#homebrew

1 messages · Page 12 of 1

tardy tiger
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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

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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

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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

restive tusk
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A subclass having a core mechanic of forcing consequences onto teammates isn’t good imo

tardy tiger
restive tusk
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I’m referring to the level 2 ability

tardy tiger
restive tusk
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I’m also iffy on giving a tertiary resource to a class that already has 2 (spell slots and metamagic).

tardy tiger
restive tusk
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Yes that would be bad

tardy tiger
restive tusk
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So it removes the main things that make a sorcerer a sorcerer? Why is it a sorcerer subclass then?

tardy tiger
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it could also work for a warlock i guess

restive tusk
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It wouldn’t if it removes spellcasting

tardy tiger
restive tusk
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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

tardy tiger
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also it could be a warlock, it kinda fits him better

restive tusk
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It wouldn’t work as a Warlock because it removes spellcasting

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It invalidates a significant amount of invocations as well as the Spellcasting feature

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It might work as its own class or as a subclass of a martial class

tardy tiger
restive tusk
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But again the biggest issue imo at this moment is that it’s completely reliant on other creatures to function.

tardy tiger
restive tusk
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Importantly, the mechanics allow a player to force consequences onto teammates without their consent or the ability to resist

restive tusk
tardy tiger
tardy tiger
restive tusk
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The current third casters do just fine with their limited spells

tardy tiger
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i guess it could work as an alternative to arcane trickster

restive tusk
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But also, the hurdle of “needs to stand on its own” is something that should be considered

tardy tiger
restive tusk
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Which points to the idea that it needs to be able to stand on its own instead of being dependent on an external source

tardy tiger
tardy tiger
restive tusk
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That’s the fundamental issue. In order to be functional it needs something outside of its control

tardy tiger
void jewel
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I have a PDF of a homebrew I'm looking for thoughts on, DM me if you got time for it.

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Wiz subclass.

inner lava
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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.

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Would something like that be a cr 12 or something

spring tusk
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CR is typically dependent on the stats of the creature

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Abilities actually have a habit of not tying in often

inner lava
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Okay i was looking at a cr 8 hydra and gonna beef it up a bit

spring tusk
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Well there's a false hydra statblock

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Also this is interesting but the false hydra doesn't actually form new heads the way a regular hydra does

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It forms a new head when it eats someone

inner lava
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🤔 what if my false hydra 2.0 gains a head with every follower

spring tusk
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Thats

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A lot

inner lava
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Devotion hydra let's call it.

spring tusk
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God-devouring Serpent

inner lava
# spring tusk 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

spring tusk
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I was making an elden ring reference but yeah sure that

true forge
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*World Serpent

spring tusk
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What

true forge
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thats what Andros was meaning

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i think

spring tusk
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Yeah he said that

true forge
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unless there is a god eatting snake in norse mythos that isnt that

spring tusk
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I'm sure there's a myth out there of jormungandr attempting it

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Idk,

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Y'all are both confusing me

inner lava
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I didnt wanna butcher the spelling of the world serpent

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But yeah that one

spring tusk
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"jormungandr"

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"big snake"

true forge
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lol

inner lava
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I can make lore move in my own homebrew lol

spring tusk
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I love that your username is just "man"

inner lava
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HAHA yeah

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Andros is also the name of an incubus oc of mine

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and change abilities

spring tusk
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Off topic but

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How do we feel about the concept of necrotic based phoenixes

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I know it's all about rebirth from the ashes and burning away the old for the new and yada yada but I mean

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Undead phoenix

inner lava
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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

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maybe they could also strip away immunities and absorbtion of damage types to non-undead/constructs

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being seen as birds of the most ill omen. as they can bring even the mightiest of warriors to their knees if faced

stuck raptor
true forge
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would it be flame based still? like black necrotic flames or something else?

inner lava
crude dust
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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.

stuck raptor
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tree branch would just be a club or staff

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barbs can already use rapiers

crude dust
stuck raptor
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i dont really see much point in removing proficiencies

crude oak
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Nevermind i get it
You want stat requirements

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Would it not still be annoying

crude dust
inner lava
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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

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I allowed players to pick my rick roll, a standard array, or roll 4d6 drop lowest for stats

inner lava
# crude oak 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

crude oak
sacred current
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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.
scenic urchin
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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

slender anchor
paper belfry
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Can someone rate my sin of wrath sheet

sacred current
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How would a forgemaster class work?

true portal
peak inlet
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also, it’s a bit vague when you say “you” do you mean the monster or the player?

