#homebrew

1 messages · Page 16 of 1

faint sonnet
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The one damage type that is stupidly expensive to deal in a mundane way is also entirely negated by a significant portion of the game's monsters. What a winner.

tacit leaf
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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

rotund dirge
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Dude became an adept of Elementalism

faint sonnet
smoky sand
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rework?

digital jetty
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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.

wet yarrow
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Make damage-type versions of every spell, then have them roll for the spells >_>

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Bang zoom, magic is wild again.

rotund dirge
wet yarrow
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Well, theyre still just the spells they find.

faint sonnet
formal jetty
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quick question, where can I post my Character Sheet for ppl to see?

wet yarrow
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Yeah, volcanos have plenty of poison gas. Caves too.

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That's why you bring the canary

tacit leaf
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When I think nature in dnd, I think savage beasts and poisonous plants

stuck raptor
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you can send a link to it

wet yarrow
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Bio-poison tends to be more of a mist than a gas though if its airborne

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Or just worked into things digestive systems / mouths

rotund dirge
#

Just change Tamms' spell name to Poisonous Mist

Case solved

digital jetty
formal jetty
stuck raptor
#

you can upload them to igmur maybe

formal jetty
digital jetty
wet yarrow
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Well, a poison and Poison can be two different things, in a sense

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A poison that hurts fiends could just be doing Radiant

formal jetty
faint sonnet
wet yarrow
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Liquid silver would hurt most organics if ingested lol

rotund dirge
#

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)

formal jetty
stuck raptor
#

Dont forget radiation (SIckening Radiance)

wet yarrow
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It can also be shadow damage, or storm damage, ro whatever.

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The thing that makes it Radiant is the source more than anything.

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It's tied to deities, gods, elder powers, etc.

formal jetty
rotund dirge
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So i think it's fine to mix Poison and Acid like Tamms did, so it could be either:

  • Corroding living creatures
  • Corroding objects
wet yarrow
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Like Zeus' thunderbolt can do Radiant, not Lightning.

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At least, that's how it is in my head lol

stuck raptor
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And i wouldnt restrict dmaage types to something specific. Especially the "extraplanar" ones

rotund dirge
faint sonnet
wet yarrow
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I mean, that'd be neat.

stuck raptor
rotund dirge
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That exists, but i think it would be weird

wet yarrow
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And yeah, split damage is the way

stuck raptor
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no?

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Theres literally a cleric spell that is both fire and radiant

faint sonnet
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Light damage and Holy damage are pretty much the same thing and are more differentiated by the source.

rotund dirge
#

Maybe Ichor could deal Radiant damage when spilled

rotund dirge
wet yarrow
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Gabriel's Sword would still probably deal some slashing

stuck raptor
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I dont see how the god of the forge couldnt deal damage that also not sears the body, but also the soul

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Radiant is not just "holy damage"

rotund dirge
wet yarrow
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It's a sword of "My boss made humanoids and also this sword"

stuck raptor
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also, gabriel would deal radiant and force imo, assuming its Ultrakill

rotund dirge
wet yarrow
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I remember they fought this thing in the astral once

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Rolled a d12 and damage shifted every turn

stuck raptor
wet yarrow
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Including its vulnerabilities, resistances, immunities and what healed it

stuck raptor
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Necrotic also destroys the soul (flavorwise)

rotund dirge
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But it's also kinda silly that despite still being a god, he can't deal Radiant damage just because of his home

stuck raptor
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well, godhood doesnt mean he deals searing light

wet yarrow
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I make archfiends deal radiant too lol

stuck raptor
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Hades draws from death

wet yarrow
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Radiant to me is just "Deity power"

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Necrotic is the realm of death, the Ethereal and the Spirit Legion.

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Demons are not just synonyms, to me anyway

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Radiant is an expression of godliness, which exists in heaven and hell.

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But death, death is the ultimate balance.

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Angels and demons both die. The reaper doesnt.

stuck raptor
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-# technically speaking, hell is the absence of God, but thats not a topic for here

wet yarrow
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Thats only one version of hell too

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And FR alone has 8 lol

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But I like the Shadowfell and the Feywild as the Chaos and Law overlaying reality

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With Positive and Negative and Neutral informed by the Celestials and Fiends and Constructs

rotund dirge
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Isn't Feywild also chaotic?

wet yarrow
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With the Material just being a casserole of nonsense

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Yeah, Feywild is kind of The Chaos Disneyland

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Wild Magic Central

digital jetty
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I could see a world where hellfire was radiant damage

tacit leaf
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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

wet yarrow
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Where the wild things are (tm)

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I like Spellfire and Hellfire when they were expressions of the Weave and Shadowweave

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But there's no shadowweave anymore I dont think

rotund dirge
wet yarrow
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Titania does lol

rotund dirge
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That's an Archfey, right?

wet yarrow
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Yea

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I see druids as pulling on primal power.

