#homebrew

1 messages Ā· Page 11 of 1

brave patrol
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sounds like you are completely not really viewing the actual topic

tepid schooner
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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

bronze patrol
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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.

royal osprey
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If this is on a legendary magic item then you should definitely not limit the tail

tepid schooner
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i mean, yeah it's not gonna be broken

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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

brave patrol
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honestly the tail was not even a problem to begin with, so not sure why divinest felt the need to act like it was

royal osprey
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Its a legendary attunement magic item that is hide armor instead of half plate

brave patrol
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so?

tepid schooner
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i don't really think it is a problem, idk. I just wanted to bring up my thoughts on the ability

bronze patrol
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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

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so 12+dex+con

royal osprey
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It is definitely quite mid rn because it has the defensive ability of a nonmagical breastplate atm

tepid schooner
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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"

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idk i'm thinking based on this one show i watched

brave patrol
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sounds clunky

royal osprey
tepid schooner
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then amke it not legendary

brave patrol
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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

royal osprey
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If you want the choice aspect make it so it also buffs up a specific beast form option

brave patrol
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that is entirely different from the core concept

royal osprey
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Like when you enter rage you get all of the properties but the property you chose gets even stronger than normal

brave patrol
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tara made it clear the whole point of the item is to allow the all 3 aspects of the beasts to manifest simultaneously

bronze patrol
tepid schooner
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Question: Do you see this as three diferent animals, one with Claws, one with Incisors, and one with a tail, or the same animal

bronze patrol
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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

tepid schooner
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Cause i think "Chimera Hide Armor" would be a sick ass name

brave patrol
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hide is AC = 12 + dex modifier (max of + 2)

bronze patrol
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we're focusing on mechanics rn

bronze patrol
tepid schooner
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It dose feel underpowered as a legendary item.

vocal imp
royal osprey
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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

bronze patrol
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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

brave patrol
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normal legendary hide armor simply gives a +3

royal osprey
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I think it needs another property bc its also attunement

royal osprey
bronze patrol
vocal imp
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+3 hide armor vs half plate šŸ˜”

tepid schooner
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I like the idea of amplifying the features

royal osprey
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Legendary +3 hide armor with no effects could be sold for like 750gp and be fine

brave patrol
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still no reason for a baseline version to not be reflected in something ment to be something that is built apon it

royal osprey
brave patrol
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far as i can tell this armor in question lacks that core aspect making it worse in terms of defense

brave patrol
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how is adding more buffs to what is already there making it worse?

royal osprey
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Its legendary and attunement

vocal imp
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cant you just say it grants you +2 ac while unarmored and call it a day

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isnt this just bracers of defense

bronze patrol
royal osprey
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Oh

bronze patrol
brave patrol
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why would a piece of ARMOR effect your ac when unarmored?

tepid schooner
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what if. "While wearing this armor, you gain a +2 bonus to the attack and damage rolls of your Form of the Beast attacks"

royal osprey
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That's fine for vrare attunement but I think it could use 1 more effect im not sure what

tepid schooner
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far as i can tell, since they're simple weapons and not unarmed attacks, you can't boost their +

vocal imp
bronze patrol
brave patrol
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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

tepid schooner
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Also beast barbarian sucks compared to bg3

bronze patrol
tepid schooner
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i wanna remake it

brave patrol
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VR?

royal osprey
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Probably that tbh so that the natural weapons dont fall behind normal magic weapons

bronze patrol
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how big of a bonus are we thinking

royal osprey
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+1 or 2 probs

brave patrol
bronze patrol
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thinking +2 to match the ac boost of hide + unarmoured defense

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so it's basically +2 ac and +2 to attack and damage rolls with your natural weapons + having all 3 at once

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I like this

royal osprey
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Yeah

bronze patrol
bronze patrol
brave patrol
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ah

tepid schooner
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Now can some people look at my homebrew?

royal osprey
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Post it

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

brave patrol
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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

royal osprey
bronze patrol
tepid schooner
royal osprey
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Oh I see wym

tepid schooner
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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"

bronze patrol
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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

bronze patrol
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@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)

brave patrol
scarlet coral
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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?

fierce dome
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i think an insectoid race can be whatever you want it to be.