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I’m assuming it’s the player, but the initiative change is just weird

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in terms of limited use abilities, I would probably put them on the player’s features rather than the monster’s stat block

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that way you can track it correctly and allow it to have different effects

main rapids
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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

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annoying*

urban bay
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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).

native grove
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does anyone know any "pact breaker" subclasses for warlocks?

kindred dust
gleaming pumice
kindred dust
chrome apex
# main rapids HeyHey, I have a question, I want to give one of my players (a gunslinger) a set...

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.

peak inlet
urban bay
peak inlet
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the infinite Riposte for 1 level in Monk is very dippable

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you gotta think about multiclassing too

urban bay
peak inlet
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Snake

urban bay
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Oh yeah

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tho it has to be Monk weapon, not any weapon

peak inlet
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a Rogue can dip 1 level in Monk and gain that on their daggers

urban bay
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...ok that IS a Monk weapon

peak inlet
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yes, but it also activates Sneak Attack a second time every round

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for the price of 1 level in Monk

urban bay
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how to specify that this extra attack cannot use other class features?

peak inlet
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I don’t think you can

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it can also activate Divine Smite it seems

urban bay
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actually there is a way

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...just say "Unarmed Strike"

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and no monk weapon

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can't Unarmed Sneak Attack

peak inlet
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that doesn’t stop Divine Smiting with it

urban bay
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and can't Unarmed Divine Smite iirc

peak inlet
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really?

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I mean you do need 4 stats at 13 to go into those 2 classes

urban bay
peak inlet
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so might actually be fine

urban bay
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for Paladin, leaving it as is would be fine

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for Rogue tho?

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13 Wisdom to dip into a Monk would be more than worth it

peak inlet
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yeh

urban bay
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so yeah gonna have to say "unarmed strike" only

peak inlet
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I think the +1 to hit and damage is also too much for level 1

urban bay
peak inlet
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then the +1 to hit is too much

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Monk falls off a bit later

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they would be pretty strong up to level 5

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I think this applying to weapons as well allowing you to use a +3 weapon with +1 to hit is a bit iffy

urban bay
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It is strong, but idk if it would make them broken

peak inlet
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Magic Bracers for unarmed strikes don’t exist in 2014, so I would’ve probably made them scale instead

peak inlet
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it just puts them above other classes in low level play while still suffering in higher levels

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I would make most of those scale instead

urban bay
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ok some can scale, but some aren't direct number increases

peak inlet
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I would also probably allow them to change the choice when they take a long rest instead of leveling up similar to Fighting Styles

peak inlet
urban bay
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so maybe they could scale with

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Prof Bonus / 2?

peak inlet
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yeh probably

urban bay
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so they top out at +3?

peak inlet
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I don’t really like the second part of the Monkey style either, but that might just be a personal grievance

peak inlet
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or scaling with your Martial Arts die

main rapids
peak inlet
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I like the idea, I think it needs a little bit of workshopping and it could work well

urban bay
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from 6 it's +2, from 12 it's +3 and from 18 it's +4

urban bay
peak inlet
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and swap the Initiative to either proficiency or advantage

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so all the ones that scale have a secondary effect that’s active at level 1

pliant pagoda
cloud sky
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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.

dull bobcat
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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

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Like I want it to function like a limited use wildshape for a construct with only 1 option.

woven hamlet
brave moat
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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

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I think the only reason to buy STR is to like, not get overpowered by some sort of monster.

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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

cloud sky
woven hamlet
digital jetty
brave moat
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Too weak or too strong?

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I think extra attack 2 is the max on there

faint sonnet
digital jetty
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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.

short cliff
digital jetty
short cliff
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But yee, definitely up for hearing feedback

native quail
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No art is better than AI art

digital jetty
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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

scenic urchin
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there are free art packs out there, especially for game devs :V

stuck raptor
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This does not look like a DnD race

short cliff
# digital jetty Why is the text green? Why is there so much text? Is it okay if people skip It? ...

