#homebrew
1 messages · Page 19 of 1
evidently
This is actually one of the more tame things they've posted
Do you wanna see version one of my ranger overhaul homebrew?
i post unhinged homebrew
if it isnt stupid like that weapon thing sure
I’m sure anyone interested could just look up to the last time you posted it
oh
okay
Repeatedly posting the exact same thing I’d be wary of for being considered advertisement or spam
Was looking through the Bone Wizard homebrew subclasses they seem pretty cool
Ranger –
Favored terrain and favored enemy – level 6, 10, 14 gets extra 2 terrains and enemies, all terrains and enemies available at level 20 (know how far the favored enemies are and if they are hiding) (advantage on survival and perception on them)
Expertise on Animal Handling, Survival, and Nature at level 2
Hunters Mark (pb casting for free, still bonus action to cast) doesn’t require concentration at level 2 and scales up in damage (+1d6 per spell slot level above one) up to ninth level, does not require bonus action to transfer to new enemy, gain advantage with every attack on enemies marked by hunter’s mark at level 13, changes to d8 at level 7, d10 at level 11, and d12 at level 15.
Favored foe – does not require concentration and gives 1d4 extra damage for first attack that hits on turn, improves to 1d6 at level 6, 1d8 at level 10, 1d10 at level 14, 1d12 at level 17
Expanded spell list for all rangers (from Tasha’s) now added instead of replacing any feature (can replace any spell from this feature if spell is already in spell list for character)
Gain uncanny dodge at level 5 and evasion at level 7
Beastmaster – Extra attack works with the animal (ranger gets two attacks and beast gets one attack on the same action)
Level 5 - Hunter’s Mark adds 1d6 per spell slot above 1st
Level 11 - Add wisdom modifier to damage rolls.
Level 13 - HM grants advantage on the enemy as well.
Level 17 - HM grants advantage to history checks to any enemies marked with hunters mark.
Level 20 - Extra attack against enemies marked with Hunter’s Mark
Treat every second attack that connects as a critical hit at level 17
Gains 1d12+1d10+1d8+1d6+1d4 additional weapon damage on all attacks at level 20, can use reaction to make total attack maximum damage PB times
Extra attack at level 5, 11, and 18
Gain Dungeon delver (with a +1 to int or wis to max of 20), at level 1
It is actually worse and not of substance
this is version 1.0 i had planned. but the final version one is unhinged
still needs polishing for HM but i got it pretty much in my head
Anyways, who here has homebrew they’d like feedback on or to discuss?
do you want honest criticism and feedback or are you just making things ludicrously powerful for the sake of your own enjoyment
depends.
i love feedback
yeah i was trying to make a weapon summoning spell a la flame or shadow blade but as more of just a way for casters to use strength weapons i guess?
heres what I got so far and I know its lowkey garbage but i think it could be interesting if reeled in properly
Conjured Armaments
2nd level Conjuration
Casting Time: 1 Action
Duration: 8 hours
Components: S, M (A piece of metal, stone, wood, or bone)
Casting this spell creates a corporeal weapon in your hand.
You can replicate any weapon using this spell, the weapon retains its damage die, damage type, and its weapon mastery but loses all other properties when created.
You are considered proficient with this weapon and its mastery while holding it, and may use the spellcasting modifier used in its casting in place of Strength when making attack and damage rolls. This weapon is considered magical for the purposes of overcoming resistances.
At higher levels:
Casting with a spell slot of 3rd or 4th level allows the weapon to retain its properties and gain a +1 to attack and damage rolls. This bonus increases to +2 with a 5th level slot, and +3 with a 6th level slot or higher.
this is really bad
I’d refer the the last few times you posted this thing with no noticeable changes
rangers get hunters mark to offset the extra attacks of fighter, remove that
extra damage for nothing is insane, remove that
history advantage for a combat spell is useless
free feat is too strong
beastmaster already gets extra attacks
uncanny dodge and evasion are lacking for a reason, remove that
doesnt require concentration from start but then again at 13? confusing and redundant, remove that
3 expertise is OP, remove that
all this and you still went with favored terrain
So it's basically a better magic weapon spell
This might need some refinement but I like the intent. The main issue I’m seeing is the property loss. Would this mean ranged weapons lose the ranged properties? Crossbows lose the loading and ammunition properties? Greataxes lose the two-handed property? Etc
basically
i re-read it after I wrote this earlier today and went "oh wait, ranged weapons" but didnt feel like editing lmao
but techinically "ranged" is not a property, so it gets around it ig
idk if the removal is necessary at all, i just wasnt trying to make it like, OVERTLY dominant over magic weapon or flame/shadow blade
its still a wip
if you did everything i suggested you'd have base 2024 ranger
I love favored terrain and favored enemy
Trying to think on 15th and 18th level features for this lightning based fighter (which makes all weapon's thrown and able to slow people)
like i get that new true strike kinda fills the niche this is aiming for, but some casting martials dont get the cantrip as an attack thing so this aims to fill that gap
just cant figure out how to balance it
Range is a property, actually
https://www.dndbeyond.com/sources/dnd/br-2024/equipment#Properties
cuz it is definitely slightly overtuned ?
well it is, but not in the same way
like a cross bow's "properties" are 2 handed and loading
It would still be ignored in the same way by the way the feature’s worded
thats what i mean tho the wording is stupid
i wrote it fast like 8 hours ago haha
yeah slight oversight
Yeah I think a few exclusions would help
What do you have so far?
is the spell mod for attacks at 2nd level and +1s at those tiers like, okay? or would you reel that in in any way
I have a homebrew fighter subclass that I found I'm gonna be trying out in a game I'm in. Just give me a sec I gotta copy and paste it in 2 parts
Student of the Storm
3rd level Storm Sage feature
:
Starting at 3rd level, your body begins to surge with the storm. You gain resistance to lightning damage.
:
All weapons you weld now gain the Thrown weapon property as you channel the winds into the weapon. One-handed weapons have a range of 60/120 while Two-handed weapons have a range of 30/60. When you throw a weapon, it returns to your hands, regardless of a hit or miss. When thrown, the weapon now instead deals lightning or thunder damage, you choose when you deal damage, as you imbue the power of the storms inside of the weapon.
:
Starting at 10th level, all weapons deal an extra 1d6 lightning damage, this increases to 2d6 at 15th level and 2d8 at 18th level.
Shocking Weapon
Also starting at 3rd level, you can overcharge your weapons. When you deal damage to a creature using a melee weapon, you can reduce their walking speed by 10 feet.
Eye of the Storm
7th level Storm Sage feature
:
Your mind becomes one with the storm. You learn to speak, write and understand Auran. When you make a attack throw with a thrown weapon, you can ignore half cover, as the lightning surges though cover to strike your foes.
Lightning Rod
10th level Storm Sage feature
:
You can call lighting towards you. When a creature within 30 feet of you takes lightning damaage, you can, as a reaction, cause the lightning damage to hit you instead.
Wylder:
Level 3: Claw Shot
You create a wrist mounted device. You can use this device as you are proficient with it. As a bonus action you can shoot out a grappling hook from the device. The grappling hook can pull something toward you, or launch you forward. When you use your claw shot you can either choose to pull or launch.
Pull:
You shoot out a grappling hook to any point within 30 feet of yourself. If the point is on an object you can attempt to pull that object toward you. If the point is on a creature, the creature must make a strength saving throw against your save DC (8 + your proficiency bonus + your strength modifier). On a successful save, the creature is not moved. On a failed save you pull the creature, in a straight line, to any point between you and it.
Launch:
You shoot out a grappling hook to any point within 30 feet of yourself. If the point is on the ground, a large creature, or an object that is anchored enough, you can attempt to pull yourself toward that in a straight line.
Whether you choose to pull or launch, if the grappling hook hits a creature, the creature takes piercing damage equal to your proficiency bonus.
Level 3: Battle Ready
Also at level 3, you have martial training that allows you to perform special combat maneuvers.
You learn Distracting Strike and Goading Attack from the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength modifier.
You gain two superiority die, which is a d6 (this die is added to any superiority dice you have from another source). At level 10 it becomes a d8, and at level 18 it becomes a d10. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
You gain one additional superiority die (3 in total) at level 7.
That’s probably fine imo. I might make the spell component either cost gold and/or be consumed since it’s otherwise a semi-free “+X” weapon
Level 7: Onslaught Stake
At level 7, your wrist mounted device can now harm your foes with explosive force.
As an action, you shoot a fiery explosion from your wrist mounted device. Each creature in a 20ft cube originating from you must make a dexterity saving throw. On a failed save, a creature takes 6d6+5 fire damage, is pushed 5ft away, and is knocked prone. On successful save, the creature takes half damage, is not pushed back, and is not knocked prone.
You regain use of this ability when you finish a long or short rest. You also regain use of this ability whenever you roll damage against a creature with a great sword or maul and both of the numbers on the rolled damage die are the same. The damage must be dealt to a hostile enemy and not a defenseless creature, you psychopath.
The damage increases to 8d6+5 at level 10, and 10d6+5 at level 15.
Level 10: Sixth Sense
When you are about to meet an untimely end, you can immediately dodge to safety.
When you are reduced to 0 hit points, you can ignore that instance of damage instead and move up to half your speed, without provoking attacks of opportunity. This feature does not use your reaction.
You can't use this feature again until you finish a short or long rest.
Level 15: Fiery Follow Up
When you use your Claw Shot, and immediately after make a melee weapon attack, you may cause that melee weapon held in your hands to ignite with flames for 1 minute. While ignited, the weapon deals 1d6 extra fire damage and sheds bright light a 10ft. radius and dim light for an additional 10 ft.
If your fighting style is great weapon fighting, you may use that feature for the extra damage die granted from this feature.
Level 18: Struggler
Your ability to sense danger and avoid it has become on par with a demi-god.
When you use your onslaught stake, you gain temporary hit points equal to double your fighter level. These temporary hit points last until the end of your next turn.
youre true, but i was in the headspace of skyrims conjured weapons so i didnt wanna make it like magic weapon requiring a weapon on its own first
maybe it needs like 1gp worth of metal powder to form into a weapon on each cast
Perhaps it would be cool if there was a feature where if you successfully hit a target with an imbued weapon, you could choose a nearby target to also get hit. Maybe also requiring an attack roll and/or for half damage. Sort of like emulating a chain lightning
I didnt think of that, one idea i had was basically AoE lightning blast on the target of a thrown weapon
But that works alot better lol
Not sure if the subclass is just too much
1gp per spell level (so 2gp worth at first)? by the time youre level 5 burning 3 gold a day to basically rent a +1 weapon that lets you use spell mod for attacks?
not too crazy of a cost requirement but enough to need to be conscious of
think its too expensive?
or should the spell be buffed
if it was force instead of just magical would that warrant the cost
or should I just reduce the material cost
buff it
I think make it force and maybe +2
eh, thats just reinventing magic weapon :\ would be better if it had more of a niche, something more unique
Wish I had a way to put everything in one message
Put it in a Google doc and link it
Oh I thought links weren't allowed
mmm, definitely allowed
You also regain use of this ability whenever you roll damage against a creature with a great sword or maul and both of the numbers on the rolled damage die are the same. The damage must be dealt to a hostile enemy and not a defenseless creature, you psychopath.
