asking since instead of one npc or creature it is 2 as part of a boss encounter, what would a good CR be to shoot for with each npc?
like if it was a single character i know a good one would be cr 20 to aim for as a minimum, but since this idea involves two instead of a singular one, i am unsure what to have in mind as that minimum CR for them
You dont wanna get too specific with wording like this, makes it hard to play imo
When it comes to homebrew, you have to word things specifically or else a player will take the item and destroy the world with it
I would aim for CR 25 for both.
Terrible things would have happened with my homebrew items whenever I didnāt specify things
seems a bit high, given CR compares the creature to a part of 4
any chance you can elaborate your reasoning?
I am rewriting the wizard subclass in cthulu by torchlight to be less unclear and changing the mechanics, help me phrase this
Level 3, Arcane Influence: Choose one wizard spell that you know. You may alter the spell in any, all, or some of the following ways (your choice):
-The spell's save DC increases by one
-You may change the ability score of save required by the spell to one of your choice, for example from dexterity to charisma.
-You may change the spell's damage type to one of your choice, for example poison to fire.
When you alter a spell in this way, you may prepare this new version of the spell, though it consumes preparation slots as normal. You may prepare multiple versions of the same base spell, each consuming an additional preparation slot.
For each version of the new spell, you may give it a distinct name. For example, a fireball changed to an intelligence save and psychic damage may be called "mind break".
Areas to clarify: changing the ability score required by the save is awkward wording, is there a better way to say that?
Maybe a better way to talk about the preparation still using a slot per version
Full subclass:
Level 3, Knowledgeable: You may prepare two additional spells.
Level 3, Arcane Influence: Choose one wizard spell that you know. You may alter the spell in any, all, or some of the following ways (your choice):
-The spell's save DC increases by one
-You may change the ability score of save required by the spell to one of your choice, for example from dexterity to charisma.
-You may change the spell's damage type to one of your choice, for example poison to fire.
When you alter a spell in this way, you may prepare this new version of the spell, though it consumes preparation slots as normal. You may prepare multiple versions of the same base spell, each consuming an additional preparation slot.
For each version of the new spell, you may give it a distinct name. For example, a fireball changed to an intelligence save and psychic damage may be called "mind break".
At the end of a long rest, you may change the spell you alter. In order to do so, you must remove all altered versions of the previous spell.
Level 6, Expanded knowledge: You may alter two spells using your Arcane Influence feature, rather than one.
Level 10, Magic Esoterica:
When you make any arcana check or a history or investigation check related to magic or magical items, you may treat a roll of 9 or lower on the d20 as a 10.
Level 14, Cantrip Mastery:
You learn 3 wizard cantrips. You may modify your wizard cantrips according to the rules of arcane influence at-will as part of their casting.
Sniper
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits:
Ability Score Increase. Increase dexterity or wisdom by 1, to a maximum of 20
Called Shot. When making a ranged attack roll that would not normally be at disadvantage, you can make the roll at disadvantage, and roll 2 an additional 2d8 of damage, doing the same type as the weapon
how does this feat look?
That's a better power attack.
+9 damage for -3.5 to the attack roll
Sharpshooter was a problem as is, this is insane
Disadvantage is roughly -3.5
Plus, those dice will be doubled on a crit, which is still a 5% chance if the roll is made with advantage and this disadvantage cancels it out
Straight roll with this, if it already had advantage.
No this is just better sharpshooter
Math is math, and mathematically this is just buffed sharpshooter.
You tell me what you want, but that's what this is
And sharpshooter was removed for being a problem
*i not u
general feet
like, how should i change it
Well this does achieve it. But it's just buffed sharpshooter.
it's feat
It accomplishes your goal. Its just extremely powerful.
This is mandatory on any martial now, and pushes martials towards ranged.
you cant say "feat" without saying "feet"
i see
Sniper
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits:
Ability Score Increase. Increase dexterity or wisdom by 1, to a maximum of 20
Called Shot. When making a ranged attack roll that would not normally be at disadvantage, you can make the roll at disadvantage, and roll an additional 2d6 of damage, doing the same type as the weapon
how's this
im gonna make general feet into a character now thank you for inspiration
All Out Attack
General Feat (Prerequisites, level 4+, Weapon Mastery Feature.)