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i mean aarakocra are elementals now for some reason

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just depends on which mechanics you want to affect your insectoid race and how

brave patrol
scarlet coral
brave patrol
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that literally makes 0 difference

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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

scarlet coral
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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 sense—they 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.

brave patrol
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also the githyanki do not originate from the astral sea

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they live there, but they are not from there and birth their young on the prime material plane so they can grow

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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

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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

scarlet coral
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Also I thought the Thri-Kreen was considered Monstrosities because they were giant bugs not also because of their psionics?

brave patrol
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well bg3 is not automatically factual for the actual game

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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"

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so is at the very least do to something about them either being stranger or not natural compared to say humans or elves

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before 2024 the creatures types were a bit more loosely and sometimes poorly defined

severe egret
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.

scarlet coral
# brave patrol well bg3 is not automatically factual for the actual game

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?

brave patrol
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even set in an existing setting, multiple continuities is nothing new to dnd or it's lore

brave patrol
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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."

scarlet coral
# brave patrol anything strange or unnatural? insectoid life is rather different in most cases,...

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.

vestal sphinx
brave patrol
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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

brave patrol
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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

vestal sphinx
brave patrol
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no he does not, i i guess i forgot to give them to him, will fix that

heady stream
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mostly legendary monsters do more damage and maybe LR isnt counted to effective HP anymore

brave patrol
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ah, will try to remember that

vestal sphinx
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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

brave patrol
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well being the guardian of a floor of a tomb dungeon and the whole floor being his lair, sounds good, thx

vestal sphinx
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Oh and this is giving him 2 legendary resistances

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giving him another doesnt change much

brave patrol
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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

vestal sphinx
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alright let me go back to the calculator

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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

brave patrol
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ok, so seems is good especially after remembering to add the legendary resistances, thx again

vestal sphinx
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yeah still a CR 21 if given 5

brave patrol
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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

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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

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granted that is just my 2 cents

vestal sphinx
brave patrol
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might just be the description as a last defence throws me off

vestal sphinx
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last act of defiance not defense but that concept could be used

regal silo
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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.)

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Constructive criticism is appreciated

scenic urchin
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how long does the faerie fire effect last

regal silo
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Fairy Fire only lasts a minute I believe

vestal sphinx
regal silo
brave patrol
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looking up, seems in dnd the move would be basically just a flavored smite of varying sorts

regal silo
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I saw that as well. Which is alright with me considering I'd give this to most classes other than paladin.

brave patrol
regal silo
brave patrol
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yes but you also tried to give it scaling that is pretty much exclusive for cantrips

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my point was a spell doesn't normally have both because it can be unexpectedly powerful not to mention is convoluted

regal silo
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Ah, I see

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I was trying to capture the gravitas of the move

brave patrol
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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

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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

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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

regal silo
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I can dig it.

brave patrol
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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

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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

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like taking on ainz with the best gear in the game, would be akin to fighting vecna with 0 equipment of any sort

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like mechanics especially for combat can only be expected to go so far

regal silo
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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?

brave patrol
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traditionally proficency bonus is not factored into spells to my knowledge

regal silo
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Aaah ok.

brave patrol
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else i'd use something like "power word kill" as a template, modifying it to function like one of the leveled smite spells

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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

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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."

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like combine that with the more recent "shining smite" spell, and you could pretty reasonable make a spell that fits the vibe

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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

regal silo
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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

digital jetty
digital jetty
digital jetty
regal silo
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Ah, I get it.

true forge
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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.

tacit leaf
# true forge cant belive im saying this, but how, offensive is this feature? context, its a b...

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

copper zealot
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So I made a weapon and I want feedback on it if you have any and if you’d 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 – 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.

faint sonnet
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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.

digital jetty
faint sonnet
gloomy flower
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whenever i make a fiend/construct enemy i use the parenthesis next to the creature type to categorize it like an ULTRAKILL enemy

soft jasper
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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.

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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

gloomy flower
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The Spade

-# Weapon (revolver), artifact
This revolver acts as if it’s 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

amber hollow
gloomy flower
amber hollow
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I'd personally just sit it at 1d8 to self

gloomy flower
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you get 17 + dex average damage dealt per turn in return for 5 average damage taken per turn

karmic venture
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Hello

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How would I make a web shooter that isn't busted

noble yew
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you're the spider man you should know /jk

true forge
frank berry
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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

west tangle
# karmic venture How would I make a web shooter that isn't busted

I have a similar item in the works. What I’m probably gonna do is something like ā€œas 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

tacit leaf
true forge
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I just swapped catcher for tool lol

opaque igloo
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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

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I'm lacking high elven magic material and any narrative of what the Shadowfell used to be like

pseudo ferry
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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

pastel mirage
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HP?

pseudo ferry
pastel mirage
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oh its playable?

