#homebrew
1 messages · Page 16 of 1
At some point we need to start taxing the 1%. Taking those damage types' spells away. Redistribute the spells amongst the common, working-class damage types. I'm talking necrotic. I'm talking fire. Tax those greedy hoarders
Dude became an adept of Elementalism
Welcome to my rework lmaooo
rework?
I am not saying it isn’t produced by nature. I am skeptical an animal would produce something like that, I imagine it would dissipate in most environments. I am pretty sure geology can create and capture poisonous gas and maybe plants could create some as well.
I just thematically it feels less what we think of a nature in the fantasy context.
Make damage-type versions of every spell, then have them roll for the spells >_>
Bang zoom, magic is wild again.
Free Metamagic for all spells
Well, theyre still just the spells they find.
The geology and plant thing is mostly what I think of, yeah.
quick question, where can I post my Character Sheet for ppl to see?
When I think nature in dnd, I think savage beasts and poisonous plants
#character-discussion , but pdfs and pics arent able to be posted there
you can send a link to it
Bio-poison tends to be more of a mist than a gas though if its airborne
Or just worked into things digestive systems / mouths
Just change Tamms' spell name to Poisonous Mist
Case solved
That’s also where you will see acid. But it also makes sense from a game perspective to divide the two.
Ah, Thanks. how do I send a link if my pdf is saved on my pc? Sorry, I’m not really familiar with pdf magic.
you can upload them to igmur maybe
Oh, that site exsists, right!
I always thought that poison should have variants. like you could have a poison that hurts fiends or something.
Well, a poison and Poison can be two different things, in a sense
A poison that hurts fiends could just be doing Radiant
Holy water for undead fiends?
I do like certain types having "banes", yeah.
Silver water for monsters?
Liquid silver would hurt most organics if ingested lol
Damage types don't always make sense though
Radiant damage can be both:
-
Light Damage (Blinding Smite, Fount of Moonlight, Dawn, Storm of Radiance, Crown of Stars, True Strike)
-
Holy Damage (Sacred Flame, Divine Smite, Spirit Guardians, Guardian Faith)
oh yeah, but liek splash potion. I was thinking about the Silver Sword designated for Monsters in The Witcher Games.
Dont forget radiation (SIckening Radiance)
It can also be shadow damage, or storm damage, ro whatever.
The thing that makes it Radiant is the source more than anything.
It's tied to deities, gods, elder powers, etc.
Ah, Spicy air.
So i think it's fine to mix Poison and Acid like Tamms did, so it could be either:
- Corroding living creatures
- Corroding objects
Like Zeus' thunderbolt can do Radiant, not Lightning.
At least, that's how it is in my head lol
And i wouldnt restrict dmaage types to something specific. Especially the "extraplanar" ones
Using that logic, Hephaestus could have an attack using his forge and deal... Radiant damage
Teechhnically these are largely the same thing.
I mean, that'd be neat.
or he could also... deal both
That exists, but i think it would be weird
And yeah, split damage is the way
Light damage and Holy damage are pretty much the same thing and are more differentiated by the source.
Maybe Ichor could deal Radiant damage when spilled
I meant for that specific case
Gabriel's Sword would still probably deal some slashing
I dont see how the god of the forge couldnt deal damage that also not sears the body, but also the soul
Radiant is not just "holy damage"
It's a sword with Improved Divine Smite 
-# i forgot the 2024 name
It's a sword of "My boss made humanoids and also this sword"
also, gabriel would deal radiant and force imo, assuming its Ultrakill
It start getting funny when you get to Hades and it starts dealing Necrotic/Radiant damage
I remember they fought this thing in the astral once
Rolled a d12 and damage shifted every turn
Radiant is associated with the upper plane, and necro in the lower planes, if that helps
Including its vulnerabilities, resistances, immunities and what healed it
Necrotic also destroys the soul (flavorwise)
That makes sense
But it's also kinda silly that despite still being a god, he can't deal Radiant damage just because of his home
well, godhood doesnt mean he deals searing light
I make archfiends deal radiant too lol
Hades draws from death
Radiant to me is just "Deity power"
Necrotic is the realm of death, the Ethereal and the Spirit Legion.
Demons are not just synonyms, to me anyway
Radiant is an expression of godliness, which exists in heaven and hell.
But death, death is the ultimate balance.
Angels and demons both die. The reaper doesnt.
-# technically speaking, hell is the absence of God, but thats not a topic for here
Thats only one version of hell too
And FR alone has 8 lol
But I like the Shadowfell and the Feywild as the Chaos and Law overlaying reality
With Positive and Negative and Neutral informed by the Celestials and Fiends and Constructs
Isn't Feywild also chaotic?
With the Material just being a casserole of nonsense
Yeah, Feywild is kind of The Chaos Disneyland
Wild Magic Central
I could see a world where hellfire was radiant damage
There's a small subsect of gods that I don't see using radiant or necrotic as their main damage type, at least themselves. They prolly grant spells to their clerics that do. Umberlee, Talona, mostly Umberlee
Where the wild things are (tm)
I like Spellfire and Hellfire when they were expressions of the Weave and Shadowweave
But there's no shadowweave anymore I dont think
I see, so Druid's power comes from the Feywild
/s
Titania does lol
That's an Archfey, right?
Yea
I see druids as pulling on primal power.
The basic elements, the titans, the stars.
The things before gods.
I may end up changing the "passive" effect on this one, but otherwise that's another one done:
Secrete
You coat a hand of yours with acid. It doesn’t harm you.
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
For the duration, you sense the location of acids, poisons, and poisonous or venomous creatures within 30 feet of yourself that aren’t behind 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. If you are within 10 feet of it, you sense the kind of acid, poison, or creature.
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.
Acid Splash (Arcane Only). Make a ranged spell attack against a creature within 60 feet. On a hit, the target takes 1d6 Toxic damage and 1d4 Toxic damage at the end of its next turn.
Putrid Gas (Primal Only). You 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.
Sanitize. You can wipe your hand across a dirty or corroded surface to clean it of grime. You can clean up to 1 square foot of corroded material, 5 square feet of grime, and 10 square feet of a thin layer of dirt.
Corrosive Sweep. Make a melee spell attack against a creature within reach. On a hit, the target takes 1d8 Toxic damage and its AC is reduced by 1 until the end of your next turn.
Cantrip Upgrade. The initial Toxic damage increases when you reach levels 5 (2d6 or 2d8), 9 (3d6 or 3d8), 13 (4d6 or 4d8), and 17 (5d6 or 5d8).
It's cool cause you can combine damage types (I cap it at two, but I know some people get freaky) for specific effect. Like Hellfire can be Necrotic/Fire, Spellfire is some combination of Fire/Radiant/Force, and my personal favourite:
Sunburn: Fire/Poison
Arcane is the weave, divine is the deities, eldritch is stolen or forgotten power, psionic is awakened power.
I haven't seen a lead cover being described in a spell in 3 editions lol./
Not that it's a bad thing, but your cantrips look a lot like Mystic's Psionic Disciplimes 
It does seem to ribbon step on prestidigitation some, but its themed and harmless
Presti has perished.
It was never the same since they split it into like 3 cantrips anyway lol
Oh, I mean I'm killing it for my purposes 
Yeah, I support it.
As written its just kind of a mess of "Be a wizard thematically"
Not a lot of beef, all ribbon
To an extent, I see what you mean, yeah. The goal is moreso to unify themes, though.
Totally not biased, but they also look like SKT/Rune Scribe UA runes 
I was making a second version of my Runesmith class where each rune was a list of passive and active effects, similar to your cantrips
One of the big things I've been keeping in mind with aiming for utility is that I want more basic uses of magic to be very discrete from each other. No lighting fires in 10 ways with different cantrips, sorry.
That's actually a very nice idea
But what are you doing to do with cantrips that can't (easily) fit into a theme, like idk, Mage Hand?
Damage types aren't the only themes in the game, luckily.
is there a hex blade or bladesinger for sorcerer homebrew yet
I have to figure out if Mage Hand is the utility thing for Force damage, though. Force doesn't really "exist" as a normal thing, in the same way that Psychic isn't a tangible thing, so both are damage types I have to be creative about.
I like the idea of a wizard subclass that can copy spells they see somebody else cast, maybe as a once per long rest thing they can "capture" a spell they see and either cast it once or save it to be copied later? Seems like a neat idea. Not sure what else it would be able to do though
Tbf, a lot of Psion stuff around moving is Force
Arcane Trickster
Oh true Arcane Trickster has a feature to do something similar
i have a question, so a player of mine desperately wants to change the battle master subclass and i need some outside opinions because mine is biased to base battle master. he wants to change SD to be recoverable on a successful hit by him (costs bonus action) but he also wanted to change the maneuvers themselves (I.E. parry adds a superiority die to AC for that attack) and he also added/changed a few of the subclass feats but we haven't gotten there yet so idk the details. his reasoning is that because WotC added new subclasses that are supposed to be stronger BM is left in the dust/forgotten by the developers and that BM doesnt have a subclass after "inevitably" spending all SD meanwhile the other fighter subclasses do. but my personal view on that is the same as saying a wizard should be able to cast spells even after spending all their spellslots (he also advocated for using the optional spell points rule but exclusively for sorcerer because that was the intended audience)
If you're the DM, you can simply not accept his changes
BM got updated with the new rules and is still quite powerful.
It's wrong that he simply changed the subclass without asking you in first place
BM as it is is already one of the strongest fighter subclasses, probably only behind Echo Knight?
Thought that's #dm-discussion talk
thats what i was saying but hes all up in "its the weakest of all because after spending all die in 1 round ur subclass is gone"
oh right, mb
Don't spend all die in one round lmao
This is why you don't do that lol
Thats like a 2014 Paladin smiting every attack and then complaining they're out of slots
IKR
In terms of "does this need to be changed?" the answer is "no".
Superiority Dice are short rest also aren't they? Unless 2024 changed that
Still SR, ya
im using 2014 rules anyway so yeah SR
Oh, in that case BM is SUPER strong still and is easily top 3.
How does this look for a Lantern Archon? I'm planning on making it a feature for all Archons as part of my Celestials project.
Aura of Truth. any creature that starts its turn within 15 feet of the archon must succeed a DC 13 Charisma saving throw or become unable to speak a deliberate lie while within the archon's aura.
Hey quick question because idk the etiquette of this discord. I just posted a new subclass I made on Reddit, would it be chill if I shared that here?
Like a link to the reddit post or just copy and paste the text? Depends how big the subclass is, if its a wall of text it would be best to post a link.
It's just the description but I'd probs post a link to the post, I can do it the other way if that's better.
If it's just the description then fire away.
Bet
Otherworldly Patron: The Relic.
You have made your pact with a sentient fragment of the original weave- imbued into a profane artifact for reasons yet unknown. The Relic can take many forms, though it usually manifests as a tome or talisman from long past ages preceding the Spell Plague. The Relic can grant mastery over the weave to it's sole warlock at a cost that it deems appropriately tilted in it's own favour. Many warlocks choose to use an avatar of their relic to empower their spellcasting; such as a Grimoire of Shadows for an ancient Tome, or a Profane Amulet for their talisman patron. Others still choose to empower themselves with unspoken combat prowess to compliment their newfound magical abilities.
Due to the profane nature of utilising dead magic, Mystra and her Magi look down at these Warlocks with suspicion, even if the fount of their power is less vile yet than any other otherworldly being who could have acted as a patron otherwise. Alas to be ignored, or worse yet, resented for the origin of your magic is the warlocks lot.
For anyone who really wants it^
So this is the Necronomicon warlock subclass? Or Gale from BG3 if he was a Warlock?
I've been caught!!
Seems like something that'd be on a relatively high level paladin if that's what you're going for, seems pretty balanced in my unprofessional opinion.
This is meant for a roughly CR 2 Celestial statblock.
If that's the case I'd say maybe lower the DC a tad bit. Probs wait for someone more experienced first. I've oy been DMing for two years so I'm probably not the greatest source of info.
Fair.
Cool name though.
