#homebrew
1 messages · Page 21 of 1
called it
you can get away with "free" spells, one that comes to mind is hunters mark
upcast it and have it for 8 hours
HM isn’t really that impactful especially upcast so I’m not worried about a free casting of it
I was about to say that since it's AoE now, everyone affected by Binding technique would be forced to stay close
But then I came up with a rework
Well except for the niche of Monks with Ranger dips but I digress
At the first stage, it slows the enemies down to 5 ft or maybe lower
staying close to your frail character, i dont see how it would help you
ahem, I didn't say that they'd have to be very close
At second stage, they take dozens more damage and are knocked prone by nearly any attack
At third stage, they can't move anymore
In the span of 3 turns
and with that, it is now broken
So on their second turn they take a 12x damage multiplier???
AoE damage
maybe not 12x
actually maybe remove the damage multiplier
Yeah I would
yeah
that moves it to game breaking
theres a reason vulnerable status is incredibly strong
Yeah pretty much no effect gives vulnerability
though again I said maybe remove the damage multiplier, so in this case
Is being knocked prone by any attack still broken?
Without the multiplier it’s useless effectively unfortunately
It takes too long to set up
well, if they are already at like, 5 speed
going prone would make them basically 0 speed
and give anyone advantage to hit them
I reiterate that a single casting of Entangle basically does what this effect would do, but better
which level spell is it?
1st
ok wow I need to up my game
Both Ranger and Druid
ranger and druid
Does 2x damage multiplier at first stage sound too little or ok
I wouldn’t do it at all
2x damage is insanely broken
2x damage is vulnerability
for any class that is able to hit big
too much
imagine a caster dropping a firaball on 2x damage
on attack
most of the time id say double dice, or basically advantage yeah
5e doesn’t really use fractional multipliers
Again this would effectively be Entangle
oh hey thanks
maybe enemies that are effected have disadvantage on attack, but that would just be unfun for the dm
an AoE disadvantage
also Basic modifers like +1, +2 etc also work
Guys please this is literally just the entangle spell 
you could make it like, when hit they take an extra d4 damage
Entangle inflicts restrained which:
but it dosent really make sense at all
I have done a number of combat simulations in a contest between wizard and warrior and high level mobs, if they focus on the wizard he dies every single time. In combats where the warrior is the focus both live. It's as simple as that. No spell a wizard has will stop a mob of party designed challenge at level will stop him from dying. Wizards are weak, you must be thinking pvp.
i am coming into this conversations with 0 context so idk lol
@long oyster wants to make an ability that chains people
The martial caster divide is a well proven and well studied thing. It sounds like you had some biases in your simulation
and it turns out finding a way to make 0 speed different from other spells that do that is hard
some
i mean... thats cause your trying to use the base of restrained. if you want a unique effect, create a unique condition that simple
I'm thinking it could be more of an item that can be used once per some time (a day or maybe less)
this is why there is a saying called "go for the one in the dress"
wizards are a problem if you dont deal with them
they are the effective glass cannon of DND
i think when people compare wizards and warriors they are talking about pvp. But most games dont do pvp.
Anyways to continue my message, Entangle already inflicts restrained which:
- Gives advantage on attack rolls against the restrained creature
- Gives the restrained creature disadvantage on attack rolls
- Reduces move speed to 0
- Gives disadvantage of Dex saving throws
martial classes are good in general, but casters have the most potential is how i see it
Not at all. The Wizard has a plethora of encounter solving spells that martials unfortunately cannot beat, especially at high OP tables
aint no fighter gonna hit a room of enemies for 6d8 fire damage is all im saying
hold on, does Entangle affect a lot of enemies
fun but weak, you could easily double their spell slots and still not get a balanced game because of concentration limits and 1 spell one round rules.
The concept of the squishy caster is actually incorrect
this is why i like paladin
Casters get plenty of defensive buffs
can cast spells and throw hands
So, thats because most martials focus on mitigating damage, dealing damage every turn consistently. spell casters focus on either dealing damage or utlilty whether thats healing or creating advantages for allies.
i mean you dont get in a monsters face without mitigating SOME damage
but in pvp the wizard might win, but there is this wizard killer feat to contend with.
Mage Slayer?
Good luck getting close to the wizard haha
Perhaps #optimization can provide more thorough insight as to why Wizard (and other casters to a lesser extent) are so good. Otherwise I recommend checking out Tabletop Builds who are some of the gold standards for building OP characters
not like pvp happens much or is at all balanced
Yes it is a 20 ft square
So potentially many enemies
like i said here this is your best option for your new spell id say
Allies too, technically.
I am sure you could dip into warrior but the topic came up about the balance of a homebrew item i suggested.
Fighter dips are not needed for Wizards to not be squishy
do tell, i am all ears.
actually all yall need to do is... INVEST IN YOUR CON MOD lol
you could take a couple warlock levels and take the tough origin feat
Again I suggest checking out the resources I listed
Shouldnt you already have that as a wizard
True
i dont need a resource i am aware of what you can do, the claim was that there is something i dont know.
you mean the ring that doubles spell slots?
Most people i know dont invest in Con for some odd reason. but yeah you should as a spell caster in general. Unless you dont plan on casting concentration spells xD
ring of wizardry it was a classic gygax magic item
so my question is, whats stopping you to get an enspelled staff
for basically the same thing for free
Yes there are things you don’t know, which is fine. In fact, I’m pretty sure table top builds has an article on the Squishy Caster Fallacy
ring of wizardry doubles spell slots.
1d6 casts of up to lvl 8 spells if i remember correctly
the level of spell is decided on the rarity
so 8 is max
Yes and that is quite game breaking under normal and high OP play
so you get, at best cases 6 free casts of a lvl 8 spell
seems better that double spell slots but locked to that level
the one i homebrewed was a trade off fixed spell slot assignment for doubling the number of slots
that anyone can use
i think as has been said before, giving the players more resources tends to make them better. whether or not its actions, spells slots or dice
so you can in theory, main action the staff to use, and throw it to an ally thats next turn
Frankly since ritual spells exist the doubling of spell slots really only serves to benefit the casting of “big effect” spells
now a staff that doubles the duration of any spell... >:)
staff of the magi is effectively the same thing in a lot of ways
seems mostly situational
Sure in the aspect of giving free casts
Entangle, Spirit guardians, Warding sigil, all benifit from it and are commonly used spells
as in most of my suggested rings of gygax its just bringing some of his better ideas and flavor back to 5e
Otherwise, it’s really different. The staff’s spellcasting is much more limited both in the kinds of spells you can cast and in how many
Ok so I'll not make Binding Technique the focus, instead it's just gonna be a different flavored Entangle that has two variants. First variant affects multiple enemies and restrains them, second one is just against a single one so they can't take any action for 1 round or more, depending if it's weak or overpowered
ring of unlimited attunement suggested limitation is the chance of occationally losing a magic item, pick pockets are attracted to you.
..I realize I'm bad at making simple ideas
lol
wait is there a term for not being able to use any action
I would probably change this to getting X casts of Entangle with the caveat that allies are not affected. Maybe PB/2 so as to not compete with spellcasters
stunned i imainge
skips a turn
The incapacitated condition
I mean I'd personally say immobilize

i mean... that still sounds like entangle
but id say stun condition is probally the closest
Ok should the single target binding stun the target for how long
since I still intend it to be.. not too short
Stun inflicts incapacitated, which is the condition that states you can’t take actions or reactions
Idea: single target is permanent, but the user is gonna have to stay in place to keep them stuck. The moment they are interrupted, the effect ends
that would just be hold person lmao
Single target permanent stun is OP
eye see
10 rounds
1 minute is 10 rounds
yeah right
Most combats end or are wrapping up by round 4
so 10 turns of stunned then?
like i said 1 minute, then maybe just be an aoe for the mulit target, that lasts untill the target saves or 1 round whichever is longer
also giving the help action allows for creatures to free captured creatures
So either incapacitate someone for 10 turns and wait a day to use Binding again, or slow multiple down to 5 ft speed and attackers have advantage against the bound
And still wait a day to use Bind again
i guess you can add in a movement like before, force enemies to move, have the option to throw them into walls or each other for like, d6 damage
Oh yeah
but at that point i question how this frail maid is able to toss around groups of enemies with no magic
Druid just pretty much… does this
They get both Entangle and Hold Person
Except they don’t have to wait since they have multiple spell slots per long rest
it could effectively be a lower level version with hinderances
like i said you could add allowing creatures to help each other out of the stun, and then the stun effect widens but it only last 1-3 rounds and only works while within the area
Ok, well they still have other things
One of their main things is that they are potent with improvised weapons
And debuff when they use them
Fair enuff
Yeah that make more sense
just asking but, your dm is fine with this right
I don't have a dm
roll a d4 to determine the amount of rounds you are stunned within the AOE 😄
not yet
wait
I have not gotten anywhere yet
ima be real, you should wait till you get a DM and work with them to get this sorted. doing it before hand tends to not work out or feel bad?
because the issues with a homebrew of this kind is 1, either you add this on to a class and they are just, better than the original class
or 2, you are making an entire class up to level 20
Subclass would also work
that falls into catagory 2
Really if you’re making a custom class you should be making features all the way to 20th
after level 3, you are making an entire class
making a custom class is a LOT of work ;-; as someone who has made/helped with at least three different ones atp
Which is partially why custom classes are some of if not the hardest homebrews to make and balance
it is exceptionally difficult to make a custom class that is balanced
like we are taking this long, for a single ability
yeah I'm at least making either debuffing or using improvised weaponry 1st level
and the Binding would be higher level
ive been working on a homebrew class for some odd months now and i still dont feel comfortable releasing it yet
Yeah and this is even before covering the core theming, intended niche, and what makes it worthy of being its own class instead of a subclass to an existing one
most can get away with reflavouring skills for an existing class
yeah plus i was so scared it would fall under the illrigger, and thankfully it didnt
Ok so how about I forget about Binding for now and think of it later
I’m not even sure if it’s supposed to be a martial, half-caster, or full caster
from the sound of it, martial
Once I've gotten the intended niche done I'll work on it again
no magic at all
Yeah that’s what I assume
One of the biggest roadblocks I see is making this distinct enough from Battlemaster Fighter
a martial class that kind of like tosses chains around to bind people, i mean, its not impossible to imagine
yeah but stun with martials is INSANE and an aoe with martials? thats incrediably uncommon the few that do have aoe's are in fact half casters
i think monk can stun and uh, thats it?