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right

west tangle
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It looks like 2014 but I wanna check

pseudo ferry
west tangle
pseudo ferry
west tangle
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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.
hazy crystal
#

Heya, I wanted to know your guys’ 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 flames—the 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.

pseudo ferry
west tangle
digital jetty
digital jetty
potent marsh
#

Is it wrong to wanna make a item just for the fun of making a dnd magic item?

true portal
#

no

potent marsh
#

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

true portal
#

everything is fine if you have fun

potent marsh
true portal
#

i get the implications now

#

ummmmm

potent marsh
#

"dont worry, its fine as long as your having fun!" Sirens are outside

potent marsh
#

but no fr.

#

can i get your imput on my idea?

true portal
potent marsh
#

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

potent marsh
#

or they could get some kinda semi poweful buff? this item either being a very rare or a legendary item

true portal
potent marsh
#

legendary for the fun of it

#

how many should it summon or like?

true portal
#

but i cant say without their power/statblock

potent marsh
potent marsh
true portal
#

cause that changes the answer

potent marsh
true portal
#

i need like a CR for what dice to roll/what amount

potent marsh
#

your making 0 sense to me

true portal
potent marsh
#

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?

true portal
potent marsh
true portal
#

alright so i cant give you an amount without knowing what you are going for in power level

potent marsh
#

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.

potent marsh
#

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

true portal
potent marsh
#

im talking about the summon its self

true portal
#

so that would be 1d4 (prolly)

potent marsh
#

no.

#

thats how many you summon.

true portal
#

or not

#

im stupid sometimes

potent marsh
potent marsh
#

like if i summon this, how strong should it be, so its not broken, but not worthless

true portal
#

so i am stupid XD

potent marsh
#

i mean, i could of always just explained better too.,

#

so its a 50/50

copper zealot
#

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 – 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 don’t 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.

coral delta
# copper zealot So I made adjustments to the Cyclone knife what do you all think of it Cyclone ...

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.
coral delta
remote lance
dim sun
#

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)

arctic thorn
rapid latch
rapid latch
pastel moat
digital jetty
#

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 don’t 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 — 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.

digital jetty
pastel moat
#

I figured it wasn't too big a deal since Weather Whisperer and Storm Guide are mainly niche utility

digital jetty
# pastel moat I figured it wasn't too big a deal since Weather Whisperer and Storm Guide are m...

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.

arctic thorn
#

good to see that got across

tall ice
#

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

pastel moat
# digital jetty I see your point. breathing underwater and a swimming speed, feels less niche th...

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)

digital jetty
remote lance
#

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.

pastel moat
#

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)

glad harness
#

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 weapon’s necrotic damage it deals ignores necrotic resistance.

Reaper’s 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.

āš”ļø 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.)

alpine wedge
#

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

foggy drift
#

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

brave patrol
#

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

fierce dome
brave patrol
#

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

fierce dome
#

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

remote lance
# brave patrol to be fair hank, unless i am mistaken, flanking rules are not core, but rather o...

Hey, can I get some critiques with balancing this? They’re 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.

brave patrol
#

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

true forge
#

2024 by the saving throw thing

brave patrol
#

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

remote lance
foggy drift
brave patrol
#

plus in 2024 they got about 5 different versions of the goblin with varying CR

brave patrol
# remote lance You’re being unnecessarily rude

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

remote lance
#

I’m not really sure which is which

brave patrol
#

it is in the name

#

goblin minion, goblin warrior, goblin boss, and goblin hexer, each has a different cr

foggy drift
brave patrol
#

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

remote lance
#

Idfk, the weak ones

brave patrol
#

-_-

#

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

true forge
#

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?

fierce dome
foggy drift
#

Maybe speed increase on rage activation and some kind of damage reduction on the first round of rage?