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

restive tusk
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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

short cliff
short cliff
stuck raptor
restive tusk
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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

stuck raptor
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You dont get stuff from races after level 5

short cliff
stuck raptor
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Culture does not need mechanics

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i get trying to be "lore accurate" with species, but that is not how a DnD species is supposed to look

scenic urchin
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definitely way too much power in this species

restive tusk
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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

short cliff
stuck raptor
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Wether or not its in an official setting does not matter

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you are missing my point

short cliff
# stuck raptor you are missing my point

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)

stuck raptor
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¯_(ツ)_/¯

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At that point not much i can comment on, if its table specific

short cliff
tardy tiger
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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?

tardy tiger
short cliff
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I think that's the same dice a cleric spell uses

restive tusk
tardy tiger
short cliff
restive tusk
restive tusk
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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

tardy tiger
restive tusk
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So this is for 2014 Wizard?

restive tusk
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Unless the ability is meant in the vein of something like Half-Orc’s Relentless Endurance

digital jetty
tardy tiger
remote lance
restive tusk
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Yeah the bag of rats problem is common consideration amongst any feature that works off of damaging or otherwise killing a creature

tardy tiger
restive tusk
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So what would encourage a Wizard to use this feature over say, taking a Short Rest, casting Vampiric Touch, etc

tardy tiger
restive tusk
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And then I assume using HP to cast spells is a secondary mechanic to regular spellcasting

tardy tiger
restive tusk
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Behavior based decisions are not a good consideration for mechanical balance

remote lance
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Bag of holding

tardy tiger
restive tusk
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No they do not

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The squishy wizard is actually a misconception. wizards have plenty of easy ways to pad their defenses

tardy tiger
# remote lance Bag of holding

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

restive tusk
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Again, why not just cast Vampiric Touch

remote lance
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The bag of rats is a metaphor. Any container of weak creatures works

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Ant farm, spiders in jars, etc

tardy tiger
digital jetty
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bag of rats is officially discouraged in the 2024 DMG.

remote lance
stuck raptor
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case and shut

restive tusk
restive tusk
faint sonnet
restive tusk
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Yeah that’s fair

tardy tiger
# restive tusk Again, why not just cast Vampiric Touch

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

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2- not every wizard has it

remote lance
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So you’re saying your’s is overpowered

tardy tiger
restive tusk
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So why wouldn’t a wizard choose another subclass and then also take Vampiric Touch?

remote lance
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If base game features with similar effects are overshadowed by this, it seems like it’s overpowered

tardy tiger
restive tusk
digital jetty
digital jetty
short cliff
faint sonnet
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I'm honestly very tempted to make the de-facto Force damage cantrip something that works like Magic Missile and just doesn't miss.

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Scales from 1d4 to 5d4, single target, like 60 foot range, nothing else.

digital jetty
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No utility?

faint sonnet
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Oh, it would have utility, just not combat utility when used at long-distance.

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Though, looking at the numbers, I'd likely have to increase the damage to 1d6 to keep it balanced with the Fire cantrip.

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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.

digital jetty
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How many of your single target cantrips are a d6?

faint sonnet
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At range? None.

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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.
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Realizing I probably need to bump up Radiant to 1d8, tbh.

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Or maybe bump up the range to 10 feet, idk.

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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.

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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.

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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.

wet yarrow
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Laser time.

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Its funny, I tend to key air as slashing in my head

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Though electricity makes 100% sense

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Particularly in RPG world

faint sonnet
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Funny enough, my theming from Air doesn't even come from RPGs but instead from like every mythology ever.

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Air = Sky = Storms = Lightning

wet yarrow
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Well, and bludgeoning winds and piercing hail and floods and all that, is where my mind goes.

scenic urchin
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aer crystals produce levinstrikes aye

wet yarrow
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It's how FF and DW code it too

faint sonnet
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The "bludgeoning winds" is where the thunderclap comes from when you pull the enemy close enough, ya.

wet yarrow
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Usually Aero is either lots of green slashes or crackling energy

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Thunder whip seems neat.

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Any ability they might want to use just because has got somethign good going for it lol

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You can also tell who's old by whether or not they follow it up with a MK line.

faint sonnet
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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.

wet yarrow
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What about zones.

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Like, not emanation but placed zones.

faint sonnet
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Trying to make certain damage types lean towards certain styles of play, as well.

wet yarrow
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I've been considering coding Fighter subclasses by weapon >_>

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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.

faint sonnet
#

So like, basic Earth magic is practically melee range.

wet yarrow
#

I love geomancer shenanigans.