I intended it's someone that's a nuisance by hitting them with thrown knives that have either infused magic or a poison in each which debuffs
look at the soul knife rogue
you might find it interesting
However, at low level they prolly don't have the debuffing and -
I shall
at some point
If I feel like it
they create soul weapons to use at will basically
throw them, fight with them, teleport to them
Hold on lemme think
What would you suggest for first level
Would improvised weapon proficiency be fine for that?
that is just tavern brawler feat
is it a 1st level too
and if you are throwing like, daggers, why cant it just be simple weapons?
tavern brawler is an origin feat so, yeah i guess
actually could the butter knives just be some 'reskin' or something to daggers
still a dagger of sorts
You might be interested in this then 🙂
https://docs.google.com/document/d/1zr7V88Mohw3AKo0PcuAO33sb1H1c2EtA54DAmgVgPxY/edit?usp=sharing
just call it a dagger at that point and dont nerf yourself
at least if its a "dagger" it opens up every rogue option
sorry its not formatted much yet
They supposedly have a trunk that's a somewhat larger bag of holding, that holds dozens of knives ready to be thrown
...and the chains too.
soul knife
you literally make them out of thin air
its just that class but with extra steps
So they have a main mechanic of a bag of items they they can use for various abilities
they still have the broom cough quarterstaff cough
wwwwhatever
can i just, paste the important part of soul knife
go for it
LEVEL 3: PSYCHIC BLADES
You can manifest shimmering blades of psychic en
ergy. Whenever you take the Attack action or make
an Opportunity Attack, you can manifest a Psychic
Blade in your free hand and make the attack with
that blade. The magic blade has the following traits:
Weapon Category: Simple Melee
Damage on a Hit: ld6 Psychic plus the ability modifier
used for the attack roll
Properties: Finesse, Thrown (range 60/120 feet)
Mastery: Vex (you can use this property, and it doesn't
count against the number of properties you can use
with Weapon Mastery)
The blade vanishes immediately after it hits or
misses its target, and it leaves no mark if it deals
damage.
After you attack with the blade on your turn, you
can make a melee or ranged attack with a second
psychic blade as a Bonus Action on the same turn if
your other hand is free to create it. The damage die
of this bonus attack is ld4 instead of ld6.
(Side note, this sounds like a reflavored component pouch haha)
it says "blade"
but its basically simple weapons
so you can mainfest, any simple weapon
and that counts for quartersaff
and use it as your weapon
i ALWAYS flavor that as flipping the staff and hitting the creature with the other end :b
Psychic blades cannot mechanically conjure weapons other than the blade, though its narrative appearance is up to you.
i feel like if the stats and damage stays the same
The “blades” are a unique item with the properties listed in the description
also if yall have any constructive feedback on that class let me know 😄 i made it myself
they are in the end, magic attacks that just kind of dissipate on hit
its not the pointy part doing damage
As long as the conjured weapon retains the properties in the ability description and not of the weapon it appears to be, it’s fine yeah
reflavored
i mean, compared to an entire homebrew class
changing even how a single lvl 3 ability works slightly is a better option
so could I like.. reflavor that subclass as just grabbing the stuff from the trunk
because in essence, soul knife lets you create literally any odd weapon you want
and can work
Honestly if you wanted a variety of debuffs I’d suggest reflavoring Battlemaster fighter instead
even a spear could work, just up the damage a little bit and make it two handed so you cant use a bonus action attack and your good
he wants a dex based character though
Fighters can be Dex based
yeah
fighters can DEFINTELY be dex based
You just use finesse weapons, and wear leather armor :b
almost every martial class can be dexed based actually
hollup, does soul blade also work for fighters? or nah
Soul Knife is a Rogue Subclass, so you can only take it if you have 3 levels in Rogue
soul knife is very specifically a rogue subclass
you could pretty easily translate to fighter though id think
at that point just leave it as a rogue
Yeah the superior techniques are almost all various buffs and debuffs
with the use of superiority dice right
i still feel like soul knife is the closest option
Though superior techniques sound like high level
They’re not
lvl3
I think the issue is that many of the things you want to do can be encompassed by other mechanics in the game, and isnt worth the work of balancing a whole class, subclass or other homebrew to acheive the wanted effect
You get them as soon as level 3
rright
Polarity Shift
17th level Way of Duality feature
:
Mastering the ways of duality has altered you and your Ki to an ultimate state, able to shift the tides of balance on their head. As an action and spending 5 Ki, you can turn a 60 foot radius around into a area of pure balance for 1 minute. While in this radius, You and all allied creatures gain the following benefits:
- Whenever a creature (including you) ends its turn within this radius, they gain temporary hit points equal to your monk level. These temporary hit points are removed when the creature exits the radius
- Once per turn when a creature (including you) makes an attack roll, you can cause that attack roll to become empowered by your Dark Mote, that attack roll deals extra necrotic damage equal to your Monk level and the target becomes affected by your Dark Mote's effects.
well, i feel like this might be abit much lol
this is a ranged monk with the attack being 30 feet, so 60 was to make sure you could touch any fighters/barbs/frontliners while you are hanging back with your casters
and its a capstone, we can afford to be crazy :D
Though what if I have to combine the effects of multiple classes
60ft for both temporary hitpoints and empowered attacks is BIG, even for ranged especially when its a radius. im not saying it cant be far, but i dont think a single aoe that has a duration goes that far
You most likely don’t especially with reflavoring, or you can multiclass
plus most dms are willing to work with players if theres something you dont like 🙂
oh yeah multi-classing
currently for the sake of what you want, i think soul knife is the closest bet, and then you can go for a magic item for example, to do the chain thing
true
but monk is baned with being very meh in 2014,
i mean if its like a wave effect thats fine though
for 5 KI?
but if it has any duration then probally not
no thanks
thats 17 temp Hp and damage
for THP thats very low at this level lol
when the average CR 15 creature is dealing 93-98 damage per turn
youd basically be able to sustain a whole party with that
it kinda is
i mean
it is a support monk as well lol
so that is kinda its job
yeah but if i take an average cr 15 creature
lets say dragon with a high Dc [ 17 ] flame attack, youd do about 63 damage
taking an average party of five, lets say 2 succeed 3 fail
youve effectively reduced the damage of the attack by HALF for all three that saved and a quarter for those that failed. not including the fact that its 60 Ft which is the ENTIRE dragons breath, and more. i understand that it could have potiential if you lowered it to 30 and it had a duration [ Which KEEPS applying temp Hp reseting it] and the damage included. for the level its understandable to do 17 more damage, but having 17 hp constantly renewed would match a high level heal spell. keeping in mind that on an average party would give 85 Effective Hp
MATH kek
btw, with 30ft itd match since the 9th level spell Mass Heal [ only accesible by 20th level cleric ] is 60ft for 700 Hp [ split how you wish] that you can see, while also removes ANY effect as well. yours gives 85 Temp Hp over 60 ft, while also giving all players in 60ft 17 extra damage. 60ft as i said is VERY big especially for a spell that boosts damage and empowers health
also healing for effectively 85 every round [ assuming that you hit every player every time ] would be 850 Hp, which is higher then the 9th level spell MASS heal
even though it only does this at the end of each creatures turn so
compare this to Wish
its a monk capstone lol
you could make it force all of your attacks to auto crit and deal triple damage and it'd be far from the most broken thing in tier 4
Doesn't make it good design.
Besides, wish is just "any level 8 spell". All other effects are bait.
However monk is kinda meh so its less offensive
However, it makes things like artillerist artificer cry
It invalidates other temp HP solutions, so that's a consideration
I would love some opinions on whether or not this seems like a generally balanced feature:
- As an Action or Reaction, you can create a barrier in a 10 ft. Emanation around you. The barrier remains active while you hold Concentration, satisfy one Condition of your choosing when you gain this feature (below), and use a Bonus Action to maintain it each turn, up to one minute. While within the range of this barrier, you and any hostile creatures are subject to the effects of one Feature of your choosing (below).