#

maybe thats too short

brave patrol
#

does not answer my question to just throw examples at me

amber hollow
#

The way I do tandem bosses is make them as one statblock

fierce dome
#

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

fierce dome
brave patrol
# amber hollow The way I do tandem bosses is make them as one statblock

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

foggy drift
# fierce dome I just like the traction because it feels like a showmanship thing

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

fierce dome
#

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."

digital jetty
fierce dome
#

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

fierce dome
#

At least not that I've seen

digital jetty
#

My bad. They haven’t reprinted it but the official position is if they haven’t replaced it, it is still the a rule.

foggy drift
copper zealot
fierce dome
#

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?

foggy drift
#

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?

fierce dome
#

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

azure cloak
scenic urchin
#

for an artifact, i'd have expected more. this just seems like a +3 shield with a wand of wonder glued to it

azure cloak
scenic urchin
#

oh, uh, which artifacts are you comparing to? can calibrate based off that instead

#

tertiary abilities would be better than just more damage

azure cloak
#

But thanks, I'll tweak it a bit šŸ‘

foggy drift
fierce dome
#

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

foggy drift
#

like three manuevers at level 6

azure cloak
fierce dome
#

That way you don't have to reorganize the entire subclass from the ground up, or lose any of your other features

foggy drift
#

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

scenic urchin
fierce dome
#

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

azure cloak
fierce dome
#

maybe even a feature that lets them swap styles?

#

I dunno that may be too much

foggy drift
#

I kind of like that, I just wouldn't know how to implement it

crude oak
#

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

fierce dome
#

@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

foggy drift
#

I think that by that level, you have so many rages, you can afford to use them to switch anyways

fierce dome
#

More than i usually see in here

foggy drift
fierce dome
#

And I think it would be benefit from being plugged into homebrewery instead of in a Google doc

foggy drift
#

i've never used that haha

fierce dome
#

A sub about showmanship deserves better presentation lol

#

Homebrewery is free and largely pretty self explanatory, you should try it out sometime

crude oak
#

I'm making mine in html / css

fierce dome
#

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

foggy drift
#

I'll have to take a look

fierce dome
#

But yeah, DM me and I'll get back to you

azure cloak
#

I wonder if it's easy to transfer DnDB items to there...

stuck raptor
pliant pagoda
azure cloak
#

Sound fun/fair

pliant pagoda
#

Would it be balanced if i added a +1 to con or something similar

scenic lotus
#

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

azure cloak
brave patrol
scenic lotus
grave galleon
#

Hear me out ... Deck of a handfull of things
Or a hand of things (like a hand in a card game)

pseudo ferry
#

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

junior saffron
#

Bloodflame Talons
Warlock Cantrip

Melee Spell Attack, 1d6 fire + 1d6 necrotic.

Levels 5, 11, 17 add an additional attack.

Balanced?

west tangle
#

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

glad harness
#

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

west tangle
#

bonus action teleportation is strong and doing bonus action teleportation as a cantrip is very strong

glad harness
#

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).

west tangle
glad harness
west tangle
#

Generally, spells will not cost extra resources to cast

#

If a feature uses sorcery points it would be a feature, not a spell

glad harness
#

Well as a feature how balanced is it

glad harness
#

@west tangle

azure cloak
#

"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?

true forge
#

so inf radiant damage?

#

add a cap of 20 or so, as inf is alot

azure cloak
#

At the end it says the bonus resets after 24 hours

true forge
#

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

azure cloak
#

1 hour??

#

Isn't that 1 day?

true forge
#

60 (seconds) x 23 (hours)

true forge
azure cloak
#

Ah, I thought you meant after you were reading for an hour

true forge
#

if you read this book for 23 hours, you deal enough damage to nuke the world

#

even after 2 thats 120 i think?

#

yeah

true forge
#

add a limit

#

like, 30 min or something

#

prob lower :P

azure cloak
#

Yeahhhh, probably read for 30 min for 2 damage instead

true forge
azure cloak
#

If you read for 23 hours straight you deserve it XD

true forge
#

give that to a fighter thats about 200 damage a turn

#

more with action surge

boreal rover
#

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

chilly jewel
#

its a bit much i guess maybe it requires a limit or perhaps a condition like a saving throw

boreal rover
#

So that is 16/18 hours a day, which means 32/36 free damage on each attack per day

true forge
#

i was just going off 24 hours no rest lol

boreal rover
#

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

azure cloak
#

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

boreal rover
#

I'd still argue it is way too strong, 16/18 free damage per attack each day is not balanced

true forge
#

for 23 hours of reading

#

wait huh?

