#homebrew
1 messages · Page 15 of 1
A motor
And stick a ring on it with a triangular star
Also call it Mercedes Benz for absolutely no reason
Sherlock Holmes but it's Batman
And Robin is Watson
And make it D&D
Nothing reflected... what's to hit
Essence, maybe its form releases the mirror
Maybe the mirror is a host?
It's like a virus that only infects shiny objects
My idea is more a spirit, that tends to reside around places with reflective stuff in order to show up in reflections. Perhaps it wants to show up, but not be seen. And of course, adventurers notice, draw its ire
A spirit showing up in reflections
okay i think i decided. Their eye rays will be charming, psychic damage+confusing, ice+brief slowness and acid+melt armor.
would yall consider Godrick, The Grafted to be a Monstrosity or an Undead?
Monstrosity. A Chimera is a monstrosity, after all
also I just noticed Godrick has resistance to Radiant so making him Undead wouldnt fit
what about the Tree Sentinel?
not a monstrosity- effectively just an armored human on top of a giant warhorse,
but humanoids are typically medium
and giant doesnt feel like it fits
Ogres are Giants.
what about it
They're not that much larger than humans, so I think that fits.
Ogre's have Giant ancestry
thats also how they explain Goliath's being giants but being medium sized
Sure, but none of that lore exists in Elden Ring. You're just looking for the closest comparison between creature types. If you don't like the idea of a Humanoid that big, Giant is your next best option.
thats not the point
there are giants in Elden Ring, like the Trolls that are even shown in the early game
making Margit and Godrick both monstrosities because ones Omenborn and the other is Grafted (both like chimera) makes sense, but in the lore of Elden Ring every boss is bigger than you
so maybe just like- yeah, i'll just do a Large Humanoid
hello all I had a question I will be starting dming pretty soon once this campaign I’m in ends, I wanted to ask a question regarding lucky as a feat. I have seen one of my fellow players use it and it’s quite frustrating cause it’s always after damage or other things have already happened that he remembers to use it so I wanna change it. Give me options but what do you all think of instead it’s a literal lucky stroke, ie he can say he wishes he was lucky and I will give him a good event or something similar. It won’t just be disadvantage or advantage but literally giving him the lucky stroke he needs
example if you are lucky great you just ran into the only potion seller on the island and he has tonics for you for free cause he’s being audited and has to offload the things - players get 6 random positive potions two negative no idea which are which
It's considerably, considerably harder to write a feature that grants roleplay opportunities instead of mechanical effects.
If your player is having issues with timing on his use of Lucky, as a DM I'd recommend just telling him "unfortunately, it's too late. Try to remember next time."
How about the fact he is a wild sorcerer. I’m not a dm yet I haven’t dmed and I will be soon I just want to try and avoid that
I'm not entirely sure what his subclass has to do with this. Could you clarify?
hey guys
i made like a boss for my level 2 party (consisting of a paladin, a wizard, a warlock and a rogue). I was wondering if it's like balanced for the gang lol.
i cant send the stat block here it seems
You can't send pictures here, but you can send links.
For example, you could upload your picture to an image hosting website like imgur, or send a link directly if your stat is block is hosted on a website like dmsguild
I'm not familiar with the website myself, but maybe!
I had an idea
"Almost 7 Seconds Of Bad Luck. Whenever a creature within a mile of the mirrorgast breaks a mirror, that creature has Disadvantage on D20 Tests until the end of their next turn."
just felt funny
Does this enemy have any minions in the combat as well?
A few yes, villagers animated by trees and vines
https://critterdb.com:443/#/creature/view/68cd5962602030b6fba0b7f4
A massively complex monster based on appearing around reflections, having false images, and having mcguffins that need breaking to weaken it. The mirrorgast!
At level 2, you should be expecting your players to deal an average of 8-15 damage on their turn if they land all their abilities. Assuming this is the case, that boss will probably go down in one round of focused fire.
I think its heal is way too little. 1d6 HP is 4 HP on average, and it requires it to not take one of its offensive options to benefit.
Lastly, this creature definitely needs a reliable long range option. Thorn Whip isn't going to cut it against a Wizard and a Warlock.
Technically it's 3.5 hp per d6 - imagine you roll a statistical average over 2 times, that's 7 points
Don't feel like you have to stick to the same options players have. Long range attacks can be anything.
I was thinking like enroot having secondary ability of being able to sprout out roots to constrain the players and all
But yea he's a tad bit too weak
Any ideas to compensate for his weaknesses?
Minions, positioning, and environmental hazards/defenses will make a huge difference in how difficult an encounter is
But assuming a straight on battle, increased health and ranged attacks are both things that will level the playing field for this boss
Hi, sorry I am appearing right out of the blue but I need some opinions on a feature for a subclass I'm working on for sorcerers
Fire away
He got his own arena and all, but I'm worried about making the encounter too difficult since two of my players are fairly new and all lol
Unfortunately we can't really guess how your players are going to approach the situation. The person who knows them best is you, after all.
Consider reinforcements if it seems like they're having too easy of a time. Alternatively, consider doubling the creature's health as well, if it's too easy.
guys, i made some magic and cursed objects for the next mission which will be undead themed. what do you guys think about them?
- Undead general's staff
---3d4 necrotic dmg + 2 wisdom - Centipede sword
---2d8 piercing dmg. ignores covers. the sword makes the player bond with it so the player won't throw it away, while dealing the player 1d4 dmg for every attack roll with it scored over 15. - Meat shield
---can store 2 attacks and release the added dmg as an attack. storing the attacks damages the shield and it has 76 hp. unhealable - Crossbow of holy sickness
---(there's a switch to switch modes)
---sick variant.2d4 acid dmg. with every critical hit it stuns the enemy as he gets sick. every successful attack with this crossbow makes the wielder slightly sicker
---holy variant. 2d4 force dmg. has a force firecracker like effect, but each shot makes the player loose sanity - Dragon skull helm
---+1AC + fire resistance - Corpse eating axe
---2d10 slashing dmg. feeds of killed enemies. +3 strength. talks to player to kill. even other players - Spine breaker
---1d1 bludgeoning dmg. once per long rest after killing with this weapon, enemies in a 10ft radius make a wisdom saving throw(13) or be pushed away 10ft and become frightnened. successing the check doesn't frighten - Fungi dagger
---1d4 piercing dmg 1d4 poison dmg - Forest fungi cloak
---you become silent when wearing it. footsteps also. the longer you wear it the quieter you are without it. your voice, your footsteps, etc - Forgotten man helm
---+2 intelligence. you start forgetting as you wear it. your spell slots disappear, you deal less dmg
You're right! None of them have barely heard about DND before, let alone having played it lol, but time and time again they've been surprising me with their little RP stuff and all. I'm just worried about making that boss fight too frustrating with additional difficulty lol.
I'll see how the first few turns go, and increase the difficulty if I deem it necessary
Thank you! 😁
6th Level: Seething Riposte (Abyssal)
When a creature successfully hits you and is within 5ft, you can use your reaction to make a melee attack or melee spell attack with advantage on the attacker. On a hit you add fire damage equal to your charisma bonus (minimum of 1) to your damage rolls
Sounds good
Ty
If that's intended to allow Cantrips, it currently doesn't based on its wording.
Wouldn't it because it can be a melee spell attack? A cantrip is still technically a spell
Booming blade?
A cantrip IS a spell
"Make a melee spell attack" doesn't allow a player to cast a spell by default. You'd need to specify "... use your reaction to make a melee [weapon] attack or [cast a spell that makes a melee spell attack] with advantage on the attacker."
But it does say that it uses a reaction
@coral delta
Tree Sentinel
The text in the [brackets] is the new text that I'm saying you'll need to add / change.
what do we think of this Tree Sentinel?
So I'm trying to create a good system that can be easily referred to when giving magic items different effects.
I've had help identifying what peices there are to magic items but I need a good way of specifically introducing limits.
Power, Scope, and I don't have a name for the third one.
But in a nutshell How powerful an effect is, in what circumstances it can be used, and how often it can be used.
Gotcha
Fixed
Shiny Armor
Illusion cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
You wrap yourself in a shimmering illusion. For the spell’s duration, your clothing or armor appears as any set of light or medium armor you describe. The illusion covers only your body, not your weapons or gear, and cannot copy heavy armor or magical armor. While active, you do not feel the armor; it is only a visual illusion. A creature can use its action to examine you and attempt a Wisdom (Perception) check against your spell save DC. On a success, it sees through the illusion, noticing it is not real. The spell ends early if you dismiss it (no action required).
.
Do I make it concentration or not?
This seems worse than Disguise Self in duration and capability.
Oh, I glossed right over that one
It's fine then. I don't see any way it could be misused, even without concentration.
I'd honestly bump the 1min to 10min or 1hr.
So would it be okay to post in this chat a homebrew that we have found and want to verify balance ?
found?
Yes so some one else's homebrew that they posted to a reddit at one point. It looks really good, though I cant find much conversation about how its been played in games
sure?
Word. I was just making sure... now I gotta wait 10 min so I can post links even though ive been in this discord before xD
https://drive.google.com/drive/u/0/mobile/folders/1CAWOlpQT8Mz4OlNmFt-CkFDG_RvGrwPF?usp=sharing
This is the homebrew in question. I found it on reddit and looking over it it doesnt seem super crazy. Maybe the breath weapon needs to be on a resource or something? But other than that none of the attacks seem much stronger than say a normal melee
need help coming up with the last ability of this subclass, any ideas.
subclass in question: https://homebrewery.naturalcrit.com/share/8-Orc57a2LiB
it is finally done! https://homebrewery.naturalcrit.com/share/8-Orc57a2LiB
It looks great!
