parasitic control
when you reach level 6 your parasitic abilities strenghen allowing you to control how hard you cast spells you stole, even if the spell caster cant cast a spell like a fireball at its 6th level you can force them to everpower it, remember that casting your spells at higher levels costs you more leech points, but it also takes away more mana from the caster
#homebrew
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symbiosis
once you reach level 14 your parasitic connections become strong enough to bend the host's limits to your liking, now your host (which by extent means you) can cast every spell their class (and level) allows them to even if they never learned it, tho they lose that ability as soon as they try to cast it when you arent actively leeching off of them
life leech
your bond with hosts becomes so strong it allows you to drain them of life, when they heal in any way all of the healing goes to you, also if a creature is of a lower level than you you can attempt to forcefully suck all of their life out, for you to succeed they must fail 2 wisdom saving throws on which they have an advantage/disadvantage based on their wisdom in relation to yours, if they fail they instantly die and you get healed for the equivalent of their hp, you can use this ability once every long rest
A subclass having a core mechanic of forcing consequences onto teammates isn’t good imo
"aw shucks, im out of spell slots, hey palladin, may i have some?"
"yes, you can"
intensive leech sucking noises
I’m referring to the level 2 ability
"mmm, that seems like a hard quiz, hey wizard, what's the answer?"
"its A"
"that's wrong"
I’m also iffy on giving a tertiary resource to a class that already has 2 (spell slots and metamagic).
imagine just "borrowing" your party member's ability and failing for both of you
Yes that would be bad
it works instead of spell slots and metamagic, you are basically a pseudo spell caster
So it removes the main things that make a sorcerer a sorcerer? Why is it a sorcerer subclass then?
it could also work for a warlock i guess
It wouldn’t if it removes spellcasting
you can still "cast" spells, you just borrow that ability
That’s not what I’m referring to. I’m referring to the Spellcasting ability as defined in the Warlock (and by extension Sorcerer) class page
also it could be a warlock, it kinda fits him better
It wouldn’t work as a Warlock because it removes spellcasting
It invalidates a significant amount of invocations as well as the Spellcasting feature
It might work as its own class or as a subclass of a martial class
well, it could be its own class, its basically an amalgamation of a vampire and one of rogue's subclasses (and a parasite)
But again the biggest issue imo at this moment is that it’s completely reliant on other creatures to function.
being able to kick ass as well as a fighter and cast spells as well as a wizard seems kinda op
Importantly, the mechanics allow a player to force consequences onto teammates without their consent or the ability to resist
I would assume if it were to become a third caster the spell level would be limited
well, they could always make a wisdom saving throw, and if the leech's allignment is one of the 3 good's it probably wont be used to mess the party up
yeah but that would make it a medicore fighter and a medicore caster (or a palladin)
The current third casters do just fine with their limited spells
i guess it could work as an alternative to arcane trickster
Sure but again that runs the line of PvP. Also would disproportionately affect martial teammates.
As for the alignment thing, alignment-based behavior is not something that’s hard coded into the rules nor the current mechanics of the subclass. In any case that sort of behavior would be up to the individual player
But also, the hurdle of “needs to stand on its own” is something that should be considered
yeah but semi casters are:
mostly ranged weapon rangers, the holy smiting palladin, the artificer which i dont have the book for, but all of them have some other main way of attacking, and making it a fighter subclass would just make it a worse eldritch knight/palladin
Which points to the idea that it needs to be able to stand on its own instead of being dependent on an external source
yeah but i doubt that a lawfull good leech would just unconsensually steal another teammates stats just becouse
but that is the main point, its really powerfull but it needs a worthy oponnent, if the other person is not a spell caster or a weak one it cant really shine
That’s the fundamental issue. In order to be functional it needs something outside of its control
or a sentient flying 20th level wizard onion pet
I have a PDF of a homebrew I'm looking for thoughts on, DM me if you got time for it.
Wiz subclass.
Hey i wanna design a false hydra encounter but....I wanna make it different. Instead of the hydra's song making you forget you saw it, Instead the hydra's venom alters the memory of the village its in. Transforming the villagers to believe its a local deity or protector they have always made offerings to. The idea being Instead of forgetting things it makes new memories similar to the modify memory spell.
Would something like that be a cr 12 or something
CR is typically dependent on the stats of the creature
Abilities actually have a habit of not tying in often
Okay i was looking at a cr 8 hydra and gonna beef it up a bit
Well there's a false hydra statblock
Also this is interesting but the false hydra doesn't actually form new heads the way a regular hydra does
It forms a new head when it eats someone
🤔 what if my false hydra 2.0 gains a head with every follower
Devotion hydra let's call it.
God-devouring Serpent
Ooo interesting lore implications about the world serpent from Norse mythology. Maybe that was considered a first devotion hydra that the gods sealed away
I was making an elden ring reference but yeah sure that
*World Serpent
What
Yeah he said that
unless there is a god eatting snake in norse mythos that isnt that
I'm sure there's a myth out there of jormungandr attempting it
Idk,
Y'all are both confusing me
lol
I can make lore move in my own homebrew lol
I love that your username is just "man"
HAHA yeah
Andros is also the name of an incubus oc of mine
https://www.dndbeyond.com/monsters/54046-false-hydra
so i was gonna use this as a base for stats
and change abilities
Off topic but
How do we feel about the concept of necrotic based phoenixes
I know it's all about rebirth from the ashes and burning away the old for the new and yada yada but I mean
Undead phoenix
hmm...a phoenix who's flames don't bring the warmth of flames but the chill of death. their normally bright and vibrant plumage is now oily and black. maybe their tears don't cure ailments but actually cause diseases to fester and grow out of control like mutate forcefully
maybe they could also strip away immunities and absorbtion of damage types to non-undead/constructs
being seen as birds of the most ill omen. as they can bring even the mightiest of warriors to their knees if faced
corupted/fallen phoenixes are great
would it be flame based still? like black necrotic flames or something else?
i assume so. but it is like chill touch doing necrotic damage when you touch the flames.
What if proficiencies were removed from the class or reworked? This is just theory crafting.
I am thinking of stat requirements for gear, think in the realm of Dark souls. Meaning you could have a mage with a tree branch as a weapon or a barbarian with a rapier. If you meet the requirements you are able to add your proficiency bonus.
Idk if this is a good idea as imo proficiency in weapons and armor is annoying.
More in the sense of a great club. But on paper would this ruling be good, unnecessary, or bad? I feel it could add some flavor to the game but since proficiencies are already a thing it’s probably redundant.
i dont really see much point in removing proficiencies
I do not understand your intent or problem
Nevermind i get it
You want stat requirements
Would it not still be annoying
Yeah, as you only get ability score improvements at certain levels. Unless you reworked the stat system which would just be a lot of extra work.
So my rl name is Rick and I've ran stuff before and came up with an optional standard array my players use....we call it the rick roll.
The rick roll is 18 16 12 12 10 8
I allowed players to pick my rick roll, a standard array, or roll 4d6 drop lowest for stats
That is strong
Yeah but it let's the players have that perfect 18 everyone seems to want a dump stat and some other skills youre good in and a secondary skilln
Yea I don't feel players should have the perfect 18
I'm making a few personalised Beasts for a beastmaster character I'm making. Are these changes/abilities balanced?
Beast of the Land
- AC: 12 + PB (original: 13 + PB)
Vicious. The Beast deals an additional 1d4 damage to Prone creatures.- Actions
Charge is removed.
Chosen Earth. (3/day) Choose a creature within 30 ft of the beast. The next time the creature receives damage, it can choose to reduce the damage received by 1d8 + your PB.
If this action has no remaining uses, you can expend a spell slot to use this action.
Beast of the Sea
- AC: 12 + PB
- Movement speed: 20 ft., swim 40 ft.
- Actions
Binding Strike can no longer grapple
Spore Blast. Ranged Spell Attack: your spell attack modifier to hit, reach 30 ft., one target. Hit: 1d4 + 2 + PB poison damage.
Resurgence. (2/day) Choose a creature within 30 feet of the beast that it can see. That creature regains 1d4 + your PB hitpoints at the beginning of each of its turns for a number of rounds equal to your Wisdom modifier.
If this action has no remaining uses, you can expend a spell slot to use this action.
Beast of the Sky
- Movement speed: 10 ft., Fly 45 ft.
- Actions
Aqua Jet. (2/day) Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + 3 + PB, and your Initiative count increases by 2.
If this action has no remaining uses, you can expend a spell slot to use this action.
for folks keeping score, this idea showed promise, but next time I would try minions with disadvantage will auto miss, and minions with advantage can deal double damage
Hey there, I need some feedback whether this would be balanced enough or a bit too much. Should the CR also be changed or is it fine as is? Any feedback on any part of it would be great. Thanks in advance.
https://drive.google.com/file/d/1fVyfaH3Gmxw1Et80lewSMmidBmqtxPOP/view?usp=sharing
Can someone rate my sin of wrath sheet
How would a forgemaster class work?
?? Just fing craft items or smth this sounds like an artificer subclass
idk if you wanna have the regular attack be limited
also, it’s a bit vague when you say “you” do you mean the monster or the player?
I’m assuming it’s the player, but the initiative change is just weird
in terms of limited use abilities, I would probably put them on the player’s features rather than the monster’s stat block
that way you can track it correctly and allow it to have different effects
HeyHey, I have a question, I want to give one of my players (a gunslinger) a set of enchanted bullets, where he can spend an action to load his gun with 1 magazine of these special bullets and they all have a chance of some special effect (most would be normal bullets, and some maybe explosions or just more damage or something) I was thinking on a d20 table roll but would like some more expert insight on how I would balance such a thing while keeping it fun and not annoyinh
annoying*
I have an additional Level 1 optional feature for 2014 Monk, a Martial Style. Do you think these are balanced?
Monk Martial Styles
(Optional Level 1 Monk Feature)
There are many animal-based fighting styles that one can practice, and you chose the one that fits best for you. You can pick 1 of the following Martial Styles. You can change which Martial Style you chose every time you level up, signifying a change in your training regiment.
Mantis
This quick-stricking style gives you +1 your unarmed strikes and monk weapon attack rolls and advantage on all Opportunity Attack rolls.
Monkey
This slippery style gives all Opportunity Attacks against you Disadvantage and a +1 to your Dexterity Checks and Saving Throws.
Snake
This focused style enables you to capitalize on an opponent’s mistake. When a creature fails an attack roll against you, you can use your Reaction to attack that creature once with an unarmed strike.
Tiger
This ferocious style gives you a +1 bonus to Initiative, your unarmed strikes damage rolls and monk weapon damage rolls.
Crane
This elegant style allows you to deflect an attack aimed at your allies. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your Reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).
does anyone know any "pact breaker" subclasses for warlocks?
Hey y’all! I’m creating a homebrew one shot campaign for my friends and I wanted to see what people think about my world building that I created! If anyone wants to read and share their thoughts with me! I would really appreciate it!
https://docs.google.com/document/d/1-GKb1YQpZMvLd0_eqndVITFSPBQOD58yvuc4m11owA8/edit?usp=drivesdk
You've made it so we gotta request access, could u pls change that? 🙂
Oops! I had no idea! I just changed it! Thank you for letting me know me know!!
I know this is a little late, but this is what I did for a gunslinger in my party that wanted to do just that.
1–14: Normal shot (no change).
15–16: +1d6 force damage.
17: Target is pushed 10 ft away.
18: Bullet explodes, hitting target and creatures within 5 ft (Dex save, 1d6 damage).
19: Bullet arcs with lightning → jump to another enemy within 10 ft (1d4 damage).
20: Critical enhancement → attack counts as a crit if it hits.
some of those are really strong
yeah they are but it is for 2014 Monk
the infinite Riposte for 1 level in Monk is very dippable
you gotta think about multiclassing too
wdym infinite riposte? the Crane?
Snake
a Rogue can dip 1 level in Monk and gain that on their daggers
...ok that IS a Monk weapon
yes, but it also activates Sneak Attack a second time every round
for the price of 1 level in Monk
ooooh nooo
how to specify that this extra attack cannot use other class features?
actually there is a way
...just say "Unarmed Strike"
and no monk weapon
can't Unarmed Sneak Attack
that doesn’t stop Divine Smiting with it
and can't Unarmed Divine Smite iirc
yeah Smite says melee WEAPON
so might actually be fine
for Paladin, leaving it as is would be fine
for Rogue tho?
13 Wisdom to dip into a Monk would be more than worth it
yeh
so yeah gonna have to say "unarmed strike" only
I think the +1 to hit and damage is also too much for level 1
it's +1 hit OR +1 damage
then the +1 to hit is too much
Monk falls off a bit later
they would be pretty strong up to level 5
I think this applying to weapons as well allowing you to use a +3 weapon with +1 to hit is a bit iffy
It is strong, but idk if it would make them broken
Magic Bracers for unarmed strikes don’t exist in 2014, so I would’ve probably made them scale instead
the issue isn’t that they’re broken, it’s that it doesn’t really fix their issues
it just puts them above other classes in low level play while still suffering in higher levels
I would make most of those scale instead
ok some can scale, but some aren't direct number increases
I would also probably allow them to change the choice when they take a long rest instead of leveling up similar to Fighting Styles
Snake and Crane don’t need to scale because their scaling is innate
yeh probably
so they top out at +3?
I don’t really like the second part of the Monkey style either, but that might just be a personal grievance
I would make them increase with class PB instead of overall PB
or scaling with your Martial Arts die
This is perfect, nice and simple but feels really good. thank you so much.