You gain the following benefits:
Ability Score Increase. Increase Strength or Dexterity by 1, to a maximum of 20
Finisher Once per turn, When you make a melee attack as part of the attack action, you can go all out, making the attack at disadvantage If your attack hits, you deal an additional 2d6 damage. If the attack misses, you fumble and fall prone.
how's this
and then presumably something for sniper
Sniper
General Feat (Prerequisites, level 4+, Weapon Mastery Feature.)
You gain the following benefits:
Ability Score Increase. Increase Strength or Dexterity by 1, to a maximum of 20
Called Shot. Once per turn, When you make a Ranged attack as part of the attack action, you can go all out, making the attack at disadvantage If your attack hits, you deal an additional 2d6 damage. If the attack misses, the attack misfires, dealing 1d6 damage to you
Hey. I've got a Ranger Revision I'm working on, and I wanted some feedback. Comments are open.
https://docs.google.com/document/d/1PRDOQP9joSpziabdLoYt4MKEbhRvvjWdP_dPQVP_pNo/edit?usp=sharing
I think theres a nice line between specific wording and over explaining or over ruling something, thats where i try to sit. Not so vague as to be abused, but not so bloated with words as to make it a headache for player and DM to understand
Better safe than sorry
If you canāt describe the feature with 1-2 sentences and it isnāt a key component of the subclass, it probably could shed some wording
Also Iām a writer so I strike that line perfectly
I had to explain how the multiverse theory works to a friend who looked at a horse and called it a lemur, so my wording is pretty good š
Homebrew races or subclasses that are multiple pages long its just like, even if this is balanced im not reading allat you get me?
I have no idea what this entails but i trust the authority haha
Although you do have a point
A player once showed me a homebrew race they wanted to play and it was about three full pages of flavour text before the mechanics
And then the mechanics included 80 ft of flying speed
Style over substance, eh?
Yup
Although Iāll give them one thing: the first half paragraph was pretty badass
Sheesh, I wouldn't give anything over 15-20 ft.
Kinda went downhill after but still
I absolutely agree
Yeah thats why i typically only trust homebrew stuff that can be summarized nicely
Like maybe your essay of lore justifies the 80ft fly speed but its a lot easier to go āthis race has wingsā
Man, you're not going to like my Drakewarden. Or are we not including the Stat Blocks?
Succinct, simple, easy
Lol what? Drakewarden rocks
I love drakewarden
Don't get me wrong, Drakewarden's cool. I haven't changed too much. Off the top of my head, I gave some synchronisation with Hunter's Mark and allowed you to pick between Chromatic, Metallic, and Gem for different features.
Yeah i like stuff like that but when youāre riffing off official its at least got a base thats gone through dozens of stages of QA before live
So even if its long winded the likelihood of it being balanced within reason is much higher
Thats like optional rules to me
Still i find simplicity the most important factor of mechanical writing
Specificity is good but if its simple enough the room for misinterpretation or abuse is much narrower
Im interested in these btw if you wanna drop some spark notes haha
Hang on. Fighting with Discord
Subclass Spells
You gain access to 5 Spells as you Level Up. You will always have them Prepared and donāt count to the number of Prepared Spells you can have.
Level - Spell
3 - Absorb Elements"^
5 - Dragon's Breath"
9 - Elemental Weapon"^
13 - Elemental Bane"^
17 - Summon Draconic Spirit'
"Replace w/ Drake's Family Damage Types
^Can be Replaced, but Gem requires DM's Discretion
'Drake's Family Type Only
All the Ranger Subclasses get 5 Spells like this
I want some input on some of the mechanics I have implemented in my game
I feel I need to give some context though
My player has ran 2 characters in my world so far; one was a human paladin who got possessed by some unknown entity in a cabin near a graveyard. They will be a potential ally or pc depending on how long it takes to make contact with player... or they will... make the player's 'world' much darker.