#

Definitely feels like the 'tank'

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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.

faint sonnet
#

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.

stuck raptor
#

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.

wet yarrow
#

Might of the Mountain? Fury of the Storm? Ironwood Soul?

stuck raptor
#

Those feel like they fit other titans better. From what im seeing about Uro though, he seems to be more ocean associated

wet yarrow
#

Tempest something or something Tempest might fit.

stuck raptor
#

Might go with Tempest's Roil for now

scenic dew
#

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 ?bg3Gale

frigid star
#

Sounds fun imo, but maybe reverse the last condition. Sounds a bit busted to be able to dismantle an outright magical item imo.

scenic dew
#

Gonna reword it since it's supposed to say it can disassemble magic items that aren't magical.
It's joke reversal of Mending.

frigid star
#

Ahhh, that makes more-ish sense.

faint sonnet
frigid star
#

Disassemble items that arent innately magical in nature.

scenic dew
frigid star
scenic dew
#

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.

frigid star
#

Hey, sounds like an awesome artificer thing to me. xD All the shenanigans!

#

And spare parts.

scenic dew
#

Go for it.

wet yarrow
#

Pseudo would make an interesting magic school.

#

Like a wild magic illusionist.

rotund dirge
#

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
opal trail
#

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.

scenic dew
#

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.

fierce dome
#

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
fierce dome
#

"When you learn a Warlock spell, you may also choose from the Sorcerer, Wizard, Cleric, Bard, Druid lists."

NO

restive tusk
queen wharf
#

Well aware. That's why its optional and up dms

stuck raptor
fierce dome
#

that almost is every list

fierce dome
remote lance
#

Paradox of choice

restive tusk
#

All homebrew is optional I'll point out

true forge
#

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

fierce dome
#

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."

restive tusk
#

Seems fine to me

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I like it

opal trail
#

🙁 And my stuff gets ignored, oh well

fierce dome
#

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

true forge
fierce dome
#

that makes sense

midnight elk
#

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?

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I've already made the weapons, attacks, curses, prophecies, lore, stats and some designs.

restive tusk
#

Feel free to post it if you want feedback

midnight elk
#

Can I post the link?

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It's a 14 page doc and I don't want to clog up the chat.

native quail
midnight elk
spring tusk
#

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

spring tusk
#

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

midnight elk
true forge
#

also, it looks like AI

#

at least formatting wise

golden temple
#

yyou have to take away editing perms i accidentally moved something around 😭😭

golden temple
pearl canopy
#

What do you guys think of this?

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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

floral ginkgo
#

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

faint sonnet
# opal trail Here I am to ask for feedback on a 2024 Warlock Subclass I made: ``` Oni Oni ...

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.

opal trail
# faint sonnet By my first run through, this should be fine. Nothing seems too stronk and nothi...

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.

faint sonnet
opal trail
#

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.```

faint sonnet
#

I like that much better, ye.

fierce dome
#

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."

fierce dome
#

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

unique parrot
unique parrot
# floral ginkgo So I'm working on a homebrew weapon for one of my solo campaigns. The player wan...

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.

unique parrot
unique parrot
spring tusk
#

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 :)

remote lance
#

Elves, for example, don’t need to sleep (iirc)

spring tusk
#

Elves meditate

#

They still take long rests

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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

unique parrot
#

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)

remote lance
spring tusk
#

Nobody said anything about sleep though

remote lance
#

1 long rest is sleep. At dawn is just as time passes

spring tusk
#

Like long resting at 8am or something

spring tusk
#

Elves don't need to sleep

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Warforged go into a sentry mode

remote lance
#

The elves were an example

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I’m saying that days and long rests aren’t the same thing

spring tusk
#

No somebody else said that days and long rests aren't the same thing

#

You said in fact a completely different thing

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But now that you're saying that days and long rests aren't the same thing yeah I agree :)

remote lance
unique parrot
unique parrot
# scenic dew So I would like a suggestion if someone is willing. I want to make eventually cu...