- Example Conditions:
-cannot move
-concentration ends automatically if hit at all
-must maintain an S component (hand sign) so cannot use both hands for any reason - Example Features:
-bonus to or advantage on Dex saving throws
-can use Reaction to make Attack of Opportunity against any creature that enters the barrier until your next turn, not just one creature
If there is any confusion at all let me know and I will do my best to clarify!
I can't decide if this needs anything more. Any suggestions?
https://docs.google.com/document/d/1P1OoIKPei7k6Xy8D0kYuUYShe-Mq6wWahjSgGYUkfKg/edit?usp=sharing
It's actually kinda imbalanced with the debuffs it causes.
I gave it a quick peek but magic items are far from my area of expertise so I can't offer much feedback 😅 sorry about that
No problem
You think so? They're too hindering compared to the benefits?
You only select one debuff and one buff to have active at once while the barrier is up
Yeah, anyone casting either can't get in range to use anything else or can't use any higher tier/heavy weapons or stronger spells.
I also made "The Baguette of Blessed Bludgeoning"
I had an idea but I forgor
oh yeah how does a class/subclass that's forced to only ever learn a specific line of moves for combat and never anything else
Sounds intriguing.
This feature is designed for use with a Monk-like character (unarmored, martial focus) so it's meant to be either a defensive barrier or an offensive aura. do you think I should lighten up on the restrictions? I was trying to prevent people effectively having it permanently active since it's meant to be just a tool in a toolbox for certain situations, expensive to upkeep but with impactful benefits
what is a "specific line of moves?"
basically they can't learn any magic, however, they can learn some moves that may include magic in them
That makes more sense with the debuffs, definitely don't lighten them if you're trying to avoid players keeping it permanently active.
Something like that
Gotcha. In that case, do you think the buffs are powerful enough for the trade-off? I want to add additional buff options but those were just the two best ideas I came up with real quick
Yes
So this class/subclass cannot multiclass into caster classes or gain or cast spells in any way, but can learn features that grant spell-adjacent abilities?
yeah and ig if there are some unique offensive moves or anything of the like, they can't learn those either
you'd have to explain what counts as a "unique offensive move"
No problem. If you ever want help with getting some weapons/items/creatures made just let me know. I have some really good stuff in the works.
do you just mean they can't learn anything outside of the specific school of combat learned in that specific class/subclass?
literally anything that isn't straight up just "just hit them with the weapon"
yyyeah
What about a stale baguette on a bacon chain?
I will definitely take you up on that offer, I plan to work on some of that stuff soon after this project!
I mean, it's..
ssimple? If you intend to just thwack them it's fine
It's a little better than that

seems oddly restrictive for no real benefit besides flavor. "no you can't learn any offensive techniques or spells from any other class or subclass or anything at all BUT we give you these features that function very similarly." why? I'd need some context I guess
yeah any 8th level or lower spell as an action from any spell list is insane
I mean I'm just.. kinda throwing ideas at the wall
Oh, alright. My bad, thought you were asking for feedback on it as a concept
That's me when I'm making something designed to stand up to highly OP players.
I had another idea that was basically "weak and frail class that likes being a nuisance and debuffing them with each attack"
but that turned out to be too similar to Battlemaster
Is this thing overkill?
https://docs.google.com/document/d/10KkWmDyumA03rugOgfphEWL-e9w5BxgrgqNXugjt2xs/edit?usp=sharing
Forgot as an action, mb
By the way, around what level do you think that feature should be? Assume it costs an amount of some resource similar to 2-3 focus points from a Monk if that helps
i have before
I'm not sure, that's out of my wheelhouse.
No problem, thanks anyways :)
No problem.
Lmao, you can DM me if you're serious and next time I'm starting something up I'll lyk :)
Should I work on my godly weaponized frying pan or my player destroyer?
my question is why are they not the same thing?
why would it be an insight check lol
One is an elemental cataclysm but stronger the other is a weapon
I thought it would work best for the timing. Should I have used something else?
hmmm...my vote is for the godly weaponized frying pan
probably a spellcasting ability check or smthn
Like arcana, perception or smthn else?
arcana or perception imo
or just a check with the spellcasting ability in which the caster is proficient
The people summoning it are npcs tho
So just to make life easier I'll probably use something simple.
Can I get the F.L.O.O.D as a magic item?
The elemental cataclysm one is kinda OP
a high op party could probably kill this thing
One action is this:
Tempest Void. All flying creatures within 1,000 ft. make a DC 28 Strength save or are hurled 1 mile.
unless you ban stuff like simulacrum
Or this:
Multiattack. Makes six Slam attacks.
Slam. Melee Weapon Attack: +20 to hit, reach 50 ft., one target. Hit: 80 (10d12 + 12) bludgeoning plus 55 (10d10) elemental damage (random type: fire, cold, lightning, or thunder).
Imagine getting hit with that.
obsidian://open?vault=Dnd%20for%20nomnom&file=Nomnoms%20session%2FThe%20butcher%20subclass
Ladies and gentlemen is this ok or?
Hey! So obsidian does have their own special files that come with the app, so they dont work without the special subscription to post them online and share with people without basically copying and pasting huge blocks of texts
Level 1 spell thoughts:
1 action
120ft range
V,s,m(a small spool of thread)
Concentration, up to 1 minute.
Conjure a series of taught, glowing wires in a line between two points within range, up to 30 feet apart. The wires stretch between the points and cover 15 feet vertically. Whenever a creature enters the area or ends its turn there, it must succeed a dexterity saving throw or be restrained. As an action, it can end the restrained condition with a successful strength check.
Compared to entangle, entangle only restrains instantly, but leaves difficult terrain and is a much more usable shape.
*taut
Thanks
what do you call this spell
Not yet decided
Looks stronger than Snare (but many things are stronger than Snare).
Yeah I'm OK with that lol
Also, an upcast idea:
-conjure an additional point. Wires stretch from each point to all other points within 30 feet of them
What would be some good legendary actions for a Vecna-like character?
He already has two, a damaging teleport and one where he casts darkness three times, but I think there should be more
I’m making an ice breaker ship in a campaign I am building unsure what to call it
I’m thinking it’s a dwarven made ship
But unsure if that’s too classic fantasy dwarf makes steam tech like ship
Not the worst dwarve made thing I've heard of. It's actually pretty unique considering dwarves are often associated with earth, rocks, mining and forging not seafaring vessels.
I recently had an idea for a Bard spell where you can play different songs for different effects. Example:
Here comes the sun = FIREBALL
Would that work or is it stupid?
ring of limitless attunement (requires attunement)
too bad, you’re already at 3 items
Fighter Subclass: The Butcher
Subclass Features
Feature table
3rd Marked Prey
7th Predator’s Edge, Butcher’s Disarm
10th Additional Fighting Style
15th Devastating Critical
18th Red Feast
3rd Level – Marked Prey
You single out victims with ruthless focus.
As a bonus action, choose one creature you can see within 60 feet. That creature is marked for the night, until it dies, or until you are incapacitated.
While your marked creature is surprised or unaware of your presence, The first time you attack it you deal bonus damage to it. The die scales with your Fighter level:
Fighter Level Bonus Damage
3rd 1d6
7th 1d8
10th 1d10
16th 1d12
20th 1d20
7th Level – Predator’s Edge
Your cruelty finds every weakness.
Against your marked creature, if it is surprised or unaware of your presence, you automatically succeed on attack rolls and ability checks made to contest or oppose it.
7th Level – Butcher’s Disarm
Your strikes maim and strip weapons from your prey.
When you hit a creature with a weapon attack, you can use a bonus action to attempt to disarm it. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or drop one item of your choice that it is holding.
Whether or not the item is dropped, the creature takes damage equal to your weapon’s damage die + your Fighter level + your proficiency bonus.
Once you use this feature, you cannot make further attacks with the weapon used until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus per long rest
10th Level – Additional Fighting Style
You can choose a second option from the Fighting Style class feature.
15th Level – Devastating Critical
When you score a critical hit with a weapon attack, add bonus damage equal to your Fighter level. This damage is added once per critical hit
18th Level – Red Feast
Killing drives you into an unstoppable rhythm.
When you reduce a creature to 0 hit points with a melee weapon attack, you can immediately make one additional weapon attack as part of the same action.
If the creature was your marked target, you also regain hit points equal to your Fighter level.
What's your opinion on this fighter subclass y'all?
So.... I need some help with a custom subclass build.... But I dunno if anyone will understand the reference I'm inspired by. I'm working on a Celestial Wizard (from Fairy Tail, the anime) subclass for Warlock on D&DBeyond. And I'm trying to figure out class features for this class. I've tried asking ChatGPT, but the scaling doesn't quite feel right.