Aside from the funny comment the ability is pretty fun with great weapon fighting
Our dm is giving us relatively free creativity in making a magic item for ourselfs
Im trying to figure out whats a cool/good item/weapon or something for a disembodied, pirate artificer
thats vague so i'm gonna say a wand that casts tsunami once a day
What rarity are you allowed to go up to
Not exactly sure on rarity. It goes through him though typically before being approved
Like ok so if I said something similar in power to a wand of fireball would you say it's just right or maybe too weak or strong
Hmm
disembodied?
Yeah, the race
Oh, haven't heard of it, what's the gist of it?
Id say a bit weaker.
For example of one ive made before. Ill dm it to you
Or do you prefer it here?
I'm fine with either
If it's here I'd be able to use it as a reference as well :)
"Embodiement Of Bravery"
-
18 AC
- 1 stack per enemy hit who hits YOU per round
-
Upon a boss/mini boss being slain, you are able to perceive the bosses/mini bosses "Wills" and are able to absorb their will into the armor (+1 Bravery points at the start combat permanantly, MUST PASS AN 15 CHARISMA CHECK TO ABSORB)
-
Armor can not be broken as long as your will stands, once thats broken your armor is shattered
Bravery Points
-
1 Point (Action/Reaction "UNDYING RESOVE"
- Howerever many points you put into your AC, you gain +1 to your AC in one round. With each round the number decreasing by 1 until you are back to normal AC, (CAN NOT ADD AC POINTS UNTIL AC RETURNS TK NORMAL)
-
1 Point (15 Wis Save) "HIT ME NOT THEM"
- In exchange for 1 or more points, you can "Taunt" an enemy or multiple enemies, upon a failed save, they MUST target me for the remainder of that turn (30 ft range)
-
1 Point "STRENGTHEN YOURSELF WITH ANDREIS"
- In exchange for one point, as a bonus action, give yourself or one player within sight a 1d8 + 4 temp HP (CAN NOT USE AGAIN ON SAME PERSON UNTIL TEMP HP IS GONE)
-
2 Points (2pts per extra 5 ft) "GUARDIANS LEAP!"
- In exchange of 2 points. As a free action, you can jump up to 10 ft twords an ally and land within 5ft of
-
3pts "HEROIC GUIDANCE"
- In exchange for 3 points, as an Action/Bonus Action. You may give advantage on any ability/hit/save rolls.
-
5 Points "MAY ANDREIS GUIDE ME"
- In exchange for 5 points you can automatically give YOURSELF (with the exception of not giving an injury ) an automatic critical success after a roll.
This was for my paladin
Basically its a race that was made by a magical disaster. Its a literal human body with a purple skull in the picture, and it does lots of ethereal plane stuff
So with this. It was made with the dm. It fit my character as a paladin tank
whys it formatted like that O_o
for real it's so Spacious
It was custom made
My bad LOL
Just organizing for myself
A bit weaker you say
you're looking for something a bit weaker than that but themed for a disembodied pirate artificer?
Yeah, could be a weapon, an 'Artifcat' or like, jewelry that can do stuff
do you want it to have similar stack/point mechanics with little abilities or something simpler but still powerful like that?
It can be either honestly. I like more complex yet rewarding stuff, thats why the point system one was made
gimme a bit to cook 🍳 🔥
The kitchen is open. Be as creative as you want
The more creative, the better. Our dm LOVES creative items
tell me about your character, I need ingredients 👨🍳
Lemme send his backstory
Atleast the rough draft
Verso Volarus
Verso was found at a very young age. being a child with a purple skull, and no memory on how they ended up in this world. They were born in this world, yet, due to a cult of wizards under his home town attempting a seance, but due to a flaw in their plan, they had caused an ethereal rift that devoured the town. Being barely outside of the rift, his body was split, his prior race and species being devoured by the rift. leaving his as a disembodied.. the only one. Being caught in the crossfire of the ethereal rift at a young age. Completely unable to remember what his life was like before. he wandered...and wandered...and wandered until he somehow ended up at the docks of "Tortuga". An island populated by pirates and thieves alike, and as a child with a purple astral skull for a head, he was quite popular, though, being too young and uneducated, he spent a majority of his early early years savaging, hiding his face from the public in fear of being ostracized.
Verso stayed on that island for a few reasons as he grew older. Due to his skull for a head, he was treated as a living legend, people treated him as if he was a celebrity, paying for drinks, (because no one knew or cared for his age, not even he himself knew) teaching him a multitude of trades, being navigating, ship writing, thievery, and most notably, Tinkering. He was a very big fan of creating quality of life tools and utilities for people around Tortuga to make a quick coin here and there when he could. Yet, it was barely enough to scrape by and keep himself afloat to buy more supplies to sell, keeping him in a loop of having little to no money. In order to make some more coin, Verso looked to other ways to make money, most notably, as he got older, he took to the seas with the pirates of the island.
Around what everyone would have considered him to be 10 years old, they began taking him out on journeys, ship battles, and due to his physical features, interrogations. He was an average crew hopper, but he most notably ran with the "Sirens Wail" a crew focused on freedom from the government, whilst also collecting rare trinkets and items scattered around the seas. The captain "Fretha Ymele" was a relatively notable pirate, with a 1000 gold bounty on his head for dead and alive. Fretha came to him one night while he was at a bar drinking with other pirates when he gave him an offer "Sail with me and me crew, be our tinkerer and we'll pay ye a pretty coin, 100 silver upfront" he said as he flipped him a copper coin that went through his eye socket and out his skeleton jaw, to which Verso took the captain up on the offer.
At around what would be considered Vero's early 20's, he had gotten quite good at tinkering, creating tools to make it easier for his crew to break into vaults and steal. But a thought began to infect his mind.. "What else is out there?". Being a pirate, they tended to only stay on shore lines and island scattered around. He had never been to any of the major cities he's heard stories of, the inventions, tools, and much more tecnoligy he's never seen. As an inventor, he wanted to see what the main lands and towns had to offer, but the sirens being his only family he can remember, he was torn between staying and leaving. So, after weeks and weeks of consideration and debating amongst himself, Verso decided to talked to Fretha and the crew, and they all parted ways on good terms, but promising to return in due time. Leaving temporarily to learn more about the world and create tools and artifacts that have never been seen..
(Still working on it. Bear with me)
how steampunky/mechanical can I get since it's based on an artificer?
Its more of a "Fairy tale" themed world i belive
But go crazy honestly
understood 🫡
here's a rough idea that probably needs tuning in the numbers department but I think could be cool:
-- the Cutlass of Countless Tides, a gleaming silver cutlass (Scimitar) with a cruel edge and an ocean-blue jewel where the blade meets the pommel, within which one can observe a sea of constantly roiling waves
• magical +1, 2, or 3 weapon, whatever is most appropriate/balanced
• misses generate one Tide, hits generate two Tides, and critical hits generate three Tides
• can spend Tides to fuel special abilities listed below, each of which must be declared before the attack roll
• Roil
♪ expend one Tide to deal +2d6 Cold damage
• Surge
♪ expend between one and three Tides to unleash a surging wave as your attack action, dealing 3d6 Cold damage or half as much on a successful DC15 Dex save in a 10 ft. Cone in front of you, with the range of the Cone increasing by 5 ft per additional Tide spent
• Torrential
♪ expend seven Tides to enter a state of torrential destruction for the next minute, allowing you to crash upon your enemies with all the fearsome strength of a tsunami: for the duration of this ability, gain +10 ft. of movement, +2 AC, and +2d6 Cold damage to all attacks and abilities of this weapon
• Tides of Calamity
♪ expend 12 Tides to drown your enemies in the Tides of Calamity, dealing 4d10 Cold damage to all enemies in a 30 ft. Emanation as they are embroiled in countless tumultuous tides
-- alternatively, there's always a water-propelling jet peg-leg or a steampunk version of the cutlass that superheats seawater to create extremely hot steam with its attacks
I try 😌 glad you like it
maybe do a magical harpoon-launcher instead if you want range?
Oooh so
Peep dms
Thats my main weapon
And i use repeating sho
Shot*
I could one hand that, and use the cutlass too
that would kick unbelievable ass
ok peoples, how what sounds better for a thrown weapon chain/bounce feature
A) 1 bounce (so a 2nd attack roll), but nerfed damage, twice or once per turn
B) BA bounce
C) 1 bounce but no damage but marks, when you attack a marked creature, you have advantage and deal extra lightning damage
I'm currently going through and categorizing the monsers of my book. I'm trying to avoid doing it by type (beasts, undead, fiend, etc etc)
But instead categorized by theme?
I have a collection of arachnids\spider variants.
I've got a category labeled "small menaces."
And then there's one that I can't quite put my finger on.
Like yeah, they're monsters. But these are beings who cause fear. things that lurk in the dark. I'd like osmething akin to "Things that go bump in he night" since that's just too long. There are a few fiends, some undead, a few abberations. Just not quite sure what short titled label o give them.
Nightmares?
oh! thank you!
I don't know why I couldn't think of that.
I must've been over thinking it
Harder to see a forest from inside it sometimes.
I'll say
been getting lost in the categorization. lol
"Does the living Arcane Eye go in Nightmares... or Little Menaces?"
dose nothing for 2 hours
We cannot create homebrew spiecies anymore?
we can?
says who?
Wait why can't we?
Sage of Storms
18th level Storm Sage feature
:
The storms have taught you all there is to be taught. As a bonus action or as apart of your Second Wind or Action Surge features, you can enter the Sage of Storms state for 1 minute. While in this state, you gain the following benefits:
- Your Thunderstruck feature now reduces a affected creature's walking speed to zero.
- You have advantage on attack rolls aganist creatures wearing metal armour or welding metal weapons
- You become immune to lightning and thunder damage, if you were to be damaged by either of these, you instead heal hit points equal to the damage.