His second is a Cowardly, charlatan tiefling eldritch fighter. While scavenging the remains of a battle between a dead, standing red dragon with a huge hole pierced through its chest and an order of fallen paladins, he set off a draconis fundamentum and died. He became a cool tiefling revenant. He died again and found himself in the underdark. He got caught up in lolth's web and wound up in a cult's clutches.
The cult has been outcasted and is out of lolth's grace. They continue to sacrifice in order to create a being worthy of being Lolth's vessel; one that inherits her visage perfectly. They created a spider abomination named The Gibbering. It has killed and eaten a number of them, as Lolth turned her back.
Hey guys, Iām new at dnd, what is a homebrew?
Something not officially released by wotc or an official partner
homebrew is any content not made by wizards of the coast and not sold by a third party publisher
Oh ok, thank you
With that context out and my world cemented, I want to point out some mechanics and get some suggestions to flesh things out
Here are my mechanics:
Time to Resurrect: Depending on state when killed, it will take longer to revive as a revenant. Complete evaporation results in a month's worth of time, with the minimum being a day. Dying will have consequences, and the world will move on while the player revives.
Reknown: If he dies too many times in front of cult, he will lose value and be "Shamed", as him showing his immortality is showing weakness. Lolth will frown upon each apparent death, and members of the cult will see him in a lesser light. However, if he can show that he represents Lolth's tenants and inherits Lolth's true vision better than this Drow cult's male leader, he will be able to take over the cult, and potentially become Lolth's first male chosen. It will be such a cruel joke to all of the mothers... hehe.
Spawn Range: The deeper he goes, the more likely he is to spawn underground. Once at Menzoberranzan, he will at best spawn at the starting location that led him to the underdark. The opposite applies as well. The closer he is to the surface, the more likely he is to revive on it.
The bagman: Potentially steals items and may or may not eat players alive while players sleep, so long as players are around a bag of holding, or remain deep underground. Can be caught, but will be impossible to encounter as a battle until certain proficiency is reached. Each Nat 20 will give clearer glimpses of Bagman. After 3 nat 20s, battle will be automatic.
Possessive corruption: Each month, the player's former paladin pc will become more corrupted, and hone in on the darkest aspects of himself whilst whittling away the good. Eventually, this fellow will become the most dangerous individual on the surface if left unchecked.
.
Luck check: Used on occasion to determine high-impact world events.
Resurrection: Player will be able to resurrect, so long as they aren't the direct reason for dying. Suicide is not allowed in my games, and I thought would be a good way for player to learn to make better decisions. It worked like a charm
Can I ask what are you talking about?
Homebrewed mechanics
That makes kind of sense
Something I use to make an experience special to the players of my games
That looks fun
it is when you understand it
I liked the reknown feature
Very fun for me, but some people might feel like it's too much as a dm
The more layers, the harder it is to blend into dnd
Seems fleshed out enough. May I return to showing my Drakewarden?
Ooh, the ranger?
Subclass right?
Drakewarden, Thatās a character I think?
Could be
Yeah. I made a link for my Ranger Revision further up, and I'm going to go through all the Subclasses.
How do subclasses work like, the character is a ranger, what do you mean by a subclass?
When a character reaches level 3, they get to chosen what kind of class they become. Each subclass has a different , unique style of their own.
If you have any questions, you should go over here to ask them https://discord.com/channels/516367331358801950/966723268675510372
Level 3
Drake Companion
Whenever you summon the Drake for the first time, Choose a Dragon Family (Chromatic, Metallic, or Gem) and a Damage Type listed in that Familyās Draconic Essence Trait. You may change the Damage Type but cannot change the Dragon Family.
The Drake also benefits from Territorial Bond when you do.
Draconic Gift
The bond you share with your Drake creates a connection to Dragonkind, granting you understanding and empowering your presence. You gain the following benefits:
Learn the Thaumaturgy Cantrip.