I like the idea, I think it needs a little bit of workshopping and it could work well
every 6 Monk Levels
from 6 it's +2, from 12 it's +3 and from 18 it's +4
yo wait the Mantis synergize amazingly with Polearm Master and Sentinel
I was gonna say it should start at +0
and swap the Initiative to either proficiency or advantage
so all the ones that scale have a secondary effect that’s active at level 1
Opinions on this overcomplicated vestige? https://docs.google.com/document/d/1gyLxyW6nr7o12IZNpERjGX3EZ1ZYmvWaozoG980HFBo/edit?usp=sharing
Hello! Am working on a character that needs some homebrew spells to do what I want it to do, but am unsure about spell balance for the levels I want them. Here are 3:
Arcane Leap
2nd level
Casting time: 1 action
Range: 30 feet/10 feet emanation.
Components: V, M (a gem worth at least 100gp.)
Duration: Instantaneous
You leap up to 30 feet in a straight line by using 5 feet of movement for every 10 feet leaped to an unoccupied space you can see that has no obstacles in between. Upon landing, all creatures within 10 feet of you must make a Dexterity saving throw, taking 2d6 thunder damage on a failure or half as much on a success.
At the end of your turn, you can decide to stay where you are or return to the place you leaped from.
At higher levels, the spell's distance increases by 5ft and the damage by 1d6
Chains of Torment
1st level
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You launch ethereal chains from your hand. Make a spell ranged attack. If the attack hits, the target takes 1d12 force damage and the chains attach to the creature. While the chains remain, the creature cannot benefit from being invisible.
If the creature walks away from the spell's range, the chains break. If the creature remains chained until the start of your next turn, it takes 1d12 force damage and is restrained in place till the start of your next turn. A creature restrained by this spell cannot be moved by nonmagical means.
At higher levels, the spell's damage increase by 1d12 on hit and on restrain.
Sigil of Destruction
Casting time: 1 action
Range: 90 feet
Components: S
Duration: Instantaneous
Make a ranged spell attack. On hit, the target takes 1d12 (type) damage and is marked till the end of your next turn. If you deal spell damage to a marked creature, the seal detonates and deals another 1d12 (type) damage.
At higher levels, both damages increase by 1d12.
So chat, im trying to make a magic item.
The idea is it's an amulet with a limited number of uses.
What it does is it creates a magical metal shell around the user and increases their size to large.
While in this form they can innately cast a few spells.
(Note that this is for 2014 rules)
The flavor is like a magical version of a summonable mecha suit
Like I want it to function like a limited use wildshape for a construct with only 1 option.
Not sure what sigil's level spell slot is but hunters mark doesn't hit d10 until lvl 20 and is a conc spell (granted rangers dont conc after lvl 13).
Also assuming you cast this spell then cast magic missile your magic missile does 3d12+3d4+1 at the cost of two 1st lvl spell slots
Ok what about a class that gets double the ASIs as fighter, but all it does is just get to be able to benefit from both STR & DEX on attack & damage rolls, and for armor class it gets to benefit from adding CON to it
Is it as stupid as I think it is or, cause I saw this online the other day
the clas literally does like nothing else. Nada, zilch. I think there was a rule that you could only take up to 3 feats
I think the only reason to buy STR is to like, not get overpowered by some sort of monster.
DMs are different about that. Some include a lot of STR rolls, some don't. I know the base vanilla game usually doesn't involve them much. You can dodge a grapple with Acrobatics
Oh no, the sigil detonates once and is gone. Hence the no concentration.
Icic, might need to update the wording as it appears as though it just does damage without limit
Good call
No extra attacks? CON gets added to Heavy Armor? It would be boring.
Yeah it would be insanely boring but would it be GOOD is the question
Too weak or too strong?
I think extra attack 2 is the max on there
Slap it in a spreadsheet and find out.
With min/max stats at level 1, you functionally have +3 sword and +3 armor. With 3 half-feats, it will take you 8 ASI to get to +5. As you level the bonus to damage rolls will become less impactful, but the Accuracy and the AC bonus would hold up. I am assuming Polearm Master, Great Weapon Master, and Sential are the optimal feat choices.
Honestly, I wouldn't be surprised if the offense fell off in late game.
Finished workshopping a homebrew playable species called the Vau-Ny'r, a tall species that have similarities to that of deer and elves in terms of appearance
You finished workshopping or did you want some feedback?
Technically both? My only gripe is that the "art" is feckin ai because real art is expensive & I got game dev stuff to do (skyrim mod, not dnd), gotta wait to afford real art for dnd stuff
But yee, definitely up for hearing feedback
No art is better than AI art
Why is the text green? Why is there so much text? Is it okay if people skip It?
What does "exceptional eyesight in the night" mean mechanically?
Some features are written in 2nd person and others in 3rd person. 2nd person is the standard.
The antlers would be the strongest mundane weapon in the game.
I would change Whispering Hearth to: When a creature within 30ft of you spends a Hit Dice as part of finishing a short rest, the regain hit points equal to half your PB.
Flowing Life, can just be the ability to cure wounds.
Having this many feature is more than any official species.
In Starlight’s Embrace the area the mist fills and the duration of the effect is undefined
there are free art packs out there, especially for game devs :V
This does not look like a DnD race
Green text - Because it felt fitting with the whole "defender of nature" thing
Exceptional eyesight - It doesn't show properly but it just means 144ft darkvision
3rd person - It's just a lore type of speak mixed with the standard 2nd person
Antlers - Vau-Ny'r are like 11ft-15ft tall, thought it'd make sense for them to feel like being hit by a truck since moose are like that with their antlers & while Vau-Ny'r are deer-like, the idea is still the same
Whispering Hearth - What's PB?
Flowing life - Maybe, sounds good
Starlight's Embrace - Meant to put in that it only lasts one turn
Thanks for the feedback, and honestly I just wanted to add a bunch of lore/traits since this species is meant for harder campaigns
Yeah outside of individual feature balancing concerns the species is way too feature dense compared to standard 5e species. Both in how many options their level 1 feature gets but also in how many features they get as they level up
I mean it's just base stuff with their horns, environment experience, sight in the dark, etc, regular deer would have a more mundane version of that stuff minus the lvl 1 blessing since they're used to avoiding hunters, wolves, etc
Meaning? There are humanoid deer fae in canon 5e, these are a mortal plane elven kind of deer people, is no different than a lizardman or tortle
Not that way. the mechanics just. Arent following now a DnD race is
I get wanting to emulate every or as many aspects of your inspiration as you can. But the more features you add the less it becomes “playable” it is due to feature bloat
You dont get stuff from races after level 5
It's more a culture thing than a race thing
Culture does not need mechanics
i get trying to be "lore accurate" with species, but that is not how a DnD species is supposed to look
definitely way too much power in this species
I know you stated part of the reason for all the features was to make it good for “harder campaigns”. Consider that Variant Human and Custom Lineage accomplish this goal with their only main feature being that they get a feat of their choice
Well I designed them for a universe that isn't faerun, so I'm coming up with new ideas that will fill the world, not just them
Little tidbits that make each character feel more alive, ya know?
Wasn't missing the point, just explaining why I made them that way, I plan on making more species for my campaign & adding things to regular species like changing the traits of the Longleg (What other species in my current campaign call humans since human as a term doesn't really make sense in dnd)
I mean I do like the feedback, not trying to dismiss you if I'm coming across like that, I just like talking about my campaign since my players immediately got hyped for future sessions from what happened just within session 0
guys, i wanna make a blood mage subclass that has the ability to heal by sucking blood out of dead/living creatures blood, how do i make it good enough to actually do decent healing but also not good enough for the wizard to become invincible as long as he's committing 1st degree murder?
2d6 Necrotic DMG maybe?
i meant the healing aspect
Aight, still 2d6, just for healing
I think that's the same dice a cleric spell uses
Part of the issue of giving feedback is that it necessitates context. By default feedback will assume standard 5e as a reference point, but if your homebrew exists within a bunch of other changes (e.g. additions to other species, core rule changes, etc) then standard feedback becomes less meaningful
then i guessi should add a limit to how many times it can be used every long rest, also the party is starting at level 6 so the wizard has like 15hp
Not especially, it'll still give me ideas either for this species or for another
2 or 3 times maybe?
Just as an example, we’re saying it’s feature dense compared to a standard 5e species. If your changes as you say are going to add and change features to standard 5e species, then that feedback becomes less meaningful since the average number of species features in your homebrew game is more than a standard one.
Makes sense
There’s going to be a few hurdles to consider:
- In-combat healing will almost always be “weak” since healing spells poorly scale compared to monster damage.
- “Blood-sucking” implies the Wizard would have to get up close to the target, which is very dangerous for Wizards
- Out of combat, you might run into the “bag of rats” problem
I think limited use and limited healing are a good start. I assume this isn’t the only feature the subclass gets so it’d be decent as one of the level 3 features Wizards get
well, it would allow you to heal even when out of mana, and also regenerate "mana" (blood/hp) to cast more spells cause this version uses hit points as mana
yeah, its the 2nd level one
So this is for 2014 Wizard?
If you are out of HP then you would be unconscious and therefore unable to use the ability
Unless the ability is meant in the vein of something like Half-Orc’s Relentless Endurance
If you want this to play alongside official content then it needs to be balanced. It is an option to put species based features into feats or subclasses.
yep, i have the 2014 handbook
Is the “bag of rats problem” keeping a bag of rats to suck the blood out of?

Yeah the bag of rats problem is common consideration amongst any feature that works off of damaging or otherwise killing a creature
i meant that when you use spells you use up your hp so when you're low you can heal up, or if you are downed you can use a dead creature that is within reach to heal and get back up (or a living enemy if they fail a save throw)
So what would encourage a Wizard to use this feature over say, taking a Short Rest, casting Vampiric Touch, etc
easy fix: you can only suck the blood out of a dead creature once, also it must had died in less than an hour or the blood will be too old and cagulated to use
Just keep the rats alive?
And then I assume using HP to cast spells is a secondary mechanic to regular spellcasting
morality (they will chew through the bag)
Behavior based decisions are not a good consideration for mechanical balance
Bag of holding
nope, also now that i think about it wizards are fragile asf, maybe they could use a d8 hit dice
No they do not
The squishy wizard is actually a misconception. wizards have plenty of easy ways to pad their defenses
trying to fish a rat out of the bag of holding in the middle of combat? also they can bite you and deal damage when you are presumably low and need healing
Again, why not just cast Vampiric Touch
The bag of rats is a metaphor. Any container of weak creatures works
Ant farm, spiders in jars, etc
vro, one of my pc's is a wizard, everone else has 33-36 hp and he has 14 (maybe becouse of his -3 con)
bag of rats is officially discouraged in the 2024 DMG.
Wait where? I need to read this
that sounds like the -3 CON is to blame there
case and shut
Also that scenario only covers a situation where:
- A wizard has no other healing options
- A wizard is in combat
- A creature in the bag can take an attack of opportunity when a creature tries to attack it
In any case a fundamental overhaul to spellcasting mechanics like using HP as spell points trends towards it fitting better as its own class.
Admittedly, it's less of a concern now because one of the two groups of people most likely to try to abuse it are the ones who would listen most to the books stating it's bad.
Yeah that’s fair
1- its a spell that requires 3 hit points to cast, it deals 3d6 dmg so 9~ and you heal half of that so 4 then you subtract 3 from the spell cost itself and it heals around 1hp, also its a 3rd level spell so you need to be level 5, my ability is available at level 2 and it gets better as you get to higher levels
2- not every wizard has it
So you’re saying your’s is overpowered
no, im saying that vampiric touch kinda sucks with this subclass
So why wouldn’t a wizard choose another subclass and then also take Vampiric Touch?
If base game features with similar effects are overshadowed by this, it seems like it’s overpowered
becouse of one of the other abilities (feats? idk how they are called)
Also does this imply that an X level spell requires X HP to cast
It is right here. https://www.dndbeyond.com/sources/dnd/br-2024/the-basics#PlayersExploitingtheRules
Combat Is for Enemies. Some rules apply only during combat or while a character is acting in Initiative order. Don’t let players attack each other or helpless creatures to activate those rules
This is a wizard sub? Does it have to be in melee to suck blood?
Aight, what about the general lore? Ya like it?
I'm honestly very tempted to make the de-facto Force damage cantrip something that works like Magic Missile and just doesn't miss.
Scales from 1d4 to 5d4, single target, like 60 foot range, nothing else.
No utility?
Oh, it would have utility, just not combat utility when used at long-distance.
Though, looking at the numbers, I'd likely have to increase the damage to 1d6 to keep it balanced with the Fire cantrip.
The Fire cantrip is 1d10 per increment (approximately 3.575 DPR at 65% accuracy) with a range of 120 feet. 1d6 per increment as an autohit is 3.5 DPR due to no accounting for accuracy, and I'd likely put the range at 60 feet, meaning that you pay indirectly for the consistency.
How many of your single target cantrips are a d6?
At range? None.
At 1d6 and range, there's:
- Air (Lightning): Single target, 30 foot range, Str save, 10 foot pull, extra 1d6 Thunder damage if within 5 feet after pull.
- Earth (Bludgeoning): 10-foot-long, 5-foot-wide Line, Dex save.
- Radiant: 5-foot Emanation, Con save.
- Toxic (Acid + Poison): 30 foot range, 5 foot Sphere, Con save, doesn't affect Constructs/Undead.
Realizing I probably need to bump up Radiant to 1d8, tbh.
Or maybe bump up the range to 10 feet, idk.
The single target version of the attack Blinds temporarily until the end of the creature's turn, which is very powerful and makes me realize that I probably need to bump the melee Toxic one up to a -2 to AC.
The idea is that these cantrips in melee are meant to be kinda stupid, but that's also because I'm making life a bit harder for casters.
Radiant is a bit tough to give a "ranged" version of, though, because theme-wise radiance makes the most sense being radial like light is.
Laser time.
Its funny, I tend to key air as slashing in my head
Though electricity makes 100% sense
Particularly in RPG world
Funny enough, my theming from Air doesn't even come from RPGs but instead from like every mythology ever.