- As an action, you can make an weapon attack against a creature within range, on a hit, a bolt of lightning strikes the target and all creatures of your choice within 30 feet of them, these creatures take 3d10 lightning damage and have disadvantage on all attack rolls until the end of their next turn
well, capstone
Dnd beyond remove the homebrew maker
no? i can access it just fine
Roil is too strong, Tides of Calamit and Torrential’s effects should be swapped and the damage should go down to 4d6 (using the same dice throughout makes it much cleaner to play) you def need to specify more stuff since it doesn’t really have game wording I’m partially assuming stuff about how these work
I really like the idea, it could work really well, but I can’t tell what rarity it’s at
as you said, the numbers and specifics are a bit off, but damn is it an amazing concept
But i cannot somehow
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I'm working on a custom addition to dnds rules and stuff would this go here or off topic
Well kinda adding but it's basically adding a nightmare system
So basically I made it to where if someone sees a certain cr while in a level threshold they have to roll 1d100 to see if they are free or they have a supa dupa scary night mare and cry all night till their eyes go dry
1-60 no night mare
61-70 light night mare
71-80 moderate nightmare
81-99 very scary night mare
100 the most horrific thing known to man and god
Level thresholds
1-5 cr9<
6-11 cr 12<
12-15 cr15<
16-19 cr16<
20 cr 17
Ooooh I like it. Gives me CoC vibes
Yep
It's because demons can be scary
Trust me you don't wanna see sin of pride without it's helmet
I always wanted to try one of thise
hey iv been doing something simlar so thanks for asking i wouldn't have myself
Took me a second to realise CoC was call of cthullu not clash of clans
: Blackcat's split damage types : {wip}
"notice think less of them as replacing and more divisions for clarity but will typical be more of an after thought"
"also if you want to convert one of your things to one of these let me know"
ex of listing {original damage type}
new damage type (reasoning)
[unique damage type]
{fire}
heat
flame
{cold}
ice
hypothermic
{poison} "just how the poison works irl"
necrosing
{acid} renamed to {corrosive}
acidic
basic
{lighting}
electrical (low volt)
plasma (high volt)
{thunder} renamed to {sound}
sonic (high pitch or loud)
resonate (hitting a objects resonate frequency)
{radiant}
divine (related to a god)
holy (related to a religion)
Postive (emotional)
light
{necrotic}
negative (emotional)
plague
dark (absence of light)
abyss (exceedingly rare damage type only applies in very niche situations else acts like dark or eldritch)
{force}
gravity
(not for player use) concussive (certain explosions' only to bypass resistances gm tool)
{psychic}
eldritch (knowledge that shouldn't known)
overload (overloading the mind with information)
I feel like for Eldritch depending on the strength you would just go boom
if anyone has feed back on how to make some more clear or additional types id be happy to add them with credit given
iv also got these as works in progress ideas iv come to standstill at
{unique} (these will be semi rare and more interesting affects but are mainly for npcs)
lunar [sub typed cold and psychic [will act like under most situations]]
solar [sub typed fire and radiant [will act like under most situations]]
stellar
astral [ sub typed radiant and cold [will act like under most situations]] (nebula's and such)
ghost fire
added damage types
{water}
{wind}
vacuum
{earth}
I have sun it's usually
4d10 radiant and 2d8 fire
Added lunar which is mix of radiant and cold
So difference
ah i forgot to add it in when i thought of it astral is radiant and cold since its stars before fusion kicks off while lunar was chosen to be more mystical
Well I chose my typings from the actual moon
so sorry i forgot to add that in
i do understand that it just feels a bit too easy to do that and call it a day but hey if you pick up my ruleset here your more then welcome to change it to how you want it to be
Well I made mine to be counters to demons
So just moon goddess be like
"Smite this man"
And yet a demon has sun for some reason
Well not really demon
for my settings the moon is far more filled with the eldritch iv made a whole subclass for a lunar eldritch being
But he's a dragon mix with demon and false hope
that sounds incredibly deep and lore filled i like it
Yah he is very huge to like dragons
44ft to be exact
But when his false hope over powers him he turns into this 12ft void of any personality or anything but he gets abyssal magic
(Just necrotic but with alot of dice)
Yes if they roll 100 they will be frightened by what ever species it is
No not really
81-99 is advantage to be frightened
is this like a con save to be exhausted sort of thing?
you say nightmares, but the only thing I can think of is getting the negative of not sleeping
Well nightmares is a state of sleeping but seeing bad visions
To add difficulty
what’s the difficulty?
1-60 nothing
61-70 disivantage on dex saves for the rest of the day
71-80 disivantage on wis con dex
81-99 you get disadvantage on frightened saving throws by said creature type that gave you nightmares
100 you are automatically frightened by the creature type and anything that looks like it
Though I might nerf 71-80
Yah besides the fact that they combine
insert the mimic queen
She can completely copy anything magic and all besides their face
And she has a aura kinda like paladins that gives frightened conditions
But I used this on them first session but she was in the form of Garth
Who is a arch demon
are you only making them fight Mimic Queens all the time?
I don’t really get it
when do they have to redo this save?
yeh but when do they redo the save?
When they fight a monster at or above that cr
Which they are gonna be rolling that 1d100 today
when the players can solo 1v1 CR 20 enemies
I wanna test that theory out
the scaling is a bit weird because 1-5 will never be able to beat a CR9+, so why would they ever fight it
Though I might do what you said and give them exhaustion plus 1 level for 100 roll and if they are taking a long rest it goes to short rest and short rest goes into no rest
and then level 20 should be able to handle CR17s very easily but it still activates
Cause they are fighting a higher cr than 9
Listen they got 5 people and they are level 4 they got this
And also divine intervention
The Lord of this world
Arch Angel Micheal
He is the absolute strongest
my players are level 3 rn, with 7 players I’m running 2 CR 3s after a long rest at worst
maybe I’m just giving them super easy battles
Well he only has 201 hp
Which barely makes my threshold of a boss
But immunity to fire
And resistances to slashing and piercing
Only non magic though
I mean the mechanic is fine for the 1-5 levels, maybe the next tier as well, but then the CR doesn’t scale enough imo compared to the player power
Well for now I haven't been making alot of CR 17+
Besides arch angel Micheal pride and the void
Which are all cr 30
But it's more cause the fact that the demons would look scary
Not their combat skill
Like most guys with out helmets are scary
If I wanted to write a short setting guide book with boss monsters, would it be better to put the boss statblocks in the sections of the book for the locations they're found in, or to put them at the end in a seperate statblock chapter?
Put them where the bosses are found
Atleast that would make my life easier looking for boss and stats in the same place instead of the end
Just need something for my brain to do ngl
making a yuan ti vampire queen - any suggestions what cool abilities i could give her ?'
cr19/20
Some sort of "turn your blood into poison" ability?
con save poisoned condition and some poison damage ?
At CR 19, you can even go as far as to push it into Power Word: Kill territory of danger
ooof mabey not that far.... Incapacitated tho ?
mabey she has a recharge ability called "Poisoned blood spear" or sth lik that, she makes an attack, if it hits the creature is pierced and poisoned, while poisoned its incapacitated
it does feel bad as a player to not be able to do anything but also for a high level enemy especially a vampire esque creature it doesnt not make sense to have such abiltiies
what do you suggest then ?
no nothing just mentioning that u dont want to lean to heavily in incapacitating pcs
like its a fine ability just
fair enough! will take that into account
I think I’ve only incapacitated a player about twice?
Once was with hold person, the other time was when I had a spellcaster boss cast dispel magic on the paladin with haste
The face everyone made when that happened
Mabey give her a shape change ability where she transforms into a giant vampire serpent ?
Make her able to make people vampires
I mean thats probably the basics of a vampire
ye
Ahh I'ma gonna suck your blood
nom
Your vampire now
I'm gonna add something like that with demons but instead it's where if they take your heart out and someone burns your body it sends these magical abracadabra waves into your body and like hey man your demon boy now
Hello friends, I've posted this a few times but I still want to get more feedback on a Paladin 7th level Aura I am making.
Aura of the Pale Flame
7th level Oath of the Pale Doctrine feature
Starting at 7th level, your presence radiates a pale, cleansing light that steadies allies and sears corruption.
While you are conscious, you and friendly creatures within 10 feet of you gain the following benefits:
- Whenever a creature in the aura regains hit points from a spell or class feature, they regain the maximum possible amount from any dice rolled.
- Each ally in the aura has advantage on death saving throws.
In addition, hostile creatures that start their turn within the aura take radiant damage equal to your Charisma modifier (minimum 1).
At 18th level, the range of this aura increases to 30 feet.
Does the healing work for monsters
No its basically talking a small bit of Beacon of Hope as a Passive
Just making sure
Good for looking out though
But what's the aura that gives people frightened
CD?
Channel Divinity
I made my monster have something like that...
I used it on them session 1
They almost died
Channel Divinity Conquest:
Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
7th level Aura:
Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.
If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.
Oh nah it was 60ft
But it was a single burst
Kinda like conquers haki
DC was 22
They all failed somehow
What level where they because thats a Adult Dragon kinda stats
4
Well it was an escape type thing
They only failed 1 save in total
Well besides the frightened
"DC was 22.. they all failed somehow"
"what level were they?"
"4"
huh???
Shush
They all had advantage
And lowest mod was a plus 2
So they needed a nat 20
But still
Skill issue

Dont forget you can always look at the players and say "hey i designed this for you to run away"
Would still love some more feedback on this
DAYUM
That’s rather strong
Hmm, do you think maybe you could have the damaging allies be added at 10th level instead?
I think it’s best to introduce just one or two benefits first them add to them
Other than that I like it
How come it’s called Pale Flame?
Yah I think a better name would be cleansing light or pale radiance
No because Paladins don't get anything aura adjustments at 10th level.
Also also it's a passive but weaker version of Beacon of Hope.
I dont mind even dropping the damage all together as 5 passive damage per turn isn't that much
They get aura of courage at level 10
Thats a different feature all together
It isn’t crazy. I just think it’s a strange third thing to add that’s not a later addition
In 2024 it’s an additional bonus the aura of protection gets
But it sounds like this is a 2014 homebrew
Might have to keep that in mind when I make the 2024 version much appricated on tgat
No problem. But now that I know this is 2014 homebrew I can give better suggestions
Actually, I have no more feedback. I like, it’s solid
Very strong
I don't even think it's very strong.I would say it's strong, just not very strong.I mean, look at the agents paladin.I believe that lets you take half damage from all spells
My minds been a little scattered but also on a little LOTR kick so here's a Halfling Racial feat
Inspirational Courage
Feat
Prerequisites: Level 4+, Halfling Species.
Those around you often find themselves a little braver indeed.
Whenever you succeed on a saving throw to avoid or end the Frightened condition. Any friendly creature within 60 feet that can see you gains a bonus to its next saving throw to avoid or end the Frightened condition equal to your proficiency bonus.
You gain a bonus to Wisdom saving throws equal to half your proficiency bonus while in dim light or darkness"
Probably not the most optimized but fun and thematic
Oh I meant the right amount of strong. Nothing can compete with the power of the oath of ancients
Still cant believe they let that past lol
I still think about it to this day
Here's what the whole class is:
https://docs.google.com/document/d/1zvo-joIYqhDO5FQ7rwIkbosPvyfRfNLG-36w4qcPdKE/edit?usp=drivesdk
I hope my feat looks fun
Oooh I like it! It definitely fits the flavour of inspiring others to be brave. Although I don’t understand that last benefit of darkness giving you a bonus
And it’s a little strong, basically giving a halfling proficiency and with some classes effectively expertise in wisdom saving throws
A halfling paladin’s wisdom save would be absolutely crazy with this feat
I love the first half, the last bit about the bonus to wisdom saves in dim light or darkness is a little strange, but not bad
The darkness is due to halflings not having dark vision and thus they have to be braver against things they can not see
I feel like if someone could choose to be braver, they’d choose to all the time, right? And also wisdom saves are against more than being frightened
It also stops stuff like magic paralysis, mind control, etc
Also I felt just trying things to the frightened condition would be too situational and wanted another benefit showing off courage
Wait
I just noticed that it specifies against being frightened
Okay I take away my last point
Hi I’m new to dnd, I never got to play the game and my mom’s friend is getting me one from online. I’ve been studying the wizard for a while in order to “not die early”
Maybe you could instead change it then to be a bonus on your next attack or some other action, to reflect the bravery
I can see that. Will think on it more
Hi. I’m not sure this is the right channel though for you
Is this not the D&D group?
Originally it gave you adv on your next attack against the frightening creature
Yes but this is the homebrew channel
But again
What does that mean?
#dnd-newcomers would be better
Are you aware of how discord works? /genq /notsarc
Right… thanks for the proper link…
I don't want to tie everything in the feat to being frightened as that might be too specific
No problem
Fair point. I can try to think of something else too
Id appreciate it
I want the feat to feel nice and useful while being thematic
Maybe they can gain temp HP when rolling initiative, symbolising them rallying themself before battle
How do I save the newcomers group?