LANTERN ARCHON
sounds like a celestial emmisary or smth along that line
lantern archons are just that iirc, if im remembering old edition lore correctly
Not to sound like a needy, greedy goblin but do you mind checking out the description for this homebrew subclass I made? I've been taking inspo from the Hexblade warlock and Scribes wizard. Thanks in advance whether you read it or not. If anyone who sees this reads it please @ me and I'll see your critiques.
what abilities do you think 3 kobolds in a trench coat would have as a playable race
I would say for the ability to separate into three individual little guys at moments notice is great for utility
the problem is how would that work 
I would also think it be cool for three separate HPs and the kobold in the stack would have an AC in accordance to the amount of armor that surrounds them at that given moment
Say that they equip a chestplate at one point, so the middle/top kobolds would benefit from the AC while the kobold at the bottom doesn't
There's a bunch that you could do
I mean, it shouldn't be too difficult to track 3 little guys while the stack is separated
my first thought was you act as one person when in a trench coat and when you split off they all get your bonuses but all stats and stuff are devided my 3
Also if one of the kobolds dies or becomes unconscious, the other ones could take other and keep the character alive
Eh, maybe not dividing it down by that much. Maybe by half...? And not all the stats should be divided.
i think you would also get benifits liek advantage on slight of hand while in a trench coat cause who would expect hands to come out of your stomahe
Oblex’s have a similar mechanic and it works well
Their strength together as 3 would be combined perhaps, but their int and wis remains the same, whether they are together or not, so it should be the full value
the downside is pricy: you require 3 times the amount of equipment
Well, depends on how big the kobolds are
What if they just get 1 action per turn no matter what, instead of a stat reduction
Okay, so i need some help templating/balancing an idea I had for an item.
It's a shield made with a material that messes with kinetic energy. If you use it, it springs out like a piston, and essentially either bonks you away from whatever is in front of you, or pushes whatever is in front of you away. Also gives feather falling, because landing on it just bounces you. I'm not sure what else, if anything to do, any input?
If they are each medium sized, then I can sort of see that. For food and such then absolutely
hows this for a 10th-level feature for a druid circle themed around spiders?
"Spider's Bite
10th-level Circle of Cobwebs feature
Every time a creature fails a saving throw against one of your druid spells or against your Silk Slinger feature, it takes 1d8 poison damage and gains the poisoned condition until the end of your next turn."
the problem with that is you dont get to use the fun of actualy being 3 creatures
True.
You do, as in you can position yourself more strategically
You could also only take 1/3 damage when separated
i also think its weird to think of only 1 kobold attacking while the other 2 just run around
This doesn't make sense. That effectively make the kobolds resistant to all damage + some more damage reduction
It makes more sense to track their health individually
Too much work
but then what would u do when they are in the coat
But yeah, resistance to all damage sounds better
It's really not, at least for the average player
like it ruins the roleplay to always ask what part of the body do you attack
also then you take a ton of damage from aoe spells
A magic caster has to track up to 9 different amounts of specific spell slots, so how hard could tracking 3 hps be?
Well, for one, character sheets wouldn’t even support it
Yes they would? It's really not that hard to track HP values in the notes section of an online sheet or just write off to the side of a physical one
i was thinking a mix where as when theyre in the coat they have 1 hp bar and when they split off they each take a third of the curent hp
A valid disadvantage considering the fact that there is 3 kobolds
That sounds better
This doesn't solve the issue you brought up though.
So might as well keep track of the 3 individually at all times regardless of them being together or not
But you do you in the end
You just said it doesn’t exist, so don’t argue about it
no cause if you trank them all indvidualy you get into lagistical problems like what part of the body did you hit and aoe spells
Not trying to argue, sorry. I thought you still thought that it was an issue since you didn't respond to my offered solution.
True, this could simplify it. A little unrealistic in some senses, but it's a fictional system anyways
eh whatever lets just say as there stacked they overlap enough
i like the idea of them each getting an action when split but also haveing disadvantages
like each requireing there own items and each only haveing a smaller hp pool
There you go, that works
You could always have the primary kobold as the one that holds onto the coat plus the majority of the items when the 3 break free into individual little dudes
And the other two that run off have a belt's worth of gear
oh yeah and they still only get 3 total atunement slots
so they cant each have3 magic items
Sure, for balance
oh here's the core 2nd-level feature for that spider druid
"Arachnid Forms
2nd-level Circle of Cobwebs feature
You are at home in a spider's shape. As a bonus action, you can use your Wild Shape to transform into a spider form without expending a use of your Wild Shape. All the rules of Wild Shape still apply.
Additionally, you can use your Wild Shape to transform into a giant spider form without expending a use of your Wild Shape up to a number of times equal to your Wisdom modifier, and regain all expended when you finish a long rest."
SO IM IN A PICKLE
my players decided to all play glass cannons my one vet asked to change to a tank and i agreed we talked and I want to make him a hombrew class if someone could dm me and help me make a class for my vet i have the concept the stats on the other hand NOOO
actually, heres a full first draft of my spider druid:
https://www.gmbinder.com/share/-O_U8yxYqQZBl0ZoJtD3
Have you considered perhaps giving it the ability to create ropes of web?
Or perhaps something similar to Barbarian's Danger Sense?
Haha that's the sixth level feature
I need to check this lol
Check the gmbinder link I just dropped
The fluff isn't very good but I've gotten very fond of the mechanics very quickly
Every time a creature fails a saving throw against one of your druid spells or against your Silk Slinger feature, it takes 1d8 poison damage and gains the poisoned condition until the end of your next turn.
I think the poison damage is fine, the Poisoned not so much
After all, you're a full caster, you'll probably be casting spells every turn and forcing creatures to make saving throws
Not including the fact it has no limit, so you can use AoE spells to give multiple creatures the Poisoned condition at once 
It's a one round poisoned and mercy monk can do essentially the same largely for free
For a very simple item offered by an NPC in my campaign, I’ve got Substance Red
Whenever someone who has it drops to 0, they can use a reaction to inject themselves with it and drop to 1 instead
Lore and story wise though, substance red is a diluted concoction made from the red plague (feral vampiric virus). So using it would slowly infect the user, causing plot stuff probably
Also, the person who gives them it is very sinister below the surface
Not entirely free, you need to spend 1 FP (which is not a lot tbh)
But it also doesn't work in an area
No but a monk can hit four creatures a turn
It's only once per turn
But i'm thinking about stuff like Entangle, which forces creatures to make saving throws every turn for 1 minute
So if somehow you manage to get a creature entangled for the whole minute, you did 10d6 Poison damage + perma Poisoned
While also healing 10d6 per creature
Also, you have to consider that poison is a very resisted damage type, so this subclass is either too effective or not effective at all
Good reason to take elemental adept haha
That's fair, but i wouldn't make your subclass too dependant on a single feat
I'd just add it to your subclass instead
Not resisted, but straight up ignored due to immunity
So smth like turning Immunity into Resistance and Resistance to normal damage
Though that may be illogical
You gotta be careful with ignoring immunity
Immunities are often inherent to the design of a creature
Like ignoring fire immunity on a flame elemental doesn't make sense
Yeah, it doesn't really make sense to poison a Construct, for example 
Condition immunities, sure, but damage immunities are more about logical sense than mechanics
just make resistance no more and treat immunity as resistance :P
Werewolves are weird in that case but yk
That's what i said, but why would an object take Poison damage, for example, even if halved?
Same for Psychic damage
Yeah that's why no official feature treats immunity as resistance, even though it's crazy popular in homebrew and 3rd party features
"immunity as resistance" is something I never do in homebrew. It's too nonsensical
I think there are specific cases where it can work but as soon as you step outside of those cases it gets weird
I still think condition immunity bypass is okay
Preach.
I made a psionic paladin years ago that bypassed charm and fear immunity with the rationale that you could "mind" control constructs and stuff through psionic kinetic force or overriding their magic programming
couldn't you have something like Grym from BG3 that has immunity until it's superheated? Or anything with similar mechanics.
i mean, when i make a damage type based subclass, i add it, but for other things i dont do that
The major thing I dislike about bypassing or downgrading immunity is that it's a very shortsighted design.
It basically means "I can press the same button over and over and nothing can truly stop me. I have 10 other buttons, but I don't wanna press those!"
I make it a very late feature if ever
I think it makes sense for a tier 4 monoclass to have access to some foolishness
When thinking about mechanics, like a videogame, it kinda makes sense
When thinking about roleplaying, like an actual TTRPG, you ask yourself "why am i able to ignore the Goddess of Winter and True Ice's immunity to Cold damage?"
"But my subclass is useless against this otherwise!"
"Yeah, that sometimes happens."
"If you aren't awesome without the feature..."
I do this with them lol
like capstone or 2nd to last feature
I think of it from more of a psychology perspective. If you bypass even the stuff that's meant to force you to use a different strategy, you're kinda perverting the intent of immunity in the first place.
Every immunity sets walls around the options. Vulnerabilities set lighthouses.
Players play in between those spaces.
what if you have a mechanic that the immunity rotates so like one turn it's fire then the next cold
🤔
Anything used purposefully is okay to try changing.
Adding complexity doesn't address the design flaws
Worst case scenario, it breaks everything.
But until you test it, it's just armchair.
Ultimately, a good mechanic is built on a lot of okay ones
Try it on a boss, see how it does, take notes mentally
Or have it as a potion, eventually a wand, maybe we make a subclass around this, etc
It's also really easy to predict why people want to bypass immunity, and it's such a simplistic desire that I don't think it's really worth entertaining.
"There are 13 races but one is extinct" "I have one question..."
Flip table jpg etc
I wrote a thing on how I design but I don't even know how to frame it as a thing to share, lol. I should start a blog 🤔
maybe a google doc and send the doc link
Oh, it's like 2,500 words and counting and just kind of meandering thoughts
cuz i wanna bypass immunity (let me scare monsters with Conquest paladin!!!!!)
https://docs.google.com/document/d/1ElIiMoK-ZxvVxIodMfD9T6AuLmTwwa6ZT33ESPt1rNQ/edit?usp=sharing But it's more about how I think about design than actual designs of anything.
Like magus from Chrono trigger?
I have no idea what that is 😭 I’m new to dnd
what is its major flaws besides lack luster damage and being a Rogue?
that too
Lol it's a super Nintendo jrpg from 1996
Ohh
what is its major flaws besides being a Rogue?
I wasn’t even alive then 😭
like the Empress and Emperor boss from Persona 3
Lol I was twelve
I don’t know what that is either
I was -6 years old then lol
Radiant damage has been converted to the new format too, ayy.
Luminescence
You create a shining light in your hand.
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
You gather rays of light into a luminous orb in your hand. The orb emits Bright Light in a 20-foot-radius and Dim Light for an additional 20 feet and lasts for the duration. You can change the color of the orb and choose for it to shine in only certain directions.
Lunar Mote (Primal Only). Make a ranged spell attack against a creature you can see within 60 feet. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot-radius and can’t benefit from the Invisible condition.
Illuminating Arc. You can launch the orb up to 60 feet. It emits light on its path and stays in the place it lands for 1 round before fizzling out.
Blinding Ray. You can direct all of the light towards one creature you can see within 5 feet. The target must make a Constitution saving throw or take 1d4 Radiant damage and have the Blinded condition until the end of its next turn.
Smite (Divine Only). Choose a creature you can see within 60 feet. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Cantrip Upgrade. The Radiant damage increases when you reach levels 5 (2d4 or 2d8), 9 (3d4 or 3d8), 13 (4d4 or 4d8), and 17 (5d4 or 5d8).
Dude out there revealing his age
There wasn't really much to change at the cantrip level, so this probably looks familiar.
lunar mote is meant to be taking inspiration from starry wisp, i presume?
Starry Wisp, Faerie Fire, Shining Smite, etc.
interesting
- "Smite"
- It's Sacred Flame
It actually makes sense though
I have a question for y'all. Is it too much for a weapon to deal 1d12 bludgeoning, 1d6 radiant, 1d20, 1d6 fire and 1d6 force damage per hit?