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.

scenic dew
#

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.

unique parrot
#

make 2 spells

scenic dew
#

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.

unique parrot
#

One single target and one cone-shaped, with the cone-shaped being higher level
Eh

scenic dew
#

Well it kinda already exists in the first version. Jim's Magic Missile

unique parrot
scenic dew
#

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.

unique parrot
#

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)

scenic dew
#

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.

rotund dirge
rotund dirge
#

That's what the original 4E was

#

So yeah

true forge
#

I would say 1st one

rotund dirge
#

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

balmy sandal
#

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?

midnight zinc
balmy sandal
native grove
#

Does anyone know of any good “draconic” cleric domain subclasses?

midnight zinc
#

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?)

balmy sandal
#

Hmmmmm. Interesting, I'll see what I can do with this

native grove
#

Anyone?

native grove
#

Do you have any for 2014?

keen moat
#

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?

true forge
#

dragon type thing and spells at 1st, cone damage thing at 2nd

#

the rest is the same

rotund dirge
#

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

native grove
#

I think I can make my own now that I think of it

keen moat
#

the problem is that i dont have players either 😅

rotund dirge
#

Oh BadEye

keen moat
#

i have no xp being a dm, but i want to be one

rotund dirge
#

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

keen moat
#

ive been building it for a while

native grove
fierce dome
#

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

pastel moat
#

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".

midnight elk
midnight elk
digital jetty
fierce dome
#

yeah extra attack seems wildly unnecessary on an alchemist

pastel moat
# digital jetty Why extra attack? bombs, potions, infusions, and spells seem like a lot. Is ther...

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.

floral ginkgo
midnight elk
#

Does anyone else here hand-draw design for your homebrews?

#

Or am I just a weird art nerd.

digital jetty
# pastel moat I gave them bombs so they actually have something relevant to do in combat rathe...

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.

fierce dome
digital jetty
fierce dome
#

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

wide sail
#

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?

pastel moat
# digital jetty Is this based of of the 2024 UA or Tasha's Artificer? the bombs feel like more...

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?

pastel moat
#

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.

pastel moat
midnight elk
#

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.

digital jetty
# pastel moat It's based off of Tasha's Artificer (I completely forgot the 2024 Artificer UA e...

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.

burnt cipher
#

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?

unique parrot
digital jetty
burnt cipher
#

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

fierce dome
#

yeah vulnerable is a bit much

#

its also weird to give it two damage boosts

#

(increased die size and vulnerability)

burnt cipher
#

Fair enough

fierce dome
#

for beast master i would literally just say that hunters mark applies to your companion as well as you

burnt cipher
#

Made that standard

fierce dome
#

"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."

pastel moat
#

You could give the beast pact tactics for whoever your mark is on?

burnt cipher
pastel moat
#

np

fierce dome
#

that seems crazy strong

#

wotc doesnt give out pack tactics for player options.

#

kobold used to have it and they removed it

pastel moat
#

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

austere mango
#

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?

fierce dome
pastel moat
austere mango
#

I'm not interested in blood hunter but if you can send a link of the wizard subclass...

fierce dome
#

its heavy on charm effects, obviously

pastel moat
# fierce dome my attempt at an "emotion" cleric: https://www.gmbinder.com/share/-O_9BkNxELOea8...

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.

fierce dome
#

"of your choice" added to the CD

#

capstone im less sure of

#

it is a 17th level feature, so stronk is what you want

burnt cipher
true quarry
#

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?

west tangle
#

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.

fleet steeple
#

If im looking for a dm, whats the best method for doing so? any specific channel or anythin?

fleet steeple
#

Im actually blind

#

tysm! :D

oblique cloak
digital jetty
rotund dirge
#

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

digital jetty
burnt cipher
merry bough
#

any pf porters?

undone summit
#

i wanna make a homebrew race that has high agility and attack, but dogshit defense and charisma

burnt cipher
undone summit
restive tusk
#

Are you homebrewing for 2014 or 2024?

undone summit
burnt cipher
tranquil dew
#

i've got a statblock that i'd like some other eyes on

restive tusk
#

Alright. Negative stat changes aren’t really the purview of 5e species, so it’d be hard to accommodate the bad charisma aspect

tranquil dew
#

hmm, too large for a single post. i'll have to post it in parts.

undone summit
restive tusk
#

But high attack and agility do seem golden for a +2/+1 to Strength or Dex.

tranquil dew
#
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.
restive tusk
#

But yeah what abilities do you want to emulate off of your inspiration?

undone summit
restive tusk
#

As in attack accuracy?

tranquil dew
#

i'd like feedback on the statblock, if anyone is interested

undone summit
restive tusk
#

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

undone summit
#

well do the character's own claws count?