#

thats not right

boreal rover
true forge
#

oh dumb

#

i did 1 damage per 30 min for my other thing 🤦

azure cloak
#

1 every hour then?

boreal rover
#

Still too easily broken, I don't feel like this design can be held up just by tweaking numbers

azure cloak
#

To be fair, you don't always know when combat is

boreal rover
#

But you can spend 16/18 hours a day just passively reading

#

Just in case, while you do other stuff

azure cloak
#

But once it resets, you end up with just a +3 in battle at times

boreal rover
azure cloak
#

But fair, it makes you read all the time, so it's kind of restrictive

boreal rover
#

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"

azure cloak
#

What??

#

Definitely not there, you can only really read while travelling or during down-time

boreal rover
#

Does it give you disadvantage on perception checks? Does it cost your action to read every turn? That is not written at all

azure cloak
#

Right, but unlike speaking which is a free action, books reasonably need a bit of focus

boreal rover
#

Just reading, so you can diagonally read the pages and it still qualifies

azure cloak
#

I'm just not sure what else an item based around books is supposed to do, otherwise they're really weak for an Artifact

true forge
#

look at other artifacts

boreal rover
#

There are a ton of artifacts, including some books

true forge
#

namely, the book of vile darkness

azure cloak
#

Can't access those unfortunately

boreal rover
#

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

true forge
#

artifacts are by design are to be for 18level ~ to 20th level PCs but still be useable and not world ending

azure cloak
#

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 dndCheers

hollow quest
#

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.

pastel mirage
pastel mirage
#

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

true forge
#

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?

azure cloak
true forge
#

does it send them to sleep?

#

if so yes, if not no

azure cloak
#

When does it put the target to sleep?

true forge
#

oh wait

#

i get what you mean now

azure cloak
#

Besides, all three of the effects seem much more effective on a Conscious target

true forge
true forge
azure cloak
#

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."

true forge
#

oh wait, forgot to add once per LR to it🤦

true forge
#

i didnt even realise that i copyed it bar for bar lol

azure cloak
#

Wellll minus one part

#

They're still aware of their surroundings

true forge
#

which is fine lol

azure cloak
#

Ahh, right, this is a feature

#

Still I'd probably put Twice per LR imo

true forge
#

i did once

azure cloak
#

I just say that because it's a save or suffer

#

If they succeed on the save, you wasted your action

true forge
#

i mean thats some spells

azure cloak
#

Yeah, but you get to cast most of them more than once a day

true forge
#

once per day?, LR are (usually) 8 hrs

azure cloak
#

Once per LR, I mean

true forge
#

this isnt accounting for other party memebers, spells the bard casted before hand, ect ect

azure cloak
#

I'm used to one LR a day dndLol

true forge
#

there is a bunch of ways to induce disadvantage to stuff

azure cloak
#

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

true forge
#

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)

azure cloak
#

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

hollow quest
pastel mirage
#

yeah perhaps they can only cast using the feature?

#

cause thats already strong

true forge
azure cloak
#

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

chilly jewel
#

hmm this is pretty cool but not something id imagine happens upon a "nightmare" necessarily

stuck mortar
#

Homebrew idea: Cthulu-esc druid circle

true forge
#

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

chilly jewel
#

idk it does seem a bit on the weaker side being only 1 round and all though or is it reusable?

true forge
#

forgot to add it

#

it would be abit OP otherwise

chilly jewel
#

idk the darkness part is on par with a command spell on halt

#

which is a first level spell

true forge
#

halt is just not movement, still an action and stuff right?

chilly jewel
#

halt means they do nothing im pretty sure

#

the only one that allows you to ddo stuff is flee im pretty sure

true forge
#

ah

#

ig, Darkness was more just for the rule of 3 kinda thing lol

#

guess i can add cant see aswell

chilly jewel
#

Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.

#

reactions are available though i guess

true forge
#

thats 2024 right?

chilly jewel
#

correct

true forge
#

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

chilly jewel
#

same difference really

true forge
#

ig

#

well added cannot see to Darkness

#

which idk how impactful that will be

#

(also added hear to the list)

blazing dirge
#

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

nova basin
tulip rain
#

guys i need help to create a madness combat campaign

#

i need ideas

blazing dirge
nova basin
#

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

tulip rain
#

ashardalon is a evil red dragon

#

an*

blazing dirge
#

oh i didnt know that spell

#

sounds sick

nova basin
#

Anyway, the item feels like it's doing two different things that don't really mesh

tulip rain
#

is anyone aware of the madness combat lore that can give me ideas ?

nova basin
#

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

stark ginkgo
#

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?

lean elk
midnight chasm
#

First up, who gets this ability and why?