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The basic elements, the titans, the stars.

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The things before gods.

faint sonnet
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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).
tacit leaf
#

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

wet yarrow
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Arcane is the weave, divine is the deities, eldritch is stolen or forgotten power, psionic is awakened power.

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I haven't seen a lead cover being described in a spell in 3 editions lol./

rotund dirge
wet yarrow
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It does seem to ribbon step on prestidigitation some, but its themed and harmless

wet yarrow
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It was never the same since they split it into like 3 cantrips anyway lol

faint sonnet
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Oh, I mean I'm killing it for my purposes maniacevilgrin

wet yarrow
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Yeah, I support it.

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As written its just kind of a mess of "Be a wizard thematically"

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Not a lot of beef, all ribbon

faint sonnet
rotund dirge
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Totally not biased, but they also look like SKT/Rune Scribe UA runes bg3Astarion

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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

faint sonnet
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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.

rotund dirge
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That's actually a very nice idea

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But what are you doing to do with cantrips that can't (easily) fit into a theme, like idk, Mage Hand?

wet yarrow
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Subclass feature >_>

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Or Feat, at that

faint sonnet
smoky sand
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is there a hex blade or bladesinger for sorcerer homebrew yet

faint sonnet
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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.

rotund dirge
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I'd say Mage Hand is more Psychic, like the feat

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Like a minor Telekinesis

slate raven
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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

faint sonnet
slate raven
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Oh true Arcane Trickster has a feature to do something similar

torn quest
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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)

rotund dirge
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If you're the DM, you can simply not accept his changes

faint sonnet
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BM got updated with the new rules and is still quite powerful.

rotund dirge
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It's wrong that he simply changed the subclass without asking you in first place

slate raven
rotund dirge
torn quest
torn quest
slate raven
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Don't spend all die in one round lmao

faint sonnet
slate raven
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Thats like a 2014 Paladin smiting every attack and then complaining they're out of slots

torn quest
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IKR

faint sonnet
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In terms of "does this need to be changed?" the answer is "no".

slate raven
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Superiority Dice are short rest also aren't they? Unless 2024 changed that

faint sonnet
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Still SR, ya

torn quest
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im using 2014 rules anyway so yeah SR

faint sonnet
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Oh, in that case BM is SUPER strong still and is easily top 3.

rapid latch
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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.

vestal trail
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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?

rapid latch
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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.

vestal trail
rapid latch
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If it's just the description then fire away.

vestal trail
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Bet

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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.

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For anyone who really wants it^

rapid latch
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So this is the Necronomicon warlock subclass? Or Gale from BG3 if he was a Warlock?

vestal trail
rapid latch
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This is meant for a roughly CR 2 Celestial statblock.

vestal trail
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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.

rapid latch
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Fair.

vestal trail
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Cool name though.
LANTERN ARCHON
sounds like a celestial emmisary or smth along that line

stuck raptor
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lantern archons are just that iirc, if im remembering old edition lore correctly

vestal trail
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Damn I am on point.

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That's a first.

vestal trail
tough sorrel
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what abilities do you think 3 kobolds in a trench coat would have as a playable race

olive harness
tough sorrel
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the problem is how would that work ARGendoHmm

olive harness
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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

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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

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There's a bunch that you could do

olive harness
tough sorrel
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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

olive harness
olive harness
tough sorrel
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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

remote lance
olive harness
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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

tough sorrel
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the downside is pricy: you require 3 times the amount of equipment

olive harness
remote lance
broken karma
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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?

olive harness
fierce dome
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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."

tough sorrel
remote lance
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You could also only take 1/3 damage when separated

tough sorrel
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i also think its weird to think of only 1 kobold attacking while the other 2 just run around

olive harness
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It makes more sense to track their health individually

remote lance
tough sorrel
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but then what would u do when they are in the coat

remote lance
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But yeah, resistance to all damage sounds better

olive harness
tough sorrel
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like it ruins the roleplay to always ask what part of the body do you attack

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also then you take a ton of damage from aoe spells

olive harness
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A magic caster has to track up to 9 different amounts of specific spell slots, so how hard could tracking 3 hps be?