#

are claws even a weapon

restive tusk
#

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

undone summit
#

well

brave moat
#

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
restive tusk
#

Keep in mind species options generally have significantly less impact on playstyle compared to class and subclass

ember sorrel
#

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.

undone summit
#

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

restive tusk
#

Alright so what other abilities did you have in mind

tranquil dew
undone summit
brave moat
# tranquil dew "i made it like pathfinder"

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%

restive tusk
#

I’d say 1 or 2 more smallish abilities and it should be good

tranquil dew
undone summit
restive tusk
#

You’ll have to define what it can do

brave moat
undone summit
restive tusk
#

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

tranquil dew
undone summit
brave moat
#

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

digital jetty
# burnt cipher Fair enough on the Defensive Reaction, but I did include Expertise through Canny...

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.

brave moat
tranquil dew
#

to encourage stats being spread around more, set lower caps than default

wet yarrow
#

Tfw you were just trying to make a little social mechanic and end up with a new system >_>

ashen ginkgo
#

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?

floral ginkgo
crude oak
prisma bluff
#

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

azure needle
flint marsh
#

That's more some kinda golem than warforged

prisma bluff
prisma bluff
unique parrot
# floral ginkgo The Hestia Knife from an anime, will have to ask which.

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).

prisma bluff
# prisma bluff I was more thinking like how some use leshy where when they "die" they drop a se...

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.

prisma bluff
azure needle
#

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?

prisma bluff
#

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)

crisp zodiac
#

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?

digital jetty
remote lance
#

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.”

floral ginkgo
rotund dirge
lean elk
#

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?

fierce dome
#

You may want to look into "gestalt" leveling

#

It's not bespoke, but it is leveling two classes at once

golden temple
#

oh right didn't someone wanna do this some time ago,,

lean elk
#

the build potential goes insane

digital jetty
# rotund dirge Hey, i made a revised version of the old Way of Four Elements Monk, i'd be glad ...

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.

rotund dirge
#

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

rotund dirge
digital jetty
#

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.

rotund dirge
#

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

digital jetty
#

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

rotund dirge
#

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

digital jetty
#

Expeditious retreat?

rotund dirge
#

I decided to just leave it empty since Fire also only has 3 Disciplines at level 3 lol

dreamy dragon
rotund dirge
#

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

dreamy dragon
#

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

rotund dirge
#

Action economy like, swapping 2 attacks for a spell?

dreamy dragon
#

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

rotund dirge
#

I always thought Monk's BA was more valuable than it's Action lol

dreamy dragon
#

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

digital jetty
#

You get more options than focus points.

#

I am not sure why you get reach and push at level 3?

digital jetty
dreamy dragon
#

I get that might be a bit costly too, but 2024 Monk has a lot of ways to regain focus

digital jetty
#

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

dreamy dragon
#

Maybe yeah, I never really factored Stunning Strike into my analysis either lol

#

But it's a good start nonetheless

digital jetty
#

I sure there are exceptions, but monk really only benefits from spells that have utility, AOE, or duration of 1 minute.

rotund dirge
# digital jetty I am not sure why you get reach and push at level 3?

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

digital jetty
rotund dirge
#

I mean, that's just how it is with the official subclass

#

I just copied it dndLol

#

The only upgrade i made was allowing the usage of Wisdom for Unarmed Strikes

digital jetty
#

The 2014 subclass?

rotund dirge
#

The 2024 one

digital jetty
#

Oh you combined the two?

rotund dirge
#

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

digital jetty
#

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.

rotund dirge
#

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

digital jetty
#

I disagree. It last for 10 minutes and is effective

rotund dirge
#

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

digital jetty
#

At level 3 you only have 3 points

rotund dirge
#

That's gonna hurt at lower levels

At higher levels this is nothing XD

merry bough
#

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.

digital jetty
rotund dirge
#

Yeah

midnight elk
#

Is there a good way to lock an OP form of a weapon behind something without adding new mechanics?

rotund dirge
#

Elaborate

midnight elk
#

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

rotund dirge
#

Isn't that stronger than even an Artifact?

midnight elk
#

But I don't know what.