Air = Sky = Storms = Lightning
Well, and bludgeoning winds and piercing hail and floods and all that, is where my mind goes.
aer crystals produce levinstrikes aye
It's how FF and DW code it too
The "bludgeoning winds" is where the thunderclap comes from when you pull the enemy close enough, ya.
Usually Aero is either lots of green slashes or crackling energy
Thunder whip seems neat.
Any ability they might want to use just because has got somethign good going for it lol
You can also tell who's old by whether or not they follow it up with a MK line.
When it comes to radiant (at the cantrip level), though, the main struggle is that I want to give some sort of range so it's not purely melee, but I'm also pretty firmly trying to make stuff theme agnostic.
Trying to make certain damage types lean towards certain styles of play, as well.
I've been considering coding Fighter subclasses by weapon >_>
Though I also want to hybridize how many damage types you get out of weapons
Because warhammers not having a piercing option is weird to me.
So like, basic Earth magic is practically melee range.
I love geomancer shenanigans.
Definitely feels like the 'tank'
Reminds me a bit of L5R, although they also extend it to the social system. So your Intimidation as a Fire is different than the same skill as a Water, etc.
I suppose that Earth could instead be the radial damage theme and Radiant could be a cone, hmm.
The ones where two types of power engaging in it having entirely different approaches to something are often the hardest lol, because I want to try to give a baseline approach that works for both themes but that can be super difficult.
Need a name for the alternative name of the Legendary Resistances for the Uro, Titan of Nature's Wrath statblock im making. Currently have Nature's Roil.
Might of the Mountain? Fury of the Storm? Ironwood Soul?
Those feel like they fit other titans better. From what im seeing about Uro though, he seems to be more ocean associated
Tempest something or something Tempest might fit.
Might go with Tempest's Roil for now
Soo I was playing with jokes and magic for Wizard I'm planning and I was thinking asking my DM about this custom Cantrip at certain level.
Dismantle
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Components: V, S, M (construction plans of target object)
Duration: Instantaneous
This spell dismantles a single object you touch such as chair or padlock. As long as the object is no longer than 1 foot in any dimension, you disassemble it without damage to any part.
This spell can physically disassemble magic item, but can't disassemble item held together by magic.
How does it sound ?
Sounds fun imo, but maybe reverse the last condition. Sounds a bit busted to be able to dismantle an outright magical item imo.
Gonna reword it since it's supposed to say it can disassemble magic items that aren't magical.
It's joke reversal of Mending.
Ahhh, that makes more-ish sense.
I'm honestly thinking that I just make a pseudo-Guiding Bolt for this, at this point.
Disassemble items that arent innately magical in nature.
I waned to avoid it having capacity to dismantle locks that are held together by magic.
Ahh, okay. So innately magical or held together via magical means.
Yeah, it's a bit of a joke spell. You literally just take things apart with magic in case you can't do so manually. That's why the material component.
Was planning on dismantling things somebody give me to hold for no reason other than curiosity.
Hey, sounds like an awesome artificer thing to me. xD All the shenanigans!
And spare parts.
Go for it.
I'm trying to make an updated version of Way of the Four Elements
Yes, i know Warrior of the Elements exist
That being said, which one sounds better?
- You can cast a spell using Focus Points as an Action, leaving the BA free for you to do your Monk stuff, which may or mayn't require 1 FP
- You can use your Action to make 2 attacks (or anything else), leaving the BA free for you to do your normal Monk stuff which may or mayn't require 1 FP. You can also cast a spell, which requires 1 or more FP
Here I am to ask for feedback on a 2024 Warlock Subclass I made:
Oni
Oni Spells (Level 3)
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Oni Spells table, you thereafter always have the listed spells prepared.
Oni Spells
Warlock Level Spells
3 Invisibility, Darkness, Armor of Agathys, Disguise Self, Shillelagh (for the clubs/greatclub kanabo theme)
5 Fear, Spirit Shroud
7 Ice Storm, Greater Invisibility
9 Steel Wind Strike/Destructive Wave, Cone of Cold
Oni Form (Level 3)
As a bonus action, or as part of casting Shillelagh on a viable weapon you are carrying, you can gain a form that grants attributes of an Oni onto you for ten minutes. While active, you gain the following benefits:
- While not wearing armor, your AC is equal to 13 + your Charisma modifier. You can use a shield and still gain this benefit.
- Once per turn, you deal an additional 1d6 Cold damage on hit with an attack. This increases to 1d8 at 7th level, 1d10 at 11th level and 1d12 at 15th level.
- Once per use of the Oni Form feature, while it is active, you can choose to use a bonus action to regain hit points equal to your Warlock level + your Charisma modifier.
This feature can only be used once per short or long rest, unless you use a Pact Magic slot to use it again.
Shapeshifting Menace (Level 6)
You can cast Disguise Self without expending a spell slot, a number of times equal to your Charisma Modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, while the Disguise Self spell is active on you, other creatures have disadvantage on checks made to discern that you are disguised, and the spell no longer fails to hold up to physical inspection.
If you hit a creature with an attack while the Disguise Self spell is active on you, it can be ended early by you, causing the creature to make a Wisdom saving throw vs your Warlock Spell Save DC, or have the Frightened condition until the start of your next turn.```
When you deal extra cold damage on hit with an attack due to the Oni Form feature, you add your Charisma modifier to the damage roll. Additionally, you can choose to apply he same Wisdom Saving Throw listed in the Shapeshifting Menace feature upon dealing the extra damage, on the creature damaged by the attack.
Freezing Aegis (Level 10)
When spell that deals cold damage is cast with a spell slot, you gain temporary hit points equal to your Warlock Level. This is added to the Armor of Agathys temporary hit points, if that is the spell cast. This feature can be used once per short or long rest.
Form of the True Oni (level 14)
Your Oni Form feature is empowered, gaining these changed and additional benefits while active:
- You regain hit points equal to your Proficiency Bonus at the start of your turns if you have at leat 1 hit point.
- The base AC of your Oni Form increases to 15 + your Charisma modifier instead.
- You can cast Cone of Cold once without expending a spell slot, per use of the Oni Form feature, while it is active.```
Damn you server for seperating this.
So I would like a suggestion if someone is willing. I want to make eventually custom spell for my Wizard and here's the idea: Elaborating on great Jim Darkmagic, Athulus developed Athulus' Unmaker 3rd or 4th level spell that takes coins and makes them into unstable arcane charges which you then chug at enemies. The gimmick is that damage doesn't scale with level, but type of coin used.
Should I work on that or is it terrible terrible idea.
hows this for a 1st-level feature for a cleric thats themed around emotions and passions?
"Social Maneuvering
1st-level Ardor Domain feature
You are able to play on the emotions of others. You become proficient in your choice of two of the following skills: Deception, Intimidation, Performance, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Additionally, wen your Spellcasting feature lets you learn or replace a cleric cantrip or a cleric spell of 1st level or higher, you can choose the new spell from the cleric spell list or from spells of the Enchantment school on any spell list."
is it enough on its own, or does it need something else at 1st
(it already has a spell list)
the aforementioned spell list:
"Ardor Domain Spells
| Cleric Level | Spells |
|---|---|
| 1st | charm person, heroism |
| 3rd | crown of madness, enhance ability |
| 5th | antagonize, fear |
| 7th | confusion, phantasmal killer |
| 9th | dominate person, geas |
"When you learn a Warlock spell, you may also choose from the Sorcerer, Wizard, Cleric, Bard, Druid lists."
NO
This is incredibly overpowered.
Well aware. That's why its optional and up dms
might as well include every class at that point
that almost is every list
but hey anyone got thoughts on this
There’s no point in having a class if it’s 4x stronger than everything else
Paradox of choice
All homebrew is optional I'll point out
thats a bad argument to making OP homebrew
the point of homebrew is to make summoning new and unique, while also fitting into dnd and existing alongside other things
in the terms of subclasses, with the other subclasses of the class
so anyway...hows this for a 1st-level feature for a cleric thats themed around emotions and passions?
"Social Maneuvering
1st-level Ardor Domain feature
You are able to play on the emotions of others. You become proficient in your choice of two of the following skills: Deception, Intimidation, Performance, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Additionally, wen your Spellcasting feature lets you learn or replace a cleric cantrip or a cleric spell of 1st level or higher, you can choose the new spell from the cleric spell list or from spells of the Enchantment school on any spell list."
🙁 And my stuff gets ignored, oh well
do you think i need another 1st level feature, or is that enough on its own
im considering something like:
"Susceptible
1st-level Ardor Domain feature
Creatures charmed by you have disadvantage on saving throws against other spells you cast, and attack rolls against them have advantage."
though that feels like it may be too much
i can see 6th level or capstone
that makes sense
Hey, I made a Homebrew based on a drawing of mine and now have a 14 pge document. Can I please have some advice on making it a campaign?
I've already made the weapons, attacks, curses, prophecies, lore, stats and some designs.
Feel free to post it if you want feedback
Links are allowed if you say what the link is
Okay I just have to wait
Hi peoples
Could I get some feedback on this magic item
Skyshatter Maul
Weapon (Maul), Uncommon
Attacks with this weapon have a +1 bonus to Attack and Damage rolls
Once per long rest you can enchant the weapon for 1 minute. During this time the damage type is Lightning and on a critical hit each creation within a 10-foot radius Sphere of the wielder must succeed on a DC 14 Strength Saving Throw or be pushed 5 ft. away and knocked Prone.
Meant for a level 3 wild magic barbarian
Sorry just reworked this
Skyshatter Maul
Weapon (Maul), Rare
Attacks with this weapon have a +1 bonus to Attack and Damage rolls
Damage with this weapon is Lightning
At any point during your turn you can release a burst of thunder from the head of the maul. When you do, each creature in a 10-foot radius Sphere must succeed on a DC 14 Strength Saving Throw or be thrown 10 feet away from you and knocked Prone. On a failure or success each creature within that 10-foot-radius Sphere also takes 1d6 Thunder damage. You can use this ability a number of times equal to your Proficiency Bonus per Long Rest
https://docs.google.com/document/d/1pOsUMDETy79hRUcGxNFhB2XQaR0TafnxxA1mdfWtwNI/edit?usp=sharing
Here's the link for my current homebrew project "The Twin Blades"
idk what this is trying to be? new items? or just magic items with alot of stuff they can do?
also, it looks like AI
at least formatting wise
yyou have to take away editing perms i accidentally moved something around 😭😭
i think there's some in there but it's not fully just ripped from it-?
What do you guys think of this?
Corrupted Presence. At the start of each creature’s turn (other than you) that begins its turn within 10 feet of you, it takes poison or acid damage. The damage die begins at 1d4, and increases one die step each consecutive turn the creature starts its turn within the aura (1d4 → 1d6 → 1d8). The die size caps at 1d8. Leaving the aura resets the damage to 1d4.
Allies Unharmed. You and friendly creatures are immune to this effect.
At level 18, this aura intensifies: The range of the aura increases to 30 feet.
Festering Boon. Whenever a friendly creature within the aura hits with a weapon attack, it deals an additional 1d8 poison or acid damage.
Paladin Aura level 7
So I'm working on a homebrew weapon for one of my solo campaigns. The player wants to incorporate his favorite anime in. We've decided on a knife that, aside from growing more powerful the stronger the player is, has a charged attack:
Amount of turns skipped | Bonus Damage Given
1 turn -2 to crit, 8d6
2 turn -4 to crit 10d6 adv to hit
3 turn -6 to crit 14d6 auto hit 1d4
4 turn -8 to crit 20d6 1d4
5 turn autocrit 28d6 1d4 points of exhaustion.
Can only attempt 1 time per day.
Is this broken? It's a level 3 to ~16 campaign
By my first run through, this should be fine. Nothing seems too stronk and nothing seems too weak. I think the part that may be worth a second look is how Shapeshifting Menace gives you a way to end the spell and then Demonic Might kinda invalidates the usage of ending the spell by allowing the effect every turn, if that makes sense? It's not that the effect is too strong, but that it ends up feeling like a pacing issue with the upgrade coming on quickly.
Hmm, makes sense. Though, it is a way to apply it twice in one turn. Though I see what you mean, and yeah, should probably say it requires no action to end the spell early, or just make it only when you cast it on yourself... (That and I should probably make it to where it can only be done with Disguise Self that is cast by the Warlock using the feature, or with a spell slot, since i'm noticing that you can just take that one invocation and infinitely spam it anyways lol)
Perhaps the on hit version should just come with a different effect? Maybe a reduction in speed to account for the cold damage theme? That way the disguise self one is way more valuable, could even make it to where htey have disadvantage if you are in the Oni Form before you release the spell.
Yeah, I like the idea of the two things having a different effect so that the Disguise Self remains valuable, whether that results in the Disguise Self being the one buffed or not.
Could be even that the extra damage only does its secondary extra effect, if the target is frightened as well. Reducing speed by half instead, so it's a bit more potent that way, but requires interacting with other features/spells to get more bang out of it.
So like...
Shapeshifting Menace (Level 6)
You can cast Disguise Self without expending a spell slot, a number of times equal to your Charisma Modifier (minimum of once), and you regain all expended uses when you finish a long rest. In addition, while the Disguise Self spell is active on you, other creatures have disadvantage on checks made to discern that you are disguised, and the spell no longer fails to hold up to physical inspection.
If you hit a creature with an attack while the Disguise Self spell is active on you, it can be ended early (no action required), causing the creature to make a Wisdom saving throw vs your Warlock Spell Save DC, or have the Frightened condition until the start of your next turn. This can only be done with Disguise Self that has been cast by you, using a spell slot or a use of this feature. If the Oni Form feature is active when using this feature, the Wisdom Saving Throw is made at disadvantage.```
And
Demonic Might (Level 10)
When you deal extra cold damage on hit with an attack due to the Oni Form feature, you add your Charisma modifier to the damage roll. Additionally, if the creature has the Frightened condition, its speed is halved until the end of its next turn.```
I like that much better, ye.
is this a good enough 1st-level feature for an "emotion" cleric on its own, or do i need another 1st-level feature to bring it up to snuff?