I'm still debating what to do next. I don't know where to go from this:
https://docs.google.com/document/d/1pOsUMDETy79hRUcGxNFhB2XQaR0TafnxxA1mdfWtwNI/edit?usp=sharing
psshhht...anyone want some cool monk npc statblocks? https://homebrewery.naturalcrit.com/share/P_DnPaUOyktl
This feels familiar...
I might have posted an earlier version a few weeks back
Ah
Should I keep hand drawing my homebrews or program an app to draw them on my computer?
whatever works better for you
I started a new homebrew:
https://docs.google.com/document/d/1BtKkVOZkx1jLr_H4rgwtfCP-X9YNh_KYK2y2dqhDPiw/edit?usp=sharing
Any1 possible wanna give me notes on my homebrew world? It's like 1/3 done rn but has the main plot stuff done:]
Here's the link u can add comments and stuff if u wanna give notes 🙏🙏🙏
https://docs.google.com/document/d/1W5vtXAPUK5u7a6UwTb61x-b2bFk2sM6TR3FhMEDDYIw/edit?usp=drivesdk
Written completely by me with the help of grammarly to make it seem more professional
I'm making a character using the Pirate background, but with the Strike of the Giant feature from Giant Foundling. Basically he's going to be a child raised by a giant and then he joins a pirate crew to see the world.
Originally I was thinking about having his guardian be a Reef Giant who teaches him how to swim well and defend himself; However, Zakharan giants don't seem to have elemental traits for the Giant Foundling background to draw from.
Which brings us to homebrew. I like Fire Strike & Ember of the Fire Giant, but fire doesn't feel fitting for the character. So, I was wondering if it would make sense for a fire giant to have an offshoot species that lives near hydrothermal vents & underwater volcanoes, thus changing from fire to boiling water or steam?
Yes it is possible
You could even have it be a tribe of giants that were rejected for being the offspring of fire and water giants as they are mortal enemies.
is there water giants or are you referring to storm or reef giants?
Sorry I meant storm or reef.
I just used water as a general term
I made yet another weapon:
https://docs.google.com/document/d/10-jRqLd4aWMiVPyVNqAUxD-YD7gjMSV3V5afExTv_fs/edit?usp=sharing
yeah storm giant would probably be the best option for this character's origin, but I just like the Fire stuff more (Also with my character being a pugilist the Ember's blinding gives even more of a dirty fighting vibe). Storm strike's disadvantage on attacks isn't bad, but Soul of the Storm Giant's aura seems meh.
There are ocean giants but storm giants exist
That being said, steam and boiling water is displayed as fire damage anyway, so it's really just a matter of flavor
Connect yourself to fire giants and then just flavor the fire as being boiling water or steam
Works with the blinding feature too
Boiling water in the eyes hurts
yeah, I guess I don't need to make a whole new giant type, it could just be a solitary Fire Giant who likes swimming around his tropical island
yo i wanna make a character based on senku from dr stone, does anyone know a homebrew class that would work for this?
do official D&D 5e 2024 creatures still follow the same idea that their hit dice is dictated by their size? Or are they slowly getting out of that?
its hard to give humanoid NPCs a lot of HP when their hit dice has to be a d8
What powers does he have?
none, to put it simply he has a minecraft crafting guide in his mind cuz hes smart
like hes in a world where there is 0 modern things but he knows how to progress to everything he needs
well if your the dm, do what you want. doesnt have to be d8
Got around to writing a proof of concept for the idea I mentioned here, and I'm still a bit unsure on the result, but I like it quite a bit, considering it feels much more...active. Necessary context is that it's meant to replace every Lightning damage cantrip, so it becomes the de-facto normal way to deal Lightning damage. (Flavor text will also come later when I determine the exact narrative visuals I want from it.)
Electrify
Wreath your hand with electricity.
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
You draw charge from the nearby air into your hand, causing it to crackle with electricity. The electricity lasts for 1 hour but doesn’t harm you. For the duration, you sense the location of any metallic objects within 30 feet of yourself. If you touch a metallic object, you can determine what metal(s) it is made from.
When you cast this spell, or as a Magic Action on a later turn, you can cause one of the following effects with the electricity, after which the spell ends.
Lightning Bolt (Primal Only). You project the electricity into the air and a bolt of energy strikes downwards at a space of your choice within 60 feet. A creature in that space must make a Dexterity saving throw or take 1d6 Lightning damage. If you are outdoors, each creature in or within 5 feet of that space takes an additional 1d4 Thunder damage.
Magnetism. You can pull a Tiny or Small object made of metal to your hand from up to 30 feet away.
Shocking Grasp. Make a melee spell attack against a creature within reach. On a hit, the target takes 1d8 Lightning damage and can’t make Opportunity Attacks until the start of its next turn.
Voltaic Lash (Arcane Only). Choose a creature within 30 feet. The target must succeed on a Strength saving throw or take 1d6 Lightning damage and be pulled up to 10 feet closer to you. If you pull the creature to a space within 5 feet of you, it takes an additional 1d6 Thunder damage.
Cantrip Upgrade. The Lightning damage increases when you reach levels 5 (2d6 or 2d8), 9 (3d6 or 3d8), 13 (4d6 or 4d8), and 17 (5d6 or 5d8).
Ok hear me out would it be possible to make a gun that you shoot dead body's out of "not caring about logic"
And the whole thing is buffed by a bloodstone
I got the go ahead to create a future homebrew weapon i'd love my character to earn in the future but I need help as I never homebrewed anything before! For context it's a vampiric scythe. It absorbs blood to later deal extra damage OR heal the wielder. I wanted it to evolve kind of like the Vestiges of Divergence. Hate to admit it but I used Chat GPT for ideas, but I dont want to rely on it for a final product because I know it's not gonna be good lol 😅 if you can help, please DM! (If you cant DM for whatever reason lmk)
https://docs.google.com/document/d/1iyftEmrN9k6ARviB4mVBDVIFMOqqWupr4bz13YButSk/edit?usp=drivesdk
Hey guys i made this subclass for Barbarian,its the strongest subclass for Barbarians im not gonna sugarcoat it, cuz I've balanced it to reach a warlocks power level
Odd it usually shows a preview
Anyhow was wondering if yall had any suggestions on wording changes or maybe something that isn't really reaching the power level ove set
embeds aren't allowed so it doesn't show,,
yyou can have it be called path of the rager,,
yyes ik i was recommending a different name-
Path of the Party Rager does have a nice ring to it
Can I just post it here in its entirety
Like am I allowed to do that?
If it's not your own creation, best to just link to it or where one can purchase it (if it's not free content)
If it's your own work, you can use a reputable file/image hosting service and link to it that way and share the link here (make sure to explain what the link is when sharing)
It is a google doc of a subclass i made for Barbarian
Im posting here to get yalls thoughts on it
So I would like to introduce you to my newest homebrew:
https://docs.google.com/document/d/10-jRqLd4aWMiVPyVNqAUxD-YD7gjMSV3V5afExTv_fs/edit?usp=sharing
Basically a weapon that can become any weapon
It won't provide an embed visual but yes, Google Doc links work
It's giving better hexblade warlocks
I still don't know what the infinity blade's special property should be.
Maybe ignores all damage Immunity?
Or resistance
That what i was gonna say but I couldn't spell resistance for the life of me 😭🙏
is the answer shooting lightning from your hands while cackling? because thats my number 1 solution to many problems
I have time and maybe an answer:]
whats up
honorable mention goes to "put a dungeon inside a dragon"
The description of Dragonborn’s are humanoid beings with a dragonic ancestry, right?
Yeah
So doesn’t that mean you could multi race with any other humanoid creature and still be a Dragonborn?
multi racing isn't a thing by default, you'd have to homebrew one up
which ... well ... this is the place for that
Yes however you'd look more dragonborn still just by default
I had a small idea for a moon elf dragonborn, I’d like some feedback and some ideas if you have any.
Like a dragonborn with the facial features of an elf?
I guess you could say that, I haven’t thought of it that much.
If you don't want to do anything mechanical, you can just "skin it"
Is there something specific u want from the moon elf or is it jusy for aesthetic?
Well I was reading and it says they love learning magic, both arcane and divine.
So I was thinking a possible combination of Druid and a magic class.
You can do it as a personality trait
Druid is a magic class
https://docs.google.com/document/d/1zxDtLcHLp8Le41DMUzf0XHnRV56TbZ9ynHapceinroM/edit?usp=sharing
I think this is balanced?
Being an elf doesn't mean you have to like magic, and being a dragonborn doesn't mean you can't have the traits you want. Like I said, you can just skin it.
I mean, like an appearance, nothing mechanical.
Oh, that makes sense.
Barb seems a little weak with fighter getting a lot more attacks and then artficer seems to have some roleplay bonus then actual combat
I love the ranger gets like a paragraph and a half cus they're just so underwhelming basic game:]
Still one of my favorite classes lmao
Don't worry 
Technically you never stop being a novice at DnD, it's the path that's important.
Yeah.
Thanks.