That depends a lot
If that's the damage of the weapon alone or including class/subclass features, for example
Just the weapon
Definitely
It can literally become anything you conceive/perceive as a weapon:
https://docs.google.com/document/d/10-jRqLd4aWMiVPyVNqAUxD-YD7gjMSV3V5afExTv_fs/edit?usp=sharing
The thing I mentioned was a suggested form.
One of the forms just straight up ignores immunities.
A level 11 Paladin with a Flame Tongue Greataxe + Elemental Weapon deals
1d12 Slashing + 2d6 Fire + 1d8 Radiant + 1d4 (Elemental)
Oh
So i'd say what you suggested for a single weapon is indeed kinda broken
Nvm it's Legendary
I mean it is called a starfall mace.
Yeah
It's kinda broken tho, any weapon you can imagine is what it will be used as and it can change forms an infinite number of times.
Even if it's not a conventional weapon...
form changing isnt too op
It can go from a brick to a sword to a bow mid combat.
1d12 bludgeoning, 1d6 radiant, 1d20, 1d6 fire and 1d6 force damage per hit
seems unconventional
what makes for a balanced homebrew?
I'd say the form changing could be limited to like once per turn so you don't use a different weapon with every Attack
But like Ti-Moth said, you probably will only use the same 3 weapons most of the time
Not being too weak nor too strong
Don't deal 1d4 damage with a level 9 spell or 20d10 with a level 1 one
Monster Slayer gets half of PB rounded up in 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 makes the reaction attack have increased critical (19-20) and adds a d8 to the attack.
What about this?
#homebrew message
(Made a switch-axe weapon) 
Oh, that's cool!
i love it!
testing, looking at offical stuff, making sure you dont give too much ect ect
Can someone help me? I tried to make a homebrew feat, but I can't figure out how to add it to my character. I'm pretty sure I met all the requirements, but it doesn't show up in the "Manage Feats" menu.
Guys, is this magic item good to go?
.
Pendant of the Computer Angel
Wondrous item, uncommon (requires attunement by an artificer, rogue, or wizard of level 5 or higher)
This delicate pendant appears as a small crystalline circuit board suspended within a translucent gemstone that shimmers with faint blue light. Tiny golden traceries of arcane circuitry spiral throughout the crystal, pulsing gently in rhythm with the wearer's heartbeat. The pendant hangs from a fine mithral chain that seems to hum with barely contained magical energy.
Properties
Technology Expertise. While you are attuned to this pendant and wearing it, you have expertise on all Intelligence checks made while using or exploring technology. You double your proficiency bonus on these checks.
Tool Mastery. Whenever you make a tool check using your Intelligence modifier, you gain one of the following benefits:
- If you are proficient with the tool (such as Smith's Tools, Carpenter's Tools, Navigator's Tools, Thieves' Tools, etc.), you double your proficiency bonus (as if you had expertise).
- If you are not proficient with the tool, you have advantage on the roll instead.
Arcane Enhancement. While attuned to this pendant, your spell attack bonus and spell save DC both increase by +1.
Crafting Information
- Rarity: Uncommon
- Crafting Time: 20 hours (2.5 workdays)
- Crafting Cost: 200 gp in materials
- Prerequisites: Must have access to enchantment techniques or similar magical crafting abilities
Did you use AI to make that?
Suggested Refinements
- Wording Consistency (5e style):
Instead of "Intelligence checks made while using or exploring technology," you might phrase it as:
"You have expertise in Intelligence checks related to technology, such as analyzing, repairing, or identifying devices or constructs."
(This keeps it closer to how skills and expertise are typically referenced in 5e.)
- Tool Mastery Simplification:
Consider consolidating the language to:
"Whenever you make an Intelligence check using a tool, you gain the following benefits: If you are proficient with the tool, you double your proficiency bonus. If you are not proficient, you instead have advantage on the check."
This avoids redundancy while keeping it clean.
- Balance Consideration:
The +1 to spell attack and save DC is powerful for an uncommon item, since it scales with every spell cast. Most official items granting a bonus to spellcasting are rare (e.g., Wand of the War Mage +1 or Rod of the Pact Keeper +1).
To keep it uncommon, you might:
Limit Arcane Enhancement to only spell attack rolls (like Wand of the War Mage +1).
Or, keep both attack and save DC but bump rarity to rare and adjust crafting cost/time accordingly.
- Crafting Adjustments (if bumped to rare):
Rarity: Rare
Crafting Time: 50 hours (6.25 workdays)
Crafting Cost: 500 gp
Psionic Path
3rd level Soulknife feature
:
Your psionic journey begins. Choose from one of the following paths as seen below.
- Mind Seeker. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus your Intelligence modifier. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.
The psychic blades damage die increases to 1d8/1d6 at 6th level, 1d10/1d8 at 12th level and finally 1d12/1d10 at 17th level.
- Warden of Psionics. Whenever you take the Attack action, you can cause a melee weapon you are holding to become imbued with psionic energy. You become proficient in this weapon and deals psychic damage instead of its normal damage type. It also uses your Intelligence modifier for attack and damage rolls, instead of Strength or Dexterity This weapon leaves no mark on its target if it deals damage. You can also trigger Sneak Attck using this weapon. All the other rules for Sneak Attack still apply to you.
When you damage a creature with this weapon, you can use your bonus action to push the creature backward a number of feet equal to half your rogue level times half you proficiency bonus (rounded down).
started a rework
References:
- Xanathar's Guide To Everything - Crafting Items
- Xanathar's Guide To Everything - Spell Scrolls
- Xanathar's Guide To Everything - Going Without A Long Rest
1 Workday = 8 Hours
1 Workweek = 5 Days
Workweek Required = Item Cost (in gp) / 50
Time can be reduced by having more characters contribute:
Reduced Workweek = Workweek Required / Number of Players (crafting the item)
Magic Items Only:
Money Required (varies by rarity) =
- Common: 50 gp
- Uncommon: 200 gp
Halved for consummables (Potions & Scrolls)
Notes:
- Crafting DC doesn't exist. All crafting processes succeed, provided the necessary materials (which requires dangerous encounters anyway) and time.
- Crafting during short rests coincide within the short rests, and doesn't count towards interrupting it, providing the full benefits.
- Crafting during long rests however does count as interrupting the long rest, not providing the benefits of the long rest.
- After not finishing a long rest within 24 hours, a character must make a DC10 CON save or suffer 1 level of Exhaustion. The DC increases by 5 per 24 hours. After you finish a long rest, the DC resets back to 10.
The +1 to spell attack and save DC is powerful for an uncommon item, since it scales with every spell cast. Most official items granting a bonus to spellcasting are rare (e.g., Wand of the War Mage +1 or Rod of the Pact Keeper +1).
All-Purpose Tool
1: 
2: 

This is the homebrew channellllll
You'll find better luck in #looking-for-players
Kinda ironic to ask about the usage of AI in a homebrew themed around technology
thoughts on this?
Yeah I know, I approve though, I wasn't asking to be a Karen, I use ai for my homebrew stuff
Reminder that AI generated content isnt allowed on here
I was just joking 
No AI used, this is human art
that also includes text, not just "art"
Art entails all forms of creation, not just painting
Not what i meant
Any and all AI generated content (including stuff from like, GPT) isnt allowed on here
As aforementioned, this is not GPT or any LLM-generated, presumptious much?
Merely a reminder, once again
Mini-modding
...
Hey, I'm making a weave/magic centric (more so than usual) warlock subclass and I'm trying to think up some features. I'm obviously starting with the level 1 feature, do any of you have ideas for me?
I was thinking of putting this in a Cyberpunk Red campaign
Lv 1 as in lv 3?
I'm importing D&D items into CR now
Ye srry mate that's what I meant my mind just autocorrected
My mind went suddenly blank on when Locks get their subclass lol
any particular mechanical route you want to take with this? All i can think of is just identifying and controlling/negating magic
Peak PFP btw
Thanks, he's a criminal
I'm thinking of something relating to absorbing spells, or (heavy maybe) spell slot restoration.
A spell countering route could work actually
Rogue to Rogue, respect
My mind went to Eldritch and Warlocks and the Weave, and all I can think of is bad fortune, fate weaving and curses.
New arcane trickster, now with pact slots
Fate weaving isn't half bad.
Yo W!?
Another thing that might help is that I'm going more defensive than offensive
So this is the 2014 version of warlock?
Nah 2024, what did I say wrong?
I'm thinking more puppet, strings, and mind control
Puppet?
Oh I thought 1st level subclass feature, because warlocks in 2024 version I assume have their subclasses start at 3rd level
Not 1st
Yes
Yeah I got pulled on that already srry about that mate
So more focused on controlling the battle similar to the Archfey?
Yes, archfey but more aligned towards fiendish
Weave Sight
Starting at 1st level, your patron grants you the ability to perceive the fundamental structure of magic itself. You can sense the presence of magic within 60 feet of you. This feature functions like the detect magic spell, but isn't magical itself and cannot be dispelled or suppressed. Additionally, when you see a spell being cast within 60 feet, you immediately learn the spell's school of magic and whether it requires concentration.
Okay, so another thing (sorry I know I sound needy and greedy) but do you prefer the idea of getting power from an artifact or an archmage that gives you features relating to one?
artifact
Damn
I like that actually
I'll probs alter it a good bit but it'll work as a good frame mate.
Thnks
@slender olive here is my slightly altered version of your feature, do you have any quarries with it?
##Eye of the Magi
*Starting when you choose this archetype at 1st level, your patron grants you the ability to perceive the weave as it flows through all things. You can take an action to activate your Eye of the Magi, allowing you to sense any magic within 60 feet of you. While your Eye of the Magi feature is active you can use a bonus action to see a faint aura around any visible creature or object in the area that bears magic, and you learn whether or not the spell requires concentration, and the school of the spell if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.*
warlock subclasses arent archetypes
Not at all, sir - do you as you wish, your content, your homebrew - mine was just a suggestion 
Yeah but it sounds nice. I'll change it later.
just say subclass
Your thoughts on it?
when you choose these subclass at 1st level
how long does it last?
3rd that's an oversight on my part
True, 10 min sound good?
Go on
you do know Eldritch Sight is an innvocation yes?
This was my suggestion
the one were you can cast detect magic innately
Cya my girl and I have dinner
Action Economy Problems:
- Using a full action to activate makes this feature very weak for a 1st-level ability
- Most warlock 1st-level features are always-on or use bonus actions/reactions
- You'd rarely want to waste your action in combat just to detect magic
Duration:
- No specified duration for how long the "Eye" stays active
- Players will constantly ask "Am I still seeing magic?" or "Do I need to reactivate?"
- Creates unnecessary tracking burden
Mechanical Inconsistencies:
- The bonus action to see auras while active is redundant - if you can sense magic, you should automatically see the auras
- The school/concentration information should be immediate upon detection, not require a separate action
Someone review my custom Sorcerer subclass and provide suitable feedback - suggestions to modify or improve any features is also welcome 
(If you don't like my content, read my server nickname for a change)
Update:
- The capstone feature's sorcery points now scales with the level of the spell instead of being a fixed amount.
Playing Laserllama’s Visionary Psionic so I can drop marbles on people’s heads
Need an opinion on this item, would this item be preferred to "having every spell you cast to be casted twice"? (generally by usefulness)
An orange cape that shines with an alluring power. The cape can only be obtained from "The Super Star" card when drawn from the deck "Manny's Twisted Tarot".
While attuned to the cape you receive the following benefits:
You gain a +3 to Strength and a +1 to Charisma.
Enhanced Dash. Upon taking the Dash action, you can give yourself a flying speed that is double your highest speed to travel in a straight line and you gain +4 Strength if you use all of your movement to travel in one direction after doing so until the end of your turn. Once you use this property, it cannot be used again for 24 hours.
Spotlight. You can use your action to give or remove the spotlight from yourself, upon doing so you deal double damage, but also receive double damage. Only one creature in the same combat can have the spotlight at any given time. If two creatures with spotlight enter combat, the creature earliest in initiative loses the spotlight. If a creature with the spotlight is killed by another creature, the creature that killed them gains the spotlight for up to 15 minutes.