"Social Maneuvering
1st-level Ardor Domain feature
You are able to play on the emotions of others. You become proficient in your choice of two of the following skills: Deception, Intimidation, Performance, or Persuasion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
Additionally, when your Spellcasting feature lets you learn or replace a cleric cantrip or a cleric spell of 1st level or higher, you can choose the new spell from the cleric spell list or from spells of the Enchantment school on any spell list."
also, how do we feel about this on a cleric where basically everything they do is tied to the charmed condition:
"Divine Exhortation
1st-level Ardor Domain feature
Your words and spells convince even the staunchest of foes. If you attempt to charm a creature with an immunity to the charmed condition, you ignore that immunity so long as the creature can understand at least one language. The creature has advantage on saving throws against your spells and effects which would charm it instead."
too strong?
i just did the math and 22.26% of all monsters have immunity to the charmed condition, which would make my cleric useless nearly a quarter of the time
with this feature and its language caveat, the number of creatures immune goes down to 26
Looking at other domains in comparison, they have a list of domain spells which they automatically add, and may have one or two cantrips from a wider selection (such as Enchantment spells), so that’d be a better model
The knowledge domain has two doubled proficiencies and two languages as its entire level one feature, in comparison this is much more powerful at level 1.
Charged attacks are shied away from in D&D design because it is extremely unbalanced if used in an ambush, and it feels even worse when you miss.
An autocrit with 28d6 doubled plus normal damage means ~204 damage guaranteed, the actual attack will have no stakes and it’ll just be a gimmick of protecting x player character for that long. The same problem arises for 2-4 turn charges as well.
1d4 exhaustion is wildly swingy and it’ll feel bad playing the character for possibly multiple adventuring days.
The increasing die adds quite a bit of complexity but doesn’t have a drastic effect, I’d recommend just having it set at 1d6 (and possibly a rider effect to make it feel more special than just some damage)
This might need wording so that it doesn’t include yourself (if 2024 I think Emanation?)
Most magic items operate on charges that recharge at dawn, but it’s fine to deviate from that if you want
In all fairness "per long rest" and "recharges at dawn" are the same thing
But charges I find are only for spellcasting items
Rarely for anything else
But yeye I went to rewrite it and specified Emanation :)
Not if you don’t sleep
Elves, for example, don’t need to sleep (iirc)
Elves meditate
They still take long rests
Even warforged take long rests by going into an inactive sentry state
There are in fact no races that don't need to long rest to avoid penalties
There are a couple of situations where it’d differ (if they don’t complete a long rest, passing around the weapon, completing a long rest at an unusual time, etc)
Yes, but I was trying to say that the party doesn’t necessarily need to sleep every day
Nobody said anything about sleep though
That's a fair point
1 long rest is sleep. At dawn is just as time passes
Like long resting at 8am or something
One long rest is a long rest
Elves don't need to sleep
Warforged go into a sentry mode
The elves were an example
I’m saying that days and long rests aren’t the same thing
No somebody else said that days and long rests aren't the same thing
You said in fact a completely different thing
But now that you're saying that days and long rests aren't the same thing yeah I agree :)
I said a day and a long rest aren’t the same thing if you don’t sleep (during the night)
This was the incorrect part (in terms of long rest)
At a 3rd or 4th level spell, the spellcaster will easily be able to afford 1gp or 1pp. I’d make it a 1st level spell (maybe 2nd), and even then 1pp is probably affordable fairly quickly. You could make custom coin types.
There are plenty of spells that take higher costs (or similar costs) per cast, such as magic mouth or revivify, to name some off the top of my head. 1pp is cheap in comparison, so it doesn’t really have the impact of sacrificing significant cash for damage.
Well not really 1gp or 1pp. 1 coin per every level. So at 3rd it's 3 coins so 3gp or 3pp.
The reason I was thinking of making it 3rd level at least is because I waned it to be a cone and you would reasonably need more coins to make cone effect.
make 2 spells
Like one spell for making custom coins and then then you use them for the cast of the second spell ? I mean giving unnecessary steps would make it funnier tho.
One single target and one cone-shaped, with the cone-shaped being higher level
Eh
Well it kinda already exists in the first version. Jim's Magic Missile
It still has the same issue, just less
Yeah, if you get a lot of money there isn't theoretically any component.
If you don't, that's when it starts playing a role.
It certainly makes the decision between gp and pp harder, but cp and sp aren’t going to get used after character level 5 (unless they’re broke)
The joke idea is that you solve problems by throwing money at them or...at least hostile problems.
I mean you're broke by being a Wizard. That's a standard.
Asking this again since it got overshadowed lol
So 3rd caster?
I would say 1st one
I'm also considering mixing BA spells and BA options
Like "When you expend a Focus Point to use Patient Defense, you can cast Armor of Agathys immediately after that Bonus Action without expeding extra Focus Points." or something like that
So, fellow Brewers at Home.
I'm using Pointy Hat's Battlefield Actions ruling for combat. This is basically a charge up attack with a tell at the end of a monsters/creature's turn and a resolution ending in a powerful effect the its start, however there are ways to either neutralize or mitigate its effects by the party. Basically, a windup attack on top of its actual actions.
For this homebrewed creature. I intend on having them play among us basically. Where their Tell is them possessing a player and the party has to find out which player is possessed while silenced before the start of its next turn.
My main issue is how should the party resolve this? I have considered them using radiant damage on said party member to cast said abberation out. Do you guys have ideas?
Oof, Wall of Text
TLDR: What are some fun ways for silenced players to cast out an abberation out of a possessed party member?
as silly as it sounds, have you ever seen jojo part 5's talking head fight?
I have not seen any of the Jojos
Does anyone know of any good “draconic” cleric domain subclasses?
basically, the entire fight is an sttempt at "hustling the hustler"
a guy fights against a foe whose ability is to make everything he says come out wrong
so if he says turn left he meant to say turn right
eventually he beats him by tricking him into believing his own lies
(he cuts out his own tongue and using a different ability creates a faux one, he then yells out that he knows where the enemy is. at first the enemy is cocky, but when realizing the faux tongue his heartbeat spikes and gives him away to one of the abilities of the crew)
you could try and make a fight that can only be won by playing into the among us ability harder than whoever inflicted it in the first place
make the posessor squeamish
pressure demoralizes him, he has tells
but in the same way you can throw fake clues, point out how a character scratches his neck (nervousness? a rash?)
Hmmmmm. Interesting, I'll see what I can do with this
Anyone?
i do have one for 2024, but its abit old
Do you have any for 2014?
i really want to make a full world for a campaign for a group but i have almost zero experience being a dm. any ideas on what to do?
you can alter accordingly
dragon type thing and spells at 1st, cone damage thing at 2nd
the rest is the same
start small
Go big
You don't have to make a world as fleshed out and detailed as those of existing media like books, games or movies
You can build the world as your players explore it
Though probably not the right channel for that
I think I can make my own now that I think of it
the problem is that i dont have players either 😅
Oh 
i have no xp being a dm, but i want to be one
If you want, you could just start building your world regardless of having players or not, since that's more about writing and using your creativity than actually playing D&D, so you don't need to know how to DM
Or you could find a table and run existing adventures
And also read the DMG
ive been building it for a while
https://www.reddit.com/r/DnDHomebrew/comments/1nhl0ir/draconic_domain/
This is a link to a homebrew cleric domain i made
how do we feel about this on a cleric where basically everything they do is tied to the charmed condition:
"Divine Exhortation
1st-level Ardor Domain feature
Your words and spells convince even the staunchest of foes. If you attempt to charm a creature with an immunity to the charmed condition, you ignore that immunity so long as the creature shares at least one language with you. The creature has advantage on saving throws against your spells and effects which would charm it instead."
i just did the math and 22.26% of all monsters have immunity to the charmed condition, which would make my cleric useless nearly a quarter of the time
i assume itll be controversial, but its kinda necessary to make the rest of the subclass viable
I have made a massive revision to the alchemist subclass for artificer (this is the 2nd version of the revision I made years ago). I aimed to solve the following problmes with the subclass:
- Scaling. Its elixirs now scale as you level up, rather than remaining the same for all the way up to lvl 20.
- Terrible action economy. I did the best I could to reduce how many actions are needed to use elixirs.
- Spell slot Dependency. I have largely decoupled the subclass from needing to constantly expend spell slots to use any of its features.
- Unfulfilled Fantasy. When you think of an alchemist in games, you think of someone who buffs AND debuffs. This version allows the alchemist to create bombs, each one dishing out its own debuff.
- Weak in Combat. The alchemist is by far the weakest alchemist subclass in terms of combat abilities, on a class that sucks at combat. The addition of bombs and extra attack should hopefully remedy that without making it too powerful
https://homebrewery.naturalcrit.com/share/eC6mD_9MuEx1
I'd love any feedback. My main concern with it are that its too bloated, the bombs don't make sense, and that the entire thing is "too wordy".
I'm considering turning it into a campaign. It started with a little doodle (the design for Drakthar) and quickly escalated
Some of it was used for help making the prophecies. I suck at poetry.
It's fine
Why extra attack? bombs, potions, infusions, and spells seem like a lot. Is there a way to streamline?
Healing potion for example could be dice plus artificer level, or something. That way you don’t need an update.
yeah extra attack seems wildly unnecessary on an alchemist
I gave them bombs so they actually have something relevant to do in combat rather than resort to cantrip spam. Getting an alternate means of damage is something all the other artificer subclasses got except the alchemist.
I gave them extra attack on top of that since the bombs don't scale damage wise, and a single bomb won't cut it as your main damage source.
Finding a way to make it less bloated is something I've definitely been struggling with. Though, I didn't really factor in spells or infusions since most infusions are passive buffs that you apply and forget, and most artificer spells are either buffs or ooc utility.
I could definitely switch the "upgrades" to simplify be your artificer level. It gets rid of quite a bit of the book keeping.
In my previous version of my revision, I put elixirs and bombs under the same feature, where they shared the same number of uses and the like, but with how it was structured, they ran into the problem of "once all of your uses are expended, you don't have a subclass or any means of damage anymore", hence why I made bombs the way they are.
Any way to potentially balance it you can see?
Does anyone else here hand-draw design for your homebrews?
Or am I just a weird art nerd.
Is this based of of the 2024 UA or Tasha's Artificer?
the bombs feel like more flavor specific cantrips and also WotC version boost both cantrips and leveled spells. Which is important because of Spell Storing Item.
Level 9 – Does combining two elixirs do anything? Can't you already benefit from two at a time?
I think the subclass should lean more towards support or debuff as its primary function.
still looking for literally any input on this
I would look at the distribution of those monsters. Do they tend to be a certain creature type, CR, etc?
they seem relatively evenly distributed. slightly more constructs and undead than other types, but not by much.
at least based on a quick skim
i havent had time to pull the data and really play with it
i have noticed that a lot of the ones you wouldnt want to be easily charmed have really good WIS saves, particularly "boss" type monsters
Ok this might be dumb but I think it’s a really funny character concept. I need to come up with a modified version of mage hand that has a move speed because one of my players wants to be a sentient loaf of bread that uses mage hand to carry its self around. Thoughts on how I can make this a functional mechanic?
It's based off of Tasha's Artificer (I completely forgot the 2024 Artificer UA existed lol)
Something I've dabbled with is making the "mini bomb" a separate feature that could dish out a random debuff based on the damage roll, but it still left like a "cantrip" and made the bloated number of features even worse 😭
Yes, the official 5th level feature boosts their damage, but it's not by much in the long run and still doesn't fix the problem of resorting to cantrip spam on a class that only gets 2 cantrips until 10th level. The main purpose of the bombs is to give access to a more interesting playstyle in combat and give them debuffs to fulfill that half of the alchemist fantasy.
Sorry if it isn't clear, I'll try to reword it. You only need to create one elixir/bomb, however if you succeed in the experiment, drinking the one elixir gives you the effects of two (so you are saving both a spell slot and action economy).
It is the main focus, however I don't want their damage to fall completely by the way side. Would you say the debuff side or the buffing side of the subclass needs more prominince?
You could treat the mage hand like a mount
And possibly increase the duration so they don't have to recast it every minute
I'd probably give mage hand the "standard" 30ft movement speed.
Also, you may or may not want to include a limit to how high the mage hand can fly up while carrying the bread, otherwise you'll essentially give them a flying mount.
One last thing. I can't recall off the top of my head if magehand can be destroyed or not, but if it can, then you might want to give the bread the part of the Mounted Combatant feat that allows you to redirect manage from the mount to the rider.
I may change the 9th lvl feature to something else that could help a bit more with dishing out buffs/debuffs
With my current project I have something called a transcendent champion which is needed for the strongest ascended form (outside of the good/evil/neutral triarchy) and I don't know what to do to make it achieveable. Any ideas?
I was thinking that maybe there could be some seemingly minor side quests that if you complete enough of them you unlock it.
I think the challenge with the artificer is that they can give away their power via infusions and spell storing item. Then alchemist doubles down on this, making it a more passive build.
Artificer is meant to spam cantrips, spells level 1-3, or weapon attacks. It is a very support based class.
The Artillerist kinda fits your vision for the bombs.
My suggestion is look at the 2024 UA (the UA does give stronger damage buffs.) and then maybe either make the elixir a minor feature and the bombs the main feature or see what you can tweak the UA version so that it is more active.
I'm making Hunter's Mark a Ranger Class Feature (similar to Paladin's Divine Smite) and all the Subclasses have their own buffs to it to make them more unique. I'm currently struggling with Beast Master's Mark. Any suggestions?
It’d need reworking. What’s the item this is based on?
This is for 2014 ranger based on 2014 paladins divine smite?