But speaking on the line of Dragonborn’s, have you ever thought about a Dragonborn and a warforge?
like a warforged that's shaped like a dragonborn?
Mecha Godzilla oh yeah baby 🔥
A mechanical dragon or reptile.
Wizard also seems a bit weak here tbh cus they can do that with the scribe subclass anyways
Robo has the right idea.
Warforges can't reproduce so like it's not technically possible unless they're built to look like one
I meant the wizard can use Reincarnate, resurrection, revivify, and true resurrection, for example
Hmm still a but under whelming at higher levels when a fighter gets like 5 attacks preturn and the wizard gets one but has all these spell options and not enough slots
Also robo, I was doing a bit more searching and found a humanoid known as a shade.
I saw that the shade has an innate connection to shadowy illusionary magic.
Yeah definitely ^^ I'd personally just give the wizard something else
And give the barb another extra attack:]
i will try something for wizard, but barb will get 1 at 10 and 14 instead of only 11
It sounds cool
Robo, if you were to have two different races using a Dragonborn a shade would actually be quite good. Shadow illusionary magic and both dark vision and breath attacks.
i know i wanna give blade singer unarmored defense where its 10+ dex mod + int mod and mage armor for them is 13 + dex mod + int mod
Yeah that's definitely good
im still thinking for wizards in general, mind you but thats an idea i know i wanna give to at least the bladesinger wizards.
for a while
Well, in the official game there is no such thing as combining races, but if you can manage to combine a couple of traits and keep it balanced for the game you plan to use, then go for it.
I don’t find it overly broken, but different DMs would have different rules and preferences.
Because the concept doesn’t seem overly OP.
i'm open to mix and matching for a custom race but thats something I would check with your DM first before going down the road
Okay.
ASIDE FROM RANGERS GETTING 4 TIMES MORE BUFFS
i did the same for warlock (i based it on 2014 but its hexblade)
The problem is that if you're patient enough, you can find small loopholes in the rules and end up doing things like the peasant cannon.
Hey Robo, if you were to combine the two, what would be the best class or combination of classes.
Wait…. Peasant cannon?!
A very interesting question...
Is it a cannon that shoots peasents?
Wow.
Maybe ork and tabaxi
I want one if it does
hehe
ah yes
is that basically the peasant railgun?
I forgot the name Xd
Even better. TAKE MY MONEY
Anyway, back to the question, what would be the best class to a person who could use shadow illusionary magic, as well as a breath attack.
basically, the concept is you hand the first peasant a spear or something and everyone uses their reaction to move it forward and every 10 feet is an additional 1d6 damage
shadow monk?
Basically it's when you use a combination of prepared actions with a bunch of commoners you can throw an object at the speed of light if you have enough of them in a straight line.
Monk isn’t bad Loveand, but shade Dragonborn monk?
To me sounds like monk tbh
Are you sure? I believe the professionals, I just can’t help but find it an interesting choice.
idk tbh
Well, I'm not a professional lol
But I still think it's a good idea.
I think monk would work, I just found it interesting.
wdym?
Oh I was thinking something like an RPG that uses peasents as ammo.
Everyone gets 1 thing, rangers got at least 5 by my count.
lol that would be interesting too ngl
So, Robo. Going down the line of the character list, is there anything I could be missing?
fr XD
I really want that now
well, cleric got 3 feats but thats their only thing.
Everyone else got something plus feats
Not really. I'd say if you're doing it for a specific campaign, check with your DM. They can tell you if you're missing anything.
Just go into a village kidnap all the peasent children and go kill the bbeg
Easy
Alright.
siege weapons are a thing 
okay so... do you know whats even better than peasant railgun?
I prefer my method
Do you know any DMs that would be open to something like this?
Werewolf railgun
Combien both
No, im sorry. Actually im new in this server xd
Trebuchet werewolves and watch the destruction because theyre immune to bludgeoning damage that isnt magical or silver
Homebrew... what counts
I'm sorry to say it but fall damage ignores immunities
whut? why?
Idk
New homebrew idea! werewolves are immune to fall damage if what theyre falling on is not magical or silver
Maybe it would be very OP to be able to throw yourself from a 2km ravine and not take damage xd
Yeee
Give a pack of werewolves parachutes and teleport them approx 50ft above the bbeg and watch the chaos.
Because fall damage is not from an attack or weapon
Technically loveand is right.
If it’s not magical or silver then it shouldn’t technically damage them.
ARMY OF WEREWOLVES FALLING AT TERMINAL VELOCITY
no no, werewolves take fall damage
Acid is back.
Idea
i ate a potato
Isn’t that already a thing?
Maybe
Acid breath or poison shot or something, a poison spell?
Fine, molten tungsten gun
He’s persistent at least.
One of tungsten's unique properties is its very high melting point of 3,422°C (6,191.6°F). This is the highest melting point of any metal.
"Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered"
Falling isn't an attack
The laws of universe attacks you xd
Lol
What if they are falling because they were teleported by a player??
Does anyone know a DM? Or at least where to talk to one?
Wow, that’s oddly convenient.
I like potatoes stuffed with pickles.
never tried that
Whats your favorite homebrew rule?
Made my own version of Warrior of the Elements, what do you guys think?
https://homebrewery.naturalcrit.com/share/1q5laDtCUPlwxI3Ok19J6DHyjLUrMyfs9iGOGBZiU_z7e
Does anybody have a template or a formula for when a player character is killed and animated as a zombie? It doesn't feel right to just have it be the Zombie stat block, but they also naturally wouldn't have all of their abilities
Specifically with said zombified PC being intended to be hostile to or similarly employed against the other player characters
reborn
I don't mean for them being reanimated and playing as themselves still they'd become an enemy, they're being killed and raised as a straight up zombie
I have a six sided die from a god. The name of the effect for 2 is "Whimsical Woe", any ideas for a good effect? Preferably some kind of debuff against the enemy that might apply to allies if it rolls badly. Not status conditions though.
if they still have the class levels and such, you can just use the PC's sheet and add reborns things onto it as a monster sheet
No, I'm not using PC sheets as enemies they are very imbalanced when used as enemies
could just nerf them maybe? the time being dead removed something? idk, im not good at this sort of thing :P
You don't understand
They're not playing the character anymore they're dead, they're done
Death saves failed they are no more; and a necromancer is raising their body as a zombie to fight the rest of the party
oh no thats not what i meant, i meaning you use the sheet and play it as a monster (or add the class features and stuff onto a monster)
Hmmm
Yes I've already said that's not what I'm talking abuot, I said before that I mean when the PC is killed and their corpse animated as a zombie by an evil creature
You could custom build a zombie statblock for them
Remove some spells and give them undead fortitude,
the way I'd go by this is effectively replacing all the scores and buffing up the player character, as it's really hard for PCs to translate into monsters at certain CRs
Make them a high level undead
you'll likely have to go through some monsters with similar CRs of what youre going for and adjust accordingly
I would use their character sheet, pick and choose bits and pieces like memories of their levels or certain features
but it depends from character to character, like for example I dont think a paladin would retain any spells since they're dead and their oath is gone
And put it onto a strong Undead monstert statblock
Anybody got a good idea for a debuff effect, but not conditions?
for?
its it for a subclass, item, ect ect
It magically compels you to laugh, sing, or cheer playfully against your will. You cannot communicate clearly/effectively and you cannot cast any spells that have verbal components, nor can you maintain concentration.
Item
So it's Otto's dance?
Otto's dance consumes your movement speed at the start of your turn
I meant on the fail
On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success.
I like yours though
It does fit the whimsy
what are saytr traits? im making a forest goddes who was a saytr and im gonna give her goat stats
If you were to make a dragon stat block that can scale with player level would you add spell slots to the dragon to avoid being able to be super over powered?
@stuck raptor, bonfire came back (kinda).
Ignite
You create a flame in your hands.
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
You create a flame that hovers in your hand and emits Bright Light in a 10-foot-radius and Dim Light for an additional 10 feet. The flame lasts for the duration and provides warmth but doesn’t harm you.
When you cast this spell, or as a Magic Action on a later turn, you can cause one of the following effects with the flame, after which the spell ends.
Balefire (Primal Only). You create a sudden fire in a space on the ground within 60 feet. A creature in that space must make a Dexterity saving throw or take 1d8 Fire damage. A flammable object in the space has the Burning condition if it isn’t being worn or carried.
Kindle. You instantaneously light a candle, a torch, or a small campfire within 60 feet.
Searing Palm. Make a melee spell attack against a creature within reach. On a hit, the target takes 1d10 Fire damage and has the Burning condition.
Fire Bolt (Arcane Only). Choose a creature or object within 90 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell has the Burning condition if it isn’t being worn or carried.
Cantrip Upgrade. The Fire damage increases when you reach levels 5 (2d8 or 2d10), 9 (3d8 or 3d10), 13 (4d8 or 4d10), and 17 (5d8 or 5d10).
Wdym? As an ally or enemy?
Adding spell slots instead of infinite slots? Typically monster stat blocks use per-day casting since it can be easier to track
Is it a class/subclass feature or separate?