#

You can also only use it for 5 minutes once per long rest

slender olive
#

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

slender olive
#

Cuz I wanna flavor it that each scythe tries to hit the creature

midnight elk
#

I would say yes.

slender olive
#

How would you add that as a mechanical description?

rotund dirge
slender olive
mellow galleon
#

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

slender olive
#

times half-level could make sense, full level is too much I think

#

4x20 is huge

midnight elk
mellow galleon
midnight elk
rotund dirge
slender olive
#

Do you disappear too?

mellow galleon
#

It is just consumed like a potion and you now have a free attunment slot

slender olive
#

You can't attune to consumables

#

There's a reason why nobody attunes to scrolls

mellow galleon
#

But ya at max assuming there level 20 is 80 for d4 and 120 for d6

midnight elk
#

But how would a player unlock transcendent status?

slender olive
mellow galleon
#

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

slender olive
slender olive
slender olive
#

Why should I use your item at level 20?

mellow galleon
#

Why are you exclusively using lvl 20s also the safty net is a big reason for use

slender olive
#

"but ya at max assuming there level 20" is your statement, not mine

mellow galleon
#

That was for determaning the absolute max it could heal not for item verification

slender olive
#

Wish also grants me up to 25k worth of material components, I could wish for a hundred healing potions

slender olive
#

It's not a min-only item, then it's just bottlenecked to lower levels

#

Tier 1 campaigns

mellow galleon
#

You cant realy count on wish its a dm may I spell and they can twist it to there liking

slender olive
#

I close my argument after that insane statement you just said, I'm gonna go make my scythe swarm

void jewel
#

Wish let's you cast a spell of eighth level or lower for free, any other use of it is actually insanely wasteful

slender olive
void jewel
#

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

slender olive
unique parrot
slender olive
#

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

slender olive
midnight elk
#

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.

rugged olive
#

Max HP or healing?

midnight elk
slender olive
fierce dome
#

Blackrazor? Is that you?

scarlet coral
#

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?

unique parrot
wanton cradle
native grove
unique parrot
frank berry
#

This is not a RAW channel 😏

unique parrot
slender olive
slender olive
#

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

west tangle
#

You could create the materials for wish but you would need to craft them yourself

slender olive
#

A large glass bottle, c'mon now

slender olive
boreal rover
#

Unless you're homebrewing your own rules, we must assume all other things work as written in 5e rules

west tangle
#

So once again no potions

slender olive
#

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

boreal rover
#

There are no non-magical "concoctions" that heal HP within the items of 5e as far as I can remember, for a reason

slender olive
#

The other part, you and your DM workout

#

The entire point of building a story, a world, homebrew mechanics

boreal rover
slender olive
#

That's your part to fill in

west tangle
boreal rover
#

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

slender olive
slender olive
west tangle
#

I’m sure you did, just clarifying on the rules is all

slender olive
#

You can message-link on Discord now, it's native

slender olive
#

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?

sturdy knoll
#

We seem to have gotten off into the weeds of the meta of this channel so let's nudge things back to discussing homebrew

slender olive
#

That's where this conversation stems from

sturdy knoll
#

Gotcha

slender olive
#

Context clues, my bad

sturdy knoll
#

Any fun homebrew folks are cooking up right now?

slender olive
#

About to post it right after some finishing touches

true forge
#

potions and this cleric so far

slender olive
# midnight elk Hear me out. A sword that if you kill an enemy on a natural 20 while using it yo...

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

true forge
#
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

slender olive
true forge
#

ah wait

#

i could of just copy and pasted nature clerics 1st level thing lol

west tangle
# sturdy knoll Any fun homebrew folks are cooking up right now?

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.

slender olive
# midnight elk Max HP

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

rotund dirge
#

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

true forge
#

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?

pastel moat
#

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

digital jetty
rotund dirge
#

There are a few options, like Shield of Faith, Dragon's Breath, Flame Blade (it's Conc, right?), Warding Wind, etc

true quarry
#

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)

ocean condor
#

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.

chilly jewel
#

This is a monster? Then it shouldn't be level 7 but cr7 additionally it should have a +3pb instead of +2

ocean condor
#

Okay.

chilly jewel
#

Either way this seems quite weak for cr 5 or 7

ocean condor
#

So, what cr it should be

placid heart
#

Someone with the healer feat can squeeze upwards of 10d6 + 40 hp out of a single healers kit*

placid heart
boreal rover
lean elk
#

put that in your name maybe

boreal rover
#

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"

boreal rover
placid heart
#

Well what does “within reason” mean

lean elk
#

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?