Ok so:
3rd level feature: it seems quite a bit weak to me, really low damage and only on surprise, also the wording is a bit iffy and usually d20s aren’t used for damage
I think it's strong actually, wording is infact iffy because this is my first time and the use of the d20 is because there is no other dice used and a d12 is too low
Tho
7th level feature is also fairly weak, maybe make it replace one of your multiattacks and reduce the uses
You gain a single die of bonus damage against a single target and only if it is surprised and only on one attack
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Its on every attack while it's surprised tho
This is a feature from gloomstalker btw
It says the first time you attack it
And even if it was like you said, it’s only on the first turn of combat
I will reword it then my b
I’d suggest using 2d8 or 2d10 rather than d20 for damage after d12, much better looking
That sounds very interesting, could you send it?
I haven't even done the features yet, I'm still designing it. XD
I think for a dexter based character with multiple weapons it would work no..? Plus like how do i reword the first ability?
3rd level feature dmg is too low for how difficult it is to trigger,
I thought it might have been too on the nose since dwarfs always seem as the tech race
Explain
Just asked this in another server, but wanted to make sure before I edit it.
Is this broken? Teleportation: connected to sight and Strength. 1d100 per teleportation, if you roll above a 10, you succeed, roll requirements double with each teleportation till set back to 10 after a long rest. If you fail, roll 1d4 damage. damage multiplied by each fail.
I have no idea what this is. Is this an item? A feature?
What does "connected" mean? What are you rolling such that you're trying to beat a 10?
There's not enough detail to judge whether it's broken or not (not clear whether it's a class feature, an aitem, or what, not clear what level it shows up on, whatt action is used, what the teleportation range is inside LOS; can you go to stars if you can see them?). Multiciplication isn't a great at-the-table mechanic, though.
Im making a species, and I want them to teleport without being broken to the game
Are they supposed to be the hulk who can tear space apart? Why make it Str-based?
Use the Eladrin's bonus action teleport as a guide.
The obvious way to do this would be to give them a [proficiency] number of uses of Misty Step.
Cause I originally wanted it tied to endurance and…there’s no endurance check, I was originally planning on having your strength check plus the d100 but I guess I didn’t remove that
It's not that you can't reinvent the wheel (note how many different races species have different ways of flying), but doing it in a fun, playable fashion is harder.
I like the idea of a Con (which is endurance in D&D)-based longer, riskier teleport, but I'd put it at a higher level and make the risk around having a chance of going unconcious or randomly teleporting somewhere you don't want to be, so it doesn't get used often.
I like that idea
I originally wanted to be able to teleport but each time you do it gets riskier and riskier so you have to choose when to do it
I also didn’t want to be able to teleport Willy nilly cause that would just break the game and annoy the DM
It's appropriate to put these kinds of high costs/risks if you're giving a -species- the ability to Teleport (full) or even Dimension door, where it isn't for Misty Step. It is giving a high level spell to a species, which is hinky, but if you make the costs/risks high enough and have it kick in at a high enough level it can be workable. Some questions:
Can they teleport themselves only or others? (maybe self-only but they do learn the spell so if they're a caster they can spend spell slots on the full version?)
What's their longest teleport distance? Tactical (your original idea, but then how is this not a weaker version of Eladrin?), full, or strategic?
I mean, you can tie a lot of t his to exhaustion. 2024 exhaustion isn't nearly as punishing as 2014 exhaustion, so it ca nbe ok to take on a bit of exhaustion for a powerful effect.
What about dimension but you have a chance (d6 and on a 1?) to take damage? Could be made so it can’t be resisted and it could be like 1d12 force, with an extra 1d12 for every time you cast after the first.
As in, Eladrin get this:
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gains an additional effect based on your season (insert effects; auto damage, save-or-take-an-effect-for a turn, or lending your teleport to someone else).
If what you want is weaker than that, probably best to just pull it up to be as good. If it's stronger that's different. Remember if there's any risk at all, then using it is pushing your luck, since each successive use in a situation increases the overall risk that the bad thing will happen.
Alright. 1. I’m thinking about it, but if I do allow it then I’ll have both players roll D100
2. I want it to be limited by sight so I’m just gonna say 50 meters give or take
3. I don’t actually know, I’m new to this homebrew shit and I only have the bare materials of DnD so I don’t know.
4. I want to make it strategic
5. I do want to tie it into exhaustion as the only way to reset it is to take a long rest, if I can I want to incorporate a lot more.
I’ll have to look into it
…what?
I'm not clicking on it, it looks sus. <@&516370028053004306> ?
No, it's great!
If you ever see any of those suspicious messages in future or anything else that needs moderator attention, you can right/hold click the message, choose apps then 'Alert Mods'!
50 meters you're basically talking dimension door scale. If you are willing to scale it down to eladrin levels at least as low as 3rd level, that's a solid model; Obviously 150 feet is MUCH bigger than 30 feet; that's halfway to dimension door (400 feet), so the simple answer would be just something like:
Etherial Leap: You can teleport for a bonus action [proficiency] times per Long Rest (see Eladrin restrictions). You may make further teleports, but each time you do, roll a DC 10 Con save and take one exhaustion if you fail.
At 5th level, you may make Etherial Leaps up to 150 feet but must make a DC 15 con save or suffer one exhaustion.. If you are out of uses, you must make both con saves and potentially suffer up to 2 exhaustion.
Note that while a point of exhaustion or two isn't a huge deal compared to the old appraoch (1 point is -2 to all checks, 2 is -4 to all checks and -10 to movement), it excallates pretty quickly and if you get too much exhaustion you die, so this is pretty risky even if you build a con saving monster.
Yeah I’m willing to scale down, I was eyeballing that one
“Krog the barbarian no care” before teleporting and collapsing onto the ground
Lmao, I need to recreate that in DnD somehow
Thanks very much!
Thanks
You're welcome; it was fun to build, so I hope it meets your needs! Sounds fun to play, though I'd expect members of the species to have an overwork problem (my partner's idea but it's great) as people who shouldn't regularly push past their limits.
Now I just need the names for the npcs and to work on the crew
I didn't include the DC; TBH I'd probably have it be a DC 10 Con save -- that's enough that if you have an endgame con bonus your chance of failure is really low (1/20 if you're a high con Barbarian or Paladin or invest feats into it) but always existent, and once you fail a check the chances of further failures go up noticably.
I need some help balancing this. I want to get it so it's CR is at 8-10, as this is an old stat block but i dont know what to do
(I wrote it up as 10/15 because the long jump really is a strong effect and you don't want it being used that often unless someone optimized for it).
I’ll have to devote tomorrow morning to this, as I got to focus on Dinner right now, I can share lore on my species if you want
I can’t help with that, I usually use DnD beyond for character creation, maybe try Rerolling your dice?
The thing is, in most fights a 30 foot teleport/move is plenty; even through mid levels, most fights take place in 60x60 rooms or smaller. But for big set piece fights or really big battlefields, you'll have a lot of times when people can't even get into combat for rounds because the distances are so big, and suddenly those long jumps become critical (or, you know ,be a monk).
Ditch the legendary actions? That might be enough on its own
It's why I've been thinking for a while that a homebrew rule that every Str bonus increases all movement speeds by 1 ft (not 5 ft; that's too much. But 1 ft is interesting and affects difficult terrain, grid-less play, etc) would be really fun and workable, helping str characters do what they do best (close to melee) while not singificantly hurting non-str characters. If one was also putting in a penalty, probably have movement be +1ft+str bonus, so 8 str kept you on the grid.
Yeah. Legendary actions are for NPCs so they can keep up with a whole party. No PC should have legendary actions, just like some PC archetypes get legendary actions when they're statted up as enemy bosses.
I removed the legendary actions, and tweaked the leviathan's damage a bit
given that this is one of the more minor leviathans your right it shouldnt really have legendary actions
Is a bard being able to cast spells based on the song they play an OP idea?
Like playing "Here Comes The Sun" summons a giant fireball.
Could be cool stuff for role play (like your example) but only if bards actually get that spell
I meant making that a spell for bards that does different things based on the melody
Idk about that, maybe if that’s your subclass? At a damage limit and make it so you can burn spell slots for dm approved stuff
Is it all DM fiat what it does?
Spells that have wildly varying effect depending on DM fiat are generally not well received by the player using them or those around them.
I don't know yet. It's just an idea and I have no clue about the details yet.
You could set options within the spell.
But having it be a DM ruling at the time of casting is probably a bad idea, yes
Okay, thanks for the feedback. I'm used to making weapons, items and the occasional creature.
Not spells
I find spells difficult too
Spells are hard. Having a background in PC optimization helps. And I always run my spells by this chat and at least three other people because sometimes I make overpowered stuff
Cantrips in particular are difficult to make balanced yet impactful.
I have 1 homebrew so far that has 6 weapon forms, a special token to unlock one form and a rune map. Aside from all of that there's also lore, stats, attacks, special attacks, curses and prophecies.
But generally, spells should have clearly defined functions. They should do exactly what they say they do and no more, no less.
Add on to that that I'm drawing all of the designs by hand.
Don't overburden yourself
Ripping content from wherever you can (legally) get it has no shame.
I like a good challenge.
If you enjoy the design process, go ham
Oh and the curses.
If you want I have the link to the Google doc right here:
https://docs.google.com/document/d/1pOsUMDETy79hRUcGxNFhB2XQaR0TafnxxA1mdfWtwNI/edit?usp=sharing
Careful about making curses not removable by remove curse. Kind of feels like a scam from player POV.