Separate
The idea is the dragon scales with the party gets more Hp or damage dice as they level
Spell slots or per day is typical (2014 they had some that used slots, it’s all per day casting in 2024 iirc)
There’s the Sidekick from Tasha’s Cauldron of Everything, could use that as a base
Although it’s made to not outshine player characters
I was thinking of giving them cantrips of the dragon types element
Or the idea of a lesser dragon the npc can turn into this form twice a day like a wild shape and like a mini dragon more humanoid just gives them wings and a breath attack
I’ll definitely check it out
I haven’t been keeping up with this project too heavily when did the primal/arcane split happen that seems like a good system to detail them for different flavours of magic
Literally yesterday 
I realized that trying to provide a single ranged cantrip option didn't always work when the justifications for how that magic worked differed between the types.
So I converted Pf2e ability score creation for 5e, as alternative to point buy. Any feedback? https://homebrewery.naturalcrit.com/share/Yj4O0FsxmkOG
okay so im mkaing a Homebrew Warlock subclass called Pestilent patron, which in short is simply you become a servant of my Pestilent dragon lord(god) malados the dragon god of sickness disease and death, think nurgle but a dragon, agaisnt an entire dinosaur pantheon of sauron gods, im not exactly sure what spells to give the subclass i wanted to see what you guys thought,
warlock patrons, much like cleric gods, are open to the player, if i choose fiend, i have alot of demons and devils to choose, making a patron with only 1 option is abit of a bore lol
I think that depends
The third-party Crooked Moon book has 2 Warlock subclasses, the Great Fool Patron and the Horned King Patron
They're both based on a single creature each
It's not the usual for PHB, but since it's homebrew, it's not a problem
Also, i think it makes sense if it's a setting specific subclass
i mean, i would say any fey/trickster and bug/horned creature could be either of them
if we remove CM from it
Great Fool is heavily about clowns, so it wouldn't really make sense
Class? Subclass? Another player option?
And Horned King is more like a "witch"/"occultist" subclass that is all about curses and stuff like that
Kind of obscure knowledge but there’s a unit in Warcraft 3 that exists only to deal with and dispose mages and their summons.
ah
so hags and stuff instead
A bug or horned creature definitely wouldn't fit 
(the name without knowing the creature is very misleading)
Yeah, that would make a bit more sense
Spellbreaker Paladin, from Griffon's Saddlebag 2
Oh boy, that sure was fast
not spellbreaker?
It is lol, mb
thought so lol
I think i remember the name Spellbreaker from somewhere else
oh yeah
I can’t post links for like 25 minutes now
Inquisitive cleric aswell
Literally the unit in the link they sent 
lol
Which is odd because i've never played Warcraft
Here’s the 5e one
3.5 one has a problem of having dead levels
But the 5e is more generic
Not necessarily a bad thing
There is the Monster Slayer subclass for Ranger too, but it's not that much about anti-magic
NONONONO WAIT WAIT WAIT
dont use dandwiki please
Why?
Broken
it is filled with questionable balanced brews
OP, underpowered, just weird
So, is there a tested and balanced one?
if you look on Homebrewery or GM binder, most are pretty good
Preserve and Raze
6th level Circle of the Creator feature
The earth hears your call. While you are in your Aspect of the Earth form, you emit a 10 foot aura which rocks and stones hover around you. Once per turn if an allied creature enters this aura or starts their turn within it, they gain temp HP equal to your Wisdom modifier. If a hostile creature enters this aura, they must make a Dexterity saving throw against your Spell Save DC. On a fail, that creature is restrained until the end of your next turn.
i think this works
I don't get why allies would get THP from rocks
Bruh
well, i was think temp AC but that felt abit much lol
Thanks for your help
I think just +1 AC wouldn't be too much
well, wouldnt you be effected by it?
as you are an allied creature (tbh i forget lol)
Don't you also get the THP from the current feature?
true....
Seems like homebrewery doesn’t work on phone
Though i think it's fine, it's not the first time i've seen THP being associated with rock/stone/earth
Completely incomprehensible
well this subclass hass defence in spades at 2nd level lol
Then GM binder just 505 lol
resistance to B P or S by spending a WS charge along with other benefits
for a minute
It's just that AC feels more like a "permanent" defense, like an armor of rocks, while THP feels more like a "fragile" one, like Armor of Agathys, which shatters
well that was the plan with the Temp HP
so works for me :)
np then lol
Shielding effects are super common earth themes
Easiest way to visualize it is rocks floating around you blocking attacks or projectiles
Or you could go the esoteric route but it's flavor at that point
Oh yall just had this convo oops
Yeah lol
I think if someone were to make a earth/stone/rock based caster, either a class or subclass, at least half Earth spells would have to be defensive
Since there aren't too many spells of that theme
Comes down to flavor
Blade ward could be rocks
Armor of agathys could be rocks if your dm is cool
Specifically earthen spells are pretty lacking tho, yeah
Very polarized on fun for flavor vs high level crazy stuff
I was making spell lists for each element and even stuff like Shield of Faith, Entangle and Spike Growth became part of the Earth list
If you’re making a list of spells based on elements then you would have to be sure whether one spell is that specific element, it does sound like an interesting idea though.
Wdym?
Well I just think you should make sure that the spell is said element and not something else.
For these specific spells i mentioned, they clearly aren't spells themed around Earth, but could easily be reflavored as such
That's why i added them to a separate list called "Pseudo-Earth Spells" 
would a spell be op if it dealt 1d12 of all types of damage?
its gonna be 4th-5th level and it increases by 1d12 for each level above the base level spell slot
Do you mean like one cast doing 1d12 fire + 1d12 cold + 1d12 poison, etc. etc. resulting in what, 13d12 damage?
yes
Yes, that would be pretty op for that level
Not to mention potentially annoying to go through each time
Also not sure how upcasting would work. If it just adds 1d12 to each damage type, you'd literally be doubling the spell's damage, making it absolutely busted
so if I made it 1st level spell, it would be too OP if cast at 9th level?
It would be op to cast even at 1st level
Average of 78 damage (ignoring potential resistance or weakness) is ridiculous
Would it be bad if I said i made an item that can make anything deal max damage and ignore resistances and treat immunities as resistance?
I could see a 9th level spell like that that deals 1d6 of each damage type, though, resulting in 13d6
I feel at that point you wouldn't really be playing D&D, and instead you've just given the players a gun that is infinitely better than any character feature they would have, making it meaningless
Oh yeah it would sound pretty fitting as a gimmicky 9th level spell
excellent... then its settled. it will be a gimmicky 9th level spell
Maybe a 1d4 instead, but i don't think 13d6 is too bad
Considering most creatures at that point will resist at least one of those damage types
Sometimes they will be completely immune
is there a way to source homebrew classes into dnd beyond
What do you mean?
Like full classes? Not likely until the developers have found a reasonable solution to "make a whole class without needing backend database access and tooling"
full classes yh, have a homebrew gunslinger i want to play but are clueless on how to implement it for personal use
Other VTTs are likely the way to go if you want to do that. Foundry comes to mind.
hes using beyond to paste to foundry
Yeah - I'd suggest a different tool then (or even paper/PDF sheet).
The DnDBeyond devs are aware of the community desire to create/manage full classes (not just subclasses) in homebrew.
Just not possible right now.
good to know
already got MPMB's sheet for it 👌
Though I wouldnt be surprised if moving forward Maps and DDB expand on functionality and tool access
Quite possible - I do think one of the biggest roadblocks is that to create a whole new class, the DDB devs have to create things at a database level that the DDB homebrew tools can't.
Yeah. I imagine there's some tricky backend stuff to get around.
oh wait you havent seen the spell list for this druid right?
No lol
Circle Spells
2nd-level Circle of the Creator feature
:
Your connection to the earth and the very lands of which nature grows grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Creator Spells table.
:
Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Creator Spells
| Druid Level | Spells |
|---|---|
| 1st | Catapult,Earth Tremor |
| 3rd | Earthbind, Maximilian’s Earthen Grasp |
| 5th | Erupting Earth,Wall of Sand |
| 7th | Hallucinatory Terrain, Summon Elemental (Earth only) |
| 9th | Passwall,Transmute Rock |
these spells are from a different subclass of mine, but they fit so :P
if only land druid wasnt a thing, other wise that would of been the name for this thing lol
im making a fire paladin subclass - oath of clensing, and am wandering what would be a good 1st level spell to give it in the expanded spellist. So far i was thinking one utility spell like detect poison and disease, and one combat spell like burning hands, or hellish rebuke mabey ? but these spells seem a bit underwhelming, so do you have any suggestions what could be better ?
if you want a fire based untity spell, create bonfire/continuous flame
although one is a cantrip, and the other is a 2nd level spell from memory
hmmmm
Faerie Fire
Why Hallucinatory Terrain thlugh
to mimic you altering the earth in a large area
An Earth Druid would probably just shape the terrain rather than mimic it
well they will/are
10th level is something to do with altering the battlefield/earth
Rolling Stone
10th level Circle of the Creator feature
You become a force to be reckoning with. While in your Aspect of the Earth form, you gain the following benefits.
- You can make 2 attacks with an Earthen Weapon instead of one when you take the Attack action.
- You gain an increase to your AC equal to half your Wisdom modifier
- You can take the Dash action as a bonus action, when you move after you dash, you leave a 5 foot wide trail of magical rock behind you which lasts until the start of your next turn. When a creature walks over this trail, they must make a Strength saving throw against your Spell Save DC. on a fail, the creature cannot go past the trail for the rest of their turn and takes 1d10 bludgeoning damage, as the rocks you kick up force the creature to be pushed away.
i think thats worded good?
should do something about jumping....