remote lance
olive harness
tough sorrel
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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

olive harness
olive harness
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So might as well keep track of the 3 individually at all times regardless of them being together or not

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But you do you in the end

remote lance
tough sorrel
olive harness
olive harness
tough sorrel
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eh whatever lets just say as there stacked they overlap enough

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i like the idea of them each getting an action when split but also haveing disadvantages

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like each requireing there own items and each only haveing a smaller hp pool

olive harness
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There you go, that works

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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

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And the other two that run off have a belt's worth of gear

tough sorrel
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oh yeah and they still only get 3 total atunement slots

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so they cant each have3 magic items

olive harness
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Sure, for balance

fierce dome
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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."

sonic ledge
#

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

fierce dome
rotund dirge
#

Or perhaps something similar to Barbarian's Danger Sense?

fierce dome
rotund dirge
#

I need to check this lol

fierce dome
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Check the gmbinder link I just dropped

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The fluff isn't very good but I've gotten very fond of the mechanics very quickly

rotund dirge
#

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

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After all, you're a full caster, you'll probably be casting spells every turn and forcing creatures to make saving throws

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Not including the fact it has no limit, so you can use AoE spells to give multiple creatures the Poisoned condition at once dndLol

fierce dome
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It's a one round poisoned and mercy monk can do essentially the same largely for free

steep hazel
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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

rotund dirge
fierce dome
#

No but a monk can hit four creatures a turn

rotund dirge
#

It's only once per turn

fierce dome
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Oh right

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Hmmmmm

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I need to look at druid AOE spells

rotund dirge
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But i'm thinking about stuff like Entangle, which forces creatures to make saving throws every turn for 1 minute

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So if somehow you manage to get a creature entangled for the whole minute, you did 10d6 Poison damage + perma Poisoned

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While also healing 10d6 per creature

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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

fierce dome
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Good reason to take elemental adept haha

rotund dirge
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That's fair, but i wouldn't make your subclass too dependant on a single feat

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I'd just add it to your subclass instead

rotund dirge
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So smth like turning Immunity into Resistance and Resistance to normal damage

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Though that may be illogical

nova basin
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You gotta be careful with ignoring immunity

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Immunities are often inherent to the design of a creature

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Like ignoring fire immunity on a flame elemental doesn't make sense

rotund dirge
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Yeah, it doesn't really make sense to poison a Construct, for example dndLol

nova basin
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Condition immunities, sure, but damage immunities are more about logical sense than mechanics

true forge
#

just make resistance no more and treat immunity as resistance :P

nova basin
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Werewolves are weird in that case but yk

rotund dirge
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Same for Psychic damage

true forge
#

🤷‍♂️

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why can a fighter swing a sword that many times in 6 seconds

fierce dome
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"immunity as resistance" is something I never do in homebrew. It's too nonsensical

nova basin
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I think there are specific cases where it can work but as soon as you step outside of those cases it gets weird

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I still think condition immunity bypass is okay

nova basin
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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

spare stirrup
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couldn't you have something like Grym from BG3 that has immunity until it's superheated? Or anything with similar mechanics.

true forge
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i mean, when i make a damage type based subclass, i add it, but for other things i dont do that

faint sonnet
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The major thing I dislike about bypassing or downgrading immunity is that it's a very shortsighted design.

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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!"

nova basin
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I make it a very late feature if ever

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I think it makes sense for a tier 4 monoclass to have access to some foolishness

rotund dirge
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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?"

faint sonnet
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"But my subclass is useless against this otherwise!"
"Yeah, that sometimes happens."

wet yarrow
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"If you aren't awesome without the feature..."

true forge
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like capstone or 2nd to last feature

faint sonnet
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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.

wet yarrow
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Every immunity sets walls around the options. Vulnerabilities set lighthouses.

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Players play in between those spaces.

spare stirrup
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what if you have a mechanic that the immunity rotates so like one turn it's fire then the next cold

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🤔

wet yarrow
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Anything used purposefully is okay to try changing.

nova basin
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Adding complexity doesn't address the design flaws

wet yarrow
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Worst case scenario, it breaks everything.

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But until you test it, it's just armchair.

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Ultimately, a good mechanic is built on a lot of okay ones

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Try it on a boss, see how it does, take notes mentally

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Or have it as a potion, eventually a wand, maybe we make a subclass around this, etc

faint sonnet
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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.

wet yarrow
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"There are 13 races but one is extinct" "I have one question..."