"Why do I even have this spell if it just doesn't work"
It's also a way I lock the full potential until you get the ascended forms.
Remove curse already had mechanics for magic items though
"At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded."
My biggest mistake was making "The Eternal Elemental Cataclysm"
Armor Class: 28 (elemental carapace)
Hit Points: 2,500 (100d20 + 1,000)
hello, i am working on a homebrew monster, i was wondering, can anyone give me any pointer on it?
Go with your gut and trust your ideas. Even if it seems cursed someone's gonna love it.
thank you, but i was hoping on a more technical help. I have made a first draft for it on dndbeyond that i can still edit
on a side note curses that need MORE than just remove curse would work. i had my party gather a bunch of silver chain, a silver dagger, and get a cleric to preform a ritual to cure lycanthropy. its fine if remove curse isnt enough. just make sure the players can attain what is missing.
the idea is of a giant whale ( i call it devourer whale), Despite the name, it isn't exactly an evil alligned entity, but i imagined it being comparable to a Tarrasque in terms of power
Go ahead and do it, even if nobody uses it, you can
Sounds interesting
i have yet to give it a precise description, but like i said, i did make the attacks, stats and everything else
Is this a stupid idea for a legendary action?
Tempest Void: All flying creatures within 1,000 ft. make a DC 28 Strength save or are hurled 1 mile.
(can i send the link of the dndbeyond page here?)
DAYUM
As long as you have told people what it is
which direction?
any
Magnetic grasp:
Conjuration cantrip.
Range: 120 feet
Components: S
Casting fine: 1 action
Choose a point within range. One creature of your choice within 10 feet must succeed on a Strength save or be pulled 10 feet towards the point and take 1d4 force damage.
At higher levels: At character levels 5, 11, and 17, you may choose an additional point (wording is proper, DW about it, this is a typed up version). You may choose the same creature or different ones for each point.
Opinions?
Of the creatures choosing?
Just away from the creature
You gotta specify stuff like this with homebrew mechanics
please do, i want to see and probably use it once my players go to an underwater city i have in my setting. it sounds cool
This reads "make a nearly impossible STR save or die instantly" assuming you calc falling damage for the hurl
https://www.dndbeyond.com/monsters/5828245-devourer-whale
Here is the link for my idea
That's the least OP thing it's capable of .
if you can, after you read it, give me any suggestion or opinion you have in mind
404 not found. might be set to private or not published?
Multiattack. Makes six Slam attacks.
Slam. Melee Weapon Attack: +20 to hit, reach 50 ft., one target. Hit: 80 (10d12 + 12) bludgeoning plus 55 (10d10) elemental damage (random type: fire, cold, lightning, or thunder).
try now
Do you guys wish to see the full creature?
reading now. wow this thing must be massive lol. something to throw at my way too overconfident and godlike players lol
It only appears as a lose condition
exactly, the idea is of a Giant, almost titanic sized whale
Oh, I also have something designed for that purpose.
So, what do you think? what can be improved if it can and what should be changed if it is needed?
still reading and familiarizing. ill give a full opinion in a minute. very interesting so far. very high cr i would expect.... but i kinda feel like maybe my players could take it. they like lightning stuff. lol
Also, I'm looking for opinions on a class I made. Two subclasses, a primary class mechanic, four homebrew spells. Six pages total. Let me know if you have time and I'll DM you a PDF.
idk about the magic resistance though. i would possibly make that resistance to the normal types of damage instead. its size would make those sorts of attacks irrelivant almost. but the lightning should be able to be used against it without halving it i think.
so remove the magic resistance and vulnerability to lightning, then add a non magic normal damage resistance?
no i actually like the vulnerability to lightning. it makes sense and i think my players would love it since they love lightning. but if it is vulnerable to lightning, yet resistant to magic.... that means it just kinda takes normal damage mostly.
i would have lightning vulnerability
and resistance to non magic/normal damage.
alright, thank you. if you like it and want to use it, feel free to
ty, i very well might. its definately for high level play. no question lol
it doesnt specify swim/land speed if they are diffrent or the same
probably cant move on land. just crushes itself it looks like lol
ok
should say swim speed 120 speed 0 then
look at other aquatic creatures for formating
yeah probably right.
would be fun to have it fly.... omg just created a space whale lol
lol
https://www.dndbeyond.com/monsters/5831035-devourer-whale, alright, i think i fixed it
cool
to be honest, i was debating on making 2 other versions, a bit smaller in size. One was going to be a Volcanic Whale (or something else, point being it swims in molten lave, with an hardened rock armor), one as an Astral Whale
but i first wanted to make sure i nailed the Devourer whale
those sound awesome
that sounds so cool! absolutely do that!!!
DM looking for new player options. Has anyone seen a good martial sorcerer subclass done right from a conceptual and mechanical standpoint?
I’ve been looking and haven’t found anything by main third party creators like Benjamin Huffman or Ross Leiser surprisingly
Could someone take a look at this for me?:
https://docs.google.com/document/d/10KkWmDyumA03rugOgfphEWL-e9w5BxgrgqNXugjt2xs/edit?usp=sharing
What's your definition of martial
I’m actually working one one right now. “Blood magic” with a descended from vampires theme. Gets self healing, rebukes, and just extra damage on melee attacks.
Even a party of 6 20th level adventurers would have trouble
Perfect
It's designed to combat OP and inventive players.
Well then, it should work
My favorite ability that I gave it is the "Tempest Void"
You intend on making this unbeatable?
“its designed to combat op and inventive players”
also the humble 28dc con save or instant death:
I made an attempt at homebrewing a stickbug CR 0 creature, suited for being a familiar. The goal was "broadly useful, but no moreso than an owl"
Phasmid
Tiny beast (Insectoid), any alignment
Armor Class: 12
—
Hit Points: 1 (1d4-1)
—
Speed: 15 ft., climb 15 ft., fly 25 ft.
—
STR 6
DEX 12
CON 8
INT 3
WIS 12
CHA 3
—
Skills:
Perception +3, Stealth +5
Senses:
darkvision 120 ft., tremorsense 30 ft.,
passive Perception 13
—
Challenge
0 (10 XP)
—
Camouflage.
The phasmid has advantage on stealth (dexterity) checks to move unnoticed when not flying.
Object Mimicry.
While the phasmid remains motionless, it is indistinguishable from an inanimate object.
Action: Bite.
Melee Attack Roll: +1, reach 5 ft. Hit: 1 piercing damage. All hits against plant matter are critical.
yeah or nah?
i wouldn't pick this for a familiar but otherwise, sure
how far can one change dnd before it stops being dnd
because it's not an owl?
i'm not sure what that means but my familiar for my current character is a frog
'twas a joke. Owls are just very popular.
I already said a good limiting down side is losing random magic items to pick pockets.. lol But seriously what is attunement for? Back in the 1e days the DM just managed the magic items in his world. You didn't have to hard code a limit.
1e is a horrible frame of reference for how dnd should be
not even the authors of D&D can answer this question
so is bg3
I'm actually testing it by mangling the soul of dnd in order to turn it into a cyberpunk ttrpg for people who don't wanna learn CP:R but still want cyberpunk
attunement is a safety valve
Not needed in my game. I am the safety valve.
then don't use it
the fun part about dnd is that you can disregard a lot of shit
dnd is extremely flexible in what you can do to it
especially when it disproportionately affects cloth over armored characters.
I mean yeah light armor can go pretty hard
attunement is character agnostic
I have a player who has leather armor and the same AC as plate
well, cept for artificers ofc
I suppose you could add +3 cloth shirt to the game that is not attuned. Like they did in bg3.
right but there is no cloth armor +3
actually it's completely mundane leather armor that he got in character creation
his character just has a 24 in dex
Cloth armor isn't a thing in 5e - unless you meant padded armor?
It's not that bad...
no i do not mean that I mean wizards need non attuned +3 armor and +3 bracers of defense
a Barbarian with 22 constitution has to roll a 16 or higher on that
it is absolutely that bad
wizards can wear armor, they just need to get proficiency first >_>
the humble mage armor:
or the light armor proficiency feat
Eh. Not sure wizards need it - they have plenty of other tools to help keep them safe-ish.
high level casters prob don't want to wear armor, they want robes of the magi
or robes of the archmagi?
i forget
also in what situation would a wizard be up front enough to get hit by any intelligent enemy
Fighting it before it eats the entire plane is going to be the campaign,the entire campaign will be attempting to kill it.
But hey! Homebrew - make the things that tickle your fancy to improve your games.
yeah basically
if you want to make +3 elven chain just so your casters can wear it, you can do so
Or a lose condition if you fail to defeat the NPCs summoning it.
Ya i would just give wizards light armor for free and shields, just be done with it, at high levels they should not be required to dip one level in fighter just to keep up at 15+ level. If the wizard is focused on by a level 15+ opponent monster or whatever they just die, the concentration limits and 1 spell per round limits just make them dead. Requiring jank clone or demiplane tactics.
shields are meh
light armor is good
TIL wizards just die at 15th level
when you dip 1 level in fighter wizard ac at high level goes from average 20-24 (high dex) to 31, and since the wizard is a tank in D&D thats important.
warrior? I assume you mean fighter, yeah?