Learn to speak, read, and write Draconic or one other language of your choice.
Gain Dragons as a Favoured Enemy
Gain an additional Favoured Terrain with a Damage Type associated with your Drakeās Dragon Family (excluding Force and Necrotic).
What's homebrewed?
Please remember server rules regarding posting copyrighted content (best to link to the source or paraphrase just the parts needed for the discussion)
You can choose between a Chromatic, Metallic, or Gem Drake, which emphasise Offense, Defense and Arcana respectively.
Wait, I thought the point of the subclasses was access to arcana on top of an epic drake
"I cast Fireball! *Ranger says atop the dragon."
How do you feel about replacing spell slots with a rare and limited resource? For example, you spend three spell crystals or whatever to cast a level 2 spell
seems less like a new mechanic and more like just reflavoring a mechanic
How, exactly?
i mean spell slots are limited, these crystals are limited ... uh ... how are they different besides the numbers
For one, if itās tied to an item, so I can reward players for doing optional challenges
Two, spell slots are wayyy too common for my campaigns
you can give spell slots out as a reward easily as well >_>
But you can just take a rest whenever?
oh these crystals dont refresh on a rest?
So I've been watching the new season of Peacemaker, and the extradimensional storage shed got me thinking
All groups end up with a portable hole or a bag of holding at some point. I DM for a group of 5 lvl2s. No bag of holding or portable hole yet.
But... I love the idea of the extra dime signal portal having some jerk extradimensional neighbor next door to them that flips them off whenever they go in and out to store stuff.
Im thinking this would be a different item all together. Maybe a magic doorknob that they can go in and out of.
My question for yall is:
Is there problems with giving them an area that doesn't slowly suffocate them? Im thinking to make up for that the door knob is less mobile then a portable whole and a bag of holding, maybe it takes 1d4(x10) minutes to set up?
Also, How do I make it difficult/impossible for them to travel around in this pocket dimension so they don't just walk into another universe or steal stuff
No, they are single use
oh
that sounds horrendous D:
gonna end up with casters that never cast spells until the final battle that way
Depends how rare they are
for some reason i was thinking of like, spell gems from world of warcraft, where the mage creates the crystals they use
I probably wonāt flavor them as gems because thatās overused
guys, im considering using a mana system, which one do you think is better?
a) if spellcasting stat is lower than +2 then 1 x spellcaster level, if its higher than +2 then 2 x spellcaster level
b) every level you get 1d(spellcasting modifier) for example if a sorcerer has +4 charisma he gets 1d4 stamina every level
also 1 mana=1 lv1 spell 2=1 lv2 spell etc.
becouse at one hand i want them to have enough spells to be able to cast when they want but also not to spam fireball at everything
Thereās no such thing as a 1d3, or 1d7 and so on
i do actually have both a d3 and a d7
So it would have to be (half of spellcasting modifier)d4
Ok, well, do you have a d13, 14, 15, 16, 17, 18, and 19?
i do have a d16, also a d19
also you cant really have a spellcasting score of +13
Why not?
+6 is basically the highest you can get
I mean. What is 1d3, but 1d4 - 1? And what is 1d7, but 2d4?
The thing is no one has a d7
i do
beside you
you can always roll 2d4 and just reroll if you get an 8...or just roll a d8
Sure you do, if you have 2d4. Thatās an array of 7 numbers, 2-8
wait, 8 on 2d4 is 1, nevermind
But no one has a physical, single d7
i know at least one person other than me who has one
And theyāre weird
There's actually a mana system in the DMG, but to your question, A
not as weird as a d19...or my d24. or d3, or d2, or d16, or d100 (the most normal of the bunch) or a weird d8, a weird d12 and a d4 WITH THE ABILITY TO DO CRITICAL HITS
d7 is a standard dice in name of game I forget
wait, really? how did i miss it?