What?
Just click the blue thing that says #dnd-newcomers
I have to ask again, are you aware of how discord works?
Maybe.
No
What about a simple Half Feat to buff either Wisdom(Being Brave) or Charisma(Inspiring others)
Like they choose between them
Okay, I can’t explain how it works here. Go to the #non-dnd-topics channel
Wisdom is a little more than that
Hey, is this op for a racial feature?
"Gravity does not bind you as it does others, allowing you to float gracefully through the air. You have a flight and hover speed of 20 feet. However, you do not have a walking speed. Infact, you are unable to truly touch the ground, though you may draw close. You may move by pushing off objects, as if under the Levitation spell, as well as by floating of your own will. You are able to hover in place without conscious effort, though you may be moved by outside forces if not anchored in some way."
Innate and constant Flight is generally not liked by DMs
Aaracokra are banned at many tables because of it
Figured that might be an issue. It is part of a set which is heavily focused on aerial stuff
If anything I can see more draw backs than pros just with how this can be interpreted. Flying is great and really useful at early levels back can be very risky at higher levels when mobs can have access to better ranged equipment and spells. Also, if they float like that and need to make a conscious effort just to hover in place, what happens if they are hit with any kinda thunder damage that forces them away?
This might just be me over thinking this but they should have a harder time resisting any forced movement abilities since they can't plant their feet and brace themselves.
can i dm someone my homebrew summons i kinda cant post the images here
If you want to post an image in this server that's relevant to the discussion, you can do so by uploading that image to a hosting website like Imgur and then posting a like to the imgur page in here
Planning to give a cleric an item that lets them BA, expend charge to give one ally Bless for one minute without concentration. its nothing too crazy right?
last words of a DM before their game exploded
concentrationless bless will affect your game balance, but its fine as long as you adjust accordingly
There is a rare tier potion called the Potion of Heroism which gives the drinker 10 temp HP and the effects for the bless spell for 1 minute without concentration. So, if the potion is rare tier, then I think a reusable version that requires attunement would be fine as a very rare item. Just keep the number of charges pretty low. I wouldn't do more than 3 charges
6, 1d4+2 daily recharge at dawn. Mainly there to say "hey cleric, if no one is dying, you can BA give a bless"
oh yeah, should have asked the rarity
vrare is on the mind as it does more than that
6 is a lot for an effect that powerful.
I agree there, I would also make rarer versions with more charges or even add a way to regain charges (make that tricky tho maybe using rare components).
you can probably handle it
2nd thing was that it is a staff that always has Flameblade prepped and can be cast once for free without a spellslot per long rest.
i'm playing a tiefling right now that gets flame blade as their racial spell and i never cast it
https://docs.google.com/document/d/1tq1SKRv5_YvWKHGxvUwN3Tf0Z72q7tl3EhI_2-bwesI/edit?usp=sharing how are the summons the website wasnt working so just used docs
i dont know who is supposed to be using that spell
3rd thing for an upgrade was the ability to "get down mr. president" anyone they BA blessed as a reaction (words still not fully there yet) and let them smack them with flame blade
fixed access
I'm thinking of making a weapon that doubles as a consumable for healing but I can't decide between a stale baguette on a string (flail) or a bacon sword. Anyone have any suggestions?
I love it!
The goal is to make the staff incrementally upgrade, like upcasting flameblade and more targets for BA bless (without concentration)
ok so my player has 8 slots aka one per level should i give them spells to buff their summons or should they let summons tank and do damage with spells
if you're making an item just for your game you'd know the balance of your table better than us anyway
So the thing is, Bless is a way stronger spell than flame blade is, and being able to use its effect on a single target as a BA is already super powerful. Being able to do it on multiple targets would definitely put you in legendary tier for that item. But if you want to give a player a staff that casts flame blade and make that upgradable over time, that would be far more reasonable.
Okay so I'm leaning towards the stale baguette on a string but I don't know what to use for the string. Any ideas?
my friend gave his player a 'sword on the cob' it produces corn that autopops into popcorn and also doubles as a sword
Huh
Neat
for the string what if you use bread dough @midnight elk
Either that, a noodle or a bacon chain
I have made the Baguette of Blessed Bludgeoning
It says without conscious effort, not with. But otherwise yeah, I think I'll incorporate something along those lines.
Ah gotcha
Gotcha, I'll lean more into body blocking with blessed targets as a condition
Aka, set up round one BA. Then the cleric has the option to intervene with the target they initially bless
Would a Raven Griffon be named a Graven or a Grayffen? Thoughts?
I want to create a bunch of homebrewed races for a homebrewed setting but to be honest I dont know if I should make them based on '14 or '24 rules
since I don't have a group of confirmed players yet, I can't ask them for preferences
so yeah the question is, is it hard to transfer rules from '14 and '24 when it comes to homebrewed races
The bot commands start with /looking-for
In my experience it depends on how the homebrew race was made originally in the 5.5E version. Normally it's a matter of giving them the traits that mentions their overall ability score increase, what languages they speak, and if it has subraces then the main page for the race should mention that it has the following subraces. You may want to compare one official race in both 5E and 5.5E so you can get an understanding of what is needed to translate.
yeah the homebrewed races I plan to make are probably going to have subraces, with traits depending on enviroment
I started working on a full guide to Elden Ring in D&D but I got to the classes and realised this is too much for me
so instead i'm working on boss statblocks
so far i've just got the Tree Sentinel and Flying Dragon Agheel
I also made Margit- was actually the first one I made, but he's not in the document yet
@primal osprey
Yo, newcomer to HB here, I've got a quick question. Where can I find good HB material besides Homebrewery and GMbinder? I used to look on dandwiki, but after reading a few posts in this chat, I realized it's a source of very controversial brews.
HBRE and GMB are generally the best sources. If you want to purchase stuff, DMsGuild and DriveThruRPG are also good sources.
How much traits should a homebrewed race have? Both with and without subraces?
Can I please get some feedback on this?
https://docs.google.com/document/d/1iirt4ENnDmaBA6lhqVu1dkAKwKonaO0E497v4pwiXww/edit?usp=sharing
It's called "The Baguette of Blessed Bludgeoning"
attunement is extremely convoluted and blocks another party member from doing anything during a short rest if no NPCs are with the party
I will work on that
my advice is to take away the extra attunement stuff ENTIRELY
Okay then
Need ideas or sources.
Home brew campaign I have it planed for level 4-10. Due to slow progress of party they are leveling up quite slow. I can’t give out levels early since that would mess up the progression and difficulty but I feel bad with them not gaining much in terms of levels
Idea: a system of sorts akin to like a skill point tree that would allow them to gain new abilities that are much less compared to acc level ups.
Setting is in a school of sorts. I was thinking that taking teachers classes could provide them with related abilities or insights. IE taking the fighter teachers class could reward an additional fighting style
I have an idea for a weapon
Anyone have any ideas about how to stat a turtle shell that's intended to be worn solely on someone's back? 
Probably just a simple flat +1 or +2 to AC
Only to attacks from behind, I assume, since no front part of the shell?
Facing isn't part of the rules by default, so it'd be hard to adjudicate
Fair enough. I was debating on whether it should have any downsides, too - it is a large shell, after all. Might make getting back up from Prone a pain.
Could do +2 AC and disadvantage on saves vs. prone
Should be relatively balanced given that the wielder keeps 2 free hands. In playtesting if you find it too strong still lowering it to +1 AC should keep it decently good
Probably shouldn't allow it over other armor, too
Chain blades
These chains are my little weapon ideas impressed by infamous second son and mortal combat
The chain rapped around the user arm but you can still take it off and use it like a whip and it got blunder damage and it's little sharp tops on one side stab it to cast piecering damage on the enemy and GET OVER HERE move or fly with means you go to the enemy and hit them at high speed boosting your attack just know this counts as a free dash but you can only use it 2 times and thats it and you can use it like a grappling hook to get on this
Anyone?
: (
So how would you translate this to an item statblock?
The text block that states that the item can do, in 5e terms
For example, here's the one for the Whip:
https://www.dndbeyond.com/equipment/34-whip
Oh
Speaking of rules, any thoughts on whether it should be an Armor Type proficiency? Also, it would look basically like this. https://i.imgur.com/Fqj182g.jpeg
can rangers have op homebrew
Yes
Nah, the world's too full of Drizzts as it is
/s
I think either Shield or Medium Armor proficiency would be appropriate
As an alternative, consider a stat requirement if the shell is heavy, similar to the 2024 Heavy Property
Well, the char has 14 Str
drizzt is a character?
Unfortunately
Check your previous questions in #dnd-lore
Heavy confers a 13 Str requirement so that should be ok
Speaking of AC, which type bonus should that AC be?
What do you mean? Like natural AC?
Natural vs Shield vs Armor vs Untyped vs Dodge vs Deflection....
Gotta know the type(s) so know which ones it won't stack with
Everything except Natural is not a term in the rules so you don't need to specify
Oh, okay. As you can see, I'm used to dealing with bonus types 
Well, I guess you can technically count armor, but really it all goes into the same general "Armor Class". All options just present modifications to or other ways to calculate AC
I'm used to things like, say, Ring of Protection and Cloak of Protection not stacking (both using Deflection AC)
Those do stack actually
Since when
Because "deflection AC" isn't an official term
I think I've been replaying Baldur's Gate / Neverwinter Night series for too many decades 
They give the same bonus but they're from different effects that don't have a listed duration
That might be it, previous editions were more complex in that regard
I'm heavily used to 2nd / 3rd / 3.5
I'm no expert on previous editions but yeah in 5e both items stack
Realistically speaking, I feel like wearing a giant turtle shell on your back would probably hinder your Max Dex Bonus, too, or maybe just debuff Reflex or disadvantage Acrobatics. Though at that point....
I'm thinking of it as if I was wearing a hard, heavy backpack, and considering how much harder it can be to move properly wearing it
The only times effects don't stack is when they:
- Have the same name and
- Their durations overlap
In which case the stronger effect is the only one applies while the durations overlap
I think keeping it simple would be better. Medium Armor already caps dex bonus at +2 to AC and light armor doesn't have a cap so capping a dex bonus would only encourage heavy armor wielders to wear it.
Chain Blades
Martial Melee Weapon
Description:This chain raps around the user arm and not as tight but makes it hard to rip it off yourself arm and as soon it's on your arm it doesn't let go useless your fighting and it's magic with a sharp tip ontop
Weight:4lb
Damage type
Bludgeoning 1d6
Piercing damage 1d4
Get Over Here!: when you use piercing damage you can PULL the opponent 10 feet closer nat20 will give you 15 feet pull but you can also choose LUNGE pulls the chain to get closer to your opponent and use your one armed weapon or unarmed strike and it will give you a attack bonus for +2
There happy
Nope, we need winning lottery numbers, first.
/s
Looks much better, though, much more readable
I think it's definitely an improvement
If it's for 2014 5e it's almost good as is, the "Get Over Here!" custom property just needs some refinement for clarity and 5e compatibility/balance. If it's for 2024 it needs that + a mastery property.
Just some notes:
- Clarity needed on how to switch between 1d4 piercing and 1d6 bludgeoning. For example if it works like the Versatile property or if it requires some part of your Action Economy to switch.