Yes. I'd prefer to keep '24 away from me.
Note for Hunter, I made it increase a Dice number, extend the Crit Range by 1, and make targets Vulnerable to its damage (Prof Mod/LR).
Might remove the last bit
yeah vulnerable is a bit much
its also weird to give it two damage boosts
(increased die size and vulnerability)
Fair enough
Still need some suggestions
for beast master i would literally just say that hunters mark applies to your companion as well as you
Made that standard
"Companion's Mark
3rd-level Beast Master feature
When a creature is marked by your Hunter's Mark, it receives the extra damage if it is attacked by you or your Beast Companion."
You could give the beast pact tactics for whoever your mark is on?
I was wanting to add Pack Tactics in there! ty
np
that seems crazy strong
wotc doesnt give out pack tactics for player options.
kobold used to have it and they removed it
I mean, it just for the beast, not the ranger themself. The beast isn't exactly an offensive powerhouse
maybe unless its the land beast when it charges
Its also connected to concentration (unless Sentinel removed it from HM)
if its too strong, you could include it at a higher level and/or make it a flat +2 bonus to attack rolls like the alternate flanking rules
It would definitely help with the beast's accuracy since it can potentially have a low attack roll due to using the ranger's spell attack
I've noticed that DND lacks any spell or feature that weaponizes blood in an obvious way. Does anyone know a good homebrew for this play style?
my attempt at an "emotion" cleric:
https://www.gmbinder.com/share/-O_9BkNxELOea8fpdhdj
Looks fun to play.
There is the 3rd party Grimhollow expansion that has a whole bunch of sangromancy spells and a Sangromancy Wizard subclass. Its on D&D Beyond iirc. The Bloodhunter has a whole blood theme going on as well. I unfortunately don't know of any free blood based stuff 😅
I'm not interested in blood hunter but if you can send a link of the wizard subclass...
its heavy on charm effects, obviously
For the channel divinity, I'd probably specify that it targets "creatures of your choice" so you don't charm your allies.
The 17th level feature is way too strong imo. Doubling aoes is way too strong, even if there aren't many aoe enchantment spells. Same goes for doubling the amount of targets. Its the old version of twinned spell on steroids, and the 2014 twinned spell was already extremely strong.
"of your choice" added to the CD
capstone im less sure of
it is a 17th level feature, so stronk is what you want
@fierce dome @pastel moat Might want to have a look at my current Homebrew for Ranger. I've changed a good chunk of it.
https://docs.google.com/document/d/1PRDOQP9joSpziabdLoYt4MKEbhRvvjWdP_dPQVP_pNo/edit?usp=sharing
Currently working on a homebrew campaign as a side project, wanting to have the BBEG an Aasimar Vampire Cleric unsure how to statblock it any ideas?
This is debatable advice but when I’m statting out a combat NPC who would have class levels, I pick a rough level for each class, look at some of the main abilities they would have, and use simplified versions of them as a base. Your cleric might have a big rechargeable attack they can do as a replacement for channel divinity. Their attacks might deal extra radiant, necrotic, or other damage as a nod to divine strike. You can give them spellcasting up to whatever level you think they would be. From there, I would add nods to other traits. Maybe a vampiric bite, or they can get divine wings like an angel. Just ideas.
If im looking for a dm, whats the best method for doing so? any specific channel or anythin?
what are some good spammable cantrips for an artificer (alchemist)
Acid splash and poison spray
How does this look for an Elemental Discipline for a revised version of Way of the Four Elements?
You can spend 1 Focus Point to cast Searing Smite. The target takes additional Fire damage from the attack equal to one roll of your Martial Arts die. The damage increases to two rolls of your Martial Arts die at level 11.
I made it that way so it has similar damage to Flurry of Blows, that's why it increases at level 11
I considered level 10, since that's when Monks get Heightened Focus, but decided to push it to 11 anyways since that's when they get a new subclass feature
There are a lot of features and they are kinda complex. I don’t know how this more rogue like. The defensive abilities feel more fighter.
I guess I also disagree that the official ranger is more Druid than rogue. It is more rogue/fighter with a little bit of Druid.
If you want it more rogue like give a defensive reaction and expertise.
Fair enough on the Defensive Reaction, but I did include Expertise through Canny.
Edit: Added Damage Halving Reaction at Level 5, moved Canny to Level 4.
any pf porters?
i wanna make a homebrew race that has high agility and attack, but dogshit defense and charisma
+1 to STR and DEX seem obvious. Tavern Brawler Feat built in? Maybe. What inspiration for a Race do you have?
you ever heard of hollow knight silksong? i mean, who didn't
Are you homebrewing for 2014 or 2024?
well since i am using a 2019 starter set, i guess 2014
Your basing it off Hornet? Can't say I know enough. I would also say 35 ft Walk Speed to add on, maybe darkvision.
i've got a statblock that i'd like some other eyes on
Alright. Negative stat changes aren’t really the purview of 5e species, so it’d be hard to accommodate the bad charisma aspect
hmm, too large for a single post. i'll have to post it in parts.
partly, i'll also say that from what i read, tavern brawler isn't exactly for the race
But high attack and agility do seem golden for a +2/+1 to Strength or Dex.
Huge celestial, lawful good
Armor Class 25 (plate forged from sworn oaths)
Hit Points 800 (63d20 + 144)
Speed 60 ft., fly 120 ft. (hover)
STR DEX CON INT WIS CHA
24 (+7) 18 (+4) 22 (+6) 16 (+3) 26 (+8) 28 (+9)
Saving Throws Wis +16, Cha +17
Skills Insight +16, Persuasion +17
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant, psychic
Condition Immunities charmed, frightened, stunned, paralyzed
Senses truesight 120 ft., passive Perception 26
Languages all, telepathy 120 ft.
Challenge 20 (25,000 XP)
Divine Retribution. When hit by an attack, the avatar deals 10 (3d6) radiant damage to the attacker. This damage ignores resistance and immunity.
Oathbound Reverence. If a creature damages the avatar, it must succeed on a DC 20 Wisdom saving throw or be unable to target the avatar with attacks or harmful spells until the end of its next turn.
Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
ACTIONS
Multiattack. The avatar makes three Oathsworn Blade attacks.
Oathsworn Blade. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) slashing damage plus 13 (3d8) radiant damage.
Judgment of Bonds (Recharge 1-4). The avatar exhales chains of radiant energy in a 60-foot cone. Each creature in the area must make a DC 20 Charisma saving throw. On a failure, it is restrained for 1 minute (escape DC 20) and takes 35 (6d10) radiant damage. On a success, it takes 35 (6d10) radiant damage and its speed is halved until the end of its next turn.```
The avatar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.
• Shield of Faith. (1 action) The avatar grants an ally within 30 ft. resistance to all damage until the start of its next turn.
• Oathbreaker’s Lament (2 Actions). Each creature that damaged the avatar within the last round must make a DC 20 Constitution saving throw. On a failure, it takes 35 (6d10) radiant damage and is stunned until the end of its next turn.
• Sanctuary’s Embrace (3 Actions). The avatar creates a 120-ft.-radius sphere of antimagic centered on itself. Spells and magical effects are suppressed within the sphere for 1 round.
• Word of Binding (1 Action): Targets one creature that attacked the avatar. They must succeed on a DC 20 Charisma save or be silenced and unable to take reactions for 1 round.
• Oathkeeper's Charge (2 Actions): The avatar moves up to his speed without provoking opportunity attacks. If he ends within 5 ft of a creature, he can make three Oathsworn Blade attack against it.
BLOODIED TRAIT
When reduced to 400 hit points, the avatar casts Dimensional Anchor (no concentration). All creatures within 120 ft. are transported to a pocket dimension resembling a shattered cathedral. In this realm:
• Healing spells have no effect.
• The avatar regains 40 HP at the start of each turn.
• Exiting requires a DC 15 Charisma (Persuasion) check to swear a binding oath of non-violence against Torm’s cause.
But yeah what abilities do you want to emulate off of your inspiration?
does dexterity also include precision?
As in attack accuracy?
i'd like feedback on the statblock, if anyone is interested
yea, like, an advantage of sorts
It can, it depends on what you’re using to attack. If you attack with a weapon that uses dexterity then it will increase your to-hit and damage bonuses
If you’re using a weapon that uses strength or using a spell attack roll then Dex doesn’t factor in
That is up to you
Some official species include parts of their bodies as natural weapons, including claws
I will say you’re the one homebrewing this species, if you want to give them a natural weapon then you can
well
I reworked the two-handed and versatile properties to make all versatile weapons two-handed by default with a minimum STR requirement to wield it one-handed, made to-hit rolls rely upon Dex while damage rolls were STR based, removed the finesse property, and allowed sneak attack with any weapon as long as it wasn't a melee weapon with the heavy property.
I also reworked armor to allow Dex to stack with heavy armor, but limited it such that you could only benefit from either up to 2 DEX or a Shield and never both.
I included a bunch of new Maneuvers including a half-swording maneuver that allows you to make a single attack that ignores your opponent's armor and just uses their unarmored AC instead.
Its a lot to explain, but it didn't actually play any slower at the table.
It was a lot of fun, and my players keep asking to go back to that ruleset for another game. I might do that, but I kinda want to do another balance pass on it first.
I still kinda like the classic fantasy D&D rules just fine though tbh."```
I saw someone post this homebrew rule suggestion on reddit when someone asked how to make D&D 5e slightly more 'HEMA-like' (HEMA = Historical European Martial Arts, so realistic combat) without making it too realistic or crunchy to keep the spirit of D&D 5e.
What do you guys think about this? Also is this the right channel to ask this question? If not I apologize. It was a suggestion on reddit so its not official third-party
Keep in mind species options generally have significantly less impact on playstyle compared to class and subclass
Instead of your proficiency bonus going up at various levels, I think I'm just going to give a +2 bonus to all ability scores.
This solves several problems at once:
(a) Non-proficient saving throws not scaling according to save DCs.
(b) A barrier to understanding (attack rolls just become Strength/Dexterity/etc. checks vs. a special calculated value).
(c) Weakens the martial damage dependency on GWM/SS.
(d) Makes epic-level characters have epic-level stats.
i am also basing them off a game player character from a game i am making, so based off of that, ig claws are their natural weapon
Alright so what other abilities did you have in mind
"i made it like pathfinder"
well, it's not an ability, or a passive one but, their heads are the temperature of the sun (gross exaggeration)
I know, but the different between pathfinder and D&D 5e is that with this rule you only need to know a few different rules.
Pathfinder is an entire other system that takes convincing your entire party to play besides D&D 5e.
I mean Pathfinder only has like what, 3-4% games played on Roll20? Meanwhile D&D 5e still has over 50%
Sounds like they could get the ability to shed bright/dim light in some radius
I’d say 1 or 2 more smallish abilities and it should be good
well yeah, dnd will always have the lion's share of the market.
but i just find it amusing that a lot of these changes are just reflecting baked in rules for pf
so like the kirby light copy ability, but actually good
You’ll have to define what it can do
so does that mean these rules are actually good? Im not worried too much on 'game balance'. I create most of my own monsters anyways
what about like, 12 ft. of radius?
5e usually goes in increments of 5 ft, so 15/15 would be good
I’d say you could stretch it 20/20 or even 30/30 and it’d be ok
oh, the utility and practicality of those changes themselves?
i'd honestly just stick with most mechanics/rules as written. d&d isn't trying to be a simulator, it's a power fantasy.
i'd say 15 ft is good
Yeah the difference is just adding a bit of that choice variation in what attributes you pick up
Martials usually only need two, STR/DEX & CON. Some need three. Mages usually need two. I don't like this system very much. The only way to combat it however is to give people more ASIs (but dont let them pick feats in these ones I guess) and then add incentives to spread out their stats instead of just dumping them all into a single attribute
It is a lot so I might have missed something. Here are some more specific notes.
Favoured Terrain would be better replaced with Expertise in survival. All the benefits are based can be and should be gained by a survival check. So essentially you automatically succeed on the check, which can be impactful in the right campaign but because it is an autosuccess for the group there is no reason to interact with and it becomes ignored. By having a roll, it then becomes an interaction.
For favoured enemy, you have to guess the correct enemy. I would suggest choosing an enemy at short/long rest or something like spend X time in gathering information on a quarry (creature, a group of creatures, or creature type) and you Y benefits. You must be in a place where there is information on the your quarry habit, library, trail, etc.
Hunting Focus and Territorial Bond are really strong and feels late level fighter.
I don't think you need a 3rd, 4th, or 5th level feature.
Breezy Dodge is just Uncanny Dodge. I would see if you could make it more unique. EX if your favorite enemy hits you with an attack you can move half your speed without causing attacks of opportunity.
cap stats at 18
? wdym by that
to encourage stats being spread around more, set lower caps than default
Tfw you were just trying to make a little social mechanic and end up with a new system >_>
I dunno where to ask this cuz it's not really lore but how many legs would an arachne have? 6 legs 2 arms or 8legs 2 arms?
The Hestia Knife from an anime, will have to ask which.
I hope Pathfinder gets a nice marketing push and becomes just as popular
8 legs
Okay a Homebrew re- imagining of a warforged where their more machine in a metal body.
The basics of what Im thinking here is that every warforge has a "heart" this heart contains their soul and can be placed into any machine to be controlled by a warforged what this means of course is to kill a warforge you have to destroy its heart.
Of course adding onto that fact means that warforged can if they have the aptitude or know someone with the skills custom make their bodies.
So say one warforged likes the tabaxe race or lived among them so made a warforged modeled after one with fake fur in all
If that's the case, doesn't that basically make the character functionally immortal save for being hit in a very specific area or being completely eviscerated
That's more some kinda golem than warforged
I was more thinking like how some use leshy where when they "die" they drop a seed which can regrow a new leshy while a warforge's heart can be taken from the machine body if the body and mind dies then all it would do is make a new warforge when the heart is put in a new body think of them more as the first warforges child
Im imagining it as like their head/mind is memories personality and sense of self.