I can think of about 3 classes that fill the "warrior" role
ya the terms are interchangeable to me, fighter of course for the defense tactic
it might be interchangable to you, but it can be confusing for others
I edited it
still reads warrior
terms aren't interchangeable in the context of dnd
I guess it might be a little strong
I'll cut you some slack and just assume you're on the older end and played the older editions when warrior was a class
What if I made it speak common?
I am a 1st ed player returning there is some friction for sure
languages dont really add to a creature's diffculty or CR
I meant for comedy value
what comedy value is there in speaking common...?
listen big dog you're gonna need to crank that way down
Just imagine this gigantic plane-eating beast speaking common.
ok...?
i imagine alraune
or some kinda plant that mimics people to lure them in to kill and devour them
oh wait, plane eating beast
yeah, not much comedy
I like wizards and just keep running the simulations a lot faster then normal game play, the tactics are just not there. for straight wizard.
thats essentially just Galactus
ooh something similar to that that I've always wanted to add to dnd (along with the rest of its universe) is that one vita carnis creature with the ground tendrils
not exactly mimicry but it uses the cries of its victims to lure in other people
mimicry enemies are fun to run. I need more Ambusher monsters
you can do a 20 wizard and 20 figther vs like ancient red dragon. do it over and over with a list of known tactics, if the dragon focuses on the wizard he dies fighter lives if he focuses on fighter both live. if wizard uses demiplane tactics both live, the only tactic that works.
It would scare Galactus:
https://docs.google.com/document/d/10KkWmDyumA03rugOgfphEWL-e9w5BxgrgqNXugjt2xs/edit?usp=sharing
this just seems unfun to fight
demiplane can be used for doorway tactics and cover open spell cover open spell. that kind of thing
It's either going to be a lose condition or the entire campaign will be trying to beat it.
that doesnt sound like a long campaign
It will be if the players aren't smart
then i hope you find "smart" players
Fair
I just love the multi attack I gave it:
Multiattack. Makes six Slam attacks.
Slam. Melee Weapon Attack: +20 to hit, reach 50 ft., one target. Hit: 80 (10d12 + 12) bludgeoning plus 55 (10d10) elemental damage (random type: fire, cold, lightning, or thunder).
80 average damage with an almost guaranteed hit sounds like a shit bossfight m8
Oh
and with 6 attacks of it you pack up a level 20 party of 6 in 2 rounds max
Oh
Hello! I’m a newish dm and I’ve been dming a game for the past 4 months would anyone be interested in giving feedback on a custom boss and bossfight that I created?
Random weapon I made while hungry:
https://docs.google.com/document/d/1iirt4ENnDmaBA6lhqVu1dkAKwKonaO0E497v4pwiXww/edit?usp=sharing
Sure
For context the party is Level 4
So, It's not a typical boss battle. It's stealth based, but instead of them sneaking around getting the jump on the boss, they are being hunted and have to prevent the boss from getting the jump on them. The fight takes place in magical darkness, where they are being hunted by a creature ive called the "Super Grimlock" who's gimmick is that he never gives the party a chance to fight them head on.
the party has to destroy 5 magical seals to get rid of the darkness and have a final confrontation with the Super grimlock. In the messages below, it will detail the bosses stats moves and how the bossfight is supposed to work (if anything doesnt look like its worded correctly, keep in mind this is my first time doing this.)
It's no problem. I've made some weird things myself.
Stress mechanic, 1 stress for every failed perception roll. 3 stress adds frightened effect.
Fright, adds disadvantage on all rolls for 1 turn.Stalk Phase 1-2 turns
Grimlock is prone to noises and distractions.
It'll divert a kill phase to the location of where the rock was thrown.
This only works once, the second time it’ll ignore it.
The party is prone to noises.
Rocks, Mice and Echoed breath
Party must make a perception (hearing) check
Below 15, they must react to the unknown noise behind them
(Attack, or run away)
Add 1 stress
15 or above, they are told the noise
Nat 1, Party alerts the Grimlock to their exact location. Kill Phase StartKill Phase 1 turn
Two party members must make a perception check, and must match or beat The Super Grimlocks stealth check.
If either or both fail, whoever has the lowest roll is targeted with Pounce.
Succeed: They manage to avoid its Pounce attack and can choose to do so by swinging, or fleeing. This skips the Kill phase.
Reactions to noise
Attack, Dodge and Flee
False noise
Attack: Makes noise, will immediately start a kill phase. Next turn.
Flee: Out of position. Will be targeted on next kill phase + Disadvantage
Real noise
Attack: Scare off the Grimlock (Start a 2 turn stalk phase)
Dodge: Avoid its attack (1 turn stalk phase)
Runes
5 runes must be destroyed to get rid of darkness.
Takes one turn and the entire party to destroy a rune
Activate instant kill phase where 2 party members are targeted.
yeah, not sure how this is gonna play out mechanically
and for its stats:
HP: 45
AC:12
15/22/10/18/2/0
Pounce: If it surprises a target (undetected), it does critical damage on the first strike
Hit and Run: It can Disengage as a bonus action (like a rogue).
wait
i forgor to add the regular stats
hol up
that looks really squishy for a boss against level 4s
this seems like it will be difficult to sell to the players
unless you've already cleared it prior or something
Well my players are my friends so i think theyll be fine with it
Thats the thing. its super fast but when they get to finally fight it they realize without the darkness its as weak as a normal grimlock
I think the thing here is that you're asking for design critique on a monster than is designed to not be beat because it has instant death abilities on impossible saves.
Like, it's fine to have a "this is Godzilla, you failed" monster, but it doesn't need design critiques, it just need to be insanely overpowered, which it is.
However, just be ready for it to be the end of the campaign if you release that thing. As it likely will be.
Your monster is sufficiently overpowered that there is little counterplay outside of the bad uses of wish. Good enough. Nothing more to do here.
I personally think this is just a really good shake up to the regular combat, rather than, "hit this thing til it dies"
idk sessions thursday so i guess ill test it out, if it doesnt work i wont pull something like this again, but i'll see.
The easiest way to make that happen is:
- Having a goal that isnt kill everything
I mean yeah, they have a secondary goal. Im just attempting to make the boss itself more interesting
especially cause my players are super tanky
Tactics and Terrain help
running them ragged before they fight the boss also works
have them fight its minions, or try to survive its traps and difficulties
make the "runback" agonizing
So i actually did attempt this leading up to the encounter. However i dont think i made it hard enough 😓
when in doubt, add more
True!
and you dont have to throw more monsters
I actually had them fight a boss before this one lol. Although not as hard
I am scared to kill them though. I get the stakes gotta be high, but sometimes i feel like their death just comes out of no where instead of them having an epic fight with something and losing.
the stakes dont have to be death if you dont want them to be, its just that boss fights are suppose to naturally be good points for that level of stakes, e.g. shouldnt feel like it comes out of nowhere when darth vader chokes someone
100%. how the boss fight is designed though, they can't hit it until they break all the seals, which means the boss is invincible until the seals are broken
Thats why its frail. When confronted head on its pretty easy to deal with, but when you cant see it... It has a major upper hand
Okay
Oh right
Sorry my brain is fried
I need help I’m new to dnd and my friends are asking me to make my own class to dnd I need help the race is gonna be
The Ironborne are an ancient, resilient race dwelling in mineral-rich highlands, uniquely adapted to consume iron, minerals, underground crops, and burrowing animals, resulting in dense, durable bodies with metallic-sheened skin and nearly unbreakable bones. Residing in fortified subterranean cities called Forges, they are organized into clans led by Forgemasters, venerating the earth through a culture that prizes endurance and patience, their slow, heavy physiology embodying their sacred connection to the land. Their diet of raw ores and subterranean life makes them formidable yet sluggish, with lifespans exceeding 150 years but low reproduction rates, facing modern challenges from encroaching industries threatening their isolated, mineral-dependent existence
and the class is a 2 handed tower shield being their only weapons focused on protecting others and himself over attacking also the paths I was thinking of are
- Damage reduction tied to HP thresholds
- Single-use damage negation (like a temporary shield)
- Evasion / dodge enhancement buffs
- Area control to protect yourself (barrier)
- Crowd control to prevent attacks (blinding effect)
Feel free to dm me
If you're new why not use a default class?
go play goliath
the race you plan to make will never slide at any table
Without needing to homebrew, a Stone Goliath Abjuration Wizard seems up your alley
ranger
ranger has nothing of what they're asking for
it just has ranger vibes to me. my bad
Also, this is Homebrew, not Character Discussion lol. If someone is asking how to brew something, that's what theyre asking >_>
it actually doesn't have that at all
You dont think someone uniquely adapted to a single environment who is great at surviving in it has ranger vibes?
ngl thats why i thought this might be a ranger-like class if not the official (2014 at least) class
no brew needed
You telling people not to brew in #homebrew is wild lol
That's also not what they're asking for. 🤷
"new to dnd" and making a whole new class may not mesh well
They are playing a custom race, not Goliaths.