DCC
nevermind, i thought about the handbook, not the dungeon masters guide (i ont have that one)
It's called spell points, if you're searching for it
thx
Sure, except for the ones people have made. But we donāt care about that, we care about the amount of unique numbers
Spellweaverās Spool
Type: Arcane Focus
Cost: 10 gp
Weight: 1 Pound
With this variant system, a character who has the Spellcasting feature uses Spell Silk instead of spell slots to fuel spells. Casting a spell requires an amount of Spell Silk from this spool, which is destroyed. That amount is equal to 1 foot per level of the spell, plus 1 foot. Spell Silk is sewn from magic energy, and can be found or bought. This spool may only carry at most 10 feet of Spell Silk at once.
This item doubles as an Arcane Focus.
(Alternate magic system for my campaigns, so magical items are more relevant)
scroll stonks crash through the floor
The Killtron 8000
+2 Greatsword (literally the only thing about it, it comes with a kill tracker) I gave this to my fighter and he gets to boast on how many kills heās had throughout the campaign if he chooses to do so
https://docs.google.com/document/d/1CoPbrZWRaRUU8uoWzVn-pfX9HDND9dIMBfn_imKjYnY/edit?usp=sharing opinions on this health insurance inspired feat? Currently its not meant to be something serious, but if so what are some adjustments I could do to make it so?
making it serious is going to be difficult because its competing with healing potions ... poorly
I like it. Maybe it should be an item? I think you can just say DC17 for the d20 test
Would it be too much of a boost to double the healing # from the dice
Or perhaps it could just be something free, like an item mentioned by the person above, and the fee is removed as it would be used for purchasing the item
Yo, any recommendations or changes for this idea?
Shocking grasp is touch required, cast it on an iron arrow and fired from a bow. Tethering shocking grasp making it ranged. Ran this by a DM of mine and he straight up made it into an awesome idea with electricity traps with two ends
Stats and stuff were modified and are still being tweaked but the idea is to impale bosses with a lightning rod
this sound similar to the lightning arrow spell. Is that what you are trying to accomplish?
i love Lightning arrow. i do also like this homebrew too
Not initially, I wanted to cast shocking grasp and maintain that dmg at range at the start of each round
Mainly thought of in the moment oc just wanted to shoot by what I've come up with
There is the witch bolt spell which is pretty similar?
Could that be reflavoured to be shooting an arrow?
That could work too, tho I was playing a druid and can't cast that
Druids donāt get shocking grasp either
They get starry wisp and produce flame
I am sure you could just convert those to lighting damage
Whats starry wisp? is that the one where you attack for 4d6 radiant and makes the target glow?
i was thinking of the guiding bolt spell that stars druids get for free. my b
so, lightning lure wasnt enough?
i think its wonderful
My druid knows shocking grasp through circle of the land spells
And lightning lure is a good compliment to keep them in the range for shocking grasp but no. Never enough
Imma do some more scheming for random ideas and come back if I find something out. Hope u guys use or enjoyed the idea!
Tl;dr I need help making a few magical weapons that already does stuff on crits.
My players are about to loot a weapons shop for a fetch quest. While there, they are certainly going to take their pick of weapons, which will almost exclusively be made of a material named calisite.¹
Calisite weapons only do piercing damage and do extra stuff on crits, like making the target vulnerable to piercing damage for a round(daggers) or reducing their ac by 2 for a round(short swords).
Now, I want to have 2-3 magical versions of these calisite weapons either in storage or on display for them to find.
That said, what would be some cool abilities for these weapons to have? I'm thinking somewhere in the rare - very rare categories.
¹Calisite is a mineral that is mined from the teeth of a dead god. It is renowned for its piercing power, and it can only be harvested as shards or splinters, hence the piercing only clause.
I got the idea for a ninth level druid version of Power Word Kill.