With their Heart being emotions will to live and such their soul
Looking it up, it seems to just be a really durable knife that grows more powerful/sharper with its wielder. The “charge” attack is probably referencing how it can have more magic channeled through it without it breaking, which is shown in the anime (really powerful fire charge attack using someone who has magic).
This is what Im referencing from a homebrew leshy I found on dnd beyond
when a Leshy dies, the only remnant of them is a fist-sized seed, and if planted with the correct ritual (designed entirely by the player, although it must take at least 1 hour to perform, and require at least 100 gold per character level of some kind of material component- although if it is performed by a spellcaster with the Ritual feature or feat, it only requires 10 gold per character level.) the Leshy will grow back in 24 hours after the ritual is performed with all of the same memories, feats, traits, skills, and abilities as before. Although- all of the Leshy’s ability scores will be halved for the first week of its new life, effecting all of its abilities and skills accordingly. After 1 week, it is fully grown again, and its ability scores are back to normal.
Until the Leshy's body reforms, any ally who carries it's seed immediately receives the benefits of any applicable boons granted by it's Verdant Eviscera ability- even if the seed is planted and being carried in a pot or bag of some kind (Unless it is placed in a Bag of Holding- in which it cannot regrow).
If a Leshy’s seed is destroyed, or goes for 1 week without the ritual being performed, it dies and can never regrow. Leshys are immune to the Resurrect and Animate Dead spells (as well as any spell that would effect their corpse, like Speak with Dead as there is none left to effect), but they can instantly regrow with the Reincarnate spell. However the table of potential new bodies is limited to the list of Leshy subraces.
And thats why Im wondering if Id need to just make it its own homebrew race based off warforged
I'd say just make it it's own race
Personally it feels like both classes take the impact away from dying, but that's just personal opinion
When you say they can build bodies resembling other races, is that just a cosmetic bit, or do you plan for it to actually assume some of the abilities of the race they're imitating?
For that Id go with if they've lived enough with said race or has someone who knows the race well enough to build a mechanical version like making the Tabaxi claws and joints to climb and claw but doubt many aquatic options would work well seeing as I bet yhe metal would sink
Mostly Im thinking anything like that would either cost gold to have someone make and for claws act like a weapon you attach (kind of like armblades)
With the legs upgrades being like perks you can buy that increase speed and/or jump (Also artificer being able to upgrade themselves with the right knowledge and materials)
Hey folks, super duper random question, but a while back I stumbled on a piece of homebrew that uses a certain magical flower as the material component for resurection-type spells instead of precious stones. Any way to narrow down where to find it?
Where did you stumble across it and what else do you remember?
How do you all feel about this homebrew rule?
“You may use a grappled creature as an improvised weapon with a long range of 20 feet if it is your size or smaller.”
Yep. We’re deciding on a knife that does 1d(4+(level/2)), but my player was talking about the charge and really wants it to be a feature
Hey, i made a revised version of the old Way of Four Elements Monk, i'd be glad if anyone took a look:
https://docs.google.com/document/d/1s-WrSqUhQuE2IrT1J8Q-2IUtIpH3SBUaGHLGtyb-mLA/edit?usp=sharing
playing a game where we're gonna use a sort of mythic class option that levels alongside our character level (starting later on) with unique features for each character and the option to pick a subclass feature from any class, has anyone else ever used classbashing rules like this before?
You may want to look into "gestalt" leveling
It's not bespoke, but it is leveling two classes at once
oh right didn't someone wanna do this some time ago,,
yeah i've heard of this too! it seems bit much haha, this is more just allowing us to choose any subclass feature at a couple different levels
the build potential goes insane
Interesting! Without looking at the 2014 version here is my initial thoughts.
There are a lot of disciplines.
If a spell isn’t a great fit, then I would edit it out.
The discipline names could be shorter. Ie Dragon’s Veil.
The upcasting feature, turns on at 6th level, why is it under a 3rd level feature? It also seems to be repeated in the discipline.
A blanket boost to help the damage would be simpler.
I would list the disciplines by level. Then give them an elemental tag.
Elemental strikes seem unnecessary.
There isn’t much that isn’t asking you to spend focus.
I honestly didn't care too much about the discipline names, i just threw a lot of random stuff so it's not just the spell name as a placeholder like how i was doing XD
Also, i added a lot of them so you could have at least 13 (that is, the maximum) of each element, in case you want to focus on a single one for flavor
- For the upcasting feature, i literally just copied the text from Way of the Four Elements lol
- No idea what a blanket boost is
- The disciplines are listed by level and by element though
A blanked boost would be when you X add Y damage. Rather than listing it individually.
In your case it would be something like: when you do damage with a 1st level spell that you cast with your elemental discipline, roll your martial arts die and add it to the damage.
I considering doing something like this
I only listed it individually because the specific spells that have this, like the Smites, Witch Bolt or Heat Metal deal damage as a Bonus Action, so i added it as a way to indirectly use Flurry of Blows
The more options you have, the better it is to be simple. You could group similar spells under one discipline, which the player can learn multiple times.
A messy example:
Elemental destructions
When you learn the one of the following spells and can send 3 focus points to cast it. Additionally when you cast it you can add your wisdom mod to the damage roll.
Lightning Bolt
Fireball
.
Personally I wouldn’t include repeating bonus action spells
Heat Metal wouldn't be a problem since you unlock it at a level where you have multiple Fire spells to choose from
But Witch Bolt is a bit complicated since then you'd only have 3 Air disciplines to choose from at level 3
Though you can choose Chromatic Orb to compensate for that
Expeditious retreat?
I decided to just leave it empty since Fire also only has 3 Disciplines at level 3 lol
This is honestly pretty decent from what I've seen so far. It offers some nice flexibility and isn't too limited to one element. Good job!
I decided to leave it as a option for the player whether they want to go full Aang or just a master of a single element
I think the only feature that kinda locks you into a single element is the capstone, but tbh you get all 4 options
Yeah, I think this is definitely a good start for a spellcasting Monk, it avoids a lot of pitfalls from 2014 elements and 2024 tattooed Warrior well. The only concern I might have is Monk's action encomony might be a little bit of an issue when trying to cast these spells, but I think the 6th level feature makes it worth it regardless
Action economy like, swapping 2 attacks for a spell?
Yeah it might be a bit swingy either way
Like either making 2 attacks or doing a spell might be better all of the time
I always thought Monk's BA was more valuable than it's Action lol
Oh it is
I'm just thinking that maybe the 6th level feature, the one that lets you roll a Martial arts die when attacking with a spell, could use a focus point cost
You get more options than focus points.
I am not sure why you get reach and push at level 3?
Then make it free at level 11.
To kinda expand on this, it feels like you'd almost always want to do an AOE spell (like Thunderwave) because it does basically one Unarmed Strike damage on top of the normal damage of the spell to one target.
I get that might be a bit costly too, but 2024 Monk has a lot of ways to regain focus
You’re going kinda want to do that anyway. I mean if you are attacking a single target than you might as well unarmed strike and stunning strike
Maybe yeah, I never really factored Stunning Strike into my analysis either lol
But it's a good start nonetheless
I sure there are exceptions, but monk really only benefits from spells that have utility, AOE, or duration of 1 minute.
It's complicated, but basically:
My original idea was to make 4 separate stances (Concentration spells), one for each element: 3 based on existing Disciplines from Way of the Four Elements and one that i made
They all increased the range of Unarmed Strikes, as if you were doing elemental blasts instead of punching
They were
- Fire (extra damage)
- Water (push)
- Air (pull)
- Earth (prone)
Then i thought it was better to turn it into a single spell with 4 options
Then a class feature
Then i realized this was just the Warrior of Elements level 3 feature with a lot of extra steps
I like it, but it does feel close to open hand. Maybe better.
I mean, that's just how it is with the official subclass
I just copied it 
The only upgrade i made was allowing the usage of Wisdom for Unarmed Strikes
The 2014 subclass?
The 2024 one
Oh you combined the two?
Kinda
I only picked the lv 3 feature because it's the best way to make "elemental blasts" without making it too complicated
And the name of the capstone
Let me clarify. I like your original idea. But it is close to open hand based on my memory.
The copy and pasted 2024 version is going to be overtunned if you mix it with another feature. Particularly since you didn’t include the action or focus cost just the effect.
That makes sense, it was one of my concerns
I just think it's silly that the 2024 subclass is 100% based around a stance that takes 1 Focus Point to activate
I disagree. It last for 10 minutes and is effective
That's exactly what i mean
It's very effective for a very low cost that is barely noticeable
It's like if Barbarians could only Rage if they spent 5 HP
At level 3 you only have 3 points
That's gonna hurt at lower levels
At higher levels this is nothing XD
Need some help with balance on this spell:
Coranthier's Combustible Kittens
Level 3 Conjuration
Range: 60ft
Components: VSM
Cost: 1 Action
Duration: 1 minute (C)
You weave together flame and death, summoning 9 flaming skeletal kittens in a 15ft cube around a point in range. These kittens are small undead with AC 13, 1 HP, 20ft speed, are immune to fire damage, and are wreathed in deadly flames that burn enemies within a 5ft radius of the kitten. Whenever a creature starts its turn in these flames, it must make a Dexterity saving throw. On a failed save, the creature takes 1d6 radiant damage. On a successful save, the creature takes half as much damage. You may use a bonus action to command the cats and move any number of cats each up to their speed.
Are you design around two encounters per short rest?
Yeah
Is there a good way to lock an OP form of a weapon behind something without adding new mechanics?
Elaborate
This is what I was talking about @rotund dirge
Ethereal Ascension (Transcendent Champion)
Thalyssar, the Veilpiercer
"That which lies beyond death is not the end, but the path unwalked."
Visual Transformation:
The scythe fades into a half-corporeal form, its blade edged with shimmering starlight. The Champion becomes semi-transparent, their body a vessel of soulflame. Vast spectral wings shimmer into being, leaving trails of constellations as they move.
Battlefield Presence:
The battlefield echoes with whispers of dragon souls.
Stars flicker into existence overhead, even indoors.
The air grows weightless, as though reality itself thins.
Effect on Others:
Allies: Gain immunity to charm and fright while within 30 ft.
Enemies: Must succeed on a CHA save or be banished briefly into the ethereal plane (returns at the end of their next turn).
Flight: Spectral soul-wings grant a fly speed of 90 ft (hover) and allow phasing through solid objects.
Signature Attack – Soulfire Requiem
The Champion unleashes a great arc of cosmic soulflame, piercing through the veil of existence.
Range/Area: 90 ft cone
Damage: 10d10 force (DEX save for half)
Special: Enemies reduced to 0 HP in this wave leave behind a fragment of soul-energy that heals the Champion for half their max HP.
All the others are for good, evil or neutral but this one is the most OP of the 4
I thought about locking it behind a side quest but that feels too easy
Isn't that stronger than even an Artifact?
Yeah... hence locking it behind something that seems pointless or is absurdly hard
But I don't know what.
You can also only use it for 5 minutes once per long rest
Scythe Swarm
2nd-level conjuration (ritual)
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S
Duration: Concentration, up to 1 minute
You summon three spectral scythes from shimmering strands of silver light that swiftly spin and orbit you within a 20-foot radius like a deadly whirlwind. When you cast the spell, you choose whether the scythes deal radiant or necrotic damage. Any hostile creature entering the area or starting its turn there must make a Dexterity saving throw. On a failed save, it takes 1d10 damage of the chosen type plus 1d10 per additional scythe beyond the first (rolled once). On a success, it takes half damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of scythes increases by one per slot level above 2nd, increasing damage accordingly.
Classes: Artificer (Battle Smith), Cleric, Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard
My question is - should I make it a DEX save for each individual scythe?
Cuz I wanna flavor it that each scythe tries to hit the creature
I would say yes.
How would you add that as a mechanical description?
Not sure
Why not attack rolls rather than making a Dex save?
I want to make it an AoE, like a tornado of scythes
I was thinking of making a medal that upon hiting 0 hp it heals you for 1d6 or d4(havent decided yet) times your level it requires attunement and is consumed apon activation what is everyones thoughts
What if I hid it in a secret area of a side quest that no one would want to do unless they needed xp?
Well it does require attunement and is consumed and it would be 1-4x20
This is the project it's in:
https://docs.google.com/document/d/1pOsUMDETy79hRUcGxNFhB2XQaR0TafnxxA1mdfWtwNI/edit?usp=sharing
I think it's very overpowered even if it's only for 5 minutes a day
Though i could say the best way to hide something is to do so in plain sight
agreed
If it's attuned to you and gets used up after use, what happens to you who's attuned to a finished item
Do you disappear too?
It is just consumed like a potion and you now have a free attunment slot
But ya at max assuming there level 20 is 80 for d4 and 120 for d6
I mean all of the ascended forms are overpowered only because you need to find and wield two legendary weapons that will actively kill you unless you meet specific criteria.
But how would a player unlock transcendent status?
Crazy amounts, even superior healing potion doesn't go that high, and remember, it's a roll-based game
Also if you have Prayer Of Healing enabled (look it up), it beats your d4/d6 mechanic anyway, which will most likely happen because who TF isn't gonna take 120 free hitpoints in a single go?
Again not garrenty it would probly be closer to the 60s if we use averages
And because it requires attunment you cant spam it like a potion
That's also very high - superior healing potion rolls an average of 28, maximum of 40 and costs 500 gold pieces
Attunement does not equal use, look up action economy on Sage Advice Compendium
If I'm level 20, I have access to Wish, I can just replicate Power Word: Heal
Why should I use your item at level 20?