I think the first effect could be given at 6th level and the second effect at 2nd level
but since I’m assuming you only want wording recommendations, I would say instead of “reckoning” you should use “reckoned” and for the 3rd effect, I would say you gotta set their speed to 0 or knock them prone on a fail instead
because “cannot go past the trail” doesn’t really mean anything in terms of game language
I also think 1d10 is pretty low for a level 10 feature
you should also change the level from 1st to 2nd (in the spell list levels)
Ah, it did copy and paste the thing from another sub i did before
At 2nd level they get an unarmored AC so i dont think even more AC is needed there lol
if you already have an unarmored defense, you don’t need more passive AC at all
something like a free shield would work better
imo
Druids also get shields and Barkskin
That doesn't mean they have to use them :P
yeh, but this stacks with them
Anyway, one of the features is tied to your Earthen Weapon's range, so its better to use reach weapons
can’t you just use a Light Crossbow?
Which, the only 1 handed with reach is a whip, which isnt the best
Its melee
but Druids have Shillelagh, they’re much more built towards a one-handed combat style
Shillelagh + Shield
that’s already built-in
it’s fine to allow more stuff
but you’re making it sound like they’re only ever going to use Two-Handed Reach weapons
Earthen Armoury
2nd-level Circle of the Creator feature
:
Your druidic duties requires you to be protected, the earth provides. When you arent wearing any armour, your AC equals 13 + your Wisdom modifier.
:
In addition, you gain proficiency in martial melee weapons. Also you can, as an action while holding a simple or martial melee weapon, causing the earth to surround the weapon, turing it into a Earthen Weapon. This weapon now uses your Wisdom modifier instead of your Strength or Dexterity modifier for attack and damage rolls. The weapon cannot willing leave your hands and as a bonus action, you can summon the weapon back to your hands as long as it is in the same plane of existence as you.
:
You can spend a bonus action to turn the weapon back to normal.
Aspect of the Earth
2nd-level Circle of the Creator feature
:
Your connection to the lands has altered you. As a bonus action and spending 1 Wildshape charge, you can cause all the nearby rocks and stones to condense around your body, becoming the Aspect of the Earth. During this minute, you gain the following benefits:
- You gain resistance to bludgeoning, slashing or piercing damage, you choose when you enter this form.
- Your melee weapon attacks deal an extra 1d6 bludgeoning damage on hit.
- As an action, you can send a Rock Blast forwards, causing all creatures within the range of your Earthen Weapon to make a Dexterity saving throw against your Spell Save DC, on a fail, the creature takes 1d6 bludgeoning damage and the creature cannot take reactions till the end of its next turn.
That was the goal of the subclass as it was based off something
does 2014 Druid not get Warden?
But now its based off a more general thing
Nope
alright
Now you can see why it is melee weapon only right?
I mean you could also just use the AoE option and ignore the melee thing
nvm
you can’t turn it into an Earthen weapon
I would probably replace the whole Earthen Weapon thing with a Shillelagh upgrade
Thats very 2024 coded lol
Prob
Might make rock blast into an attack action thing
Mainly to work with extra attack thingie
Yesss
I'm actually quite hyped about this direction, because it feels really unified.
depending on the dragon's age (and ofc the spell given), most monsters getting spells actually wont be more "powerful" compared to just using their normal effects.
I'm looking to make some homebrew temporary curses that affect the player characters' minds.
some stuff like a Curse of Selfishness that makes it so that for one day, no one but you can benefit from any beneficial spells you cast, or a Curse of the Clean Freak, which compels you to ensure all your equipment is in pristine condition, and desperately avoid any blood or other mess getting on you
I'd like to have enough of these to make at least a d6 table. Anyone have some suggestions?
- Curse of Forgetting
- Curse of Hoarding
- Curse of Nervousness
- Curse of Gullibility
a Curse of Forgetfulness could be good, probably would give disadvantage on concentration checks, but idk about the others there. ideally these curses need to have an effect on both roleplay and combat
Ahh, didn't know you wanted stuff to have an effect on both combat and roleplay.
yeah, that was my bad for not clarifying
here's what I've got so far
Curse of Selfishness
- You can't target anyone other than yourself with a beneficial spell or feature, and any that would affect allies in range instead grant only you their benefit.
Curse of the Clean Freak
- You're compelled to ensure all of your possessions are in pristine condition, prioritizing this over anything short of an immediate danger to yourself or your allies. In combat, you have disadvantage on any attack that might risk dirtying your equipment.
Curse of the Bizarre Star
- You feel compelled to dramatically pose at certain moments, even if it would normally be unwise to do so. You have disadvantage on Stealth and Persuasion checks, and advantage on Intimidation checks. During combat, at the end of your turn, roll a d6. On a 1, you have a -2 penalty to your AC until the start of your next turn.
Curse of Forgetfulness
- You find that you have trouble remembering things, both recent and long past. You have disadvantage on History checks, and on concentration saving throws.
i like these tbh
i just need flavor text for the Curse of Selfishness, and then two more curses to fill the d6 table
are you familiar with mario kart world by chance? its because i do have an idea
haven't played it and have no intentions to, but I'm vaguely familiar
Well, one of the items causes racers to become other racers. my curse would be kinda like that where you do become a different species for 1d4 turns
I can see where that might affect roleplay, but mechanically changing into a different race is very complex and doesn't really have much impact beyond changing your racial features
my other curse idea atm is being under the effects of hunters mark/Hex for 1d6 turns
As a magic action
Minor spelling mistake
I really like it, it feels draconic (it even has a Breath Weapon!) without being too similar to Sorcerer
I just think the capstone is a little out of place, idk
Yeah the idea was like "summon the hoard", but it has a little too much going on
I think the idea is cool
But then, you have this:
- You can make creatures Charmed
- You can use the Majestify option without costs
- Majestify conditions: Charmed or Frightened
There's definitely an overlap, I didn't catch that
I think at the time I was thinking "charm the people in it, then if there are enemies outside the hoard, you can blast them with free mastifys" but that's a niche scenario
Also, the Majestify option doesn't have a limit, so with the capstone, you can use Eldritch Blast and use it with 4 different creatures in a single turn
I imagined this would be your train of thought lol
or you just spam Empower
Enpower is once per turn tho
Would you homebrew capstones if theyre underwhelming
for what class/subclass?
idk if my edits come through on the published doc, but changed Majestify to 1/turn
ranger in general, horizon walker and monster slayer but i might rework some of the subclass features so theyre on the same level as at least swarmkeeper
Sure
yeah I'd do it
@tacit leaf, now that while we're at it, could you also review my subclass? 
https://homebrewery.naturalcrit.com/share/iGOGBZiU_z7e
It's a version of Warrior of the Elements that is just a little different
It's more about the 4 elements than the 5* D&D ones
-# *Acid, Fire, Cold, Lighting and Thunder
yea for sure
how do you add Unarmored Defense as a feature to a subclass in ddb
I think in Elemental Attunement you don't need the table, because you can use any of them any time anyway, and there's no interaction between the damage types and the corresponding element mechanically.
Going in I thought the damage types would matter because they aligned with different elements.
Overall though I really like it. It feels more flavourful than OneDnD Elements monk, and has some utility that corresponds to actual elements, rather than just chromatic damage types
They kinda do
What i mean is you can delete the table, just list the damage types without the elemental attributions and the subclass functions the same
Here a few things i think i should change:
- Making Greater Manipulation part of the Manipulate Elements feature
- Making each Elemental Burst option have its own set AoE instead of choosing in the moment of the casting, but allowing the Avatar of the Elements to also mix and match, just like the damage types
- Giving each element a different capstone effect rather than a generic, universal one
So it would be like:
Option 1 -Avatar of the Elements
Option 2 - Fire Capstone
Option 3 - Etc
for simplicity, I'd keep the shapes the same as it is. moment-to-moment having to remember which damage type does which shape is a layer of complexity i think the subclass doesn't need
but I'd absolutely move greater manipulation down to level 3 yeah
I thought it would be the opposite lol
But now that you say it, it actually makes sense
Level 17: Cantrip Upgrade
doesn't have the same impact as
Level 3: Cantrip Upgrade
What capstone effect woud you give to each element?
The only ideas i have are generic themes, like:
Water: ?
Earth: Control or Defense
Fire: Damage
Air: Movement
Healing/support/control
water sometimes defaults to either pushing or slowing movement
I think i should leave Water as control and Earth as defense, yeah
I kinda understand Water as healing like most people flavor it but it feels weird
Ask Avatar
buit i think its because of how associated water is to. Well, life
without it, most Earth organisms just die
Yeah, i know
But i don't usually look at characters with Water powers and go "they sure look like good healers"
Maybe Percy Jackson who can heal himself while in water
Katara? Nami?
Oh, Nami is a good one
would it be homebrew if i gave Bladesinger and hexlock unarmored defense similar to Dance bard, monks, and barbarians?
Yeah
Homebrew and probably broken
But i was doing about making something that interacts with Monk features, like:
Water: Stunning Strike?
Earth: Patient Defense or Deflect Attacks/Energy
Fire: Flurry of Blows
Air: Step of the Wind or Feather Fall
10+dex+casting stat is crazy and you know that
specially when you realize bladesingers can still use studded leather
and its +x versions
can bladesingers use martial weapons?