- Clarity needed on the pull aspect of "Get Over Here!" is it automatic on a successful attack roll? If so you might consider it forcing a save for effect. Also you would need to give the weapon the reach property or specify that the piercing attack has the reach property in order to give it a 10-ft attack range.
- Clarity needed on "nat20 will give you 15 or FLY." 15 what? What is meant by "Fly?" (e.g. a fly speed, and if so, how much?)
- Balance needed on "attack bonus for +2." Since no duration is specified it's technically infinitely stackable.
It occurs to me that we forgot a critical stat: the weight/encumbrance of a turtle shell
I would honestly just eyeball it. You could go super accurate but encumbrance isn't often an issue in my experience
Well, turtle shells tend to run 20-30%~ of a turtle's weight, and let's assume it's... probably a 2-ft or 2 and half ft long shell.
As long as it's a reasonably believable value then it should be fine
Like if it was half a pound I'd expect to be magic in some way shape or form. Ditto if it was like 100.
Okay, well, a turtle that size weighs a good hundred pounds, so 20-30 pounds. Which is about what I figured, but wanted to be sure.
Yeah I eyeballed 20 pounds so seems believeable 😅
Is this the same one you've posted before?
Were you looking for feedback?
The dice needed are awkward imo. It almost always necessitates an online roller since I doubt the average party would have a d7, d5, and d3
but its at least not outrageously op
Sure
It's fine at least in the damage value department
I guess a good question to ask is why d7+d5+d3 over 2d8?
Both give the same average damage, discounting differences in damage trends
Turtle Shell Back
Custom - In Equipment
Weight: 20lb.
Cost: --
Notes: +2 AC, Disadvantage to Save vs Prone, Heavy (13+ Str Required), Can't wear Armor
Treated turtle shell worn on back.
Also, dumped Simple Weapons for Trident + Dagger
i just wanna use the weird dice I have
but thats me
2d8 is fine for a reglar homebrew
i was making something unorthodox
Yeah that should be fine then
my other main item is just an ranger only necklace (no attunement) that allows the user to have hunters mark up without concentration. They still have to cast hm, but it moves the hm to the necklace to allow them to concentrate on another spell
Chain Blades
Martial Melee Weapon (magic)
Weight: 4 lb.
Damage: 1d6 bludgeoning or 1d4 piercing
Properties: Reach, Special
Description.
A magical chain wraps around your arm, not too tight, but difficult to remove except in combat. The weapon has a sharp tip at one end, allowing both blunt strikes and piercing stabs.
Get Over Here!
When you hit with a piercing attack, you can either pull the target 10 feet closer to you or throw it 10 feet.
On a natural 20, the pull distance increases to 15 feet, throwing your opponent as far as 15 feet. Instead of pulling the target, you may lunge, pulling yourself toward the enemy. If you do, you may immediately attack with an unarmed strike or a one-handed weapon, gaining a +2 bonus to the attack roll and closing to the opponent. Still, you can only use both of them once if you do both your piercing damage will act normally hit for 1d4 Otherwise you will have to recharge both of them every short or long rest
Does this help
Hello
How are you gonna pull someone 15 ft towards you with a 10ft weapom range
whats the reach
Isnt the 'reach' property 10ft by default?
yes
thats why i asked
because net is ranged but its a thrown weapon and the long range is 15
Also idk which rarity you got this magic item but letting both pull and lunge refresh on a short rest doesnt seem to game breaking
Is that a good thing
yes
Its asuggestion, rather then only 1 refreshing let them both
Also heavily cuts down on word clutter in the end there
Speaking of fine, I think I've finally rounded it out for my Princes of the Apocalypse campaign. https://www.dndbeyond.com/characters/150704246
Get Over Here?
trust me, if you want balanced homebrew, its alright. Ive done much worse. Ask anyone whos been here when i post.
Yeah. Let both recharge on a rest (short and long)
i think thats what luuk is saying
It is
Ok I will
i know it isnt homebrew but i gotta ask. Is that a leafeon pfp?
Thats just a suggestion though, this im more curious about
Yes sir
cool. I do like the suggestion tbh
Hold on, please answer my range question im curious lol
honestly, i would use it in a game if i was a dm. But whats the range?
Whether its an oversight or you had something else in mind that does make it work
10 ft
i would make it 15 or 20ft tbh
Alright then back to my question, how do you pull someone 15ft from 10ft away
(On a 20)
Obviously, you're throwing them behind you
That's actually my idea
YEET goes the goblin off the cliff
That seems like a huge weapon reach??
I never thought of it but thx

Only works if youre already at the cliff edge
ok that makes sense. I would add that to the wording
I was gonna use it for my no weapon start
imagine
You're trapped in a cell your arm is wrapped around two chains at the wall you roll a 17
Pulling it off one of the chains free but the other wraps around like a snake on your arm no matter what you do you can't take it off but CLANK your chain releases from your arm falling to the ground and quickly wraps back on your arm again this is no chain this is something different
Cool concept huh
Sure, just make sure to come up with something when they dont roll that 17
I got it
Is Despair to the Conceited to much of a mouthful for a recharge ability? It's for a statblock for my Archon project.
Nah, monster attacks names should really be 6 words (or 8) max
Divine Punishment: Spiked Tentacles of Enforced Judgement! 
Idea I have in mind for a Hafling-Specific Weapon that kinda ties into their theming as a species cause why not.
Shortsword
Gives a Bonus to stealth
Has 3 Charges, and you can expend them on 2 things.
1:You can reroll a missed attack but must use the second roll.
2.You can use a magic action to start a medium-small campfire and instantly cook come food, for each person your feeding it consumes 1 ration, when someone eats it they get either temp HP for 24 hours or some resistance to being frightened, maybe a +2 or 3 bonus on saving throws against being frightened
I know language will have to be more specific and made later on but thats just to get the idea down
Any homebrew DM's out there want to give me some feedback on a potential first rare item drop from a boss encounter I have coming up? It's a two handed great sword that drops from an elemental knight.
**Weapon provides: **
+1 to hit (Questioning removing this)
Thunderous Rift: On a hit, the sword deals an extra 1d4 Thunder Damage.
Once per Long Rest — Thunderous Crash. When you hit with this weapon, you can unleash a crack of thunder. The target and all creatures within 10 feet must make a DC 14 Constitution saving throw, taking 2d6 thunder damage on a failed save, or half as much on a success.
The only items so far that the group has gotten are uncommon items, and some +1 weapons here and there.
i want to homebrew the assassin subclass on beyond;
how do i make the part that it grants a Disguise Kit and a Poisoner's Kit as itens?
guys
I came up with a fun idea for a homebrew monster
it's called dungeon master
For a rare item? It's underpowered heavy
Hm?
I made this item that you might want to take inspiration from, no pressure though just offering it up :)
Skyshatter Maul
Weapon (Maul), Rare
Attacks with this weapon have a +1 bonus to Attack and Damage rolls
Damage with this weapon is Lightning
At any point during your turn you can release a burst of thunder from the head of the maul. When you do, each creature in a 10-foot radius Emanation must succeed on a DC 14 Strength Saving Throw or be thrown 10 feet away from you and knocked Prone. On a failure or success each creature within that Emanation also takes 1d6 Thunder damage. You can use this ability a number of times equal to your Proficiency Bonus per Long Rest
“at any point in your turn” as in without using any action economy?
Homebrew idea for initiative: d100 high or low. If they guess high and roll high, they get to keep the high initative. same thing for low.
The interesting part is that if they guess high and roll low, DM decides if they go before or after the people who go before the people who called low. but they go after the enemies.
And if they guess low and roll high, same deal, but they go before the enemies. Enemies are in the middle.
the DC should be 15 and the charges would be static instead of PB scaling
ngl, initiative already takes too long, this would be pretty annoying to set up at every single battle
I like creativity.
and it isn’t special enough to be a novelty initiative for a boss or something
its better than the special weapons I made though.
there’s the card-drawing initiative that works really well for special encounters
but it makes initiative scores useless, so I still won’t recommend always running it
yeh, that one
again, I still wouldn’t run it all the time, but it’s a novelty initiative that makes sense
Ngl i wanna try that too
why isnt it balanced?
the game isn’t made to allow for that kind of initiative changing
bosses going twice in a row can TPK a party
or kill a player or 2
without giving the players a chance to react
and their reactions only come back afterwards
conditions end at weird times
a bunch of “at the start of your next turn” and “at the end of their next turn” change quite a bit
because some of them are meant to give you a turn with the thing and you never get a turn because they went last then first for example
really?
if you remove the +1 to hit, then it would be good at an uncommon rarity. Also just to note, most magic items recharge on the next dawn, not after a rest
There's an entire mechanic for bosses going as many times in a turn as you need them to. They're called Legendary Actions, and are present starting at Tier 2 in 2024, and Tier 3 in 2014.
Not to mention Lair Actions which have their own initiative.
Twice as many players is roughly the number of monster actions you can take in a round within your damage limits. Whether its coming out of one big thing or 8 little things or 4 medium things or whatever is up to the scene.
so how do i make lair actions and legendary actions
Ok, I've designed my first 2024 monster, which took a lot longer than I thought. I probably made it a lot harder for myself by choosing to do a BBEG first, but that's where my inspiration was at. In the end, though, she’s not too complicated; I mostly just stitched together the Arch-hag and Sea Hag to create her.
The link should take you to her Falindrith's Monster Maker page, let me know if it's not working. I'd send a PNG, but I'm fairly certain we're not allowed.
most legendary actions are just
a single attack roll by their main attacking action
cantrip casting
movement
some have others, but they are the most common
so... casting PWK would be too op as legendary action
pass without trace as an Laction seems weak
I did it, oookay now I'm out of mana, hp, and rerolls
ooof
well
does the creature want to hide alot or something?
why does it need PWK as a Laction?
yes
https://www.dndbeyond.com/magic-items/10567389-mannys-twisted-tarot
I have no idea how to search by author on DnD Beyond, but searching up any names of items/creatures should bring them up immediately (and I don't want to make a WALL of links)
Lx3v8EtjHk91a5 [Ignore this]
does it gain benefits while hiding or is just stealthy by nature?
a bit of both
why not just give it at will PWK or just a high stealth bonus?
Why not both?
A good Laction to portray the monster as stealthy might be:
Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can’t take this action again until the start of its next turn. (from Blue Dragon)
or:
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it takes 10 (3d6) Necrotic damage. The dragon can’t take this action again until the start of its next turn. (from Shadow Dragon, shadow stealth is a BA it can take to hide while in Dim light or darkness)
PWT is mostly superfluous, jut give the monster a high stealth bonus via expertise and high dex
What about... A LAction where the enemy attacks twice with their special weapon.