Would an Oathbreaker who controls fiends instead of undead be too strong? Like the 3rd level control feature is for fiends instead of undead.
control undead is already too strong
please dont post the same question in different channels.
Okay
Would fiends be worse?
depends on the campaign
I mean power wise
depends on the campaign, in some fiends may be everywhere but in others there is only one
I assume you mean dependent on the party? Like with turn undead and such or blood hunters who specialize in firnds
the campaign, not party
if theres a lot of fiends its probably more powerful
thats what i meant yeah
I don’t mean the number of monsters, I mean like do you think that CR10 fiends are more dangerous than CR10 undead
Or the other way around
higher tier undead are mainly scary to PCs, higher tier fiends are general powerhouses
Hmmmm
but if theres only like 1 fiend in the entire campaign, then obv not worth the tradeoff
but that doesnt dictate the power of the ability, fiends are a bit stronger tho
Right, depending on the numbers is important
That’s good to know
thats what i said
Yeah but the campaign will have plenty of both so that’s why I’m thinking about if fiend control would be too powerful vs undead control
ask the dm if you can change it first
I am the DM
Do you think that the control feature should be lowered?
Like half of your level to CR control?
making it fiends is fine
fiends arent THAT much stronger
Most fiends have:
- Fire and poison immunity/resistance (extremely common)
- Magical resistance against spells
- Telepathic abilities
- Spell-like abilities
- Higher damage output and more versatile abilities
In contrast, undead typically have simpler statblocks with fewer resistances and abilities
The current Control Undead feature has built-in limitations:
- CR must be lower than paladin level
- 24-hour duration with concentration-like mechanics
- Wisdom save
These same restrictions on fiends would still be problematic because low-CR fiends (imps, quasits, etc.) have disproportionately useful abilities compared to equivalent undead
does this look balanced ? its a ppaladin chanel divinity:
Clensing flame: As a bonus action you fill a creature within 30 feet with clensing flame, dealing 1d6 + paladin level, fire damage to it. For the next minute, the creature loses all resistances to damage. A creature can attempt to douse the flame by making a constitution saving throw as an action against your spell save dc to end the effect early. In addition as a bonus action on each of your turns you can deal 1d6 + your paladin level fire damage to the target provided it stays within 30 feet of you.
No sight requirement?
-
The most problematic aspect is removing all resistances for a full minute. In D&D 5e, resistance is a major defensive mechanic that roughly halves a creature's effective vulnerability to damage types. Completely stripping this away is unprecedented.
-
- Instead of removing ALL resistances, target specific damage types (fire, radiant) or reduce resistance effectiveness rather than eliminating it entirely
-
The combination of 1d6 + paladin level damage both initially and as a bonus action each turn creates a significant damage spike. At 5th level, this deals 1d6+5 damage twice per turn (potentially 22 damage total)
-
- Make the bonus action damage a one-time effect or limit it to PB uses rather than every turn for a minute
-
Allow saves to end the effect early (as you have) but perhaps at the end of each turn rather than requiring an action
-
The 1d6 + paladin level may need adjustment - many Channel Divinity abilities either don't scale with level or scale more modestly
doing damage with no attack roll or saving throw isn't paladin's hat either
Clensing flame: As a bonus action you fill a creature you can see within 30 feet with clensing flame, dealing 1d6 + CHA mod, fire damage to it. For the next minute, the creature loses resistance to fire and radiant damage. A creature can attempt to douse the flame by making a constitution saving throw at the end of each of its turns. In addition as a bonus action on each of your turns you can deal 1d6 + CHA mod fire damage to the target provided it stays within 30 feet of you.
Is that better ? i want it to be strong since the first channel divinity is not combat focused at all
Thats the other channel divinity:
Sterile room You sanctify a space, protecting it from disease, pestilence, and supernatural corruption. You can spend 10 minutes to consecrate a 15-foot-radius space, that lasts for 1 hour. While within this space: Poison, and diesease effects are surpressed, and any wisdom (medicine) checks and intelligence (nature) checks to identify poison and disease you make within it are made with advantage. Creatures resting here regain 1 additional hit die worth of healing during a short rest
is this a sub to do with contamination or some or sterilization i guess
yes
The Oath of Cleansing is a grim vow made by those who have witnessed corruption not just of the body but of the soul. These paladins are forged in plague pits, in burned villages, in cities where noble lords sealed their gates while the common folk died in agony. To them, disease is not merely a biological affliction, it is the very metaphor of evil. Corruption, they believe, is systemic and spiritual. It spreads quietly, takes hold quickly, and cannot be reasoned with. It must be burned.
That's much better actually - comparable to the Touch of Death by Death Domain clerics
Consider clarifying whether "supernatural corruption" includes specific creature types (fiends, undead, aberrations) or magical effects
Offensive Duelist (Nerfed)
General Feat (Prerequisite: Level 4+, Dexterity 13+ or Strength 13+)
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
Feint. If you miss with a weapon attack while holding a melee weapon in one hand and no other weapons, you deal damage equal to the ability modifier used to make the attack roll. The damage dealt is the same type dealt by the weapon. The amount of damage can only be increased by increasing the ability modifier.
Fléche. If you use your Attack action while holding a Melee weapon in one hand and no other weapons or shields, you may use your Bonus Action immediately after an attack to make a single weapon attack with the same weapon, this attack does not deal additional damage based on your ability score.
Master Duelist
General Feat (Prerequisites: Level 8+, the Offensive Duelist or Defensive Duelist feats)
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
If you have the listed feat, it gets upgraded in the listed manner:
Offensive Duelist. Fléche now deals bonus damage based on your ability score modifier. Additionally, if the attack right before you activate Fléche misses, the extra attack is made at advantage.
Defensive Duelist. When using the Reaction to activate Parry, you can make a melee attack against the creature who triggered it. If you do so, the AC increase only lasts until the end of this turn.
I split some of the stuff in Offensive Duelist to another feat, I don’t really like doing this, but if I make it more general instead of just applying to the specific feats, I’m worried it’ll be too strong
I guess I’ll try to draft it anyway
Master Duelist
General Feat (Prerequisite: Level 4+, Dexterity 13+ or Strength 13+)
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
Redoublement. After you miss an attack, your next attack before the end of this turn has advantage.
Riposte. When you use your Reaction to change a melee attack against you from a hit to a miss, you can make a melee attack against the attacker as part of the same Reaction. If you do so, all the effects of the Reaction end at the end of this turn.
I’m thinking I could make it activate once per SR but on any Reaction
I’m not sure what the possibilities here are, I can only think of Shield, Parry, and Silvery Barbs, then there are probably a few subclass features
Homebrew friends i have a question
What if you wanna homebrew yourself your own dnd book for fun
Does copy right make it were you cant use anything on dnd beyond monster wise?
Like for example say you wanna make a variant of thr beholder
Maybe, maybe not. It is designed so that if you stop being imaginative or become narrow minded or selfish with it you can no longer use it. I did that so that people won't just make it super OP and never use any other form.
I don't actually know, but it is a good question.
@graceful robin There is a loophole with most copyrights because they are case sensitive, meaning that as long as it is slightly different in some way the copyright will not apply.
You can use the SRD
But if it's 'for fun' yuo can use whatever you want.
Unless you're planning on selling it, you can have Star Wars music over a Pikachu wearing a Coca Cola shirt
Steal anything and everything for your home make believe.
Aside from that, the basic rules and SRD for D&D have like 350 creatures under Creative Commons
Meaning you can use them in stuff you make to sell.
But copyright is not decided up front, but in court.
These are just rules of thumb. Anyone can take anyone to court.
I mean i dont have the money too mass produce anything
I just wanna be stupid and attempt too poorly make a book and maybe post it on wattpad or just no one ever sees it in the light of day
If you share it, things change.
if you dont, it doesnt matter.
If you share it without money, most likely it just gets taken down.
If you sell it, there's a potential for consequences unless youre careful about what you use and dont use
There's also fan content policies for a lot of bigger IP holders, including WOTC
I just thought of wild thing, making subclass to 2014 that are the benefits of the 2024 version
Here's my attempt at a v. Rare/legendary combat potion that I need help with naming
This ~~ potion ~~ drug 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: Take 1d6 poison damage, that cannot be reduced or prevented, 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: melee weapon 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.
"hostile enemy" isn't clearly defined (does the player still get to pick which hostile enemy they attack?)
for 2 doses, I assume it should say melee weapon attack
Hostile and enemy are both used in official wordings
for 1 dose, "lose 1d6 hp" should be "take 1d6 poison damage" that can't be reduced
ah, nvm then
Youre right I should define the life loss
What I'm trying to say is that treating a creature as hostile doesn't constrain your choices as much as an effect like berserker axe's and can leave room for interpretation, although I'm not familiar with the hostile enemy definition
Hostile is in the attitude section of the rules glossary iirc
just a creature with, well, hostile intent
A Hostile creature views you unfavorably. You have Disadvantage on an ability check to influence a Hostile creature. See also “Influence.”
Yea, I wasn't necessarily trying to force targeting, I figured that there's no need
also for 3 doses side effects: if you attack a creature and it dies or you move closer to another creature afterwards, it'd trigger
Ooo that's good, might add that
Any ideas for a name?
No I meant that was a potential issue
Spend attacks to kill goblin A, no attacks left, goblin B is still around and you’re paralyzed
Because goblin A is dead and no longer the closest enemy
(Name)’s tonic, (name)’s brew, an acronym of the drugs it’s made of (if acronym works)
Big snake as a species
No arms or legs just a big smart snake
Lung Dragons, Leviathan and Jormungand come to mind
@lethal shard so it is for a forest in the first "chapter" of your session, but how high level would the characters be?
roughly
Level 1-2
Roughly
Its sort of a "tutorial" for fighting and the special battlesystem i'm working on
What do you have so far?
bawah,,
ssince they're gone i'll post what needs to be done for my creatures,,
i'm designing a faction, one of their main gameplay features is 'Ignite!"
amongst the smaller fodder enemies in the faction, they have the Target of Immolation feature, and Ignite! as a free action they can take,,
amongst the larger enemies, leaders, higher cr, etc, they have the Agent of Immolation feature,,
tthe idea is that the smaller fodder enemies become drastically more lethal once they become ignited, they can become ignited either through an agent of immolation targeting a target of immolation with certain actions (unsure which, i'm thinking like, any radiant/fire ranged attack,,?), or if a target of immolation uses their Ignite! action,,
ooo thats a fun concept
:3
tthe main thing here is to figure out how to balance the damage taken to become ignited,,
you could always have it be a second life sort of thing
wwdym,,?
if the creature dies by radiant or fire damage it comes back as an ignited creature
mmmh unsure,, hm,,
fair
you could also do it at half health, and they become ignited with the remaining health
tthis is a level 3 fight btw, party of four, a scout rogue, a champion fighter (i might look into working with him to rework things though), a nature cleric (already homebrewed a bit), and an artificer-shogun multiclass, , , shogun is a homebrew class,,
mmh, pardon but, wdym again 😭?
if a creature gets to half health or below from fire or radiant damage it becomes ignited, but stays with it's remaining hitpoints
hm,,
i was imagining something sort of similar, but it was the main thing i was having an issue on,,
unsure how much damage should be taken,,
depends really on the creature's hit points I feel like
ah let me get that,,
So this ignite thing, is it a self sacrificial effect or just a buff
ignited is a sort of power up stance, but those who are capable of being ignited have to take damage to become ignited,,
either by being targeted by a creature with the agent of immolation feature, or by using the Ignite! action,,
i still need to figure out how much damage they are taking from this, since they have resistance to radiant and fire damage, their main sources of damage,,
anyhow,,
oh, they take damage from being ignited?
nnot like directly, but like, because they're getting hit with an attack by an agent of immolation,,
fair
tthe two agents of immolation in the fight are the Conflagrant Cyclopean(AC:14,HP:75), and the Emblazoned Cyclopean(AC:14,HP:97),, tthere are only one of each in the fight i'm working on,, tthe two targets of immolation are the Parasitized Cyclopean(AC:14,HP:30), and the Savage Cyclopean(AC:16,HP:37),, tthere are several of each in this fight,,
so the savage and parasitized have natural resistance to radiant and fire?
tthey all do but yes,,
normal dnd rules they would take half damage but I dont know if you would want to change that or not
hello! i come seeking aqid in the balcing of a spell i made
You Recall the memory of a great chieftain that once protected his tribe using the spirits of his ancestors. you summon a stone mask shield in the visage of your ancestors on your hand that grants you a quarter of your health+your spell casting modifier in bonus health and once the the bonus health runs out, you may the throw the shield as a projectile (as far as your character can throw a weapon) to explode in a 5 foot sphere and cause half the damage it absorbed in radiant damage. the shield cannot protect against attacks made with advantage and so that hits your true health as opposed to your new bonus health. throwing the shield does not take any form of action but if you choose to keep it handed at the time of it running out it will explode in your hand and deal the 5 foot sphere of radiant damage at your location.