boreal rover
placid heart
boreal rover
boreal rover
#

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

lean elk
#

i dont really see how it being or not being explicitly magic should affect its use

placid heart
#

also why does it matter its homebrew ❌❌❌

boreal rover
boreal rover
#

As for lore reasons, I can't start to think why it would be different as not everyone uses DnD world/lore

lean elk
#

for this one specific use case tho, it seems more strict than necessary imo

boreal rover
#

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

lean elk
#

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

boreal rover
boreal rover
lean elk
#

theres a thin line between "objective" and "im right, youre wrong, and also stupid" in tone haha

boreal rover
#

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

lean elk
#

its either modified or its brand new

boreal rover
#

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

lean elk
#

ok but if none of those are "[thing] but changed" theyre brand new is what im saying

boreal rover
#

Like a paladin using INT instead of CHA for their features

boreal rover
#

That ask for an item to be non-magical

lean elk
boreal rover
lean elk
boreal rover
#

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

lean elk
#

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

boreal rover
#

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

lean elk
#

i think most people's homebrew is made for rule of fun rather than a publishable piece of content

tacit leaf
#

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.

lean elk
tacit leaf
#

Like I don't think "corresponding animal" is correct here. "Corresponding variant", perhaps?

lean elk
#

is how i understand this

tacit leaf
lean elk
#

yeah it seems worded pretty plainly

#

straight forward enough to me 👍

frozen knoll
#

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.

boreal rover
digital jetty
frozen knoll
#

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

boreal rover
#

And users respond generally positively to comments made to change wording or explain weird features that fall outside usual homebrew

tacit leaf
lean elk
#

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

tacit leaf
#

I'm thinking it's uncommon?
And then I can do a Greater Spiritskin Cloak for Falcon, Lion and Ram

frozen knoll
#

and which effect it has

boreal rover
tacit leaf
#

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

frozen knoll
#

Use the Barbarian subclass features as a starting point where each animal has 1-3 traits per instance

digital jetty
tacit leaf
#

love the bag of tricks, such a stupid item lmao

frozen knoll
#

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

lean elk
#

obviously people wanna make good homebrew

frozen knoll
#

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

tacit leaf
#

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

digital jetty
tacit leaf
#

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

digital jetty
#

if you get the wolf variant, you gain the wolf option from rage of the wild and an additional option of your choice?

tacit leaf
#

that's the idea

digital jetty
#

Then rage of the wild also gives you one of your choice.

#

So you get 3

tacit leaf
#

oh it can read that way huh

#

i gotta rewrite a section

true quarry
#

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?

tacit leaf
#

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.

lean elk
#

that is much more succinct

#

theres really no room for it to be confusing atp either

tacit leaf
#

the second one?

digital jetty
#

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.

lean elk
#

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

tacit leaf
#

i do fear some people might read it as "this item forces me to choose this option", rather than in addition to

lean elk
#

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

tacit leaf
#

too easy

digital jetty
#

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.

lean elk
#

this is also a good approach

tacit leaf
#

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.

lean elk
#

yeah makes sense

digital jetty
tacit leaf
#

oh i did lmao, i used a different feature as the attunement requirement

digital jetty
#

Nature’s ward gives you the resistance at level 10

mental dew
#

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

native hatch
#

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

unique parrot
mental dew
#

True..

digital jetty
mental dew
digital jetty
#

it sounds like it is pretty weapons based.

midnight elk
#

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).

digital jetty
# mental dew I was thinking going 2014, and I want to give the players a sense of originality...

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.

mental dew
glad veldt
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Are people in the middle of talking about a homebrew thing and when can I share my own?

digital jetty
# mental dew I mean Glynda and Weiss are technically Casters

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

midnight elk
#

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.

glad veldt
#

Can you elaborate?

midnight elk
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It's to unlock a very OP weapon from a project I'm working on.

digital jetty
glad veldt
midnight elk
#

I draw everything by hand

glad veldt
glad veldt
midnight elk
glad veldt
#

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)

midnight elk
ember sorrel
#

Here's my proposed 3d6 down-the-line character generation rule:

  1. Roll 3d6 for one ability score.
  2. Convert to equivalent ability score value (in parenthesis).
  3. 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.

midnight elk
glad veldt
midnight elk
#

AH

midnight elk
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That's all I have for it so far

supple flower
#

Hay anyone wanna fight my incredibly over powered homebrew level 21 jjk character with there own over powered home brew?