AC bonuses are much more crazy than Unarmored defense, even if the stats used are more SAD
its so i know what not to buff already
Sure but unarmored defense is a solid option until you get bonus armors
Ehhh, outside of monk, most are better trying to get med armor
yes, though they arent proficient in most of them without extra features from class or species
im going under the assumption that someone isnt using +x armor.
Switch stunning and deflect
Rock go bonk
Water redirection themes
also i have this unarmored defense work with Mage armor and shields
I might do something similar to sorcerers tbh
ooof
Well, i know what im doing
are bladesingers proficient with shields? because if not, im adding that to my homebrew
theyre not? okay
they’re not allowed to use shields
That feel when you find a word that means EXACTLY what you need super quickly 
Last step for Earth is figuring out a small QOL ability that isn't about controlling existing earth 
For a bit of context, it should be on par with pulling a small metallic object to your hand from a distance or lighting something like a torch from range.
what are the 'abilities' of the cantrip thus far?
Excavate
You pull soil or rock from the ground into your hand, causing it to constantly shift and reform.
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
You must be within 30 feet of the ground to cast this spell. For the duration, you have Tremorsense with a range of 10 feet and you can sense when you walk over underground water or minerals no deeper than 10 feet below the surface.
When you cast this spell, or as a Magic Action on a later turn, you can cause one of the following effects, after which the spell ends.
Upbreak (Primal Only). Choose a space on the ground within 60 feet. A creature in that space must make a Strength saving throw or take 1d8 Bludgeoning damage and be pushed up to 5 feet in a direction of your choice.
You don’t need to see the space and it can be behind Full Cover, but a manufactured barrier that extends underground blocks the spell.
Engrave. You can carve out part of a stone object or surface within reach. You can carve out no more than 1 cubic foot of material, and you can carve no deeper than 3 inches.
Earthen Strike. Make a melee spell attack against a creature on the ground within reach. On a hit, the target takes 1d6 Bludgeoning damage and has the Prone condition.
Stoneshot (Arcane Only). Make a ranged spell attack against a creature or object within 90 feet. On a hit, the target takes 1d8 Bludgeoning damage and is pushed 10 feet away from you.
Cantrip Upgrade. The Bludgeoning damage increases when you reach levels 5 (2d6 or 2d8), 9 (3d6 or 3d8), 13 (4d6 or 4d8), and 17 (5d6 or 5d8).
could be summoning a Tiny clay object, but actually that's crazy above what the other QoLs do
clearing 5-foot square of difficult terrain made of stone or dirt?
oh wait no existing stone
To give a bit of elaboration (and why it's difficult to figure out): The idea is that there will be at least two spells for each of these themes, with the first spell being about "creating" the element/theme and being more combat oriented. The second spell for each theme will be more hard utility and focus around controlling the already existing element/theme.
How I have it described in my notes is:
Cantrip: Creation / Manipulation
maybe you can create the tiny object, but it disappears at the end of the turn after you make it, and/or its noticeably soft so using it for keys or damage-dealing doesn't work
Yeah, using the spell's earth that was yoinked is definitely something I've been mulling over and just trying to figure out if/how to work with it.
with the idea you can use it to communicate visual ideas through sculpture. although that's too weak
you could actually pull a list of objects from the PHB equipment section
to restrict it a lil', but then within those objects people have creativity
Ball Bearings, Bucket, Caltrops, Crowbar etc.
things you could feasibly make from stone
Coming here from #dm-discussion
Im trying to stat an Ancient Gold Dragon Dracolitch Demigod who is the patron of my party's warlock
The hardest part is treading the line where you're modifying existing stuff without actually manipulating it, though that does give me the idea that this could be used to "carve" stuff in surfaces, which I actually quite like.
Also, another question. If I make a Ring of Spell Storing have their stored spell vanish on a long rest is that enough to drop it to an Uncommon magic item?
Here's my attempt at a v. Rare/legendary combat potion(that I still need a name for)
This ~~ potion ~~ is a combination of all the local street drugs. It comes in with 3 doses. You can take up to three at a time for maximum effect, or just one or two to save later. The effects last for one minute after the first dose. The effects for each dose are as follows:
Regardless of how many doses you take, you must make a DC 15 Con save¹ or you treat each creature within sight as a hostile enemy.
1 dose benefits: gain 10 temporary hp and the benefits of a rage(+2 rage damage)
1 dose side effects: lose 1d6 hp at the start of your turn, if you have no temporary hp, lose 2d6 hp instead.
2 doses benefits: whenever you make a melee attack, add 1d6 of the weapons damage type.
2 doses side effects: attacks against you have advantage.
3 doses benefits: when you take the attack action, you gain an additional attack(yes, it stacks)
3 doses side effects: at the end of your turn, if you did not attack the closest enemy, you become paralyzed until the start of your turn.
¹ the DC does increase by +2 for each dose beyond the first.
A specific details about them is they like giving certain worshippers a dark gift that turns them into essentially were-dragonborn
lemme pull up both statblocks but while I do, what's the nature of their demigod-ness? As in, how was it achieved and/or do they have a domain they preside over or such?
also just to clarify, they're evil af right?
If they arent gonna fight i think a list of feats theyre capable of is better than statting it out personally
If they are gonna fight dear god
this is also very true. some things are just simply not fightable in campaign
I wouldn't expect True Strike to cause an issue if you get rid of the requirement to use a weapon, especially because it's more of a nerf than a buff in most use cases.
Ancient Gold Dragon Dracolich Demigod just sounds like something that would be so strong a statblock becomes a restriction for them
Fair enough! I think I agree, but I wanted some opinions ^^
Yeah thats the other easy approach
All these things have blocks, just mash em together haha
What about this, any insights?
I'd also say this would work, yeah. It'd be a strong uncommon, though, so I'd likely make it where it can only store up to 3 levels of spells at a time.
Nice! Initially I was going to limit it too, so I wasn't too far off. Thanks Tamms ^^
thank you
i like it
is this 2024 or 2014?
Any ideas for a name?
I specifically don’t think so because of Warlocks
but if you don’t have a Warlock and you make it 3 spell levels, it can be Uncommon imo
or if you make it specifically only work with regular spell slots and not pact slots
bit of a long post, sorry:
hey peoples, i have a question for y'all, how do you implement crafting in your games?
- my dm and I are having an issue of making crafting worth the time investment, but also not being overpowered, and also balancing what enemies would also have access to,
- his argument is that nothing the players make will ever be unique, as there are beings who are more component, powerful, and resource rich than the party crafters, so anything we make should already be available to the enemies we face,
- my argument is that innovation should come from the players, as if everything is already made, then crafting loses its meaning if we can just buy everything eventually, since it already exists,
we both agree with each other on a certain level, but with the crafting rules in the 2014 PHB and XGtE being so poor quality, we're trying to implement the DM's crafting logic into the game, and while its not an issue for now, he's afraid of the chance of his players exploiting his crafting system, which i don't want to happen.
i'm playing lvl 6 artificer, so with the recent expertise in all tools, the discussion is still at its infancy, but i'm honestly starting to think that crafting just isn't worth the hassle, how have y'all implemented crafting that's worked for your games?
I only allow non-magical items to be crafted. crafting is just buying with half the price but with time spent instead
Artificers are different
I allow Artificers to create a magic item using blueprints (similar to wizards with spell scrolls)
so I can still control what they have access to in terms of permanent magic items
2024
That's what I went with ^^
the Monk wouldn’t wanna do it, it will be good on the Dancer, but imo it’s not OP
how do you handle non-magical explosives?
- like the basic rules for Grenade, Fragmentation and Grenade, Smoke?
- as a smoke grenade can be made via burning hair or sugar
- not sure for the frag, tbh
(iirc Dancer doesn’t get Extra Attack, so this covers them)
Yeah they don't
I'll allow it like that. It's unlikely the monk will ever get it also, so I'm not too worried with her
if I am selling them in the campaign, I allow them to be crafted, otherwise, I don’t
the price will always be half the usual price
you need a pressurized container, if you’re not using the correct container, I will always make it fail
that’s an example
you can talk to an expert and run an innovation through them, in which case they will give you tips on what holes to plug and then the idea is out there
meaning the expert will probably sell it, giving enemies access to it as well
I'm making a legendary item for the purpose of simulating strahds abilitys so far I got cloak of bat as base with mist step and fire ball dc18 upcast able with 12 charges I intend for it to be legendary
are you using charges based on spell level?
Ya 1 for base +1 time lvl for up cast
I think having unique effects makes it feel so much better than just a bunch of spell casts
give it less charges probably
Aside from the bat stuff what unique stuff would you recomend
I know it’s a bit weird, but I haven’t run Curse of Strahd and I don’t wanna spoil it on myself
but I would assume there has to be some vampire mechanic you can also lift
The targeted player to own this is alread a dmpire
My result for this was:
Engrave. You can carve out part of a stone object or surface within reach. You can carve out no more than 1 cubic foot of material, and you can carve no deeper than 3 inches.
if it’s attunement, you can play around with racial features
why 3 inches?
https://homebrewery.naturalcrit.com/share/iGOGBZiU_z7e
Updated it
I mostly just added an unique option for each element on the casptone
if it’s a cantrip I would probably suggest making the writing barely clear
you can recast it, this technically does allow you to dig a hole to look through a door or something
if you were to make a subclass that is like the knight from hollow knight (with his dream nail and shadows and stuff) , which class would it be for? (my current idea is for warlock, or for rogue, or maybe even a martial sorcerer subclass)
21
Also, i'd really like it if you reviewed it @faint sonnet 
It's very short, just a Warrior of the Elements Monk revision
The goal is that it's comparably useful to pulling a metallic object into your hand from 30 feet away or lighting a fire or torch.