At Level 3: the shield's connection to your ancestor can no longer be dispelled by any form of anti magic and it will now be un piercable. meaning, that if you should take more damage in one attack than the shield has health than you will not take the rest of the damage
At level 4: your ancestors begin to smile on you brightly as the shield will now protect against attacks made with advantage and you may now choose 2 willing creatures within 10 feet to grant a similar shield to except this one will not be throwable when it runs out
At level 5: your ancestors begin to flow throw your soul, allowing the shield to reflect 2d6 of radiant damage when you are struck when it is raised it also gains 1d12 of health and allows quicker movement while it is raised
oh
mhm i do know of thatt,,, jjust unsure of how much damage i should consider the 'normal amount' to take to become ignited,,
I still feel like when the creature loses half total hp with fire or radiant
bbecause like, the agents of immolation have attacks ranging between 1d4, 1d6, 2d6 for single target attacks, and a 3d6 aoe,,
jjust unsure,,
i'll just have Ignite! inflict 3d6 fire damage,,
hm... what if... I homebrew melee weapons so that they deals 3x/4x on a critical hit with the expanded 19-20 crit, deals an additional 4d6 force damage on a hit, can be thrown with a range of 150/600 feet, and can even heal the user with the benefits of a long rest if they KO an enemy with it? There is only one caveat with this weapon though. It requires attunement... to a ranger.
so this is one of my curses that i have been working on and i want to know what you guys think
disintegration - curse
Level
5th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
N/A
Damage/Effect
N/A
Description:
You channel a forbidden force—not merely death, but erasure. A thin beam of sickly green-black energy fires from your hand, not to kill, but to remove. What it touches is scoured from reality, its form turned to ash, and its memory left behind like a whisper. This is not science. This is punishment.
Effect:
Choose one creature or object you can see within range. The target must make a Dexterity saving throw.
On a failure, the target takes 8d10 force damage. If this reduces the target to 0 hit points, it is disintegrated: turned to ash, leaving behind only dust, worn equipment, and non-magical items.
On a success, the target takes half damage and is not disintegrated.
This version of Disintegration cannot be counterspelled by conventional means. It counts as necromancy because it corrupts the soul as well as the body.
Consequences — Echo of the Void:
Tearing something from existence stains you. After casting this spell, make a DC 17 Constitution or Wisdom saving throw (your choice).
On a failure, choose or roll 1d4:
Unstable Form – You are partially unmoored from reality. You gain vulnerability to force damage until your next long rest.
Phantom Pain – You feel what the target felt. You take 2d10 psychic damage, unavoidable, as guilt or entropy lashes your mind.
Fraying Soul – You cannot regain HP from magical sources for 1 hour.
Mark of Annihilation – For 24 hours, your shadow disappears and cannot be restored. Undead and extraplanar creatures recognize this and are hostile to you on sight.
If you fail this saving throw more than once per long rest, roll twice and suffer both consequences.
why let them choose? just roll the d4
it does look cool tho
well its in order so if you roll a one you get the first option and so forth
45 damage average with a downside
for comparison, Disintegrate, a 6th level spell, does 75 damage average with no downside
the downside is needlessly complex, and the set DC is arbitrary
So special forms of existing spells?
Are these added to their spell lists or are these cast through a different means?
its adeded to thir spells list they can do whwneever
I'd use more of Disintegrate's wording
Since it's already so close, might as well make it feel like a special form of that spell
ahh okay i can do
this is my newest one so let me show you another
Level
5th
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
N/A
Damage/Effect
N/A
Description:
You open your hand, and from your palm erupt five spectral, decaying souls, howling with anguish and rot. These apparitions spiral through the air and crash into your targets, tearing at both body and spirit with corrupted energy. As your power grows, so too does the number of these tormented souls that answer your call.
Mechanics:
Choose up to 4 creatures within range. Each must succeed on a Constitution saving throw or take 4d10 necrotic damage and be cursed with rot for 1 minute (deal half damage and no curse on a success). While cursed:
The creature's healing from all magical sources is halved.
At the start of each of its turns, it takes 1d8 necrotic damage as the soul gnaws at it.
Each soul may target a separate creature, or multiple may focus on the same one. The number of souls increases by 1 for every character level beyond 4 (so at level 5, you summon 5 souls; at level 10, 10).
Each soul must target a different creature unless none others are in range.
Consequences of Casting Rot:
Soul Debt. These are not conjured spirits, but stolen souls—fragments of the damned, unwillingly bound to your will.
Each time you cast Rot:
You must make a Charisma saving throw (DC = 10 + number of souls summoned).
On a failure, one of the souls enters your body, cursing you with a lingering effect chosen by the DM or rolled below:
d4 — Rot's Backlash
Festering Flesh: Your maximum HP is reduced by 5 until your next long rest.
Whispers of the Damned: You have disadvantage on Wisdom checks and saving throws
for 1 hour.
Rot-Eater: Magical healing is halved for you for the next 24 hours.
Soul Stain: Undead creatures can sense you within 60 feet and treat you as an enemy.
These curses are cumulative if you cast the spell multiple times before resting.
this one i called rot
Special weapons (Attunement to paladin or ranger) - melee weapons that deal 5x on a critical hit with the expanded 19-20 crit, deals an additional 4d6 force damage on a hit, can be thrown with a range of 150/600 feet, and can even heal the user with the benefits of a long rest if they reduce an enemy’s hp to 0HP with weapon attack. Gain action surge and Haste’s extra attack on a turn if any attacks reduce an enemy to below half their max HP.
this is super balanced
1d8 at the start of each turn is quite a bit of bookkeeping
maybe...👉 👈 \
i'm trying to add dots to my games more as well,,
it just kinda sucks how that, since dnd doesn't use them super often, you have to write a paragraph explaining how they work every single time,,
i have a warlock subclass that uses them pretty extensively,,
i have all my spell saved in dnd homebrew
mmmh what do you mean-
ddb probably
dnd beyond
hahaha yeahhh
https://docs.google.com/document/d/1Mlu6hRGODZZCF6vXsKejD8AHjvgprL1G50LH-kU78RU/edit?tab=t.0 anyhow this is that warlock subclass with dots in it,,
very nice
statblock I made for the purpose of a one on one duel between a player and an NPC
oh i remember this,,
ye, not the first time I shared it, but I made some changes since then
Special weapons (Attunement to paladin or ranger) - +5 melee weapons that deal 5x on a critical hit with the expanded 19-20 crit, deals an additional 4d6 force damage on a hit, can be thrown with a range of 150/600 feet, and can even heal the user with the benefits of a long rest if they reduce an enemy’s hp to 0HP with weapon attack. Gain action surge and Haste’s extra attack on a turn if any attacks reduce an enemy to below half their max HP. Gives proficiency on Strength saving throws (Paladins) or Wisdom saving throws (non-gloomstalker rangers) and advantage on Constitution saving throws. Gain access to Revivify, Reincarnate, Regenerate, Resurrection, and True Resurrection as an action without using a spell slot or material components that refresh on a long rest. Swarmkeeper Ranger and Oath of Watchers Paladin gain increase critical (18-20) and the ability to add 1d12+1d10+1d8+1d6+1d4 of any type damage of choice that ignores resistances and immunities, heal all the damage if the attack is a critical hit, and, as part of the attack, make the target paralyzed and prone.
Am i making this broken?
yes
this must be a joke right?
no. I literally have a full google docs for my changes to ranger. 2 versions
can you share that?
do you want the first version or the second version?
both ig
first version is awesome
https://docs.google.com/document/d/1ET46iIBam20lWaYrZZ1aAH8xd2Suv1hD7VBxDykjKbQ/edit?usp=sharing you asked for it. this is version 1
i really love swarmkeeper!
yeah this is broken
you sure this aint a joke?
is it too underpowered?
over
You havent been around me long enough
I literally am the one person who will personally talk about rangers on end. I have done that.
why just rangers tho?
Why not just rangers?
Theyre fun to play and i think theyre neat
Because I'm drawing a blank, I need a bit of inspiration on a potential passive for something that relates to magical water being summoned and doesn't relate to modifying existing water. The comparison points I have are:
- Air/Lightning: For the duration, you sense the location of any metallic objects within 30 feet of yourself that aren’t behind a nonmetal barrier thicker than 1 foot. If you touch a metallic object, you can determine what metal(s) it is made from.
- Earth: 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.
- Fire: For the duration, the flame provides warmth and emits Bright Light in a 10-foot-radius and Dim Light for an additional 10 feet.
- Radiant: For the duration, the orb emits Bright Light in a 20-foot-radius and Dim Light for an additional 20 feet. You can change the color of the orb and choose for it to shine in only certain directions.
- Acid+Poison: For the duration, you sense the location of acids, poisons, and poisonous or venomous creatures within 30 feet of yourself that aren’t behind 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. If you are within 10 feet of it, you sense the kind of acid, poison, or creature.
i love it
Detecting water is kinda unneeded, because this can conjure water out of the water in the air, while determining if water is unclean is very much the acid/poison thing.
Sonar?
Hmm, I feel like giving a functional level of sonar would be a bit too powerful.
Like a kind of infravision but maybe it just gives direction not distance
But it does kind of just feel like other Tremorsense
I considered stuff like Swim Speed and Water Breathing, but Water Breathing seems too powerful and Swim Speed seems both niche and powerful, depending on context.
Ice shaping could be a thing but more elaborate than the examples.
Putting out fires in an area / fog stuff might be a thing but also very situational.
Special weapons (Attunement to paladin or ranger) - +5 melee weapons that deal 5x on a critical hit with the expanded 19-20 crit, deals an additional 4d6 force damage on a hit, can be thrown with a range of 150/600 feet, and can even heal the user with the benefits of a long rest if they reduce an enemy’s hp to 0HP with weapon attack. Gives proficiency on Strength saving throws (Paladins) or Wisdom saving throws (non-gloomstalker rangers) and advantage on Constitution saving throws. Gain access to Revivify, Reincarnate, Regenerate, Resurrection, and True Resurrection as an action without using a spell slot or material components that refresh on a long rest. Swarmkeeper Ranger and Oath of Watchers Paladin gain increase critical (18-20) and the ability to add 1d12+1d10+1d8+1d6+1d4 of any type damage of choice that ignores resistances and immunities, heal all existing damage and removes all curses if the attack is a critical hit, and, as part of the attack, make the target prone.
I think i balanced it. i removed a couple of features
The tough part is that the plan is to have another cantrip that's entirely focused on utility relating to existing water.
Also my homebrew doesnt work with fighters
Far sight? Lol.
I dunno how esoteric to get with water spells that dont just mess with water
So it's mostly about "how can this bit of water you've summoned be useful as a more passive thing?"
- Air/Lightning is about electromagnetic fields.
- Earth is about dowsing.
- Fire is about light and warmth.
- Radiant is about light more expansively.
- Toxic (Acid + Poison) is about detecting those things.
Ideally this is closer to Fire and Radiant in terms of not being "detection".
Bottle could temperature shift as needed to provide some environmental protection maybe
Or water vapor can be used for obfuscation / stealth aid.