I mean, if you can't make it work just say "I dont know how to make that in 5e"
Hi.
how do i homebrew
Start with somethig simple, see the official stuff, play around with it, test it
Hello I'm back again Now in Homebrew asking for Advice. In #dnd-discussion I said how I am making a Castle Crashers DND campaign and needed advice. This is a Different problem of how I want the Players to build they're sheets. I want to stay true to the Game but not make my players Feel restricted. My Idea right now is to Have everyone Play fighter, they can choose subclasses like Edlritch knight, Samurai, And Battlemaster for example but to match the roles of the Knight's I have thought of Feat like Things Called "Knight Oaths". This not only Shows what Knight the Player has chosen to be, it also shows what magic they wish to use. I came up with this simple example for the Green Knight who does Poison type magic in the Game. If anyone has any Input, Suggestions, and or questions then feel free to @ me.
Oath of the Emerald Knight(Green)
*You have sworn an Oath to protect your Fellow Knights and have learned the ways of Acidic Magic, granting you abilities as you grow as both a Person and a Warrior. When making this Oath you gain the following Benefits shown below.
-You gain Resistance to Acid Damage
-You gain Advantage when rolling against an effect that will give you the Poisoned Condition
At 5th level you gain access to the Acid Spray Spell, Your spell casting modifier is Proficiency Bonus + Your Wisdom stat. You can cast this spell a number of times Equal to your Proficiency Bonus and All expended uses will refill after a Long rest.
At 10th Level you gain the ability to Cast Melf's Acid Arrow. You can cast this spell a number of times Equal to your Proficiency Bonus and All expended uses will refill after a Long rest.*
the race actually works really well
I like the concept and it could probably be made really good
homebrew classes are EXTREMELY hit or miss
Theyre always a miss if you dont make em at all
Mono class games are fun.
Oops All Fighters is a neat one.
have a look at UA and look at things that can be polished
a good start at homebrew is taking existing homebrew that's unbalanced/poorly made and fixing it up
i think i can make good homebrew
Everyone can. It's not complicated, just takes a few tries to get right.
The DMG chapters on creation options are a great source, particularly in DMG 14
that's why I always suggest to new homebrewers to look at dandwiki pages with "needs balance" tags and giving them balance
I would not advice that at all lol
It's hard enough making your own homebrew to try to start fixing other people's without knowing much about homebrew in the first place.
If you like rangers, maybe try making some custom arrows or some traps, or altering a subclass feature, or making a simple spell.
It's just kind of a blanket term for modifications we make to the system.
my definition is anything that doesn't come from a WOTC made or endorsed source
For example, Fireball is an Evocation Fire Spell. If you change the damage type, that's a simple brew that can make it a Thunderball. If you change the shape, that's a simple brew that can make it Fireblast. If you change the damage, that's a simple brew that can make it a higher damage fireball.
Well, Artificer is already a class, so what do you want to modify.
depends, an artificer-like class? a subclass? optional features?
I don't suggest a class for your first project, start small
weapons, magic items, monsters, etc are always good
I'll be somewhere around here, chances are
heres my first class i made years ago (i hadn't played much before making it) i would like to see what you guys think https://docs.google.com/document/d/1834fP7AzBU52B7pQCmwLCDs40glmUwt1tUWTXdg8xtQ/edit?usp=sharing
Ranger –
Favored terrain and favored enemy – level 3, 7, 11, 15, gets extra 2 terrains and enemies after level 1, 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), switch on a rest
Expertise on Animal Handling, Survival, and Nature at level 2
Beginning at 3rd level, you can expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature does reveal the creatures’ location and number.
Ranger gains advantage on all saves in favored terrain
Advantage against their favored enemies, expanded critical (19-20) in favored terrain
The attacks do triple damage on a crit.
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 changes to d8 at level 7, d10 at level 11, and d12 at level 15
If anything drops the ranger down to 0 HP but not killed outright, Ranger can get back up with 1 HP PB times per long rest.
Favored foe – does not require concentration and gives 1d4 extra damage for first attack that hits on turn, improves to 1d6 at level 3, 1d8 at level 7, 1d10 at level 11, 1d12 at level 15
Extra attack at level 5, 11, and 18
why are there 8 ASIs
first notice
didn't know what to put there and was based off fighter which had a lot may have miscounted and did to many
bullseye is a trait that a character should absolutely not have at 1st level
true
free advantage at 2nd level is a big nono
its okay. i had like... a lot of feats when i tried to balance ranger
Is this the same one you've posted before?
wow this is a lot to unpack man
that is the exact one im referring to.
sorry
Well, the balancing bits are easy enough to get to, but just looking at the concept itself.
Because numbers are easy to fix.
point is, dont worry about balance first draft
The first thing I notice is that all of it just seems to kind of revolve around 'the shot'
yeah this is like 4 years old i was barley 13 when i made this
not gonna shame you, this is really old homebrew according to you, and we all start somewhere
Additionally, ASIs might feel better as feats for some levels, as Fighters do, if you want that level of martial customization
But I think I get the concept of just the one shot one kill vs god type feel
yeah
I like a few of the Royal archer ranged-control powers too
I just saw your name, please tell me about your True Strike religion
but things like this is why I don't suggest a class for homebrew if you don't know bout homebrew much
If a 13 year old handed me this class I would be chuffed lol
There's a lot here for not knowing what you're doing.
it was mangled in 5r and i say bring it back to its former glory
thanks i should rework this for 2024
making true strike good shouldn't mean making it a completely different spell
One of the things you can do is to look at an existing subclass, read what it gets, then try to match the power with one of your features.
So you can keep roughly the same curve of spikes and valleys for power.
Additionally, look at the scaling for spells and spell damage by level in the DMG. Also a good resource.
whats true strike in dnd?
5r true strike is actually really neat and it gives an option to gishes so that they don't have to prioritize a martial stat but it should not be called true strike
the blade cantrip?
Its a weapon cantrip that lets you use spellcasting ability instead of STR or DEX for a attack and damage roll.
I'm with you, wanted to love True Strike for a long time (and probably would've but didn't play enough to make an actual character using True Strike by the time I stopped optimizing my characters 😅)
cast, concentrate until your next turn, advantage on an attack
this is the 5r version, which I think should not be called true strike
I mean, it's still the official version.
arcane strike, sure, that name is a lot better
that's not my boy
Revised is always going to get some hits and some misses.
But True Strike from 5e14 was awkward.
The juice wasn't worth the squeeze with the 1 round setup and conc.
what if it just garenteed a hit insted of advantage
ok but consider
war cleric, 1 level dip into wizard, true strike, war priest feature
guaranteeing a hit is a big ol nono in my book
i see
Multiclassing is such a janky mess
Reminds me I should get on fixing that..
I know what must be done, its just so much damn work >_>
actually, rephrase
guaranteeing a hit with a cantrip is a big nono
ah
True Strike in 3e I think used to give you +20 to your next attack. But I think it was like Lv. 2?
what about multiclassing?
Multiclassing just always felt bad to me. The few times I've run players in a 1-20 campaign where they multiclassed, every time they felt worse than the players who monoclassed, they didnt get capstone and ultimately ended up regretting it when their 'combo' stopped working by Tier 4.
The premise of multiclassing is to give players flexibility to mix and match archetypes. But how its done I think is janky.
So in theory, the goal would be to find a way for players to swap features with equivalents on level up while remaining more or less on the same class structure for growth
Which, well, largely involves separating classes out into core features, secondary features, ribbons and balancers.
that sounds awesome but torturous to balance
Yeah, there's a lot of considerations on how you'd handle core features.
They're fun problems, it's just a lot to juggle at once.
yeah
i posted in here a little bit ago abt my ecological field guide per sub biome
i have one of the entries plus some mockup art for perytons in #dnd-arts-and-crafts channel if anyone is interested to see
i based their look more from medieval folklore and treatises
let me know yall have any thoughts!
If I have a creature that can sense other creatures through a wall... would that be blindsight or tremorsense?
thank you
i need to nerf numbers on a monk subclass (as i made it a basically twilight monk) but idk what to nerf the numbers too 😭
That's fine. Monk is a much weaker class than a cleric.
And the degree to which twilight is overpowered is often overstated.
For example, we now have advantage on initiative for the entire team at the cost of one attunement slot from the wizard's owl and 200gp to craft an uncommon weapon of warning.
Boom, a major perk of twilight cleric, invalidated.
The tempHP is good. But not game breaking.
Well i did nerf it without realising lol
Before it was a 60ft radius of Temp HP equal to monk level for all allied creatures
Now its 30ft and only wisdom mod thp
Which is much healthier
I’m looking for an artificer subclass focused around biology and mutations, preferably one with some melee combat skill. Does anyone know of such a subclass?
Nope, but a great place to start home brewing! Subclasses are easy enough, and you can only go so wrong.
I say, hit up that druid list for some nature-like spells and come up with a mutation like mechanic - perhaps borrow inspiration from the simic hybrid race or the alter self spell
Arti subclasses do tend to be very in depth (the base class sucks, it gets a lot from subs), so it'll need to be strong to stand up to the others, but that gives you more power to play with!