It's Called 7000 Pigeons.
it literally functions as power word kill, but with a few more steps and more damage to make up for those extra steps
by the name I could probably tell what the spell does
Would someone with more knowledge in this game than I be willing to explain the consequences of scrapping attunement in favor of a bg3 style magic item system where you can only have a certain number of items equipped PERIOD regardless of attunement or magical capabilities
Or alternatively making the number of item attunements equal to like
Your proficiency bonus + your intelligence mod, or something like that
@lean elk I was trying to figure out what seventh level ability would be good but i just was constantly over thinking it. But i took a leaf out of the champion subclass book and made a weaker version of the 15th level ability which is going to be "electric tip" which allows the player to do 2d8 more damage when doing the dash attack and it has two charges per short rest. So basically a weaker version of the explosive tip
Hi! Iād like to allow a bard player to trade one Bardic Inspiration for casting a spell for free. For a bard around level 5ā8, do you think itās more balanced to limit this to just a level 1 spell, or could it go up to certain level 2 spells? What would you recommend for balance?
Funny item idea, glove that lets you give a thumbs up and grant advantage to a party member
Do we have mechanics or rules on wilderness/hex exploration somewhere?
check tomb of annihilation
what are some of the best homebrew classes you know?
lol
https://homebrewery.naturalcrit.com/share/kPBF9GlN7j1E
ill throw mine tho
on a different note
this cleric sub im making has 4 first level features........
counting spell list and bonus profs
Will do, but I thought there might be some homebrewed mechanics somewhere?
can someone help me on this. First i just need some advice on if the 10th level ability is too strong and if it is how should i make it more balanced. Second Im not sure what the 18th level ability should be.
https://www.dndbeyond.com/subclasses/2586969-lance-clasher-initial-stage
Shocking grasp USUALLY isn't too good of an action, bear in mind. Requires you to be in melee, which you don't wanna be, and leaving melee is better suited to the dodge action which protects you against the opportunity attack and all other attacks for a whole round.
The damage from it is whatever, compared to dodging.
Which is why when shooting it from and arrow was a combined action. My main goal was to keep at range, not close it but try and attempt to "enchant" an arrow without having something similar
My lack of supplies and resources led me to make do š
ehhh problem with that is attunement magic items are balanced around you only having 3
Different topic
What are thoughts on the concept of different quests rewarding points
And when you level you get two points
And when you get an ASI you get 4 points
Or a feat that gives you a stat boost you get 2 points
And you start with stats close to 10 or below, highest stat being like 14
And just build up from there over the levels
With the cap being passed 30, and subsequently, magic items and monsters being buffed as well
Question:
Iām homebrewing a legendary item called the Robe of the Archpriest, inspired by the Robe of the Archmagi.
Right now it does the following:
You add your Wisdom modifier to AC.
You have advantage on saving throws against spells and magical effects.
Your spell save DC and spell attack rolls increase by +2.
My DM said that adding Wisdom to AC is too strong (since it stacks with heavy armor and can push AC to 25+).
What would be good alternative ways to design the defensive part of this robe without making it broken, but still keeping it feel legendary?
The problem: my character has a +7 Wisdom modifier, so this pushes AC up to 30, which is way too strong.
make it an AC calc of 15 + Wis when not wearing armor, as a baseline
I was also thinking about making it an AC calculation of 15 + Wisdom when not wearing armor, which makes sense.
But my character is a Twilight Cleric and already has Mizzium Plate Armor, and I donāt want to just throw that away.
How could I redesign the Robe of the Archpriest so that it gives a legendary-level defensive bonus, but still works with heavy armor without breaking AC?
why does your character have a +7 wis?
are you using a shield as well, just to confirm some of the AC calcs first
That'll do it. Just do half wis round down
Oh! You could make it a reaction, similar to the Shield spell but scaling off of Wis
I have a shield +3 and plate armor that gives AC 23.
+1 or +2 AC from the robe, then
You can cast the Shield spell without expending a spell slot. When cast in this way, the spell adds your Wisdom modifier to your AC, instead of 5.
something like this ^
that basically makes you invincible at that point with the starting AC of 23 before Wis mod
you would literally hit 30 AC
thats not the point
And it still consumes a reaction
the point is that most monsters by that point are already going to struggle to hit
consult with your DM on the options that some people have listed here
thats your best bet to get a good consensus
My character is currently level 10, and the game is planned up to level 20.