Staying cool is definitely on my list as a sort of side thing, yeah.
it doesnt scale well with level tho, mabey increase initial damage at higher levels ? +1d6 at 5th, 11th and 17th ?
I want to hear your opinions about homebrew changes to skills I made:
INT
Arcana
History
Religion
Nature
Medicine
Taming: Calm or train an animal, or get an animal to behave in a certain way.
Craftsmanship: Recognise material, tools, craft and repair items
Languages: find hidden meaning, read difficult or incomplete texts, recognise and interpret foreign languages
CHA
Persuasion
Intimidation
Deception
Performance
DEX
Acrobatics
Stealth
Sleight of Hand
WIS
Perception
Insight
STR
Athletics
Taming is Animal Handling
Craftsmanship is ability checks with specific tools
Languages are languages
Yeah, I renamed animal handling, I think taming sounds better
Craftsmanship is also for recognising material, and easy manual repairs without tools
And languages is for reading hard texts etc
interesting,,
one thing i must add, taking animal handling away from wisdom casters is not something i'd recommend,,
- Religion being an Intelligence check feels more like it would be a History check involving Religion.
- If you're keeping Insight as Wisdom, then I think Animal Handling should stay as Wisdom as well. I think the only way Intelligence would work is if you have something like a behavior manual for every creature on hand, but not every is guaranteed to act the same way.
- Your Language skill seems kind of like Insight, but for words instead of people.
- If Craftmanship is just for materials, then that would seemingly fall under Nature.
i acknowledge the knowledge around animal psychology being necessary, but being able to intuit how something is feeling is literally insight,,
ffrom a gameplay standpoint, you're removing a large bonus from rangers, clerics and druids,,
You need knowledge to know how to act around animals
what about for an animal you've never seen before, which you have no idea how it could behave? Maybe it looks aggressive, but that could be that species' relaxed behavior
rreligion is always an odd one to me, it's an int check in vanilla 5e,,,
language is also for reading difficult and uncomplete text
technical jargon or riddled speech, or grafitti on a wall that is partially unreadable
Also you need book/lore knowledge to know about religious practices, symbols, and traditions ao it must be int
Then I would recommend calling it Decode or something like that
Language sounds prettier in my opinion, also its as well for understanding a foreigner, or guessing what language they are speaking, same with written
llinguistics,,,
Good idea
i think that one makes sense as an int but i'm against having taming be int,,
I want to make INT more useful ability
again, as aforesaid, mechanically you're taking it away from druids, rangers and nature clerics,,
tthere are better ways of doing that,,
This forces creative thinking with picking ability scores
nnnot really,,
it just takes away from ability scores necessary for them,,
wwisdom is probably the best balanced ability score in usual 5e regardless,,
The issue with INT isn't INT, it's moreso that people don't play the game in ways that actually use INT.
I feel like it would just make intelligence classes be relied on more for checks
skill monkey wizard
Craftsmanship can be also for tools, like determing what its for, how old a machine is, what type of metal/wood is it
i find history to be useful in my games, investigation, but that's basically it for things that are the normal int uses,,
Interesting observation
Arcana, History, Religion, and to an extent Nature, are all skills that entirely rely on the development of a setting, so an underveloped setting will result in INT being relatively weak.
An underdeveloped setting is likely to not use History or Religion at all, so that cuts out two skills from the game.
Arcana is used a lot
i feel as though that for nature and animal handling, intelligence and wisdom come hand in hand,,
They're also useful for exploration, if designed into the exploration part of your game
Arcana is useful for magic items, so it's about on par with Investigation. Nature is pretty useless unless you're exploring or caring about plants.
Often times knowing the origin of a statue in a dungeon doesn't contribute at all to conquering that dungeon
I can't use my senses to analyze a plant but I can remember a text where it was written that its poisonous, I think nature is 100% INT, with senses(WIS) you can only blindly guess if you have no knowledge
So we get down to where Arcana and Investigation are the two "useful" skills for INT, which interestingly is about equal with WIS, with it having Insight and Perception.
Wisdom is also common sense, not just senses
tto have learned how to capitilise on how animals work psychologically would be int, to have personally applied into it would be wisdom - a druid or nature cleric would oftentimes have this seemingly 'inherent' knowledge, passed down or seen by themelves, it would be wisdom,,
You can probably use your proficiency with a certain tool to recognize materials that can be used foe that tool though
Animal Handling, Medicine, and Survival are three skills that also rely on the same type of thing that Nature does, hence being underused.
It also doesn't help that int skills are often dogpiled, and if the entire party can roll, they can brute force through nobody having good int
Absolutely. One thing a DM of mine does that I really like is only allowing people with proficiency in something to roll on certain checks.
On this note, I've spent some time and I feel like I need to either bite the bullet and have some sort of water detection or focus on a really esoteric thing like determining slope, level, humidity, etc.
ssomething i feel harms intelligence is that it doesn't ever feel like an 'in the moment" type of check,,
it involves the type of evaluation that dms often only ever use in downtime,,
i myself am i part of this issue,,, a high intelligence artificer i dmed for i only allowed to use intelligence when he had a minute to focus, or just use dexterity,,
it's hard to find that balance,,
"Sole's nerd engineering tactics help him get the angle to knock the plant down, even if it takes like a minute for him to calculate.."
i mean its a thing you can solve in a session zero, but homebrewers have no session zero
mmmh wdym 😭?
and then he replied with "Huzzah! My calculations and hypothesis were correct!" when he got a 19 on the roll,,
tell players that int will be important and that you'll make uses for it in the campaign, and follow up on your words, and players will place importance on it
I feel like 1. investigation 2. history 3. Nature are the most common INT skills. It is also more DMs personal logic rather than a standard experience
but if a homebrewer makes an int class with the goal of making int important, or a pile of feats to make int more important ... its a high risk low reward endeavor
making that work is going to be hard and making it unbalanced is going to be easy
i'm working on an int class, , ,
i need to work a bit more on it, , , ,
i'm stuck on the levels past level 3,,
What do you have so far?
I have always wondered about a “lore” skill where players have niche knowledge area or tying the number of languages you know to your INT mod.
My addition to this for water is a bit "odd", but I'm overall satisfied with it:
For the duration, the water keeps the area around you cool in a 10-foot-radius and you can pass objects such as clothing through it to gently clean them of dirt or dust. You can also tell the approximate slope of a surface you are standing on by the water's tilt, as well as the direction of wind by ripples on its surface.
Is there a situation where you're standing on a surface and can't tell how steep it is without a visual aid?
I think it's cool I'm just not aware that was a problem people encountered
The big one I think of is in situations where the normal visual aids aren't consistent, such as in darkness or when there's a lot of stuff in the way.
I was gonna say it's definitely a dungeon tool 
but it was asposed to be context clues for like, traps and maybe secret rooms as well
"floor's sloped here, it'd be a shame of an indiana jones boulder happened in the next 5 seconds ... click"
I'm a firm believer that creating tools that have very little cost to use or integrate ends up with them being used more.
I love homebrew.
Special weapons (Attunement to paladin or ranger) - +5 melee weapons that deal 5x on a critical hit with the expanded 19-20 crit, deals an additional 4d6 force damage on a hit, can be thrown with a range of 150/600 feet, and can even heal the user with the benefits of a long rest if they reduce an enemy’s hp to 0HP with weapon attack. Gives proficiency on Strength saving throws (Paladins) or Wisdom saving throws (non-gloomstalker rangers) and advantage on Constitution saving throws. Gain access to Revivify, Reincarnate, Regenerate, Resurrection, and True Resurrection as an action without using a spell slot or material components that refresh on a long rest. Swarmkeeper Ranger and Oath of Watchers Paladin gain increase critical (18-20) and the ability to add 1d12+1d10+1d8+1d6+1d4 of any type damage of choice that ignores resistances and immunities, heal all existing damage and removes all curses if the attack is a critical hit, and, as part of the attack, make the target prone. Both subclasses also gain action surge attack and a haste (extra attack) with the weapon if they use a spell during a turn they also attack.
like this, this is such a good homebrew
So you are able to clean clothes and pull out all the water so that they are dry?
No option to freeze the water? Just asking because that would open your options.
Well, it has to be a passive thing that doesn't really "expend" itself without being very "refined", if that makes sense. Stuff like ice tools is currently off the table for cantrips.
But I correctly understood how the cleaning works?
I’m more worried about the limitations you chose to place than anything else
what do you mean
why do they only get Action Surge and Haste Attacks?
might as well just give them a full Action Surge, maybe even allow Magic Actions on this Action Surge because why not
Aye, you did indeed.
it would be mad broken if i gave them the full action surge. Maybe i should just restrict it to only swarm rangers!
I may change this to keep it damp, though, just for a bit of spice.
ah allow me to post,,,
yes?
A tuft of jackalope fur, a splash of lavender oil, three pinches of sulfur. To the layman, this strange collection of things was mundane- refuse to be discarded. The slender, darkly-dressed woman steeping them within a bubbling cauldron, however, knew better.
Despite the sentiment that pythons can come from any walk, they tend to be self-taught, often through personal experience with a witch, or a wizard needing to find work, python specialists are well desired amongst the sovereignty for their applications in personal affairs, mostly the manufacturing of certain offerings to give to their employers, or the production of poisons to assassinate their competitors.
The work of the python is integrally related by that of the witch, the ancient trade of the esoteric sects of the arcane, the ability to tease the essence and aura out of all things, and to weave them together into something new, something useful.. but altered, turned into a science, an occupation, something you don’t need the proper bloodline or innate talent to access, but the knowledge to begin and the intelligence to go further, to break the limits, uttering unspoken incantations, performing the rituals never before attempted, even if shaky, nervous, it is a necessity to take the exhilarating task
A practitioner, not a mage.
While a witch may be blessed with their coven to learn through practical knowledge, magic is a science to you, not a birthright, you don’t just cast spells, you synthesize them. Both witch and python knowledge are well kept, locked in the hands of small covens.. or in the head and writings of but a single python, rarely allowing their competitors to get access to their study, their method of livelihood. Upon death, the knowledge is often lost, or stored in secluded libraries of negated words.
Secret Knowledge
Due to the severity of their work, the importance of keeping their plans and instruction under wraps, most pythons are secluded in castles where their employers can keep them safe, within alleys and alcoves of the city where they can stay unseen while in range of their targets, or hidden in plain sight, using dining cars and apothecaries as fronts for their study.
Pythons tend to be doctors, alchemists, advisors, mystics, chefs, brewers, medics, self-induced soldiers, all sorts of underground professions, including both legal and illegal bounty hunting, producing illegal substances for one purpose or another, black market surgeons, necromancers, poisoners, etc.
tthey have d6 hit dice, proficiency in daggers, sickles, darts, quarterstaves, light armor and my homebrew kriss weapon,,
ttheir saves are charisma and dexterity,,
tthey start with alchemist tools, brewing supplies, or an herbalism kit,, alongside proficiency in one,,
sskill proficiencies isss,, any two out of arcana, deception, medicine, nature, persuasion or survival,,
nice.
Special weapons (Attunement to paladin or ranger) -
+3 melee weapons that deal 4x on a critical hit with the expanded 19-20 crit, deals an additional 4d6 force damage on a hit, can be thrown with a range of 150/600 feet, and can even heal the user with the benefits of a long rest if they reduce an enemy’s hp to 0HP with weapon attack.
Gives proficiency on Strength saving throws (Paladins) or Wisdom saving throws (non-gloomstalker rangers) and advantage on Constitution saving throws.
Gain +PB in AC and the user can't be blinded, deafened, petrified, or stunned. The user’s walking speed increases by 10 feet and gains a flying, swimming, and climbing speed equal to the new walking speed.
Gain +2 in all stats up to a maximum of 26
Gain access to Revivify, Reincarnate, Regenerate, Resurrection, and True Resurrection as an action or bonus action without using a spell slot or material components that refresh on a short or long rest. When used this way, the range of this is 30 feet.