Why are you exclusively using lvl 20s also the safty net is a big reason for use
"but ya at max assuming there level 20" is your statement, not mine
That was for determaning the absolute max it could heal not for item verification
Wish also grants me up to 25k worth of material components, I could wish for a hundred healing potions
Well yes, you have to account for whether your item is absolutely broken or not at both max and min levels
It's not a min-only item, then it's just bottlenecked to lower levels
Tier 1 campaigns
You cant realy count on wish its a dm may I spell and they can twist it to there liking
I close my argument after that insane statement you just said, I'm gonna go make my scythe swarm
It does not. It only does that if you're throwing real hard.
Wish let's you cast a spell of eighth level or lower for free, any other use of it is actually insanely wasteful
Just so yk, wording-wise, replicating spells with Wish is meta
Risks you not being able to cast the game's best spell anymore
The first feature of wish is the best spell in the game, everything else is a trap
It has to be one item
A giant glass bottle worth 5k full of 20k worth of healing potion fluid
I’d put my foot down
Charged attacks have a number of problems
You've never played a story-based game where Wish was used to summon a powerful evil into the world? My condolences
Omg, it's not like every single cliche'd apocalyptic D&D trope begins with an evil dork using Wish to summon weird things into the world, or gaining power, or doing anything BESIDES replicating spells
As a general consensus, if NPCs can do it, so can PCs - this though I talk to with my DM first
Omg, it's a dice-based game where every RNG trap decides whether I slap you or say nice things about you, omg I'm scared of risking things in an RNG-based game, help!
Hear me out. A sword that if you kill an enemy on a natural 20 while using it you get all the damage you dealt added to your HP but if you roll a natural 1 on any attack you lose every bit of HP you previously gained.
Max HP or healing?
Max HP
Make it Temp HP and I'm listening
Blackrazor? Is that you?
So does anyone here know of Pointy Hat's Dragon Folio? Well I've recently acquired it and let me just say I am...rather disappointed. Thankfully with the power of homebrew these Warden Dragon stat blocks can be used as the inspiration and not the doctrine and just to give you an idea of how disappointed I was; they use the 5.5E of dragons which for better translation (and in my opinion) it turned Adult dragons into buffed Wyrmlings.
I've already did the reworks for the Sorcerer Dragon, the Wizard Dragon, the Warlock Dragon, and the Fighter Dragon, but while I have the basics I need some ideas thrown for me for the Rogue Dragon. In concept it's a Rogue Dragon who bears the appearance of a black king cobra. It can give blindsight to allied creatures near it, its breath attack deals Poison damage and creates magical darkness similar to the Darkness spell in its area, can cast basic spells like any other dragon which are Silence and Vampiric Touch at will with Gaseous Form and Longstrider once per day, and has Cunning Action like Rogues do.
In terms of its legendary actions, I am removing the Pounce and moving its Rougish Presence to its actions as normal for dragons with Frightful Presence, leaving only the legendary action Draconic Fangs which lets it use Vampiric Touch.
So, any suggestions to add to this Rogue Serpantine Dragon?
Average 2024 subclass designer
…listen 
https://www.reddit.com/r/DnDHomebrew/comments/1nhl0ir/draconic_domain/
This is a link to a homebrew cleric domain i made.
RAW that’s not an item
This is not a RAW channel 😏
They were referring to a RAW use of Wish
This is the homebrew channel, I will make use of the appropriate labels - thank you
I was referencing to a RAW section, but I can feel free to describe what I want, the object-class item doesn't necessarily need to be pre-existent within the universe either, there have been instances of using Wish to get out-of-world objects too
Me personally? I wouldn't use Wish in a combat scenario, it's too volatile for that
If absolutely necessary, then yeah use it to replicate a spell
But otherwise, I'm taking the prep to determine how to avoid DM loopholes
This doesn’t work rules as written - healing potions (and all potions) are classed as magical items, which wish can’t replicate
You could create the materials for wish but you would need to craft them yourself
Herbal remedy, this was my spontaneous answer, if I have to use Wish for an object, I wouldn't wish for something so fragile - think logically
A large glass bottle, c'mon now
Fabricate is a funny spell ngl
It technically is, as all homebrew lives inside the actual rules of 5e
Unless you're homebrewing your own rules, we must assume all other things work as written in 5e rules
It is but you similarly can’t create magic items with it
So once again no potions
I never said potions had to always be magical, medieval doctors would brew concoctions - is that a better word for it?
Honey alone is medically very superior
There are no non-magical "concoctions" that heal HP within the items of 5e as far as I can remember, for a reason
And this channel is homebrew for a reason
The other part, you and your DM workout
The entire point of building a story, a world, homebrew mechanics
And we keep it within reason for a reason
That's your part to fill in
These would be subject to what the DM allows, and likely not the same strength as a healing potions
You can homebrew a level 1 spell that does 100d100 damage, but you will be told it makes no sense, even here in homebrew land
I did mention I'd ask my DM, read up
And citation where I said 100d100?
I’m sure you did, just clarifying on the rules is all
You can message-link on Discord now, it's native
Same to you, I did tell another person to refer to the SAC for RAW vs RAI because they thought attunements = uses of an item, just prior to me mentioning Wish
They didn't know about action economy either
Plus, they were saying their item could be used at level 20, so I said... if I'm level 20, why shouldn't I use Wish and NOT your item?
We seem to have gotten off into the weeds of the meta of this channel so let's nudge things back to discussing homebrew
That's where this conversation stems from
Gotcha
Context clues, my bad
Any fun homebrew folks are cooking up right now?
Yes, I'm working on someone else's homebrew right now as we speak
About to post it right after some finishing touches
potions and this cleric so far
Vampire Fang
Rare greatsword (requires attunement)
- This sword holds 5 charges.
- When you reduce a creature to 0 hit points with this weapon, you can use your reaction to expend 1 charge. Doing so grants you temporary hit points equal to half the damage dealt by the attack, plus your Constitution modifier. These temporary hit points last for 1 minute.
- Whenever you roll a natural 1 on an attack roll with this sword, you lose all temporary hit points you currently have.
- The sword regains all charges after a long rest. While it has no charges, its magic lies dormant until recharged.
Feel free to add in that the nat1 reduces all TempHP to none, though I feel it's a bit too penalising
Starting at 1st level, you can call upon the Primal forces to protect yourself or allies. As a reaction when you or a creature within 20 feet of you is damaged by your Primal Element damage type, you can grant yourself or that creature resistance to that damage type. This lasts until the end of your or the creature's next turn.
:
This feature can be used a number of times per long rest equal to your Wisdom modifier.
### Acolyte of the Wilds
Also at 1st level, you gain proficiency in the Nature skill and you learn one druid cantrip, which becomes a cleric spell for you. ```
so far i got this and the spell list
and yes, its a nature remake/reboot
the spell list is kinda big, as it is like genie warlock
@midnight elk see if this okay
I’ve been working on a couple items, here’s a an item I’m cooking for an NPC (The NPC will just get a simpler version of this but if players ever get their hands on it, this is the mechanics behind it)
Grappling Rig
Rare Wonderous Item (requires attunement)
As a Bonus action, you can activate the Grappling Rig. When you do so, make a Dexterity (Acrobatics) check. You gain a fly speed equal to twice the number rolled (rounded up to the nearest 5ft) until the start of your next turn, and whenever you take fall damage, you take half damage. To use this item, you must be within 30ft of a structure. Alternatively, if you’re within 30ft of a huge or larger creature, you can use this item, but have disadvantage on the ability check.
Vampiric Bite
1st-level Necromancy
Casting Time: 1 action
Range: Self (bite attack against a creature within 5 feet)
Components: V, S
Duration: Instantaneous
You channel necromantic energy into a bestial bite. Make a melee spell attack against one creature within 5 feet. On a hit, the target takes 3d6 necrotic damage and must make a Constitution saving throw.
- On a failed save: You gain temporary hit points equal to half the necrotic damage dealt (rounded down) plus your Constitution modifier (minimum of 1).
- On a successful save: The target still takes half damage, but you do not gain any temporary hit points.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
.
Also as a spell because... why not
Vampiric Touch is a better deal than this
This is just budget Vampiric Touch
(Sorry for the ping)
Ok, so i was thinking about this
What if i made it so that it only works:
- While concentrating on a spell
- Until the start/end of the next turn when you cast a spell
- Both
?
That way, it means the Monk would still have to spend at least 1 FP to activate it
I'm also considering removing the push/pull effect since the spells would be the ones resposible for controlling enemies rather than the Unarmed Strikes
Channel Divinity: Lord of Primordial World
Starting at 2nd level, you can use your Channel Divinity to channel the raw primal power of your domain to bless an area.
As an action, choose a point within a 60 foot radius you can see which turns into a 20 foot radius mixture of nature and your Primal Element, as if nature has reclaimed it, turning into a Zone of the Wilds. This effect lingers for 1 minute.
When an allied creature enters the Zone of the Wilds, they gain resistance to your Primal Element damage type, which lasts until they exit it. All other creatures that enters or starts their turn in the Zone of the Wilds take 1d12 + your Wisdom modifier damage, the damage type being your Primal Element damage type.
does this make sense?
I started redoing the alchemist subclass I sent yesterday. I'm replacing the Elixir and/or Bomb features with Alchemist's Sachel. I've more or less threw it together off the top of my head so its probably not balanced lol. Any suggestions on what should be removed? Added? Should be at a lower level? Should be at a higher level? Any mechanics that should change?
https://homebrewery.naturalcrit.com/share/eC6mD_9MuEx1
BTW, ignore the stuff at the bottom of the document, I'm still workshopping those
What spells would you be concentrating on?
There are a few options, like Shield of Faith, Dragon's Breath, Flame Blade (it's Conc, right?), Warding Wind, etc
Im working on the first big bad for my homebrew side project, effectively they would be an informant for the BBEG or BBEG's left/right hand. I imagine them being stationed in the sewers commanding oozes to act as eyes and ears with the city the story takes place in. There is a theme of blood though so im unsure if I should go with the Ooze Master (Tales from the Yawning Portal) or the Necrichor. (To preface I am aware that I can combine the two but when it comes to things like that im really unsure how to do that and keep it balanced, if anyone can explain how well I would be far more open to it)
In the darkness of the Gerwidd tunnels, a roar resounded. From the cave’s shadow, Telour emerged, bathed in the blue light streaming from his horn as he stepped onto the surface.
The first to see him were the villagers, armed only with farming tools. Panicked, they hurled pitchforks and scythes at him, but in that moment Telour reared his horn. A mighty wave of sound swept their weapons from their hands and shattered their senses. His massive paws and razor-sharp claws finished the job—turning silent lanes into a blood-soaked battlefield and leaving dozens of bodies scattered at the mine’s entrance.
Later, a powerful druid bent Telour to his will, unleashing the beast’s destructive might in battles far beyond the village’s borders. When the war ended, Telour broke free and never returned to those dark passages. He remained on the surface, his horn still pulsing with magical energy capable of routing entire squads of enemies.
Though born in shadowed tunnels, Telour’s deadliest massacre always comes where he walks in daylight. Now he lurks beneath the forest’s canopy—his new home—and any who disturb him pay a brutal price.
Telour
Level 7 Striker
Armor Class 14 (hide)
Hit Points 72 (12d8 + 24)
Speed 25 ft., burrow 15 ft., climb 35 ft., swim 10 ft.
STR 14 (+2), DEX 20 (+5), CON 14 (+2), INT 10 (+0), WIS 8 (−1), CHA 10 (+0)
Saving Throws DEX +7, CON +4
Skills Acrobatics +7, Stealth +7
Damage Resistances piercing
Condition Immunities blinded, frightened, paralyzed, poisoned
Senses blindsight 60 ft.
Languages Undercommon, Drudonic, Terran
Challenge 5 (1,800 XP)
Traits
• Echolocation. Telour can’t use its blindsight while deafened.
• Spider Climb. Telour can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
• Magic Resistance. Telour has advantage on saving throws against spells and other magical effects.
Actions
• Multiattack. Telour makes two attacks: one with its claws and one with its tail.
• Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
• Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage.
Special Abilities
• Sonic Waves. Telour emits high-energy sound waves from its body. Each creature within 30 feet must succeed on a DC 15 Constitution saving throw or be deafened for 1 minute. Deafened creatures must repeat the saving throw at the end of each of their turns. On a failure, the creature is stunned until the end of its next turn.
• Shocking Pulse. Telour targets one creature within 60 feet that it can see. The target must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) lightning damage plus magical energy from Telour’s horn. If the first save fails, the target must also succeed on a DC 16 Constitution saving throw or become paralyzed for 1 minute.
This is a monster? Then it shouldn't be level 7 but cr7 additionally it should have a +3pb instead of +2
Okay.
Either way this seems quite weak for cr 5 or 7
So, what cr it should be
So the only way an item can heal someone is with magic?
Someone with the healer feat can squeeze upwards of 10d6 + 40 hp out of a single healers kit*
I think nonmagical herbal salves / poultices are a great addition. I sell them for cheaper than your standard 50 GP healing potion and usually have them heal like 1 HP every 10 minutes for 2 hours, as long as you’re resting
Do not ping me, thanks.
put that in your name maybe
And what I said is to keep it within reason, not to say "well, this doesn't allow me to make magical items, so I'll just say this thing isn't magical"
I like my name as is, thanks for asking though
Well what does “within reason” mean
herbalism kits can make healing potions tho, out of well, herbs, so would that not be an example of making a healing item out of non-magical materials?