stark ginkgo
lean elk
#

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

stark ginkgo
#

i was thinking that it was like a one time use every short or long rest

lean elk
#

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

stark ginkgo
#

oh i like that

lean elk
#

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

midnight chasm
#

Level 15 champion gets expanded crit range of 18-20.

stark ginkgo
#

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

lean elk
#

yeah focus on kit synergy, it already seems very central on this dash attack so i'd tie it into that

stark ginkgo
#

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."

lean elk
#

thats bloated imho

stark ginkgo
#

yah

#

i might make it a d6 and get rid of the last ability

lean elk
#

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

stark ginkgo
#

hm yah but the it would be weird to have a rogue use a lance

lean elk
#

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

stark ginkgo
#

ok

lean elk
#

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#

stark ginkgo
#

should it be a d20 and if they get a 10 or higher they get a dash reset

lean elk
#

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

stark ginkgo
#

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

pastel widget
#

Anyone want to help me come up with individual names for my Palico (monster hunter) inspire kobold-ish monsters?
#dm-world-building message

true forge
lean elk
#

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

stark ginkgo
#

if you want

lean elk
#

Yeah thats what i said, any direction on the reset means you can go backwards through them again

stark ginkgo
#

oh ok makes sense

lean elk
#

Whats your level 7 feature

stark ginkgo
# lean elk 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

lean elk
#

I don’t think it plays into the kit personally, I’d do a movement speed increase, maybe allow for vertical dashes and opportunity attack immunity after dashing kinda how mobile works

stark ginkgo
#

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

lean elk
#

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

lean elk
#

Only thing for balance purposes is does the dash reset also consume a charge

#

Or is it effectively 2 for the cost of 1

stark ginkgo
stark ginkgo
tulip comet
#

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

brave patrol
#

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

stuck raptor
#

At level 20, your max budget for each player is 22k

#

but honestly, thats a suggestion at level 20

brave patrol
#

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

lean elk
primal osprey
#

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

stuck raptor
primal osprey
#

Terrible things would have happened with my homebrew items whenever I didn’t specify things

brave patrol
#

any chance you can elaborate your reasoning?

void jewel
#

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.

tepid schooner
#

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?

void jewel
#

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.

tepid schooner
#

what would you recommend?

#

u want something sharpshooter ish that uses dice

void jewel
#

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

tepid schooner
#

*i not u

tepid schooner
#

like, how should i change it

void jewel
#

Well this does achieve it. But it's just buffed sharpshooter.

tepid schooner
void jewel
#

It accomplishes your goal. Its just extremely powerful.

#

This is mandatory on any martial now, and pushes martials towards ranged.

patent grove
tepid schooner
#

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

patent grove
#

im gonna make general feet into a character now thank you for inspiration

tepid schooner
#

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

burnt cipher
lean elk
primal osprey
#

Better safe than sorry

lean elk
#

If you can’t describe the feature with 1-2 sentences and it isn’t a key component of the subclass, it probably could shed some wording

primal osprey
#

Also I’m 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 šŸ˜Ž

lean elk
#

Homebrew races or subclasses that are multiple pages long its just like, even if this is balanced im not reading allat you get me?

lean elk
primal osprey
#

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

primal osprey
#

Yup

#

Although I’ll give them one thing: the first half paragraph was pretty badass

burnt cipher
primal osprey
primal osprey
lean elk
#

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 ā€œthis race has wingsā€

burnt cipher
lean elk
#

Succinct, simple, easy

primal osprey
#

I love drakewarden

burnt cipher
#

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.

lean elk
#

Yeah i like stuff like that but when you’re 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

lean elk
burnt cipher
#

Hang on. Fighting with Discord

burnt cipher
# lean elk Im interested in these btw if you wanna drop some spark notes haha

Subclass Spells

You gain access to 5 Spells as you Level Up. You will always have them Prepared and don’t 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

blissful ravine
#

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.

tawny pier
#

Hey guys, I’m new at dnd, what is a homebrew?

blissful ravine
#

Unofficial

#

Something cooked up by the Dm's imagination

lean elk
#

Something not officially released by wotc or an official partner

scenic urchin
#

homebrew is any content not made by wizards of the coast and not sold by a third party publisher

tawny pier
#

Oh ok, thank you

blissful ravine
#

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

tawny pier
#

Can I ask what are you talking about?