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Flip table jpg etc

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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 🤔

spare stirrup
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maybe a google doc and send the doc link

wet yarrow
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Oh, it's like 2,500 words and counting and just kind of meandering thoughts

stuck raptor
wet yarrow
true forge
fierce dome
spare stirrup
rotund dirge
# true forge

what is its major flaws besides lack luster damage and being a Rogue?

fierce dome
spare stirrup
#

Ohh

tacit leaf
spare stirrup
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I wasn’t even alive then 😭

true forge
fierce dome
spare stirrup
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I don’t know what that is either

spare stirrup
faint sonnet
#

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).
rotund dirge
faint sonnet
plush flame
faint sonnet
#

Starry Wisp, Faerie Fire, Shining Smite, etc.

plush flame
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interesting

rotund dirge
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It actually makes sense though

midnight elk
#

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?

rotund dirge
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That depends a lot

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If that's the damage of the weapon alone or including class/subclass features, for example

rotund dirge
#

Definitely

midnight elk
#

The thing I mentioned was a suggested form.

#

One of the forms just straight up ignores immunities.

rotund dirge
#

A level 11 Paladin with a Flame Tongue Greataxe + Elemental Weapon deals

1d12 Slashing + 2d6 Fire + 1d8 Radiant + 1d4 (Elemental)

rotund dirge
#

So i'd say what you suggested for a single weapon is indeed kinda broken

#

Nvm it's Legendary

midnight elk
midnight elk
#

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...

stuck raptor
#

form changing isnt too op

rotund dirge
#

The rest of the features/properties kinda are

#

I'd probably make it an Artifact ngl

midnight elk
stuck raptor
#

yeah, not really OP

#

i can see like, maybe 2-3 forms that always come up

midnight elk
#

1d12 bludgeoning, 1d6 radiant, 1d20, 1d6 fire and 1d6 force damage per hit

stuck raptor
#

seems unconventional

smoky sand
#

what makes for a balanced homebrew?

rotund dirge
#

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

rotund dirge
#

Don't deal 1d4 damage with a level 9 spell or 20d10 with a level 1 one

smoky sand
#

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?

stuck raptor
rotund dirge
#

Oh, that's cool!

smoky sand
#

i love it!

true forge
polar perch
#

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.

slender olive
#

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
livid adder
#

Did you use AI to make that?

livid adder
# slender olive Guys, is this magic item good to go? . # Pendant of the Computer Angel *Wondrou...

Suggested Refinements

  1. 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.)

  1. 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.

  1. 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.

  1. Crafting Adjustments (if bumped to rare):

Rarity: Rare

Crafting Time: 50 hours (6.25 workdays)

Crafting Cost: 500 gp

true forge
#

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

slender olive
# livid adder Suggested Refinements 1. Wording Consistency (5e style): Instead of "Intellige...

References:

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.
slender olive
tacit leaf
rotund dirge
livid adder
stuck raptor
#

Reminder that AI generated content isnt allowed on here

rotund dirge
#

I was just joking dndLol

slender olive
#

No AI used, this is human art

stuck raptor
#

that also includes text, not just "art"

slender olive
#

Art entails all forms of creation, not just painting

stuck raptor
#

Not what i meant

#

Any and all AI generated content (including stuff from like, GPT) isnt allowed on here

slender olive
#

As aforementioned, this is not GPT or any LLM-generated, presumptious much?

stuck raptor
#

Merely a reminder, once again

slender olive
#

Mini-modding

stuck raptor
#

...

vestal trail
#

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?

slender olive
wet yarrow
#

Lv 1 as in lv 3?

slender olive
#

I'm importing D&D items into CR now

vestal trail
wet yarrow
#

My mind went suddenly blank on when Locks get their subclass lol

stuck raptor
wet yarrow
#

Thanks, he's a criminal

vestal trail
vestal trail
vestal trail
wet yarrow
#

My mind went to Eldritch and Warlocks and the Weave, and all I can think of is bad fortune, fate weaving and curses.

slender olive
vestal trail
vestal trail
#

Another thing that might help is that I'm going more defensive than offensive

slender olive
vestal trail
#

Nah 2024, what did I say wrong?

slender olive
vestal trail
#

Puppet?

slender olive
#

Not 1st

slender olive
vestal trail
#

Yeah I got pulled on that already srry about that mate

vestal trail
slender olive
slender olive
# vestal trail Hey, I'm making a weave/magic centric (more so than usual) warlock subclass and ...