Swarmkeeper Ranger gain increase critical (18-20) and the ability to add 1d12+1d10+1d8+1d6+1d4 of any type damage of choice that ignores resistances and immunities, heal all existing damage and removes all curses if the attack is a critical hit, and, as part of the attack, make the target prone. Swarmkeeper ranger also gains action surge (extra attack) and a haste (one extra attack) with the weapon if they use a spell during a turn they also attack.
i love it pLiz!
mmhm-
I just finished typing up my first statblock on homebrewery, how do I save/download and share it?
@rapid latch
- It should auto-save.
- Top bar has all of the navigation stuff. 5th from the right is "Share" where the 2nd thing in the dropdown when hovering over it is "Copy URL".
- If you want to download it, you use the "Get PDF" option, which is 4th from the right.
Thank you
im struggling to find balance in homebrew
here's the place to talk about it
well idk why people think my homebrew is broken op
like urshifu/ogerpon/calyrex with the horses op
People have told you many times, and you don't really listen.
So is this not meant to be OP?
no. i thought it was balanced.
I like homebrew and if i got the chance to share it with the party, i wouldnt mind giving it to them
It will be locked to exploration.
You are incorrect, it is not balanced, it is gamebreakingly unbalanced and overpowered - any character with it would be way too strong, and would outshine everyone else in the party
like the urshifu broken or the sunflora broken?
More than both combined, honestly.
sunflora isnt good in competitive pokemon
I don't know what those words mean and I don't think it matters
is it op broken or up broken?
What does up broken mean
"underpowered"
underpowered broken
that's a nonsense phrase which is not applicable here
like i understand the advice but balanced homebrew is too hard.
I tried to make a homebrew feat, but I can't figure out how to add it to my character. I'm pretty sure I met all the requirements, but it doesn't show up in the "Manage Feats" menu. Anyone know what to do?
run the game you want to play, balancing comes with experience
have you toggled "Allow Homebrew" on DnD Beyond?
beyond that, try the #ddb-support channel
Oh, I forgot that was an option you had to toggle. Thanks!
Putting it as respectfully as I can, Enid, because I would love to see the quality of your stuff improve: I don't think you understand the advice. Your current mindset on homebrew is unlikely to ever be acceptable in a normal game because you do not understand why things are as they are, therefore you do not understand why people dismiss your homebrew entirely. You cannot identify the problem, therefore you cannot solve the problem.
You currently create things by throwing your ideas against the wall and deeming it "fine" without actually considering if it is possibly not fine, which means none of us can relate with your approach. You show heavy bias that you don't care to rectify, and you continuously post things that are broken without ever actually taking any feedback at all, which means that no one can engage with you in a meaningful way because we don't share your opinions. Balancing homebrew isn't as hard as you make it out to be, even though it's hard, but the eternal issue is that you throw way too stuff on any homebrew you do, meaning that it's legitimately impossible to balance because there doesn't exist any sort of baseline to balance off of.
If you want any sort of approval from the community on making balanced homebrew, you need to take a step back and dig into the existing content so that you can understand the mindsets and approaches that people bring. Start small, such as with an uncommon or rare magic item. Look at the existing items of that type and rarity and try to match it along with them. Once you get more comfortable with minor things, you can branch out to larger things that have more moving parts, such as legendary magic items or even feats.
And just like that, Charisma and Constitution stopped being Ability Scores.
If you can't identify it, it's not really possible to help you.
You have to do that on your own.
If you don't understand, you have to look around to try to understand.
It's totally up to you at this point if you'll understand.
I have made a new homebrew that is intentionally imbalanced and ridiculously ludicrous:
https://docs.google.com/document/d/1oUU8VQD-A712o7nOj08rpYVOyPeinegTcZKonIuhB-I/edit?usp=sharing
What's with all the links?
They are for me, if you don't mind me squeezing by and grabbing these
Ah, okay
You can tell which ones are a little undercooked with the missing tooltips lol
Only the first link opens, the rest show "page not found"
Hmm, I saw that also
I'll just post the cards descriptions then, since they aren't published yet
The card's message reads "A free pass".
When drawn from the deck "Manny's Twisted Tarot", this card does the following:
You gain the ability to negate damage once every 24 hours if that damage would be lethal to you.
You gain the ability to cast the spell Animate Dead at will on any and all creatures that you've killed within 1000 feet of you using your reaction.
The card's effects cannot be transferred to a new owner of the card until after it is destroyed. The card's effects cannot be dispelled by Dispel Magic, Antimagic Field or similar magic. If destroyed, the effects of this card are nullified. The only way to destroy this card is (dm's choice).
The card's message reads "Consequences".
When drawn from the deck "Manny's Twisted Tarot", this card does the following:
You lose -2 in all ability scores if you’ve committed any crimes in the last year.
Any creatures you or your allies harm will pass their vulnerabilities to the attacker for 48 hours.
The card's effects cannot be transferred to a new owner of the card until after it is destroyed. The card's effects cannot be dispelled by Dispel Magic, Antimagic Field or similar magic. If destroyed, the effects of this card are nullified. The only way to destroy this card is by #.
By allies does it specifically mean party members, or allied npcs as well that happen to tag along
Allies means allies
Yep, it's just allies
A creature is your ally if it is a member of your adventuring party, your friend, on your side in combat, or a creature that the rules or the DM designates as your ally.
https://www.dndbeyond.com/sources/dnd/br-2024/rules-glossary#Ally
TCE took a while to load
whats TCE?
The card's message reads "???".
When drawn from the deck "Manny's Twisted Tarot", this card does the following:
You gain +18 to Stealth rolls and cannot be targeted by Divination spells. You gain an ability to inspire your allies with a speech that takes 1 minute, giving heroic inspiration upon completion unless you are Frightened. On each turn in combat you have to succeed on a DC 22 Wisdom saving throw or become Frightened of any creature you are fighting until the end of your next turn. You must use your movement speed to move as far away as possible from the source of your fear.
The card's effects cannot be transferred to a new owner of the card until after it is destroyed. The card's effects cannot be dispelled by Dispel Magic, Antimagic Field or similar magic. If destroyed, the effects of this card are nullified. The only way to destroy this card is by drawing all cards from the deck and destroying each normal and reverse card.
Tashas cauldron of everything?
Yeah
The Cowardly Emperor
Lolll, of course it's already something else
Why specifically 18 though
So you can still fail a DC 20 Stealth check, but pass 95% of the time
Wouldn't it be 90%?
D20, 1 out of 20 is 5%
20 - 1 = 19
100 - 5 = 95
You'd have to roll a 1 to fail (at +0 to start), and that's only a 5% chance
Got it
Whew, now everything I'd previously written is updated to the new format. Here's water/Cold damage.
Condensation
You convert liquid in the air into 1 cup of clean water that hovers as a bubble in your hand.
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
For the duration, the water keeps the area around you cool in a 10-foot-radius and you can pass objects such as clothing through it to gently clean them of dirt or dust, though they stay slightly damp afterwards. You can also tell the approximate slope of a surface you are standing on by the water’s tilt, as well as the direction of wind by ripples on its 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.
Rime (Primal Only). Choose a creature you can see within 60 feet. The target must succeed on a Constitution saving throw or take 1d8 Cold damage and have its Speed reduced by 10 feet until the end of your next turn.
Pour. You can fill a cup with the water or drip it onto a surface, after which the water evaporates in 1 minute.
Frostbite. Make a melee spell attack against a creature within reach. On a hit, the target takes 1d6 Cold damage and its Speed is reduced by 20 feet until the end of your next turn.
Ice Shard (Arcane Only). Make a ranged spell attack against a creature within 60 feet. On a hit, the target takes 1d4 Piercing damage and 1d4 Cold damage. It takes an additional 1d4 Cold damage if it moves more than 15 feet on its next turn.
Cantrip Upgrade. The initial Cold damage increases when you reach levels 5 (2d4 or 2d8), 9 (3d4 or 3d8), 13 (4d4 or 4d8), and 17 (5d4 or 5d8).
All I have left is Force, Necrotic, and Psychic, wew!
Tamms, do you intent to change spells in the same way or just cantrips?
Oh, yeah, everything's getting gutted and reworked.
That actually makes a lot more sense 
Looks really good, also perfect for Construct casters XP
The current plan is that "new spells" will only exist at odd spell levels, using the following framework for that progression within themes:
Steps of Magic
- Pre-Cantrip: Comprehension
- Cantrips: Creation / Manipulation
- 1: Operation
- 3: Repetition
- 5: Innovation
- 7: Ascension
- 9: Perfection
It's stuff like this that's illogical:
- Caster A knows how to create a ball of fire that flies towards a location and explodes (Fireball)
- Caster B knows how to create a lasting ball of fire that burns things around it that (Flaming Sphere)
But they don't know each other's spell, despite both being balls of fire
How long would you say, roughly, that it takes to build a new magic/action system (if you were just basing it off of another game)
Yeppp, that's the thing my rework aims to fix.
That is also one of the things that didn't sit well with me when i was making my Way of the Four Elements revision
Keep in mind, this is because every theme is getting a progression, which means that a lot of previously lesser developed themes may get more spells.
"Why can i shape water into a triangle at level 3 but only at level 11 i can shape it into a sphere?"
What would be one of those less developed themes?
You try drawing a perfect circle
An example (that I may or may not keep) is the classic "created structure".
Also, two questions:
- What would be this Pre-Cantrip level?
- Right now, casters advance by preparing spells of the highest spell slot level they have*. How would a caster progress in your system?
-# *And by gaining those higher level spells slots in first place lol
Like "Druid's Grove", "Temple of the Gods", etc?
ludicrous it is then woohooo
So ... Ranger's conclave would work?
Stuff like Tiny Hut, even.
Understandable
Pre-Cantrip level is meant to represent that there's a prerequisite to even use cantrips, with that being understanding how that thing works, which fixes the type of problem with Fireball and Flaming Sphere.
I love the homebrew
I see
What about the progression?
The running idea is that you learn more powerful versions of the spells that kinda "cap" your expenditure on that theme.
I'm probably gonna do away with spell slots and go with something like mana, while fixing the issues that come along with that.
This is more informative than anything else, but if any of y'all have been having trouble making statblocks in 2024 format I found a good site, it has everything from Lair actions to mythic actions, and if you do most of your homebrew on your phone like me all you have to do is turn over to wide-screen and pull on the border to expand.
Falindrith's DnD Monster Maker
https://ebshimizu.github.io/5emm/#/
Y'all have probably found your own methods or found this already but incase any of y'all were still having trouble I figured I'd share.
this is really really useful, thanks a bunch!
Happy to help.
My only problem is how I should do the detailing, I know to start with a frying pan for the general design but all other detailing is something I'm lost on.
I mean personally I would see it looking something like an aged cast iron but instead of it being seasoned with oil it’s seasoned with the cosmos.
Something with a worn silver handle with gold/mythril accents, and the base of the pan decorated with runes to the god of creation who created it.
Maybe even something slightly cheesey as a 1 of 1 icon for something a little silly added to the gods signature lol.
Okay so... I do have an idea i wanna run by the "balanced homebrew gods". Basically its an extra attack on a creature marked by Hunter's Mark. But its gonna be on the first 2d4 rounds and at level 20. I think its pretty balanced.
i could also do 1d8 rounds but i like 2d4 personally
I'd get rid of the 2d4 and just make it always on, but yes, this is significantly more balanced than a lot of other stuff.
you know how 2014 gloom rangers have an extra attack on the first round/turn they take? well i like that but i wanted to expand that for the 2024 ranger since I think its not too overpowered at level 20. especially since thats why people choose gloom for 2014 ranger for optimization
For 2014 ranger, i would have to think about it
but I was planning to have at least add favored enemy and favored terrain back in someway for ranger. and dungeon delver
Yeah, at level 20 getting a free attack every turn against the target of HM is totally fair.
i have other homebrew for ranger but I figured an extra attack on HM'd enemies isnt a op capstone, especially on 2024 level 20 rangers
at level 20 most things are fair lmao, but this is fine yeah. 2d4 would probably make for needless bookkeeping
I would tweak the 13th level feature from 2024 to where its no longer concentration instead of just damage no longer breaking because its way too late to be competing for the concentration slot. I would also add in the 2014 capstone around level 11 because i do like it in theory but i think having it at level 20 is way too late for a feature that is not totally game breaking. And i would put the 2024 capstone around level 9-10 but idk yet.
this is my other homebrew that I would make in terms of how i would rework 2024 ranger
But Capstone wise, i think an extra attack on enemies marked with hunter's mark isn't a super over powered thing. especially since its not at level 3 like 2014 gloom
So... in summary...