blissful ravine
#

Homebrewed mechanics

tawny pier
#

That makes kind of sense

blissful ravine
#

Something I use to make an experience special to the players of my games

tawny pier
#

That looks fun

blissful ravine
#

it is when you understand it

tawny pier
#

I liked the reknown feature

blissful ravine
#

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

burnt cipher
blissful ravine
#

Subclass right?

tawny pier
#

Drakewarden, That’s a character I think?

blissful ravine
#

Could be

burnt cipher
tawny pier
#

How do subclasses work like, the character is a ranger, what do you mean by a subclass?

blissful ravine
tawny pier
#

Oh

#

That’s cool

#

I found dnd

#

Cuz I found a cool character

burnt cipher
# burnt cipher > ## Subclass Spells > You gain access to 5 Spells as you Level Up. You will alw...

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 Family’s 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 Drake’s Dragon Family (excluding Force and Necrotic).

tawny pier
#

Oh ok

#

Thank you

sturdy knoll
#

Please remember server rules regarding posting copyrighted content (best to link to the source or paraphrase just the parts needed for the discussion)

burnt cipher
blissful ravine
#

"I cast Fireball! *Ranger says atop the dragon."

remote lance
#

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

scenic urchin
#

seems less like a new mechanic and more like just reflavoring a mechanic

remote lance
#

How, exactly?

scenic urchin
#

i mean spell slots are limited, these crystals are limited ... uh ... how are they different besides the numbers

remote lance
#

For one, if it’s tied to an item, so I can reward players for doing optional challenges

#

Two, spell slots are wayyy too common for my campaigns

scenic urchin
#

you can give spell slots out as a reward easily as well >_>

remote lance
#

But you can just take a rest whenever?

scenic urchin
#

oh these crystals dont refresh on a rest?

pastel widget
#

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

remote lance
scenic urchin
#

oh

#

that sounds horrendous D:

#

gonna end up with casters that never cast spells until the final battle that way

remote lance
#

Depends how rare they are

scenic urchin
#

for some reason i was thinking of like, spell gems from world of warcraft, where the mage creates the crystals they use

remote lance
#

I probably won’t flavor them as gems because that’s overused

tardy tiger
#

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.

tardy tiger
remote lance
tardy tiger
remote lance
#

So it would have to be (half of spellcasting modifier)d4

remote lance
tardy tiger
#

also you cant really have a spellcasting score of +13

remote lance
#

Why not?

tardy tiger
#

+6 is basically the highest you can get

remote lance
#

Ok either way

#

It’s easier to just change the amount of dice

wanton cradle
remote lance
tardy tiger
remote lance
#

beside you

tardy tiger
#

you can always roll 2d4 and just reroll if you get an 8...or just roll a d8

wanton cradle
tardy tiger
remote lance
tardy tiger
remote lance
#

And they’re weird

scenic urchin
tardy tiger
# remote lance And they’re weird

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

scenic urchin
#

d7 is a standard dice in name of game I forget

tardy tiger
scenic urchin
#

DCC

tardy tiger
scenic urchin
#

It's called spell points, if you're searching for it

wanton cradle
remote lance
#

Spellweaver’s 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)

scenic urchin
#

scroll stonks crash through the floor

late pond
#

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 he’s had throughout the campaign if he chooses to do so

pliant pagoda
scenic urchin
#

making it serious is going to be difficult because its competing with healing potions ... poorly

digital jetty
pliant pagoda
#

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

radiant elk
#

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

digital jetty
smoky sand
#

i love Lightning arrow. i do also like this homebrew too

radiant elk
#

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

west tangle
#

Could that be reflavoured to be shooting an arrow?

radiant elk
#

That could work too, tho I was playing a druid and can't cast that

digital jetty
#

Druids don’t get shocking grasp either

#

They get starry wisp and produce flame

#

I am sure you could just convert those to lighting damage

smoky sand
#

Whats starry wisp? is that the one where you attack for 4d6 radiant and makes the target glow?

restive tusk
#

Close, it can do 4d8 but only past level 17 since it's a cantrip

smoky sand
true forge
radiant elk
#

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

radiant elk
#

Imma do some more scheming for random ideas and come back if I find something out. Hope u guys use or enjoyed the idea!

grim lark
#

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.

sharp linden
#

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

gloomy flower
spring tusk
#

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

stark ginkgo
#

@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

serene solstice
#

Hi! I’d like to allow a bard player to trade one Bardic Inspiration for casting a spell for free. For a bard around level 5–8, do you think it’s 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?

blazing dirge
#

Funny item idea, glove that lets you give a thumbs up and grant advantage to a party member

torn zephyr
#

Do we have mechanics or rules on wilderness/hex exploration somewhere?

blazing dirge
#

check tomb of annihilation

native grove
#

what are some of the best homebrew classes you know?

primal osprey
#

Mine šŸ˜Ž

#

No, they’re terrible

true forge
#

lol

true forge
#

on a different note

#

this cleric sub im making has 4 first level features........