10+9?
you gotta heavily limit it and probably have it so you don’t have many spell slots
I do have a class that does something similar, I have also seen someone here have a similar thing
you can make it so non-damaging spells of 1st level can be cast as ritual
probably at 11th level
make it after you get 3rd level spells when you usually would get a spell level increase for other casters, that’s my recommendation
My first readthrough is that it's actually pretty neat. In a positive way, it doesn't "overstay its welcome" with its features.
but I would also say you can put it at level 9, 10 or 13
1 - :(
2 - :)
3 - :D
wdym by "overstay its welcome"?
One of the more common flaws that homebrew reworks of official subclasses have is that they take a good thing and go too far, causing more problems than they fix.
The one thing I'd probably push back on is the WIS Unarmed Strikes and WIS Grapples.
I imagined that would be a little too much
oh, I def disagree with WIS unarmed strikes and grapples
the fact they scale off 2 stats does balance out a lot of the weird stuff they have
But then i'd probably have to compensate for it somehow since the official subclass also has the push/pull effect on Unarmed Strikes
It's specifically because the subclass wants to cause a lot of saving throws with its Elemental Burst, which have great coverage with the ability to change their shapes and is likely to make the subclass feel a bit overdone.
you can think through other effects you can give the unarmed strikes
You could even add that a creature Grappled by you at the start of its turn takes one roll of your Martial Arts Die of one of the damage types.
10 per long rest?
thats just sorcerer points isn't it...?
I would still limit it to 1st and 2nd level spells
3rd level spells are a bit… interesting
When you really look at the rest of the subclass with this in mind, it kinda clicks.
That makes sense, since you'd still using the elements to Grapple them
I just didn't want to make a grappling-focused subclass with elemental flavor on top like the official one
Fair point, though I think a single feature like that ends up leading people to try to play in a way that clicks the features together.
you gotta look at your 3rd level spell list to decide.
Speaking of which, Spike, I see you being very interested in the direction I'm taking for my spellcasting rework.
I can see it working for Fly and some other stuff that would possibly be an issue usually
but you can use this on Hypnotic Pattern and Haste
Blink is a bit iffy, Haste is def iffy
the others should be fine
fair enough
1st look: Interesting, but why does it upgrade like a half caster rather than the usual tiers?
2nd look: why does it have Primal and Arcane effects lol
I’m still gonna be worried about Haste, but Blink is fine at that point
I have never played at level 19
so I wouldn’t know
Most campaigns stop at 12 or 15
well, for comparison eldritich knights can get haste at level 14
if it’s 2024, I wouldn’t put it at 19 either because it’s the Epic Boon level
as a Ritual?
haste doesnt make sense as a ritual
that’s what I’m saying
10 minutes of downtime to cast a 1 minute spell...?
Haste is meant for a quick cast to give more actions in combat
what battle is gonna wait 10 minutes for you to get prepped
Strahd maybe
strahd: checks pocketwatch, sighs
He has nothing but time on his hands he wants a good fight
a lot of battles do
I’m playing Keys from the Golden Vault rn, and you can definitely choose when you want to trigger combats when they’re more optional or if you prep correctly
most of the large battles in the homebrew campaigns also give me enough time to prep whatever I want basically
which adventure in keys of the golden vault?
we’re playing through the whole thing
- I'm conceptually splitting the game into 5 tiers that line up with proficiency bonus increases, as opposed to the pseudo arbitrary...levels, idk?
- A big goal of the rework is unifying themes of spellcasting so that certain themes aren't left behind. For this purpose, all cantrips of a certain damage type/theme are being unified into one of two categories. Category one is "creation" and represents a sort of "summoning" of that element/theme in a way that allows it to be used for harm. Category two is "manipulation" and represents taking existing parts of that element/theme and changing them. This cantrip is the "creation" one, as even the carving portion is using that summoned material to affect something else, as opposed to affecting that other thing directly.
i dont want to read the whole book just to get an idea ... >_>
it does waste precious time if you were the only one there, but since you have teammates, they can still do stuff while you’re ritual casting
in the first heist there are a few places where you can prep if you know you wanna get into a battle
obviously though, it’s a level 1 adventure
Interesting, is there somewhere with a list of those?
but that’s also the case with later ones as well
I know you're really good when it comes to HB stuff but i don't think i've ever read anything from you besides Duali-T lol
I don't have the document published/available on my HBRE yet, but that's because I'm still quite early in the process.
"Duali-T" is my running name for the entire rework I'm doing.
got it
ngl, I don’t like your whole concept for myself to play, but I do get why you’re doing it, I just can’t give you much feedback for your stuff I’ve realized other than basic stuff
Yeah, it's heavily narrative-focused, so it's not everyone's cup of tea.
i'm looking at the map and the adventure and I dont see what you're talking about, i'll just have to take your word for it
there are hiding spots but none of them appear to be soundproof...
Once I get all of the damage type cantrips done, I'll likely publish the document with a [WIP] tag on it.
you can hide somewhere to cast your buffs before having a fight with all the guards for example
||guards can’t hear you if you’re in the attic unless they’re by the stalls||
||if you're in the attic you're not really in an ambush position...||
The reason that I'm running with the name "Duali-T" is that the entire rework is meant to put importance on the duality between enabling choice and disabling choice.
Immolation, Hold Person
I'm glad you sent Earth here, because when i was making my Monk subclass, i started by trying to make a Way of the Four Elements rework
I tried to give it cantrips somehow, but then i realized there are almost NO cantrips with the earth/rock themes, besides Mold Earth and Magic Stone... which doesn't even scale.
Then i got mad because i realized that there were almost no earth spells as a whole
I know there are, but it's like 18 spells compared to Fire's 30
Hilariously, the entire spell rework was started because my Druid rework putting a heavy focus on the elements. I realized that if I limited Druid to being able to cast and concentrate on spells of their element in Wildshape (something thematically super cool), most of the elements are actually quite terrible.
One example is that there are a lot more "Ice" spells than "Water" ones
It's the exact same reason why I made a rework of Fighting Styles: I was working on Monk and realized that the class felt empty without something that differentiated martials on a more fundamental level.
I even ended up merging Acid and Poison into a single damage type because thinking of what a high level Acid caster and a high level Poison caster would do ends up with almost the same fantasy.
- Air covers lightning, thunder, and wind.
- Earth covers dirt and stone and such but doesn't cover plants.
- Fire covers fire, duh.
- Water covers water and ice.
I think it's interesting because i can see why Poison and Acid are different damage types
One affects living creatures and the other doesn't, for example
I'd say Poison is more similar to Necrotic than Acid, considering it affects life and health
The main reason is that a lot of acid is poison 
eats a lemon
takes acid damage
They aren't at all mutually exclusive labels, as something like battery acid is super duper acidic, which makes it super duper poisonous.
I don’t like Acid and Poison being separate ngl 
I can't imagine a spider doing Acid damage though
Oh, definitely. I renamed it to "Toxic damage".
Poison splits into Acid and Necrotic
I am keeping in that certain aspects of Toxic damage don't do anything to Constructs and Undead, though.
I also think Poison damage is horrible and just seems like an afterthought in general when they designed the game
Certain aspects like?
This was one of many reasons, yeah.
the 2024 Poisoner feat is the worst designed feat in the game
Stuff like poisonous gas. An old bit of wording I have for one of the cantrips is:
When you cast this spell, or as a Magic action on a later turn, you can condense the acid and launch it at a point within 60 feet, where it bursts into a 5-foot-radius Sphere of poisonous gas. Each creature in the Sphere must succeed on a Constitution saving throw or take 1d6 Toxic damage. Constructs and Undead automatically succeed on this save.
I see it as:
Poison: Corrodes organic matter
Acid: Corrodes matter
Necrotic: Corrodes vital force
the Poisoned condition can just be changed to make it work as poison damage instead
A damage type that i do think is funny is Radiant, which is usually flavored as "good damage" (e.g. Paladin) but in reality it's just light
also, having Poisoned and Poison is pretty annoying
Like, tick damage?
I think that makes sense
like the organic-only parts of a combined version should just be thrown into Poisoned as a condition
whether it’s tick damage, a single instance of extra damage, or something else
I don’t like the current Poisoned condition either if that’s not obvious
The other thing that I think people will find really spicy is that most of the damage types are only Arcane and Primal, and I'm going back to the player working with the DM to pick what non-Divine themes work based on the deity they are associated with.
When i started playing, i thought Poisoned would actually be tick damage
it seems much more relevant for getting drunk but not for getting poisoned by a dagger
But once i found out what it was, i thought
"That's all?"
Poisoned should be called "Weakened" tbh
That's a lot more accurate
I get why it’s not tick damage, but then they do have stuff that deals tick damage, but it’s different elements and then Burned exists but it’s only fire damage
Fire, Cold, Acid, Lightning, Thunder: Primal
Radiant, Necrotic, Force, Psychic: Arcane
Bludgeoning, Piercing, Slashing: Mundane
Poison: ?
why not make a DoT condition that just has (damage die, damage type) in parentheses
The only four damage-type themes Divine classes have access to by default are:
- Force
- Necrotic
- Psychic
- Radiant
All of the rest are based on what deity was chosen.