At high levels, AC doesnāt matter as much, since creatures have +15 or higher to hit, and even if I had that same AC 30, the chance to be hit would be roughly around 50%.
I mean... maybe? A Balor would only need a 16 to hit. For a reaction, it's not hugely strong
It's literally just a resourceless slightly stronger shield spell... which isn't huge at levels where legendaries are in play
Reactions are the most limited Action Economy resource in the game, iirc
give all enemies reactive /j
Hello !
I pulled the feat Spell Specialization from pf1e/3.5 and homebrewed a dnd 2024 version of it. I'm mostly happy with it, but I wanted to get other opinions on it
Spell Specialization
Pre-requisites: Level 4+, Spellcasting, or Pact Magic Feature
You gain the following benefits.
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Favored Spell. Choose one leveled spell that you know up to 5th level. When you cast your chosen spell, it is treated as if casted from a slot of one level higher to a maximum of 9th level. Whenever you gain a level, you can replace your chosen spell with another spell you know that shares the same school of magic.
Repeatable. You can take this feat more than once, but you must choose a different spell each time for Favored Spell.
Does this seem balanced? I feel like it is, though there are definitely spells that upcast better than others.
upcasting one spell isn't very valuable ... but on the other hand, more damage is more damage ... so someone's gonna take it I suppose
My immediate thoughts are spells like Animate Dead
It'd be strong, but not sure if that's unbalanced
Summon spells that give a statblock that have attacks equal to spell level / 2 benefit as well
It would be ok at level 4. But it is pretty good including with damage spells. Spirit Guardians, Banishment, and Bigbyās hands come to mind as strong uses.
I'm glad for there to be multiple good uses for it rather than it being just one or a couple spells. I made it level 4 for anyone wanting this for spells of 3rd level or lower faster rather than waiting until they're level 8
Do you think any of the examples would be unhealthy?
if a spell can be broken by up casting it, I don't think it's this feat's problem
free upcasting is what breaks it, compared to actually expending the resource at that level
you are essentially keeping that higher level slot to burn on something of that level again
you're giving up a feat slot for the privilege
giving up a feat slot for such a privilege is still a huge power jump
it's definitely not weighted in favor of the player
the crazier thing is what this can probably do on a half caster, tbf
Divine Smite for 2024 paladin with this would go wild
or any other smite of relative usefulness
that would be the "more damage" I was refencing
I think you are ignoring what is the actual added value of the feat is. 1. it upcasts without a resource spend. (You effectively add 1D8 to spirit guardians) 2. you can exceed the expected threshold for that level. (The game doesn't expect a 5th level character to cast a 4th level spell.).
the trade off is an asi tho, or another feat like GWM
A 5th level character isn't casting a 7th level spell with this feat >_>
typo š
obviously not, but it still has a comparable level of power to Cartomancer if not greater
I mean spirit guardians at 4th level isn't nothing, but would you take that over an asi
It is more like powercreep than game breaking. Unless you find a combination where you are casting the same spell over and over.
it is power creep yeah
because it increases damage, some will be compelled to take it
it isn't just damage.
combat utility or healing spells with this would also be of a different caliber with this
Obviously this would work with conjure elementals and scorching ray.
Sure but I mean, since it can increase damage, that's what makes it required
upcasting on a summon spell for a warlock would also be nutty
i find it funny that it could be used on Find Steed as well, now that i think about it
Oh right they made smite a spell
I could see about limiting the spell list to uhm
Wizard, cleric and druid
The variables that are going to make this better are repeatability, stackability, spreadability, and upcast impact. A draconic sorcerer can use flex casting to spam fireball and also add their charisma mod. But fireball only last a round and upscales 1d6. Unlike spirit guardians that upcast a 1d8 and last multiple rounds while targeting multiple targets. Banishment and Hold Person are going to be good, but you can cast it less often.
Just to be clear, assuming this feat only worked for spells on the wizard, cleric, and druid lists (not smite), you think it's still too powerful for a feat, right?