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.

vestal trail
#

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?

vestal trail
#

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.*

true forge
slender olive
vestal trail
true forge
#

just say subclass

true forge
#

when you choose these subclass at 1st level

vestal trail
vestal trail
true forge
#

oh wait

#

this is really bad

vestal trail
#

Go on

true forge
#

you do know Eldritch Sight is an innvocation yes?

vestal trail
#

Fu

#

God damn it

true forge
#

the one were you can cast detect magic innately

vestal trail
#

Cya my girl and I have dinner

slender olive
# vestal trail Your thoughts on it?

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
slender olive
slender olive
pearl river
#

Playing Laserllama’s Visionary Psionic so I can drop marbles on people’s heads

azure cloak
#

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.

stone fjord
#

Would an Oathbreaker who controls fiends instead of undead be too strong? Like the 3rd level control feature is for fiends instead of undead.

scenic urchin
#

control undead is already too strong

true portal
stone fjord
#

Okay

stone fjord
true portal
stone fjord
#

I mean power wise

true portal
stone fjord
#

I assume you mean dependent on the party? Like with turn undead and such or blood hunters who specialize in firnds

scenic urchin
#

if theres a lot of fiends its probably more powerful

true portal
stone fjord
#

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

scenic urchin
#

higher tier undead are mainly scary to PCs, higher tier fiends are general powerhouses

stone fjord
#

Hmmmm

scenic urchin
#

but if theres only like 1 fiend in the entire campaign, then obv not worth the tradeoff

true portal
stone fjord
#

Right, depending on the numbers is important

true portal
stone fjord
#

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

true portal
stone fjord
#

I am the DM

true portal
#

that changes things

stone fjord
#

Do you think that the control feature should be lowered?

#

Like half of your level to CR control?

true portal
#

fiends arent THAT much stronger

stone fjord
#

Sounds good then

#

Thanks

#

Will finish the Demon Paladin subclass tomorrow

slender olive
# stone fjord Would an Oathbreaker who controls fiends instead of undead be too strong? Like t...

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

bitter whale
#

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.

chilly jewel
#

No sight requirement?

slender olive
# bitter whale does this look balanced ? its a ppaladin chanel divinity: Clensing flame: As a ...
  • 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

scenic urchin
#

doing damage with no attack roll or saving throw isn't paladin's hat either

bitter whale
# slender olive - The most problematic aspect is removing all resistances for a full minute. In ...

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

chilly jewel
#

is this a sub to do with contamination or some or sterilization i guess

bitter whale
#

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.

slender olive
slender olive
peak inlet
#

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

peak inlet
#

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

graceful robin
#

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

midnight elk
midnight elk
#

@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.

wet yarrow
#

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.

graceful robin
wet yarrow
#

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

empty vine
#

I just thought of wild thing, making subclass to 2014 that are the benefits of the 2024 version

grim lark
#

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.

unique parrot
stuck raptor
#

Hostile and enemy are both used in official wordings

unique parrot
#

for 1 dose, "lose 1d6 hp" should be "take 1d6 poison damage" that can't be reduced

#

ah, nvm then

grim lark
#

Youre right I should define the life loss

unique parrot
stuck raptor
#

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.”

grim lark
#

Yea, I wasn't necessarily trying to force targeting, I figured that there's no need

unique parrot
grim lark
#

Any ideas for a name?

unique parrot
#

Because goblin A is dead and no longer the closest enemy

unique parrot
obtuse ember
#

Big snake as a species
No arms or legs just a big smart snake

wet yarrow
#

Lung Dragons, Leviathan and Jormungand come to mind

hexed solar
#

@lethal shard so it is for a forest in the first "chapter" of your session, but how high level would the characters be?

#

roughly

lethal shard
#

Level 1-2

#

Roughly

#

Its sort of a "tutorial" for fighting and the special battlesystem i'm working on

golden temple
#

oh,,?

#

wwhat battlesystem is it that you are working on,,

golden temple
#

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,,

hexed solar
#

ooo thats a fun concept

golden temple
#

:3

#

tthe main thing here is to figure out how to balance the damage taken to become ignited,,

hexed solar
#

you could always have it be a second life sort of thing

golden temple
#

wwdym,,?

hexed solar
#

if the creature dies by radiant or fire damage it comes back as an ignited creature

golden temple
#

mmmh unsure,, hm,,

hexed solar
#

fair

#

you could also do it at half health, and they become ignited with the remaining health

golden temple
#

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,,

golden temple
hexed solar
golden temple
#

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,,

hexed solar
#

depends really on the creature's hit points I feel like

golden temple
#

ah let me get that,,

nova basin
#

So this ignite thing, is it a self sacrificial effect or just a buff

golden temple
#

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,,

hexed solar
golden temple
#

nnot like directly, but like, because they're getting hit with an attack by an agent of immolation,,

hexed solar
#

fair

golden temple
# hexed solar depends really on the creature's hit points I feel like