Radiant is the only one Arcane doesn't have access to, interestingly.
That would be amazing
Poison is sometimes put in with Primals and sometimes with Arcane ones, but then it feels much more Mundane in its application
which is pretty annoying
I'd say Primal since it's easy to associate poison with animals
Although slashing is also very animal-like
The only mundane damage type that has a cantrip is Bludgeoning (primarily because of earth, but will also somewhat be water) for me.
I’m dyslexic mb
If you consider those damage types i mentioned as "Elemental", then Poison would indeed fall into Mundane
water and earth are both bludgeoning
You mean existing cantrips or the ones you're making?
My spells as a whole, ya.
Divine gets force and psychic?
And banishing smite
Eldritch Smite 
I love that thing
Yeah I don’t think cleric has common psychic attacks
I know they can sometimes have force bc of arcana clerics having magic missile
but that’s more because of the arcana part not the cleric part
Tbh, i think the best separation would be:
Mundane: BPS, Poison
Elemental: Fire, Cold, Thunder, Lightning, Acid
Magical: Force, Radiant, Psychic, Necrotic
You’re right. Clerics as a whole don’t get force damage
idk if Thunder is Elemental
it seems closer to Magical
It is "explosion"/"sonic" damage, so it's not magical
explosions get Force though
Force is pure magical energy
Thunder is just very fast air
Air is not magical :)
but it doesn’t create extra air
it just makes the air move faster
if it created the air, it would be elemental
Spiritual Weapon and Blade Barrier are the only existing Force damage spells that Clerics have, but I'm also moving towards pushing Divine classes to be more associated with their deity, such that it's worthwhile for me to distinguish that neutral deities would be more associated with force or psychic damage than radiant or necrotic. The psychic one is a gonna be a relatively big change, I admit, though I could honestly plan for the future and leave Psychic damage as potentially in the realm of Arcane and a potential psychic class.
Cold damage also doesn't necessarily mean "creating ice", it could be just "very low temperature"
Spiritual Weapon is Force?
Sometimes, Fire damage is also "very high temperature" rather than "creating fire"
Yarp.
damn, I guess my cleric is getting severely nerfed
Thunder is sonic damage. It is pretty reliable as in there are few monsters that resist it. I could see it in any of the 3 categories.
I think Psychic damage fits Divine flavor
It could be either nightmares or something like Ghost Rider's Penance Stare
I think of Thunder as a mini-Force
Oh, I definitely think it fits, which is why I put it under Divine as well as Arcane.
Got it
Psychic is Force but only for non-mechanical/non-brain stuff
My Divine-focused Psychic theme is titled "Censure".
gotta hit that sweet spot between big brain and no brain
Honestly, i think "Force" is the only truly Arcane damage type
I have a Deity of Censorship
her name is ||[censored]|| and she’s currently tormenting my group because they’re underaged in a casino
This is all part of your learning tree, right?
I am imagining that if you start with Y damage type, either that’s the damage your spiritual weapon does or spiritual weapon isn’t an option for you. Is that correct?
So would far realm god be psychic? Upper Planes radiant and lower planes necrotic? Middle plans force?
Psychic for Far Realms makes sense due to Eldritch Horrors and all
That first bit is where it gets a lot more complicated, yeah. I have to figure out how to categorize the generic spells like Spiritual Weapon and how/if that stuff is accessible to Clerics.
I never really understood why Spiritual Weapon is a Cleric exclusive spell in first place
Yes, i know the name of the spell is Spiritual Weapon, but mechanically, it doesn't make sense
"I'm a priest from a popular deity."
"What's your signature spell?"
"I summon a giant spectral weapon!"
It should 100% be an Arcane/generic spell so gishes could benefit from it
The theme is like hand of god thing. I believe it god used to get a favorite weapon and spiritual weapon would be like your god helping you.
To me it feels very specific to clerics
Oh, it's definitely thematically specific, though it's a bit odd when you have stuff like Mordy's sword and Blade of Disaster that aren't at all Divine.
Yeah mechanically they are similar.
I just think this is too specific, and it could make sense in previous editions when gods used to have favorite weapons (iirc)
In 5e it just feels out of place
Would you prefer to make it generic and give the spell to everyone?
That's exactly what i said right above your message 
Something like "Spectral Weapon" or "Arcane Weapon" fits more a generic theme, like Mage Armor, than a Divine caster
I feel like people don’t like spells being “overused”
https://docs.google.com/document/d/1-cu8ik-FRhPB6rGYJgLsWAHHJyzSKVCalCQFyo9qDU4/edit?usp=drivesdk
looking for feedback on the first subclass in the document, Nightmare Barbarian (based on Frighten and changing your form to mimic the fears of others)
It's as generic to me as idk, Bigby's Hand
I can’t tell if I overtuned it and flooded the whole place
I do agree with this, though I think part of the issue is that a lot of spells don't feel very thematic to the class that gets them. That's something I personally am not fond of.
Which was on one spell list and now is on two.
Interesting question: Does poison gas feel more Primal or Arcane?
neither lol
that sounds Mundane
That's ironic
Bard and Wizard?
maybe slightly more Primal?
As Lemon said, Mundane
If i had to choose, Primal
Wizard. Then sorcerer post Tasha’s
In favor of Primal: Many natural things make poisonous gas.
In favor of Arcane: Societies hate poisonous gas and have largely banned it.
I don't think i understand the 2nd point
primal: herbalism > poison
Arcane: alchemy > poison
That's a nice explanation
Though Alchemy probably achieves it through natural means, like Herbalism
They are the same thing
Poisonous gas has proven to be ridiculously useful at taking lives when manufactured, so it has a track record for being worthwhile as a weapon.
In favor of Divine: The Oracle of Delphi was likely just high off poisonous gases in the cave lmao
I understand it, i just don't see how it relates to being Arcane
Poison to me is a delivery method.
Like toxic or venomous, it's less a source of its own.
I would say that the nature of acid and poison to me has always felt necrotic, and thus divine.
But I have admittedly odd associations lol
The difference between Arcane and Primal is often about method of creation as opposed to anything more concrete.
Arcane is "manufactured", whereas Primal is "natural".
Well, birds dont taste spicy.
So I'd say primal.
Poison is only poison to the poisoned, etc.
I heard a marine biologist interviewed about a new study on fish migration and then I heard an interview from a local fisherman. They both knew the same thing. One of them had a masters degree and the other had generational knowledge
Wizard is the marine biologist, a ranger is the fisherman
Though it does make sense that Arcane focuses more on covering someone in Acid. That's not very common in nature.
Then definitely Primal
Poison is so broad it's hard to pin down. There's the arcane manufacture of it, the implied association with the infernal, the natural gases aspect. But at the end of the day most poisons in the hit TTRPG Dungeons and Dragons®™ are natural. So ig Primal. even if druids don't actually get all the poison-y spells
Monster Slayer gets PB d6 on the first attack that hits each turn on the creature they mark as their Slayer’s Prey and gains Mage Slayer as part of Magic-User’s Nemesis. Supernatural Defense’s dice is now a d10. Slayer’s Counter now makes the attack a critical hit if the attack connects with the target.
Is this balanced?
Gas does seem more arcane
Whaat, Druids don't get all 4 dedicated poison spells (Infestation, Poison Spray, Ray of Sickness, and Cloudkill)? What a shame.
Level 3 Barbarian Subclass Feature: Cryptid
You thrive in the fears and nightmares of other creatures, you can take on forms that strike fear in others.
You can cast Alter Self without components. You can cast it once without a spell slot, and you regain the ability to cast it in this way when you finish a Long Rest or after expending a use of your Rage.
Whenever you start casting the spell, you can modify it so it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting. When cast in this way, you can choose multiple modifications of different types rather than one. If you cast Alter Self again or activate Rage, the effects of the previous Alter Self end.
While your Rage is active, you gain the effects of Alter Self using Strength as your spellcasting modifier.
You mean one of the states of matter? 
who gets all of them then?
I have never had this style of feature for martials before
Wizards, duh.
ik ik, this is a big loss for the class. I wonder how they'll recover
(2/4 "poison" spells actually deal necrotic damage)
Poisonous Gas. Producing poison in a gas form seems less natural
Oh, that's actually the four that do deal Poison and aren't "Prismatic" or the like.
Idk, i'm pretty sure there is an animal or insect that does something like this
oh im talking about the ones that seem pseudo-poison flavoured druid DOES get (contagion, blight) which like.
why is the disease spell doing soul damage besides getting around immunities
The good news is that of the 6 spells that have a decent focus on Acid damage (again, not Prismatic), Wizard doesn't get all of them.
also, why in the oakfather's name do druids not get Stinking Cloud
you're telling me druids don't get the skunk spell
(Does it make sense why I merged Acid and Poison together now?)
That's the animal i was thinking about!
I'm still not fully on board, but I understand why
Between two damage types, there are about 11 spells that reliably do that damage type, with one of those damage types having essentially no mundane way to deal it and the other being stupidly expensive to deal in a mundane way.
there are some really stupid spell list decisions. my number one problem with spell lists will be sorcerers not getting wall of ice.
like. what is my silver draconic sorcerer supposed to do. and why do druids ALSO not get it?? why is wall of ice unique to WIZARDS???