Also thanks for your input as well Kytish and Acid !
What would y'all charge/have as a rarity lvl would you charge for a suit of plate armor that true polymorph was cast on it to make it animated armor and would it count as a creature then?
The Ace of Spades
-# Weapon (greatsword), artifact (requires attunement)
This weapon is a set of two special greatswords that are wielded by the formidable Spades, first guards of the Hollow. When unattuned, these weapons act as normal +2 greatswords, but when attuned, it unlocks stronger powers:
Blood Thirst: Attacks made with this weapon deal an extra 1d6 damage to creatures under half their maximum health
Aristocracy: While in possession of this weapon, you are treated as if you live an Aristocratic lifestyle by NPCs without having to spend the money. You also gain expertise in the Persuasion skill.
Commanding Aura: Allies within 10 feet of you while youāre attuned to this weapon have advantage on all attack rolls.
is this balanced? i'm making a gauntlet of 4 bosses based off the suits of cards before the final boss of tier 2 and i'm giving them all at least one magic item that the party can use after killing them and this is one of the weapons of the duo boss, the Spades
its pretty meh for an artifact
also lacks the random property stuff they all usually have
what suggestions do you have? the party is currently level 10 but i want these weapons to hold up for a good while
look to the other artifacts for reference mostly
I can see this as a Legendary, but if you want artifact, you need to put in a lot more, as well as a way to destroy it
Expertise on persuasion and the aura seem pretty strong
As an artifact, whatever. Advantage is free at that point anyways. Solid design.
Passive Advantage on attack rolls is good, but it kinda turns off incentives.
If you expect advantage to be free then the effect is redundant and not very useful
Yeah but most parties farm advantage by long before artifact levels anyways.
From my experience.
This is just QOL at that point
Agreed. It is net negative to quality of life is probably a good way to say it.
though it does require them to be close to the wielder, so if you were to give yoour enemies AOE, it'd be easier to take shots
Did I cook for this Monk sub?
Firm Grip
At 3rd level, you can add your Constitution modifier (minimum of +1) to the DC for the Grapple option of your Unarmed Strikes.
Powerful Shove
At 3rd level, when you take the Shove option of your Unarmed Strikes, you can knock an enemy Prone as well as move it away from you.
Taunt
At 3rd level, you gain Proficiency in the Performance skill if you donāt already have it, and whenever you make a Performance check, you can make it as a Strength check. As a Bonus Action, you can Taunt an enemy; make a Performance check against a hostile creature that can see you and is within 60 feet of you (DC = 8 + targetās CR or level). On a successful check, the creature must use its Reaction, if available, to move up to its speed towards you.
Stalwart Stance
At 6th level, you have Advantage on Saving Throws to resist being knocked Prone or moved against your will.
Advanced Taunt
At 11th level, when you Taunt a hostile creature, the creature must use its Reaction to move up to twice its speed towards you. Additionally, you can make an Unarmed Strike against the target if it is within range after taking the Reaction.
Opportune Striker
At 17th level, making Opportunity Attacks does not require your Reaction, and you make Opportunity Attacks with Advantage.
guys, i was so bored i accidentally made a sorcerrer subclass
magical parasite
every level you get 1d(spellcasting modifier) leech points (basically mana)
magic stealer
your "magic" comes from others, literally, you're stealing other's powers to use against them, your own spellcasting doesnt exist
spell leech
at level 1 leech your abilities allow you to steal the enemies/allies spells, if there is no enemy and you want to cast something you can always leech off of one of your allies, just remember that you are also using up their mana, at the start you can only steal cantrips and 1st level spells but you gain the ability to steal spells one level higher on the 3rd, 5th, 7th, 9th, 11, 13, 15th and 17th level
save leech
from level 2 every time you have to roll a save (for example for dexterity) you can briefly "borrow" another party member's abilities, this way they roll for you, for example if you have a dexterity score of 8 and the rogue has 18 you can use save leech to make them roll the save for you, but if they fail both of you fail, you can only use this ability twice before having to take a short rest