That is up to each DM to accept at their table, there isn't a general "reasonable" table to look at 😂
Okay so
“keep it reasonable”
“I have no idea what reasonable means, thats up to your DM”
But once you make the potion it is a magical item. How does that work? I have no idea, honestly
I can say what is reasonable for me, but that might not be what you think is reasonable
Eg. I don't find it reasonable to say "well, it says non-magical, so I'll just say this item is non-magical but replicates this other magical item's properties"
That isn't reasonable for me, personally
i dont really see how it being or not being explicitly magic should affect its use
also why does it matter its homebrew ❌❌❌
People can homebrew whatever they'd like, but as I said before, people are free to comment if they feel something is not quite right (like trying to bypass some spell's description)
Some spells are worded such that they differentiate between magical and non-magical, so that is a mechanical reason why
As for lore reasons, I can't start to think why it would be different as not everyone uses DnD world/lore
for this one specific use case tho, it seems more strict than necessary imo
That might be your opinion, and no one can dispute that 👍
I have no further comments on that discussion that ended quite some time ago
homebrew is already bending rules, so applying RAW to anything homebrewed to work a certain way feels antithetical to the purpose of it
no offence but you talk suuuuper passive aggressively, idk if thats intentional or whatever but could you try to not be condescending when you reply to me
On this different discussion, I beg to differ. Homebrew isn't specifically bending rules, it is homemade options using 5e as the basis. If you word a spell using 5e wording, unless you specify something different everyone will assume it works like the examples we have (eg targets, range, materials, attack rolls, saving throws...)
I don't mean to sound passive aggresive at all, in fact I try to be as objective as possible in my replies so that they won't be misunderstood
theres a thin line between "objective" and "im right, youre wrong, and also stupid" in tone haha
I'd never imply that someone is stupid. I might think they are wrong in some scenarios, but I'm also very open stating that fact (in this case I don't think there is right/wrong, as some tables might view the distinction between magical and non-magical in a different light to me)
And it's not a hill I'm willing to die on, it is quite minimal in the end
usually homebrew i see does specifically target how something like this works, or doesnt build itself off of existing things, maybe similar in nature but never "this is my homebrew its [existing thing] but this is different" unless again, its only targeting a specific rule about it
its either modified or its brand new
The homebrew I've seen or participated in is usually new magic items (always within the preexisting structure), new monster statblocks (using the templates provided) or new subclasses/classes (again, within the preexisting structures)
And the ones I've been a part of have "broken rules" but have been very explicit on why they were doing it
ok but if none of those are "[thing] but changed" theyre brand new is what im saying
Like a paladin using INT instead of CHA for their features
Yes, of course, but you can say that your "healing concoction" is just healing potions but non-magical, which is quite a roundabout way of skirting around mechanical limitations of spells and features
That ask for an item to be non-magical
i like to change spell mods a lot personally, makes the class feel more malleable for a specific character
And I see that as just "in bad faith" homebrew
eh, if they work the same its fine imo, if the DM doesnt want them creating infinite healing concoction or whatever it was they'll just not lol
Still feels in bad faith, which is what I was criticizing earlier, about things being "within reason"
Additionally I feel like it's lazy design, but that might just be a personal thing
well like you also said, within reason changes table to table, you might run a stricter table and game than someone else, so the defence of "its homebrew" is perfectly valid
imho anyway
my groups games are FULL of "bad faith homebrew" but its so much more fun than RAW for us
I wouldn't say I run a stricter table than most, not at all, it's just that I hold my own homebrew posted here (and in the same bucket as well as everyone else's) to a high degree of scrutiny, as if were to be published
Then everyone is free to do what they'd like with my opinion
i think most people's homebrew is made for rule of fun rather than a publishable piece of content
Does this wording make sense to people? I think it's intuitive but want to double check it aligns with rules language
This cloak has three variants: Bear, Eagle, and Wolf. Whenever you activate your Rage while wearing this cloak, you gain the benefit of the cloak’s corresponding animal and the benefit of another option of your choice from your Rage of the Wilds feature.
you rage with a bear cloak, get bear rage and another feature you choose (from subclass?)
Like I don't think "corresponding animal" is correct here. "Corresponding variant", perhaps?
is how i understand this
that's the idea, as long as you didn't have to think too hard about it then I'm good
Ok, so I’ve been pitching an idea with our group who has been together going on 9 years. Granted out of the 10 of us there’s been a few players rotated in and out and afew dms who have gone to player or from player to DM.
Not sure if that is true, a lot of homebrew I see posted here is templates quite closely to official material
The use of variants seems similar to the bag of tricks.
The idea is to move from a One Shot, sending the players into a UB where their consciousness is sent to another world where they wake up to a completely homebrewed campaign, Fallout style
And users respond generally positively to comments made to change wording or explain weird features that fall outside usual homebrew
I just didn't want to have to go and do each spirit individually lmao
bearskin, wolfskin, eagle etc.
well yeah but thats for understanding and familiarity i think
it doesnt need to be balanced alongside everything else to the point of being released as a paid product, but it does need to make sense to anyone using it
I'm thinking it's uncommon?
And then I can do a Greater Spiritskin Cloak for Falcon, Lion and Ram
Just make it C/UC/R/M/LA based on which animal
and which effect it has
Again, unsure if that's the case, but people also ask for balance suggestions to keep things "more or less" in line, understanding that there is published content that is completely unbalanced
I'm trying to make the divide between the level 3 feature of the subclass and the level 14 rather than individualising the animals because (hypothetically) the ones on the same feature should be equal
Use the Barbarian subclass features as a starting point where each animal has 1-3 traits per instance
There is a single description for all 3:
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You take a magic action…When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color
love the bag of tricks, such a stupid item lmao
Raven is the C where you give someone vision buff
Tiger is UC with movement speed and vision buff
Bear is Rare with strength, movement speed buff
Etc etc etc
i feel like youre missing the point i'm trying to make about it but i dont have any other way to explain it to you
obviously people wanna make good homebrew
Mythic is Draconic that gives xyz buff and Legendary Artifact you can make to benefit their class with up to 4 traits 2 minor traits, 1 major, rolling for a major or minor negative effect
Y'know what, I was going to save them all until I finished the doc in its entirety, but I'd be down for some early feedback since people seem to be active.
A while ago I made [this](#homebrew message) homebrew magic item for Diviners. I was intrigued in my of BG3 that there were magic items that specifically called out subclass features, and it made me curious to see if I could do the same with actual OneDnD rules.
I've worked on a few for the past 5 or so days, generally aiming for each class' quartet of subclasses to get one uncommon, rare, very rare and legendary each.
Here's the link to the published Google Doc, lemme know what you think
Are there 3 cloaks? or does the cloak just allow you to use all 3 rage of the wild options?
the cloak has three variants built into one magic item a la belt of giant strength, one for each option
one that I'm a bit wary on the wording for that is quite similar in intent to the cloak is the Talisman of Two Lands for Circle of the Land. I like to keep wording as concise as possible but I wonder if some nuance was lost
if you get the wolf variant, you gain the wolf option from rage of the wild and an additional option of your choice?
that's the idea
I attempted to mash 2 monsters together for the first time is anyone able to help me out and see if I went wrong or if it needs some tweaks?
This cloak has three variants: Bear, Eagle, and Wolf. Whenever you activate your Rage while wearing the cloak, you gain the benefit of the cloak’s corresponding animal as well as the benefit gained from your Rage of the Wild feature.
I honestly think I could get rid of the second part of the sentence. Just:
This cloak has three variants: Bear, Eagle, and Wolf. Whenever you activate your Rage while wearing the cloak, you gain the benefit of the cloak’s corresponding animal as described in your Rage of the Wild feature.
the second one?
I recommend matching the word choice of the feature. Maybe rather than saying there are 3 variants, that the cloak has a motif/embroidery and that determines the option you gain.
agreed, i assumed it would be like "Cloak of the Wild (Bear)" for example
but not mentioning other variants and just saying this cloak grants you the wild rage feature corresponding to its design would be even easier
as it is it makes sense tho, as long as you make it clear they dont choose the variant
i do fear some people might read it as "this item forces me to choose this option", rather than in addition to
Whenever you activate your Rage while wearing the cloak, you gain the additional benefit of the cloak’s corresponding animal as described in your Rage of the Wild feature.
one keyword kinda solves that
too easy
This cloak has a motif of an animal(Bear, Wolf, or Eagle). While you are attuned to this cloak you gain an additional Rage of the Wild option. This option is determined by the animal motif.
this is also a good approach
I've also got this but I think its actually pretty fine. I thought it was going to be tough to articulate but I think it reads well enough
Whenever you finish a Long Rest, you can choose an additional type of land for your Circle of the Land feature. You gain the benefits of both chosen land types simultaneously, including additional prepared spells and any granted damage resistances.
yeah makes sense
Do you mean circle of the land spells?
oh i did lmao, i used a different feature as the attunement requirement
Nature’s ward gives you the resistance at level 10
So if y’all couldnt tell by the clan tag im a fan of RWBY.
I want to try and make a RWBY campaign but the largest roadblock for me is the weapons, semblances, and how to integrate the Classes into the campaign
Is a 14th level warlock feature causing another creature to automatically roll a 1 on their next d20 roll (attack roll, saving throw, or ability check) to much? Lol
Maybe like a once per day thing
Not familiar with RWBY, but if D&D classes don’t fit, it’d be easier to switch to a system where they do
True..
Are you using 2024 or 2014 classes? Are you using all classes?
I was thinking going 2014, and I want to give the players a sense of originality so yeah all classes.
it sounds like it is pretty weapons based.
For my project I've added a token you have to obtain to unlock the ethereal form of the weapon. Can I get some feedback on the description please?
Ethereal Ascension – Thalyssar, the Veilpiercer
(requires the Token of the Veil)
Prerequisite Token
Name: Token of the Veil
Type: Wondrous Item, Legendary, Attunement required by the Scion of the Firstborn.
Appearance: A shard of moonstone etched with shifting constellations, always faintly cool to the touch. Under starlight it seems half-transparent, as though a window to another realm.
Acquisition: Only revealed to a Champion who has mastered the other three Ascended Forms and performed a rite beneath a sky where the mortal and astral planes overlap (DM determines place and time).
Activation
The Champion may only enter Ethereal Ascension while attuned to the Token of the Veil and holding it on their person.
On transformation, the Token fuses into the wielder’s heartspace, glowing like a pale star. Removing or destroying the Token ends the form immediately.
Additional Effects of the Token
Planar Anchor: While carried, the Token prevents forced teleportation or banishment of the wielder unless they consent.
Astral Sight: Grants truesight 30 ft even when not in Ethereal Ascension.
One with the Veil: Once per long rest, the wielder can cast plane shift (self only) without components.
Visual Transformation (with Token)
When the scythe awakens into Thalyssar’s full power, constellations spiral from the Token across the Champion’s skin, forming radiant star-lines. The scythe’s blade becomes a crescent of living night threaded with galaxies. A translucent astral mantle spreads like endless wings, and every footstep leaves afterimages of silver starlight.
I still have to draw it (I do all my homebrew art by hand).
I feel like you are all ready being pretty original and if you are doing something weapons based, full casters might feel left out.
My recommendation is look at weapon masteries and origin feats from 2024. As well as any examples of setting based feats.
Then create your own set of weapon properties. Then leverage the feat system to introduce more RMBY elements or enhance your weapons.
I mean Glynda and Weiss are technically Casters
Are people in the middle of talking about a homebrew thing and when can I share my own?
Forgive me, I am not totally familiar.
As a messy example you could do something like this.
Build your own weapon by choosing two weapon types from: focus, ranged, melee. Then add 1 property to each each weapon.
Slow: Reduce speed by 10ft, (Ranged, Melee)
Push: On a hit move enemy 10ft, (Melee, Focus)
Dust: Add spell mod to cantrip damage rolls (Focus)
Cleave: On a hit make an additional attack against an adjacent creature, on a hit deal damage weapon without adding your Modifier
Would anyone here have recommendations for the thickness of filigree detailing on something called a "Token Of The Veil"? I can't choose between 0.5 and 0.1 millimeters.
I don't know what that is or what you are going to do with it...
Can you elaborate?
It's to unlock a very OP weapon from a project I'm working on.
Can you adjust the formatting. Maybe bold some text and remove some extra returns?
Share it when you want.
Done
.26 millimeters.
I only have 0.5, 0.1 and 0.75.
I draw everything by hand
Oooohh, you ment in line thickness. 0.5 would work great.
I have a few ideas for two classes (or just one), and two races.
I mean I used 0.5 for the circles and other focal points, but the filigree and runic detailing are supposed to be more delicate so I'm not sure what to do there.
Simply put:
Classes:
-Spell weaver (name WIP)
-Alchemist (subclasses include chef and witch)
Races:
-Parasite (Basically a symbiote but with subrace options to take over hosts instead of working with the host)
-Sentient Magic Item. (Need a name for it)
I have a few sentient weapons...
Here's my proposed 3d6 down-the-line character generation rule:
- Roll 3d6 for one ability score.
- Convert to equivalent ability score value (in parenthesis).
- Calculate modifier.
| -------- | ---------------- | -------- |
| 3 | 5 | -3 |
| 4–6 | 6–7 | -2 |
| 7–9 | 8–9 | -1 |
| 10–11 | 10–11 | 0 |
| 12–14 | 12–13 | +1 |
| 15–17 | 14–15 | +2 |
| 18 | 16 | +3 |
• If your ability score is 8 or less, each ability score boost adds +3 to the score.
• If your ability score is 9-12, each ability score boost adds +2 to the ability score.
• If your ability score is 13+, each ability score boost adds +1 to the ability score.
All characters gain TWO ability score boosts at 1st level, but each must be used on a different ability score.
Each time a character takes a "half-feat," he gains an ability score boost. Characters that take an Ability Score Increase instead gain THREE ability score boosts, but may only boost a single ability score twice.
One of them is called a soul-eater sword
I ment a playable race. As a player you could play a sentient magic item.
AH
Soul Eater Sword:
A sword that if you kill an enemy on a natural 20 while using it you get all the damage you dealt added to your HP but if you roll a natural 1 on any attack you lose every bit of HP you previously gained.
That's all I have for it so far
Hay anyone wanna fight my incredibly over powered homebrew level 21 jjk character with there own over powered home brew?