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,,

hexed solar
#

so the savage and parasitized have natural resistance to radiant and fire?

golden temple
#

tthey all do but yes,,

hexed solar
#

normal dnd rules they would take half damage but I dont know if you would want to change that or not

tired dagger
#

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

golden temple
#

oh

tired dagger
#

this is a level 2 spell

#

made exspecially for a paladin

golden temple
hexed solar
golden temple
#

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,,

smoky sand
#

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.

lunar horizon
#

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.

true portal
#

it does look cool tho

lunar horizon
#

well its in order so if you roll a one you get the first option and so forth

unique parrot
lunar horizon
#

so more damage you say?

#

but these are curses btw that my players will recive

unique parrot
#

So special forms of existing spells?

lunar horizon
#

kind of

#

because i made 4 curses and each has a sertain roll to play

unique parrot
#

Are these added to their spell lists or are these cast through a different means?

lunar horizon
#

its adeded to thir spells list they can do whwneever

unique parrot
#

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

lunar horizon
#

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

smoky sand
#

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

unique parrot
lunar horizon
#

dw im used to it

#

and its not going to be used often hopefully

golden temple
#

oh,,?

#

is that Damage Over Time i see,,?

lunar horizon
#

maybe...👉 👈 \

golden temple
#

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,,

lunar horizon
#

i have all my spell saved in dnd homebrew

golden temple
#

mmmh what do you mean-

true portal
lunar horizon
#

dnd beyond

golden temple
#

ppreferably not i don't like it 😭

#

BWAHHH

lunar horizon
#

hahaha yeahhh

golden temple
lunar horizon
#

very nice

torn fjord
golden temple
#

oh i remember this,,

torn fjord
#

ye, not the first time I shared it, but I made some changes since then

smoky sand
#

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?

true portal
smoky sand
#

Which part starts the "broken"-ness of the homebrew

true portal
smoky sand
smoky sand
#

do you want the first version or the second version?

smoky sand
#

first version is awesome

smoky sand
#

i really love swarmkeeper!

true portal
#

you sure this aint a joke?

smoky sand
true portal
smoky sand
#

I literally am the one person who will personally talk about rangers on end. I have done that.

smoky sand
#

Theyre fun to play and i think theyre neat

faint sonnet
#

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.
faint sonnet
wet yarrow
#

Sonar?

faint sonnet
#

Hmm, I feel like giving a functional level of sonar would be a bit too powerful.

wet yarrow
#

Like a kind of infravision but maybe it just gives direction not distance

#

But it does kind of just feel like other Tremorsense

faint sonnet
#

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.

wet yarrow
#

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.

smoky sand
#

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

faint sonnet
smoky sand
#

Also my homebrew doesnt work with fighters

wet yarrow
#

Far sight? Lol.

#

I dunno how esoteric to get with water spells that dont just mess with water

faint sonnet
#

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".

wet yarrow
#

Bottle could temperature shift as needed to provide some environmental protection maybe

#

Or water vapor can be used for obfuscation / stealth aid.

faint sonnet
#

Staying cool is definitely on my list as a sort of side thing, yeah.

bitter whale
smoky phoenix
#

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

rotund dirge
smoky phoenix
golden temple
#

interesting,,

#

one thing i must add, taking animal handling away from wisdom casters is not something i'd recommend,,

silver iron
#
  • 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.
golden temple
#

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,,

smoky phoenix
silver iron
#

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

golden temple
smoky phoenix
#

technical jargon or riddled speech, or grafitti on a wall that is partially unreadable

smoky phoenix
silver iron
#

Then I would recommend calling it Decode or something like that

smoky phoenix
golden temple
#

llinguistics,,,

smoky phoenix
golden temple
#

i think that one makes sense as an int but i'm against having taming be int,,

smoky phoenix
#

I want to make INT more useful ability

golden temple
#

again, as aforesaid, mechanically you're taking it away from druids, rangers and nature clerics,,

#

tthere are better ways of doing that,,

smoky phoenix
golden temple
#

nnnot really,,

#

it just takes away from ability scores necessary for them,,

#

wwisdom is probably the best balanced ability score in usual 5e regardless,,

faint sonnet
silver iron
#

I feel like it would just make intelligence classes be relied on more for checks

#

skill monkey wizard

smoky phoenix
golden temple
#

i find history to be useful in my games, investigation, but that's basically it for things that are the normal int uses,,

faint sonnet
#

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.