Level 9 - Hunter’s Mark adds 1d6 per spell slot above 1st
Level 11 - Add wisdom modifier to damage rolls.
Level 13 - HM does not require concentration.
Level 20 - Extra attack against enemies marked with Hunter’s Mark
not really, per se. i can see Eldritch blast or viscious mockery being chosen quite a bit tbh. but Not broken. Especially I think only one at level one isnt totally unbalanced.
thats fair.
so is it locked to one level one spell?
or is it something they can change out?
Ah okay. Well, Thats fine for me personally.
I can definitely see it being used to grab powerful staple spells from other classes. For example, a Cleric could get Shield
Yes but that also comes with a higher cost. It would require 13 Int, delay of level 3 spells, and loss of your class capstone
Swapping spell lists doesn't really change a whole lot. Casters are still limited in how much they can cast, and spells are balanced by their level.
As per the DMGs guidelines on giving classes another classes spell list.
if its just one spell per level (1 1st level, 1 2nd level, etc.) then its fine
Absolutely. I doubt you'd really break the game but it would raise the power floor for casters a decent bit.
Unless you're DMing for a table that really likes to juice the system for optimization you're fine
I think raising the floor is better than lowering a ceiling
In most cases yes
im talking in general
also i think an actually balanced ranger homebrew
I would also re-work hide in plain sight to where you can move stealthfully without breaking the hiding. so more of a stealth bonus if youre standing still in plain sight
i was thinking a d8 at level 10, level 14 makes it a d10, and d12 at level 17
The proposed change is a little outside of that. The DMG section talks about building new lists and even proposes caution when doing so for Warlocks instead of making every list limitedly universal.
still a wip but i am here.
I think I get the intent. You're proposing changing Hide in Plain Sight such that it:
- Removes the need to camouflage when moving
- Gives a d8 bonus to Dexterity (Stealth) instead of a flat +10
You start with the following equipment, in addition to the equipment granted by your background:
A kriss or sickle.
A component pouch or arcane focus.
A burglar’s pack or a diplomat’s pack.
Leather armor.
A Python tool of your choice.
Five empty vials and flasks.
tthey have halfcasting, using the spells of another homebrew class, the witch,,
tthey use intelligence as their spellcasting ability,,
andd now i can finally get to the actual features,,
Excision
Whether flesh or fruit, spirit or stone, herb or antique, you can gather vestiges of all kinds from the corpses of fallen creatures or stripped from the land in order to fuel your augmented spells or work into your plenty-crafted decoctions.
Per long rest, throughout the day, you may gather a number of powerful raw resources for your unguents and elsewise equal to your Python level + your Intelligence Modifier divided by 2 and rounded down, to a minimum of 1.
Pythonic Modification
Utilizing the raw materials extracted from essentially anything you can derive such from, you can augment your spells to apply altered and additional effects to those you decide to influence with such, most commonly, in order to administer terrible venoms.
actually this is the part i need to work on,,
rright now, the only option for pythonic modification is pythonic blight: After successfully casting a spell that targets any single creature, you may use a vestige and your bonus action to cause that creature to make a Spellcasting DC Constitution Saving Throw or be affected by pythonic blight, taking 1d6 poison damage at the start of each of their turns for three turns, this damage cannot be stacked until level 3.
bbut i'm unsure if i should add more options,,?
as in, instead of just getting pythonic blight at level 1, you have a choice between pythonic blight and like,, something else, i suppose,,
Howdy folks! I've gotten back into writing monster stat blocks after a decently long haiatus, curious what you guys think of these two boss monsters! The first (Al'Nero), can become an ally
They're supposed to emulate Jojo esc battles with plenty of dynamic, moving parts:
It allows casters to intrude on other caster class specialties (wizards with healing, clerics with fireball) without using subclasses or feats
It’s a bit strong if martials don’t get anything
Psi-Bolsterd Knack. When your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can reroll the ability check and roll your Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
is this a too big a buff for Psi Bolsterd Knack?
Oh you add a reroll
I mean
Psi bolstered knack is already
Really good
Imo anyways
I never really thought it needed a buff
It's a bardic basically
I don't consider it insignificant
Did you change soul blades too or just psi bolstered knack
reworking the entire subclass
Psionic Path
3rd level Soulknife feature
Your psionic journey begins. Choose from one of the following paths as seen below.
- Mind Seeker. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus your Intelligence modifier. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6. You have advantage on this attack roll if you dealt damage with the first psychic blade.
The psychic blades damage die increases to 1d8/1d6 at 5th level, 1d10/1d8 at 11th level and finally 1d12/1d10 at 17th level.
- Warden of Psionics. Whenever you take the Attack action, you can cause a melee weapon you are holding to become imbued with psionic energy. You become proficient in this weapon and it deals psychic damage instead of its normal damage type. It also uses your Intelligence modifier for attack and damage rolls, instead of Strength or Dexterity. This weapon leaves no mark on its target if it deals damage. You can also trigger Sneak Attack using this weapon. All the other rules for Sneak Attack still apply to you.
When you damage a creature with this weapon, you can use your bonus action to push the creature backward a number of feet equal to half your rogue level times half you proficiency bonus (rounded down).
it looks better on the homebrewery page trust :P
basically the blades are the same besides added scaling
and the new option is for mainly magical weapon usage
Lol that's fair
9th level is the same
I also hated the Teleportation feature and how it was a random distance though
but teleporting is blade only and a new thing for the weapon
i was thinking on making anywhere within range
so its a buff and nerf ig
actually wait, it isnt
kinda wanna make a shit ton of stat blocks for all the different commoner professions
just a big teleport lol
Psionic Disruption. You can alter your blades and weapons to cause a foe's senses to fail them. When you damage a creature with your Psychic Blades or Warden of Psionics weapon, you can spend and roll a Psionic Energy die to force the target's body to fail them.
Choose from the list below, The target must make a saving throw according to the body part you pick. On a fail, the creature is subjected to an effect based on the body part chosen and takes psychic damage equal to 2 times the result of the Psionic Energy die
also added this but still making the table thingie
Hmm interesting
Level 14: Inescapable Dream
-# Barbarian Subclass Feature
Your presence creates a fracture between reality and dreams.
As a Bonus Action you can target a creature that you can see within 60 feet of you, and choose one of the following effects:
Solitary. If you are in a plane that borders the Ethereal Plane, transport yourself and one the target into the Ethereal Plane. Creatures transported in this way treat this as an Etherealness spell and cannot exit the Ethereal Plane. The effect lasts for 1 minute, after which you are returned to the plane you were in, as though you were using the Etherealness spell. The effect ends early whenever either of you drops to 0 Hit Points.
Presence. If the creature is Frightened of you, for the next minute or until they are no longer frightened of you, they experience the effects of their Frightened condition even when they can’t see you and if they’re immune to Frightened.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
(The subclass revolves around Frightening enemies)
I'm working on my first HB Character, a metallic Plasmoid Tempest Cleric with a bull skull companion working as Armor/Artifact/Moral compass-Sanity stabiliser.
They live in symbiosis.
He's almost play ready but I need to finish up some touches with my DM.
that sounds like it could just be flavor, you don’t necessarily need to HB anything new
That may be true, but it's a lil complicated with my Character.
Osmodius is a misfired spell of a once great Ferromancer that was stabbed in the back mid casting. He was supposed to become a gigantic Blacksmith Iron, but since the conjuring was stopped, he just fell to the ground as an amorphous sludge of Osmium.
His origins take back a thousand years, in a War he had no idea he was a part of.
He layed lifeless on the barren wasteland of what once was a beautiful field.
In his slumber he involuntary sucked up all of the emotions and memories of fallen soldiers, thief's, animals etc..
One stormy night, he was struck by lightning, thus gaining a conscience.
I posted a link in Character discussion to his Character sheet if anyone's interested.
Here's the same link: https://imgur.com/a/lnraDb3
the story does seem quite interesting, but that doesn’t really change how you can run it
I’m currently running a companion that is a childhood pet, I was able to bring it back by learning and using Find Familiar, then found high level summoners who allowed me to train it, so I transform it using Summon Fey, but it gets tired after a while. I then asked my patron for help making him more resilient out of his true form, so the patron gave him a new form through Pact of the Chain
Choose from the list below, The target must make a saving throw according to the body part you pick. On a fail, the creature is subjected to an effect based on the body part chosen and takes psychic damage equal to 2 times the result of the Psionic Energy die.
##### Psionic Disruption Table
| Body Part | Saving Throw | Effect
| Arms | Strength | The creature drops any weapons it is holding and cant pick up any object with their hands and it cannot cast spells with a Somatic component for 1 minute. |
| Legs | Dexterity | The creatures movement speed is reduced to 0, this lasts until the end of their next turn. If the creature uses its legs to attack, it cannot attack. |
| Eyes | Wisdom | The creature is blinded for 1 minute. The creature looses any other sights or senses they may have (E.G. Darkvision, Truesight, Tremorsense) |
| Head | Intelligence | The creature drops concentration on any spells it is holding concentration on. |
| Mouth | Charisma | The creature becomes mute and cannot cast spells with a Vocal component and use any actions that require their mouth for 1 minute |
| GI track | Constitution | The creature becomes poisoned for 1 minute and cannot eat and drink for 1 hour. If the creature does eat or drink during this time, they must make another Constitution saving throw or become poisoned for 1 minute. |```
i think that works
oops forgot to add time for Eye's lost special sight thingie :P
I don’t like the 1 minute single save conditions as usual
I like the concept though
if it doesn’t require concentration, I think it should at least have repeated saves
also, I don’t like calling it GI Tract compared to the other names, but that’s just a nitpick
gastrointestinal track was too long a name lol
I think that’s also not a great name to put there lol
I meant more like you can say stomach or something
I know it’s inaccurate, but it’s more in line with the others
well, wouldnt that require sight or, as this is makes the creatures brain/nerves/whatever the hell say, this isnt working anymore
blindness makes stuff auto fail if it requires sight
saves/checks
eh ig thats for the DM to deside,
hey, id like some feedback on my bbeg, reddit removed my statblock, since i cant post an image do i have to type it all out?
and 9th level done also, made the pyschic blade TP wherever in range of the blades and the other option is a BA teleport attack
you can also put it into a google doc
Your psychic abilites are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
:
***Homing Strikes.*** If you make an attack roll with your Psychic Blades or your Warden of Psionics weapon and miss the target, you can roll one Psionic Energy die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
:
***Psychic Teleportation (Mind Seeker only).*** As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and throw the blade at an unoccupied space you can see within the blade's range. You then teleport to that space, and the blade vanishes.
:
***Mind Echo (Warden of Psionics only)*** As a bonus action, you can teleport to a creature within 30 feet of you and make an attack roll against them. You may choose to stay where you teleported or you may teleport back to your first position.```
aaah smort
its private
its public now
I'm working on a homebrew race (my first one). I would like some feedback if possible. I can post the link to the doc if someone wants to look at it
I can take a look.
Here's the link. It isn't too done, I still have lots to add.
https://docs.google.com/document/d/1C-YJ2RDEaqRRt44A_WvNt92k1lW23ZkwND9Km3HNgJ0/edit?usp=sharing
if its not too much trouble, could you take a look at my bbeg doc?
I have no words except wow
Sure
Good or bad wow
Good
I spent the last few hours on it
Although I have to do a LOT of work with descriptions of things
That's me with my homebrew weapons
Fair. This is my first ever fully from scrap thing I'm doing for D&D
Would you mind taking a look at my latest one?
https://docs.google.com/document/d/1oUU8VQD-A712o7nOj08rpYVOyPeinegTcZKonIuhB-I/edit?usp=sharing
Sure
thats a hilarious weapon