Laction attacks are one attack usually
Yeah there are some where the monster attacks twice. Beholder comes to mind. But it's balanced by that attack not being too strong
actually damn that Chomp Laction on beholder is pretty good. potential 6d6+6 isn't bad
why use that when you have EYE LASERS
so the food doesn't get accidentally disintegrated, duh. hate when that happens
Ayo, just wanted to let you know I made one of those Xorn yesterday, here's the statblock
Heya
Im sorta New to DMing and am currently crafting a Campaing based on Zelda
im hoping to look for pointers for Homebrewing Items and Dungeon Crafting
you want to make the master sword dont you?
well.....um.....yes.....
but i found a homebrew one already
and the campain hinges on the players having to fix the Master Sword cuz it starts broken
And.....i also dont know how to make bombs work well
for somthing like that... we look to the story of the sword for ideas
wiki quote "the Master Sword is a divine object—in Skyward Sword, it originates in the Goddess Sword, created by the goddess Hylia, and is inhabited by a humanoid spirit named Fi. Over the course of the game, the Goddess Sword is transformed into the Master Sword, a powerful blade that has the magical ability to repel evil."
it is obvioulsy an artifact, so look at those, moon blade is the best example to edit. rather than number of owners to add enchantments to it we put the tasks undergone over the time it was in that game.
the flavor and description is more than the mechanics.
so give it more enchants you chouse over the "fixing" process players under go.
so maybe something similar to Wind Waker where they need to power it up
that is what i was thinking, each triangle of the triforce being a slotted gem in the crest on the sword.
"The sword possesses various magical abilities, such as generating fire attacks and lightning attacks in A Link to the Past. In Ocarina of Time, it acts as a seal that protects the Sacred Realm and the Triforce."
Have you tried using the default Bombs in the DMG?
Hmmmmm.....maybe that can tie in to the dungeons in the campain
that's a thing?
Yup, page 73 of the '24 DMG and page 268 of the '14 DMG
the Spititual stones or 3 equil relics can restore the master sword to its former glory
Ill have to take a look at it
my initial idea was to have the sword be reforged, and then power up the blade
so that way it could tie in to the Main Mcguffins of the campain, while also giving the players a sense of agency
good thinking, but that is alot of story arcs for the pacing, first i think is being worthy to pull it from the sacrad place it is in. then getting the gems, i dont think the big bad warlock could break it, or even touch it, let alone pull it from its alter, but scattering the gems is a the result of a non worthy soul atempting it.
If you have 3+ players, make it about more than JUST the sword.
make it about the Triforce.
the players each representing 1 aspect of the prime energy. they are chosen by the fact that they are each the best of the associated aspect or ability scores, skills or somthing to make the whole. it is not a single player game!
Power, Wisdom, Courage.
not that you need to make wisdom be a "wisdom stat" but you get the idea.
Anyone know of a book that introduce frostpunk like mechanics (Gonna give my players an option to build an outpost up north with the help of an first of its kind generator)
I would like it if anyone knew of such a book or I’ll need to figure it out myself (Will be using some of icewind dale mechanics)
but what if the triforce has already been obtained by the BBEG? Like in A Link to the Past?
because ganon already has the full triforce in Alttp, what would the goal be then?
up to you, its still better to split it up into the 3 gems on the sword. and rather than 1 chosen hero, its 3.
then you can start them off as one unit with mixed skills. the point is to give them each an artifact of godess as by the end. it is not just the sword that is powered up, its the shield, and Harp. all aspects of the triforce. they all grow stronger with each gem.
yeah! that what i was thinking actually
Basically The BBGE has already taken over the land and the Hero (Link) has lost the battle against the BBEG (Ganon)
a 1 2 3 enchantment lv up and an extra property each gem.
let the players chouse the property they add as they lv up the items.
from the 3 you have picked that they should have.
and im gonna be using the Zelda races too to make things easier on me and the players too
like Maybe if someone plays as a Rito or Zora, they'll have better INT (wisdom) due to their link to the Triforce of Wisdom
plus they have a high DEX due to rito being good with a bow and arrow, and Maybe they would be able to weild, say....the Light Arrows
dont forget the Kikwi...
Oh right, the Kikwi....totaly forgot about them
Ngl I havent finished Skyward Sword yet, its the one of the only game i haven't finished
I honestly got bored with it, But besides the point
But here's an intresting one
what about the Minish?
could I ask some opinions on this statblock?
alot of races in the world to pull from.
what you think is interesting is subjective.
add them all
and see if any players take the bait.
give them 1 thing they might be good at and thinking if perception stats might differ.
like a borrowing speed for Mogma. and give them trimmer sense 10 ft.
dont worry about stats in terms of ability scores.
sure
def gonna add Minish NPCs
i love the idea of shrinking down to solve different puzzles from a different angle
wh.. whats your opinion on it
too big
for that size it should be high cr
im not sure the size of the creature is important to its power
its big, strong
but its slow
so it is still a young dragon? its dragon type gets bigger?
i like the over all design that its big and sits on you!
in the game its based on there are three size variations and the biggest one is so big it just kinda lays there while you kill it
add an aoe stomp.
honestly I feel like that'd be too much
that should do the dmg and knock prone, the dive bomb is goodish but the dragon wing flaps do much the same in other stat blocks for showing size. but that can be changed to a "crash" for much better effect of making the flight part of the encounter be a stage one, as they try to get him grounded, put him in an an environment of narrow passes or clif sides that the wings can cause falls just from a "fly by" rather than a dive bomb.
the big stomp or ground pound, a rend calw atack.
the dive bomb should be split, the fly by that gives an aoe wing atack and knocks them back 15+feet on failed save deals bludgning damage from the tumbbling.
once they try and shoot him down or if at half hp bring down the old divebomb as a reaction crash into a spot in its speed range
how is that?
Hello, I am back with a HB staff for a light domain cleric. How does this fair given to a level 7 PC?
Spark of Radiance (staff)
(requires attunement)Imbued with the blessing of a Guardian of the Sun, this staff radiates with the warmth of the guardian’s protection. This staff has 6 charges and regains 1d4+2 expended charges daily at dawn. While wielding the Spark of Radiance, you gain the following options:
Guiding Spirit: As a bonus action, you may expend a charge and speak the weapon’s command word, imbuing an ally you can see within 30ft. with a veil of warmth. For the next minute, the ally gains the benefits of the Bless spell (no concentration required).
Fierce Guardianship: As a reaction to a blessed ally within 30ft of you taking damage, you may expend a charge of your Warding Flare Feature and teleport to their space (if they are willing), pushing the ally 5ft in any adjacent unoccupied space of their choice they can stand on. If every space is occupied around the ally originally, they are pushed to the nearest unoccupied space they can stand on of their choice instead. You become the target of the attack and take the damage instead. You may also take an attack of opportunity on the attacker if they are within 5 ft. of you.
Ignis!: Your staff ignites with the brilliance of your spirit as a blade of flames projects outwards from the top of the staff. You have the Flame Blade spell always prepared and can cast it once without expending a spell slot. You regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.
The staff is treated as the flame blade while you are wielding it and retains its features while transformed. If dropped, the staff loses the effects of Flame Blade, unless you expend a Bonus Action while holding it to evoke the effects again.
already gets a fire breath AoE, I think giving him a legendary action that lets him AoE for damage each turn is just too much
also his location is the center of a giant lake
he does
now that you mention it is a fairly shallow lake
though it is at the bottom of a large area surrounded by cliff faces so maybe the water used to be higher
the beat part of that is guidence at rance
reminder that the damage output is also technically too much for a CR 9
good for a light cleric, but is radiant dmg out of the question for a staff? does it need to be a fire dmg effect?
there is an idea around to let them pick between radiant and fire with the staff as well for the flame blade portion, this was more of the core stuff that can get bonuses along the way
the hope was to cleric's situational BA and give them an option between regular warding flare (disadvantage to attack+ shield ally at range) to an offensive mobility reaction (take dmg + retaliate, possibly with war caster too)
i think you are thinking too much i terms of spells.
the DM need only think in number og charges, and number of dice per charge for creating the mecanics.
rather than say a flame blade spell.
IMO if you are putting charges and an optional dmg. Use elemental weapons as a model, but alow radiant dmg and fire as only choices.
have it use up alot of charges to use the "at higher lv version"
and give it a low number of charges back per day to how many it uses on elemental weapons.
the big thing as a cleric that makes it good is they dont normaly get the spell, and you can hand the spell out like touching the staff to another weapon. and giving the spell to another partymember. like "passing the torch"
just dont give the staff a base + enchant its self, and to that end let it use its self as a target (normaly you could not)
the cantrips are good design, i love the 30ft range on guidence. (but give it concentration, if not you than of the target)
the guarding part of the staff should be somthing other than a teleport. IMO Circle of Power is the spell to use for charges or a once per day. but warding bond is another good one
but the bless is good, you should just have it have charges of bless. (mecanticaly best spell in the game always use concentration if you can for balence)
Oh, I don't think guidance was a part of it. Just more flavor text for single target bless
Opposite Forces
3rd level Way of Balance feature
You start to channel the power of balance. When you make an unarmed strike that isn't apart of your Flurry of Blows feature, you can instead send out a mote of Light or Darkness. This mote is a ranged spell attack with a range of 30 feet that uses Wisdom for attack and damage rolls and deals damage equal to a roll of your Martial Arts die. The mote can benefit from items and features that benefit unarmed strikes. Depending on the mote chosen, the damage type of the mote will change and different effect will occur, as seen below.
Light Mote. This mote becomes charged with the powers of good and peacefulness. This mote deals radiant damage and when a creature is damaged by this mote, you or one creature of your choice within 30 feet of you gain Temp HP equal to your Wisdom modifier.
Dark Mote. This mote becomes imbued with the energy of evil and decay. This mote deals necrotic damage and when damaged by this mote, the creature takes additional damage from all attack rolls equal to your Wisdom modifier. This extra damage can occur once per turn. This lasts until the end of the creature's next turn.
i think this works
I just tried to make a monster on dnd beyond but it didn't work 😭
have tried using an existing monster as template and just edit the stuff you need to change?
I think someone was answering the same question in #ddb-support
Seconds
Weapon (rapier), Artifact (requires attunement)
The long lost third piece of time itself. While the other two components spread throughout the land, this weapon was lost in time in a prison of its own making.
Magic Weapon. This weapon has a bonus to hit and damage equal to a quarter of your clockwork stacks (round up). It has the Light property.
Clockwork. Whenever you land an attack with this weapon, you gain 1 clockwork stack. If you reach 12 stacks, that hit deals an additional 3d12 Thunder damage. At the start of another creature’s turn or once you deal the damage of your 12 stacks, you lose all your clockwork stacks.
Quickened. You have advantage on your Initiative rolls. As a Bonus Action, you can use the Disengage, Dash, Dodge, or Attack (one attack) actions.
Second. This weapon has 4 charges. When you are holding it, you can cast Time Stop by sheathing it. You expend 1 charge for every round of the effect. The effect ends early when you unsheathe the weapon or when you otherwise end the effect. If the weapon runs out of charges and the spell is continued, you and the weapon get lost in a rift in time, experiencing no passage of it and living outside of the area governed by it. The weapon recovers 1 charge daily at dawn.
Oh sick dude will use thanks
https://docs.google.com/document/d/15YTNfzLTojz-Z_osotzlP1IpDY9ik2G6ZBlS5dStzuI/edit?usp=drivesdk
Made some adjustments and changes for my monk battle Master feedback is appreciated
Is it a good racial feature?
,,When a creature misses a melee attack against you, you can use your reaction to move 5 feet without provoking opportunity attacks."
I just ran an official module and the party got a Mithral Chain Shirt. I looked at it and saw that it is relatively pointless. The same goes for Mithral Breastplate. I know in previous editions mithral let you add +1 to the max dex of the armor, but that doesn't always help if the character that gets it doesn't have a high enough dex to take advantage of it. I am thinking of allowing mithral armor to give resistance to piercing damage equal to the dex mod of the character if they have no other damage reduction.