#

counting spell list and bonus profs

torn zephyr
stark ginkgo
void jewel
#

The damage from it is whatever, compared to dodging.

radiant elk
#

My lack of supplies and resources led me to make do šŸ˜…

gloomy flower
spring tusk
#

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

fathom zealot
#

Question:
I’m 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.

plush flame
fathom zealot
#

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 don’t 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?

native quail
fathom zealot
#

Tome of understanding

#

х2

plush flame
native quail
#

That'll do it. Just do half wis round down

stuck raptor
#

make it not stack with armor

#

or just do +3

native quail
#

Oh! You could make it a reaction, similar to the Shield spell but scaling off of Wis

fathom zealot
plush flame
#

+1 or +2 AC from the robe, then

native quail
#

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 ^

plush flame
#

you would literally hit 30 AC

native quail
#

30 AC isn't the max functional AC

#

that's 39

plush flame
#

thats not the point

native quail
#

And it still consumes a reaction

plush flame
#

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

fathom zealot
#

My character is currently level 10, and the game is planned up to level 20.

At high levels, AC doesn’t 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%.

native quail
stuck raptor
#

monsters Cr 12 + have at least +12 to hit.

#

tarrasques and other top tiers with +19

native quail
#

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

stuck raptor
#

give all enemies reactive /j

hollow gust
#

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.

scenic urchin
#

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

hollow gust
#

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

digital jetty
hollow gust
#

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?

scenic urchin
#

if a spell can be broken by up casting it, I don't think it's this feat's problem

plush flame
#

you are essentially keeping that higher level slot to burn on something of that level again

scenic urchin
#

you're giving up a feat slot for the privilege

plush flame
#

giving up a feat slot for such a privilege is still a huge power jump

scenic urchin
#

it's definitely not weighted in favor of the player

plush flame
#

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

scenic urchin
#

that would be the "more damage" I was refencing

digital jetty
scenic urchin
#

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 >_>

digital jetty
#

typo šŸ™‚

plush flame
scenic urchin
#

I mean spirit guardians at 4th level isn't nothing, but would you take that over an asi

digital jetty
#

It is more like powercreep than game breaking. Unless you find a combination where you are casting the same spell over and over.

scenic urchin
#

it is power creep yeah

#

because it increases damage, some will be compelled to take it

digital jetty
#

it isn't just damage.

plush flame
#

combat utility or healing spells with this would also be of a different caliber with this

digital jetty
#

Obviously this would work with conjure elementals and scorching ray.

scenic urchin
#

Sure but I mean, since it can increase damage, that's what makes it required

plush flame
#

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

hollow gust
#

I could see about limiting the spell list to uhm

#

Wizard, cleric and druid

digital jetty
#

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.

hollow gust
#

Also thanks for your input as well Kytish and Acid !

violet flicker
#

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?

gloomy flower
#

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 you’re 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

stuck raptor
#

its pretty meh for an artifact

#

also lacks the random property stuff they all usually have

gloomy flower
#

what suggestions do you have? the party is currently level 10 but i want these weapons to hold up for a good while

stuck raptor
#

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

digital jetty
#

Expertise on persuasion and the aura seem pretty strong

void jewel
#

As an artifact, whatever. Advantage is free at that point anyways. Solid design.

digital jetty
#

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

void jewel
#

Yeah but most parties farm advantage by long before artifact levels anyways.

#

From my experience.

#

This is just QOL at that point

digital jetty
#

Agreed. It is net negative to quality of life is probably a good way to say it.

gloomy flower
native quail
#

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 don’t 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 + target’s 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.

tardy tiger
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guys, i was so bored i accidentally made a sorcerrer subclass

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magical parasite

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every level you get 1d(spellcasting modifier) leech points (basically mana)

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magic stealer
your "magic" comes from others, literally, you're stealing other's powers to use against them, your own spellcasting doesnt exist

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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

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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