golden temple
#

i feel as though that for nature and animal handling, intelligence and wisdom come hand in hand,,

scenic urchin
#

They're also useful for exploration, if designed into the exploration part of your game

faint sonnet
#

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.

scenic urchin
#

Often times knowing the origin of a statue in a dungeon doesn't contribute at all to conquering that dungeon

smoky phoenix
faint sonnet
#

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.

silver iron
#

Wisdom is also common sense, not just senses

golden temple
#

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,,

rotund dirge
faint sonnet
#

Animal Handling, Medicine, and Survival are three skills that also rely on the same type of thing that Nature does, hence being underused.

scenic urchin
#

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

faint sonnet
faint sonnet
golden temple
#

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,,

golden temple
scenic urchin
#

i mean its a thing you can solve in a session zero, but homebrewers have no session zero

golden temple
#

mmmh wdym 😭?

golden temple
scenic urchin
#

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

digital jetty
#

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

scenic urchin
#

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

golden temple
#

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,,

digital jetty
#

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.

faint sonnet
# faint sonnet Because I'm drawing a blank, I need a bit of inspiration on a potential passive ...

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.

tacit leaf
#

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

faint sonnet
#

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.

scenic urchin
#

that was a common situation in old school dungeons

#

its ... not something i miss

faint sonnet
#

I was gonna say it's definitely a dungeon tool dndLol

scenic urchin
#

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"

faint sonnet
#

I'm a firm believer that creating tools that have very little cost to use or integrate ends up with them being used more.

smoky sand
#

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

digital jetty
faint sonnet
digital jetty
peak inlet
peak inlet
#

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

faint sonnet
smoky sand
faint sonnet
golden temple
smoky sand
golden temple
#

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,,

smoky sand
#

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!

golden temple
#

mmhm-

rapid latch
#

I just finished typing up my first statblock on homebrewery, how do I save/download and share it?

faint sonnet
#

@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.
rapid latch
#

Thank you

smoky sand
#

im struggling to find balance in homebrew

rancid basalt
#

here's the place to talk about it

smoky sand
#

well idk why people think my homebrew is broken op

#

like urshifu/ogerpon/calyrex with the horses op

faint sonnet
rancid basalt
smoky sand
#

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.

rancid basalt
#

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

smoky sand
#

like the urshifu broken or the sunflora broken?

faint sonnet
smoky sand
rancid basalt
#

I don't know what those words mean and I don't think it matters

smoky sand
rancid basalt
#

What does up broken mean

faint sonnet
#

"underpowered"

smoky sand
#

underpowered broken

rancid basalt
#

that's a nonsense phrase which is not applicable here

smoky sand
#

like i understand the advice but balanced homebrew is too hard.

polar perch
#

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?

rancid basalt
#

run the game you want to play, balancing comes with experience

#

have you toggled "Allow Homebrew" on DnD Beyond?

polar perch
faint sonnet
# smoky sand like i understand the advice but balanced homebrew is too hard.

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.

wet yarrow
#

And just like that, Charisma and Constitution stopped being Ability Scores.

smoky sand
#

i have the bias?

#

towards swarmkeepers?

faint sonnet
#

If you can't identify it, it's not really possible to help you.

#

You have to do that on your own.

smoky sand
#

i dont understand.

#

i dont have bias?

faint sonnet
#

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.

midnight elk
midnight elk
#

What's with all the links?

pearl sail
#

They are for me, if you don't mind me squeezing by and grabbing these

azure cloak
#

You can tell which ones are a little undercooked with the missing tooltips lol

pearl sail
#

Only the first link opens, the rest show "page not found"

azure cloak
#

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 #.

pearl sail
#

By allies does it specifically mean party members, or allied npcs as well that happen to tag along

stuck raptor
#

Allies means allies

azure cloak
#

Yep, it's just allies

stuck raptor
azure cloak
#

TCE took a while to load

smoky sand
#

whats TCE?

azure cloak
#

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.

smoky sand
#

Tashas cauldron of everything?

rotund dirge
#

Yeah

azure cloak
#

Lolll, of course it's already something else

azure cloak
#

So you can still fail a DC 20 Stealth check, but pass 95% of the time

rotund dirge
#

Wouldn't it be 90%?