I wanted to keep the flavor of it being good against being punctured while not making it so strong it should bump up in rarity.
Does this still seem too strong for an uncommon?
Hey guys putting this out here again, still getting more feedback on this Paladin Aura:
Subclass: https://docs.google.com/document/d/1zvo-joIYqhDO5FQ7rwIkbosPvyfRfNLG-36w4qcPdKE/edit?usp=sharing
New Aura: 7th level Oath of the Pale Doctrine feature
Starting at 7th level, your presence radiates a pale, cleansing light that steadies allies and sears corruption.
While you are conscious, you and friendly creatures within 10 feet of you gain the following benefits:
- Whenever a creature in the aura regains hit points from a spell or class feature, they regain the maximum possible amount from any dice rolled.
- Each ally in the aura has advantage on death saving throws.
In addition, hostile creatures that start their turn within the aura take radiant damage equal to your Charisma modifier (minimum 1).
bump
Homebrew: weapon (ranger exclusive)
The wielder gains advantage on survival and perception checks against enemies and gains a critical hit attack with an extra 4d6 force damage even if they are in total cover if used in surprise. The weapon returns to the user if thrown. Range 250/1000
Depends what level but generally not. Giving resistance to a single damage type isn’t the end of the world in most cases I found.
Hey so I’m going to be writing my own book here soon and I’m piecing some things together. This is a feature for an Ares themed barbarian subclass. Would love to hear what you guys think.
War Charge - you channel your warriors spirit and extend your movement speed up to 15 ft as a bonus action. When charging any creature of your choosing with in 5 feet of your charging path must make a strength saving throw (8 + str + prof bonus) or be pushed 5 ft in a direction of your choosing. Additionally you can shoulder check into 1 creature along your path, stopping your movement. The creature takes damage 1D4 + Str damage and makes a strength saving throw (8 + Str + prof bonus) or be knocked prone. You can use this feature a number of times equal to your proficiency bonus gaining 1 charge on a short rest and all charges on a long rest.
The maximum number of feet you can move in this way increases to 20 at level 6, 25 at level 12 and 30 at level 17.
Do you get more than just that at level 3? Cause it seems pretty weak
I’m thinking about doing a war aura giving allies within 10 feet a +1 bonus to attack and damage rolls and on top of that if they’re prone, or with flanking they would be getting advantage
Also to compensate I think the level 6 feature is pretty strong
Also barbarians typically don’t have the best bonus action resources in my experience
This is the level 6 feature
Weapons of War (level 6) - while you are raging you are proficient with any weapon you are holding and can use strength for the attack and damage rolls. While holding a weapon, that weapon gets a +1 and is considered a magic weapon, if the weapon is already magical it still gains the additional plus 1 to attack and damage rolls on top of the weapon bonus that already exists. In addition you gain the weapon mastery for whatever weapon you are currently holding.
Wait that's mad
You can reckless with a ranged weapon and just be behind cover and stuff that's really nice
Yeah that’s why I didn’t wanna go too hard with the level 3
I’m writing a book series called Gods and Legends. This one is Shadow of Olympus. This is Path of the War God (Ares) and will also be doing a Path of Might (Heracles)
Also making an entire Demigod class which should be cool. I’m in the early stages but wanted to get some feedback on the little stuff I have so far
Hey so I could use some advice
In my D&D server there is a vampire class and I’m making a robotic subclass for it. Any ideas for possible abilities to give a robotic vampires?
See Ultrakill
The subclass is already based on ultrakill
i like this
Would anyone be able to give me some feedback on my WIP rare magic shortbow? It's called the Bow of Cupid, and it requires attunement by a Bard.
You have a +1 bonus to attack and damage rolls made using this magic shortbow. In addition, you can use Charisma, instead of Dexterity, as your ability modifier for this weapon.
While wielding this bow, you can take a Magic action to shoot an invisible arrow, which automatically hits and does no damage, at a creature you can see within range. The creature must make a Wisdom saving throw against your Spell Save DC. On a failure, the creature is either Charmed or Frightened (your choice) by you for one minute or until it takes damage. On a success, it is immune to this effect for 24 hours.
What do you think? Is the balance okay on this?
I tried to base it on the IRL legend of Cupid (from Roman mythology)
My only thing is for RP purposes which is what a lot of people would like to use this for 1 minute seems short. Plus with the caveat of if they take damage the charm ends I think you could extend the duration personally. But you know the situation you are giving it out in better than I do
Is 1 hour reasonable? That just seems like an overpowered Charm Person/Cause Fear hybrid.
That was my thought yeah. Since 1 minute pretty much locks them out of combat anyways you might as well go a full hour imo.
Do you think that would be overpowered? It basically lets you cast two first-level spells at will as a rare item.
Are you planning on limiting uses? Or number of creatures charmed at a time. The only issue I see is the bard shooting 20 people in a tavern and then having a mob of people charmed by them
I don’t think so. With homebrew items or items in general timing is everything. Giving them this at level 1 would obviously be very strong but I think around level 4-6 that appropriate and fair
So keeping it 1 hour but ending the effect if it's used again is fair?
Yeah limit 1 creature at a time and maybe a number of uses per day so they can’t breeze through every RP encounter with ease
would path of the giant need much tweaking to become completely meshed with 2024 dnd? I say this, because some features, like rage damage on ranged attacks, or elemental cleaver only applying to a specific weapon per rage, not taking 2024 barbarian and weapon mastery benefits into account
Would making it cost a Bardic Inspiration die be reasonable? The player I built this for always plays a Bard but acts like a Vicious Mockery spambot.
I might go proficiency bonus maybe?
@coral merlin How about this?
You have a +1 bonus to attack and damage rolls made using this magic shortbow. In addition, you can use Charisma, instead of Dexterity, as your ability modifier for this weapon.
While wielding this bow, you can use a Bardic Inspiration die and take a Magic action to shoot an invisible arrow, which automatically hits and does no damage, at a creature you can see within range. The creature must make a Wisdom saving throw against your Spell Save DC. On a failure, the creature is either Charmed or Frightened (your choice) by you for one hour. The effect ends early if the creature takes damage or you successfully use this effect on another creature. On a success, the creature is immune to this effect for 24 hours, and the Bardic Inspiration die isn't expended.
My player never uses his BI dice, so this might be a fun way to get some use out of them
That’s true. It is slightly more spamable that way but truly since it’s roleplay I don’t see it being a huge issue anyways
Maybe make it so it’s like DC 8 + prof + roll of BI for wisdom save?
That way he gets to roll to see how successful he is since it’s an “attack”
It’ll be slightly lower than his charisma modifier in most cases but with potential for upside
So both the player and the target have to roll to essentially contest checks? That could be cool.
Yeah I mean BI is like a D6 till level 5 where then the checks get harder
I think that makes it fun and flavorful
So level 4 it’s basically 10 +D6 and level 5 it’s like 11 + D8
Makes it a bit more swingy
@coral merlin
You have a +1 bonus to attack and damage rolls made using this magic shortbow. In addition, you can use Charisma, instead of Dexterity, as your ability modifier for this weapon.
While wielding this bow, you can use a Bardic Inspiration die and take a Magic action to shoot an invisible arrow, which automatically hits and does no damage, at a creature you can see within range. The creature must make a Wisdom saving throw, whose DC equals 8 plus your proficiency bonus plus a roll of your Bardic Inspiration die. On a failure, the creature is either Charmed or Frightened (your choice) by you for one hour. The effect ends early if the creature takes damage or you successfully use this effect on another creature. On a success, the creature is immune to this effect for 24 hours, and the Bardic Inspiration die isn't expended.
Is this okay?
Of course I enjoy this stuff myself! I like making weapons that upgrade
Heyo, I am in the revising and editing part of one of my homebrews and need to completely change 2 of the features
Here is one of them: Hema Stance (Dueling Stance)
When you make an attack action, you can instead turn the attack into a defensive stance. You can forgo one of your attacks to gain a bonus of +2 to your AC until the start of your next turn.
This is a fighter subclass based on fighting stances, and Hema just doesn't work at 3rd level and really isn't worthwhile until 11th level fighter
https://docs.google.com/document/d/15YTNfzLTojz-Z_osotzlP1IpDY9ik2G6ZBlS5dStzuI/edit?usp=drivesdk
Made some changes feedback is appreciated for my monk subclass
What edition is this for? 14 or 24?
I'm guessing Crippling barrage replaces Flurry of Blows
Replacing Stunning Strike is an interesting choice
The concentration advantage is quite pointless as only 1 feature uses concentration
Yeah I turned it into a counter move
It's to connect for dragons rage
Almost no monsters have resistance to non magical attacks, and if it is just flat getting rid of all resistance and turning immunity to resistance, that is powerful
Yea, but its dependant on you picking up Dragon's Rage
Hmm alright so I'll swap out iron breaker for something else, yeah I planned on picking up dragons rage
What do you think of the other techniques? Not overkill or anything
I think the arcane disruption is good enough just as a spells and no conc
magical abilities can get iffy on what constitutes as magical
True
Also, Shadow counter is just a tweaked Deflect attack but with stunned (Super powerful)
Neural Cascade should either just be based on attacks or con saves, not attacks and then con save if hit
The moving thing is kind of janky with the +2 ac, because if it is used for a melee attack, then you are no long within reach, negating the attack altogether
Shattering and Blinding I would just say reduce to 2 points to use imo for balancing
no, not at all
maaaaybe if its a -1 to the AC, but this seems a lot more balanced if you can reduce multiple enemy AC by 2
gtg but can get back to you later
Only two left before I start working more heavily on the narrative explanations for these!
Equilibrant
You manifest pure magical energy in your hand. It doesn’t harm you.
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
For the duration, you can form the intangible energy into a simple dimensional figure, such as a line or shape, with total dimensions no more than three feet. You can also tell if there are any portals within 1,000 feet of you, but you don’t know their location.
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.
Arcane Pulse (Arcane Only). A creature you can see within 60 feet takes 1d6 Force damage.
Cosmic Impact (Divine Only). Make a ranged spell attack against a creature you can see within 60 feet. On a hit, the target takes 1d6 Force damage. A creature native to the Upper or Lower Planes instead takes 1d10 Force damage.
Dimensional Anchor. Make a melee spell attack against a creature you can see within reach. On a hit, the target takes 1d10 Force damage and can’t teleport or use portals until the start of your next turn.
Fragment. A Tiny nonmagical object you can see within 60 feet crumbles to dust.
Cantrip Upgrade. The Force damage increases when you reach levels 5 (2d6 or 2d10), 9 (3d6 or 3d10), 13 (4d6 or 4d10), and 17 (5d6 or 5d10).
This was by far the hardest one so far.
anyone have an example of a huge charging attack, say by a monstrous cavalier? multi-targeting. i'd probably just use a fat line, but other examples would be appreciated
The Fire Giant Dreadnought
Their Shield Charge action
eeeexxxxxccccceeeeellllllllleeeeennnnnnttttt
thank you
wow it uses degrees of failure too
also, anything about a sort of "clashing?" i want to end a fight with a big contest between an npc and pc that are similar in concept. both cavaliers. it could be like a final joust or clash of blades for the final hit
i'll just do that but best of 5 then, make it more tense
(and lie on the final roll so that the player wins)
something i wiped up after today's session where one of our party members kept misremembering a magic bear as a magic boar and some of us started jokingly saying it was a bear boar or boar bear, gave me the idea to for giggles mostly, try wiping up such a creature https://www.dndbeyond.com/monsters/5822955-boarbear
What would be some cool ideas for a Ranger subclass called the “Conclave of the Storm Walker”?