azure cloak
#

D20, 1 out of 20 is 5%

rotund dirge
#

20 - 1 = 19

100 - 5 = 95

azure cloak
#

You'd have to roll a 1 to fail (at +0 to start), and that's only a 5% chance

rotund dirge
#

Got it

faint sonnet
#

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!

rotund dirge
#

Tamms, do you intent to change spells in the same way or just cantrips?

faint sonnet
#

Oh, yeah, everything's getting gutted and reworked.

rotund dirge
#

That actually makes a lot more sense dndLol

azure cloak
faint sonnet
#

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
rotund dirge
#

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

azure cloak
#

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)

faint sonnet
rotund dirge
#

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

faint sonnet
rotund dirge
#

"Why can i shape water into a triangle at level 3 but only at level 11 i can shape it into a sphere?"

rotund dirge
rocky vapor
faint sonnet
rotund dirge
rotund dirge
smoky sand
faint sonnet
rotund dirge
#

Understandable

faint sonnet
smoky sand
#

I love the homebrew

rotund dirge
faint sonnet
#

I'm probably gonna do away with spell slots and go with something like mana, while fixing the issues that come along with that.

rapid latch
#

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.

tacit leaf
rapid latch
#

Happy to help.

midnight elk
topaz axle
#

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.

smoky sand
#

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

faint sonnet
smoky sand
#

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

faint sonnet
smoky sand
tacit leaf
#

at level 20 most things are fair lmao, but this is fine yeah. 2d4 would probably make for needless bookkeeping

smoky sand
#

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

smoky sand
#

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.

restive tusk
#

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

wet yarrow
#

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.

smoky sand
#

if its just one spell per level (1 1st level, 1 2nd level, etc.) then its fine

restive tusk
#

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

smoky sand
#

I think raising the floor is better than lowering a ceiling

restive tusk
#

In most cases yes

smoky sand
#

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

restive tusk
smoky sand
#

still a wip but i am here.

restive tusk
golden temple
#

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,,

craggy oxide
#

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:

https://www.gmbinder.com/share/-O_Yg0I9w20w6cQsz0L9

unique parrot
#

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

true forge
#

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?

chilly jewel
#

Oh you add a reroll

#

I mean

#

Psi bolstered knack is already

#

Really good

#

Imo anyways

#

I never really thought it needed a buff

true forge
#

at later levels yeah

#

but 1d6-1d8 is abit meh

#

imo

chilly jewel
#

It's a bardic basically

#

I don't consider it insignificant

#

Did you change soul blades too or just psi bolstered knack

true forge
#

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

chilly jewel
#

Lol that's fair

true forge
#

9th level is the same

chilly jewel
#

I also hated the Teleportation feature and how it was a random distance though

true forge
#

but teleporting is blade only and a new thing for the weapon

true forge
#

so its a buff and nerf ig

#

actually wait, it isnt

gloomy flower
#

kinda wanna make a shit ton of stat blocks for all the different commoner professions

true forge
#

just a big teleport lol

true forge
# chilly jewel Did you change soul blades too or just psi bolstered knack

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

chilly jewel
#

Hmm interesting

peak inlet
#

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)

formal jetty
#

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.

peak inlet
formal jetty
# peak inlet that sounds like it could just be flavor, you don’t necessarily need to HB anyth...

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

peak inlet
#

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

true forge
# true forge ***Psionic Disruption.*** You can alter your blades and weapons to cause a foe's...

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

peak inlet
#

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

true forge
peak inlet
#

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

true forge
#

eh, makes no sense for poisoned

#

maybe Liver?

peak inlet
#

or gut

#

Guts

true forge
peak inlet
#

so it ends if you blink?

#

idk what it means when you say it requires sight

true forge
#

blindness makes stuff auto fail if it requires sight

#

saves/checks

#

eh ig thats for the DM to deside,

peak inlet
#

I meant you redo the checks to remove the condition

#

at the end of every turn

true forge
#

ig

#

ah well

#

should be fine now

gilded citrus
#

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?

true forge
#

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

true portal
true forge
#
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.```
gilded citrus
#

aaah smort

true portal
#

its private

gilded citrus
#

its for aparty of 7-10 people

#

L

#

theyll be level 12 when theyfight him

gilded citrus
surreal parrot
#

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

surreal parrot
gilded citrus
#

if its not too much trouble, could you take a look at my bbeg doc?

surreal parrot
midnight elk
surreal parrot
#

I spent the last few hours on it

#

Although I have to do a LOT of work with descriptions of things

midnight elk
surreal parrot
gilded citrus
#

thats a hilarious weapon