All I have so far is the spells granted by the subclass and the capstone ability which lets you fly for a minute and have a storm cloud around you
Nameless King style
i'd suggest theming around elemental air, could also potentially take inspiration from real life falcon hunters, you know those who use falcons and similar birds of prey in their hunting, but with a more fantastical spin on it, though would have to be careful not to step too much on the beast master's toes if you go that route
Hmmm, good idea, the elemental air theme
I could try Jack Frost or Aang as inspirations
Storm isn’t just lightning after all
Could be wind and snow
closest class in publication i can think to look at for help or something is drakewarden since it can harness elemental abilities via it's drake companion including those associated with elemental air
though often elemental air is associated with lightning, thunder, and bludgeoning damage, and sometimes cold, but the other 3 tend to the majority of such ways it is expressed in terms of damage types
Yeah, I think a variety of damage types would be good
If my subclass is all lightning damage then the ranger is screwed against anything resistant or immune
at least without the specific feat that turns immunity into just resistance, but not all games use feats
and even then that feat only works on the elemental damage type of a selection of main ones that you have to pick when you take the feat
It's not always a baaaad thing.
i let them ignore immunity and turn it into resistance 
Not sure if your back but is there anything else to note on?
would it be broken if i gave ranger a fly, swim, crawl, burrowing, and surf speed equal to their walking speed?
You can't make rangers broke-oh wait hollow warden ranger
I mean no on a regular ranger whatever
hollow warden isnt even op
Have you seen the AC's you can get on this thing?
Old Gloomstalker was highly likely the most powerful Ranger we'll ever see in 5e.
Maybe I'm selling but it's a 1st level spell so can't you just......cast it again? Also what about Warcaster and stuff?
so, using up more bonus actions and resources
sure, HM gets free casting from base class, but like, do you really just wanna cast it over and over?
Yes
i mean swarmkeeper
2024 ranger is bad so :P
i made it better though
i dont think you even know what youre doing at this point
Yeah uh on further consideration that sounds kinda broken but not THAT bad compared to what some of these rules lawyers do
maybe ill expand it to all rangers
but i did the idea for swarmkeeper for obvious reasons
lol
I take offense to this
||the joke is I’m a lawyer pending bar passage result||
i love lawyers when theyre alright
Lol thanks I guess?
Could someone take a look at these Q&A and tell me if the idea for my class sounds too much like "Ranger but with Arcane flavor"?
i dont really see much of a vision here tbh
Elaborate
well the answers here are "wears medium armor", "can use any weapon", "doesn't have a particular style of magic", "not born with magic", "learns magic like a ranger, not like a wizard" ...
thats not really coherent
There's more than that though
It's basically a scholar like the Wizard but more of an explorer
And instead of focusing on magic itself and school of magic, it focuses on different areas like Arcana, History, Nature, etc
I can't be talking really I found a really stupid loophole that lets you use prestidigitation to deal damage and one shot so.....
what
Spells only do what they say they do, nothing more and nothing less. 2014 Prestidigitation famously had a rule misinterpretation about a temperature range for "warm" not being specified so as to make "warm" the temperature of the sun (or another arbitrarily high temperature).
Swarmkeeper Enid: Make Rangers Great!
So... Rangers can add wisdom modifier to attack and damage rolls at level 9.
My first homebrew (yeah it's based on a book): Echomancer Sorcerer
These Sorcerers were born with the innate ability to control echoes and manipulate their own echo. As a result those around you catch a glimpse of the Echolands when you cast a spell.
Echomancy
You gain additional spells at the levels shown below by the table. When you gain a spell from this feature, you can learn a different one instead of the same level, provided it is from the Necromancy or Enchantment wizard, sorcerer or warlock spell lists. It does not count against your spells known. You also learn the Spare the Dying cantrip, which you can cast as a bonus action. It does not count against your cantrips known.

Crossover
At 1st level, as an action, you can cross over into the Echolands (this can happen an equal number of times to your proficiency bonus).When you do this, your life force leaves your body and enters an echo. You control the echo and not your main body, if your main body is destroyed while this happens you become an echo and lose your powers. Also, if you willingly die you can drop into your echo, at the cost of half your current HP. To come back from your echo, drop back to your regular body by focusing on your lifespark for 30 seconds. Your echo can cast spells and fight, it also has 20 ft extra of movement speed (walking) and you have advantage on death saves and proficiency in them if you are reduced to 0 HP while in your echo form. It does not have to breathe or sleep, and is immune to effects that wouldn’t work on undead creatures (e.g poisoned), and gives you a +1 to your AC. If your echo dies while it is housing the life force of you, you die and lose all class features, becoming an echo.
If you want I can explain it but expect your DM to either stop DM'ing or outlaw it 🙁 people don't appreciate unharmful ideas
Feel free to post it since it seems like an appropriate homebrew topic to propose changes to the Prestidigiation spell. Otherwise for rule clarification on if it can do damage in the first place it'd be better in #dnd-rules
I mean yeah I could warn of the loophole but it's really stupid (based on the oxford english dictionary) so I don't think its needed
Again feel free to post if you want to propose the change or get clarification if it would even work
Quick question, I need some help with a material I've introduced to my game
I used to play a lot of tinkers construct on Minecraft, right? There's a slime material that I used in a lot of my builds that gave the tools a bouncy quality. Example, a staff with a crystal at it's tip that lets me fling myself around at high speeds. I already have stats for that, but the boots I used were special. They were made entirely of this slime material, and they were just really bouncy. I want to know what properties I can give this material/crystal, but don't know what to say beyond "it doesn't interact normally with motion energy"
I'm really not sure how else to explain but if you have questions I can surely answer anything relating to it
you could prob get away with just saying "when you fall while wearing these boots, negate the damage and immediately jump in any direction a distance equal to half the height you just fell"
remove the fly speed and burrowing speed
and then you have the normal feature
exactly, which is why it’s that way
burrowing and fly speed on players just doesn’t work without limitations
yup
especially burrowing
nah, it’s only for swarmkeeper, it’s a magic item that makes swarmkeepers move anywhere they want to move
- a bunch of other stuff as of the last revision I saw
i'm in a weird overwhelmed mood at the moment,,
i wanna mess with 5e's combat kinda, inherently,,
i'm just conflicted on AC as a part of the system,,
well, what do you have so far
nnot much-! just this fragmented idea that like, i dunno my warforged player who tried to build himself as a tank should be able to tank, and just the same, my cleric should probably be a bit less healthy than the individual who is trying to be the tank,,
ik dnd doesn't support 'tanks' in normal rules, i already added a taunt, though honestly i think i need to change that one too,,
Taunt
As an action, make a charisma check or one of the charisma skill checks (deception, intimidation, persuasion, performance) to try and goad a creature to attack you instead.
DDO maybe could be inspiration, it let you use intimidate to taunt and diplomacy (persuasion) to lose threat/reverse taunt, and bluff (deception) to reverse taunt one target only but it stuck for a minimum of 2 rounds
mainly its summoning subclass, added this feature
Showcase
Starting at 7th level, your art and martial prowess become more then just for show. When you command your Work of Art attack, you can make an attack with your Writer's Tool. When you make a attack roll with your Writer's Tool, your Work of Art can attack the same creature if they are within range.
and the checks were opposed, so some creatures were easier to manipulate than others
mmmh, could you describe more in detail,,? i think i'm slightly getting it,,
I mean that's the entirety of it
i see,,
You click the intimidate skill and roll intimidate against every target near you, and if you succeed, every target attacks you until given a reason otherwise
And you click the diplomacy skill and roll diplomacy against every target near you, and if you succeed, every target attacks someone else until given a reason otherwise
Each was a free action with a 2 ish round cooldown
i get that,, hm,,
tthinking of how to like, translate that to 5e,,
in my games checks mid-combat are free on the first attempt, but require your action on the second in the same turn,,
Lol. I accidentally made a thing that can define 243 bladed weapons >_>
I wanted to rework weapons and ended up with a rough draft ```Blade Generator
Length: Long / Medium / Short
Width: Thin / Medium / Wide
Curve: Straight / Curved / Crescent
Weight: Hilt / Balanced / Blade
Hilt: Cross / Cage / Shield
Now just to attach features to all of that lol
I feel ya, I made a framework that could create over 91 million unique magic items.
Oh yeah, magic is a whole other can of beans.
I was just considering making weapons into like, prestige classes / subclasses of sorts.
Then I was like "Lets make a little thing to make some variants" and now I have 240 of em
So uh, yeah, probably not going to make each of those into a class lol
I might just make it into a smithing system.
what’s a shield cross guard?
Its a solid rounded metal guard, as opposed to like a basket hilt.
They're heavy and kind of limit some movement, but they're the best hand protection.
It would be closer to a rapier handle, its got bars but its not a solid piece
A little lighter, a little easier to maneuver, but you can get poked through it
got it
Im considering how weight is going to play into it.
you can have a cage hilt but still be able to use a thumb grip irl
Yeah, they definitely lock you in place less.
so I’m not sure what sort of drawbacks you will give a cage hilt
Well, its more it wouldnt be as defensive as a shielded hilt, not necessarily that it would be bad.
Though it would still add more weight than a crossguard.
In a sense itd be a kind of middle point.
Though I might pair that down to just cross guard and shield guard for simplicity.
I guess you can remove swept hilts from the equation
I'd put those under cage
since those would be lighter but they’re more expensive
or I guess you could make them more expensive
Yeah, Im still unsure on cost either.
I want to make this into a smithing thing, in a way
So materials could play a part as well.
yeh, they’re under cage, but swept hilts aren’t really heavier than cross handguards
Including potentially things like adamantite, mithril, ironwood, dragonscale, etc
Yeah, plus not every blade has a handguard
So maybe None / Cross / Shield might be a better fit
I can’t think of any weapon that has the primary job of being a weapon that doesn’t have any hand protection
angled gun-handle swords technically don’t have a specific piece that protects the hand, but they have weird angles that offer natural protection
Yeah, kukri style stuff
yeh, they still don’t allow attacking the hand through a bind
Im thinkng more hand shots
Like off a parry
Though clashes are an interesting point.
tbf I woulda counted Katanas as cross guard in that system of 3 choices
Yeh, Im looking at em now and they definitely have the ring guard.
I dont know why I was picturing just blade and handle.
when I think no hand protection I’m thinking of something that has the blade end at a larger area than anything after it
Yeah, figuring out a Spear Generator is going to be a nightmare lol
Heads alone are so varied.
Let alone hafts and pommels.
But I just had this sense that part of the reason martial combat feels the way it does is because weapons need the same kind of TLC that spells got with Vancian
hey, at least greatswords only have less choices
So I kind of want to try a more complex take on it
Like, one of the things I want to do is to give most of them B/P/S, not just one.
But different based on the blade choice.
And overall weight, etc.
Though altering B/P/S enough to be interesting but not so much that you have to track a bunch of stuff is the tricky bit
are you limiting weight of a weapon to be usable? or is there some other limitation you’re going for?
I might tie it to STR/CON reqs.