I’ve had two ideas for artificer subclasses in the past
But now I’m tempted to revisit them
The first was what I called the “Hex-Smith” a melee one centred around enhancing or creating melee weapons
However I think I forgot what the second idea was
Fair, I’ll just make it myself then.
honestly don't know how to flavor all the warlock subclasses for my cyberpunk dnd supplement
because it's technomagic, and warlocks make pacts with corporations, not like eldritch gods n all that
I think warlock subclasses could also be flavored as not having a patron. The patron isn't mechanically relevant, so you can design around it.
Just flavor it as something entirely different if you want, no need to be beholden to the patron idea
Ghost in the Machine is a warlock patron from an old UA
A warlock could be called a wizard in an alternate universe, with no changes in mechanics, and we would be none the wiser.
i wanna keep the spirit of classes while adapting them to a semi-futuristic theme, yk?
Totally fair. I'm one of the more liberal flavoring people out there, but I get that.
Some ideas:
-a powerful computer virus
-an AI
-a piece of forgotten technology
-a powerful corporation (ala sorcerer-king)
so like
clerics/paladins gain power from tech given by the church instead of by their gods
druids/rangers connect with the last semblances of nature in the concrete jungle
sorcerers are born part machine
etc
..how many warlock subs do you have?
Think I have an idea for what I want to do with the biologist artificer that I don’t think I’ve seen anyone else do
What's that
Living magic items
Go on
oh i'm not making new subs i'm reflavoring the existing ones
Ooh. Pure flavor supplement. I see
Basically the idea is that you make literal living magic items, flesh and blood and such
not quite, as it changes the way armor works, the damage types, and adds a bunch of weapons
Oh I meant the subclasses, totally.
Try to come up with a mechanical meaning for that
How does that manifest in the rules
yeah with classes and subclasses it's just flavor
magic system will have a few changes mechanically, though
Also, make sure you give the artificer subclass a reason to exist that isn't magic items. Battlesmith has the defender, extra attack, and access to some great spells such as shield. Artillerist has protector cannon and some other good utility options. Alchemist has its own tears to drink in fancy potion bottles.
Fair
Artificer can already do magic items. Ensure you give the subclass something to let it mechanically stand out
I think it might be better to go for a sort of hulk or Dr Jekyll and Mr Hide thing. The idea is basically that you act as a regular artificer normally but you have a sort of super mode where you throw caution to the wind and become a brute melee combatant
The problem is that a "regular artificer" is actually really bad. Should probably give them something more in base form as well
Like, truly, tasha hates artificers. Why exactly their spell list is that bad is beyond me, and on top of that, they're the only half caster without extra attack unless they take battlesmith.
You could go with changeable buffs, ala UA-tattoo monk. Flavor them as experimental concoctions.
Then allow some form of rage-like transform mechanic, possibly similar to a toned down tenser's transformation
My idea is basically that you would get to also pick various mutations. These mutations would have a weak benefit in base form and a stronger benefit in mutant form.
Decent concept. Time to iterate.
Don't hesitate to shamelessly steal inspiration from anywhere you can find it. No original ideas have ever existed, only morphed versions of things we've seen.
Just don't steal entire works.
Expanded spell list
3rd level:cure wounds, inflict wounds
5th level:alter self, blindness/deafness
9th level:haste, aura of vitality
13th level:polymorph, blight
17th level:contagion, raise dead
Is this a good spell list for them?
Pretty bad spells overall but i guess it makes sense theme wise
no offense but polymorph, aura of vitality, inflict wounds and blindness/deafness are not bad spells
Polymorph is good but level 13 is way past its usefullness
Inflict wounds is one of the worst damage spells
Aura of vitality is meh but probably the best spell on there
3d10 necrotic is pretty good man
aura of vitality is 20D8 healing out of combat
it is the best healing spell in the entire game
Honestly there’s way better uses of your spell slots, very niche spell, i think tabletopbuilds or formofdread made an article about how overrated it is, lemme check
"way better uses" what the hell are you using 1st level spell slots for dawg?
Defensive spells to keep concentration?
Shield is really good from first to last level
Absorb elements becomes great at higher levels
And i don’t think artificer gets silvery barbs but that would also be a better use of a slot
Polymorph is OK with a bad party, but the higher the level of optimization, the worse it gets (a giant ape doesn't have class features)
Cure wounds is on the base arti list
Inflict wounds is terrible.
Alter self is meh but on brand, keep it.
Blindness/deafness is niche but OK.
Haste is bait. Vitality is good out if combat healing.
Blight is terrible.
Contagion is terrible.
Raise dead is ok
I have three words for you: battlesmith gets shield.
And I'd rather have shield over that ENTIRE spell list
i mean shield doesnt really fit
This tbh^
Its OK to have a bad spell list if you have good features.
The spell list fits thematically but the spells themselves aren’t good
Make the spells always prepared, and halve the amount. Always prepared spells, even if niche, are always nice.
For example alter self isn't something I'd prep, but if I always have it prepped I might use it sometimes
But don't concern yourself too much with the spell list. Arti is a half caster, and most of its slots are already spoken for.
Worry more about the features.
A free cast of alter self sounds good for the concept and is in no way game breaking
Consider giving extra attack to base arti, it’s the only half caster which doesn’t and it’s very impairing
Yeah why it doesn't, I have no idea.
You can also homebrew spells. also, flavor is free:
-"Your adaptive scales cover your body in the moments you need them most. You learn the shield spell, and it is always prepared. Additionally, you may cast it once per long rest without spending a spell slot"
I wrote that assuming some sort of bestial/godzilla-esque transformation, but the point stands whatever you do. You can flavor your spells to whatever they need to be using the text in the features.
Btw, does anybody have a hb wizard subclass you would recommend playing
Just finished up with one. Definitely higher on the power side, but it's totally playable and won't bust the game open+is fresh. I based it in Cthulu by Torchlight's questionable wizard sub.
Tl;dr pick one spell, change its saving throw and damage type. At higher levels, pick 2 spells. Change them on a long rest.
Also be very observant to the world around you.
Want to specialize in web? That's mind chain now, int save.
Fireball does lightning damage on a cha save if you want it to
But only one or two spells at a given time, depending on level.
Really like that, could you send a link?
I got a PDF. Made it myself a few weeks back. I'll DM you.
Thank you, really appreciated
Hello, I have been working on a sub-species of a monster I previously created and I was wondering if someone could take a look at it
I am open to hear every suggestion and or critique you could have
Ps. If you read devoured whale, it is my fault, that is also my creation and I used it as a template, so I might have forgotten to substitute the name
the AC is a bit high, but the rest is good
I made a feature for that, in the magmatic armor, should I lower it further?
I mean further in the sense of at the start, not as the effect of the trait
AC 24/25 would be good
rename it to magma whale... and ac being too high is not needed.
You too think it should be 24/25? should I lower the ammount of ac drop from magmatic armor?
Ok for the name. Before it implied it lived in volcanos, now also in lava and magma filled areas
give it a regen of the magma "armor" being temp hp every round or somthing, not ac.
The idea was that after the armor dissolved, the fleshier parts would be exposed and he would become more vulnerable, ence why the lower ac when it is broken.
a buffer is better because it stops dmg but wont make people feal like they cant hit somthing so big. so they will need do keep up the dmg to expost the real flesh
Then it has low asf saving throws for save or suck effects
And tbh i don’t get why the +15 to initiative thematically considering the low dex but that’s fine for a high cr creature
So I should lower ac to 24, change the effect of the magmatic armor from being broken and lowering ac to halting a regen
i git the idea, i realy do! it is a good concept. just do the same thing, but with temp. and that should have a better feel in game, missing is bad, but the ramp up of efective dmg is going to pay off psychologically.
You could make magmatic armor something like 50 temp hp that regens every round, with acid damage halting the regen
Alright. I think I will go with Kimbk suggestion
https://www.reddit.com/r/DnDHomebrew/comments/1nv4j9m/mutagenist_artificer_subclass/
This is a link to an artificer subclass i made
other then this about the Ac and magmatic armor, do you have anything else to add? Maybe about the attacks or the legendary actions?
I always like the swolloed effect on large monsters like this, like the one the purple worm has.
Gobble em up
Regarding Spellblades/Arcane Gishes:
- I always think it's funny when people try to make a Spellstrike and it's like "if you hit with a weapon attack, you automatically hit with the spell and/or the target automatically fails the saving throw" when not even similar, official stuff work like that (e.g. Banishing Smite, Staggering Smite, etc)
- Why is teleporting so popular in the Spellblade fantasy?
teleporting fits the 'magic assassian/knight' fantasy
like, it helps gishs with movement naturally, but also makes it so they dont get opt attack as much
which is prob a major reason why some arent good monoclass (hexblade)
I could see it work for a magic assassin, like Arcane Trickster or Soulknife which does teleport
But for heavily armored knights, it doesn't make sense at all
depends on the spellblade
Also, Misty Step exists
some are light and agile, some are more bulkly
Serene Defense
Prerequisite: Level 2 Monk
Your defensive stance is much more advanced than your peers.
- Patient Defense no longer costs Ki points.
- When you use Patient Defense, you also gain a bonus to the next saving throw you make before the beginning of your next turn equal to your Wisdom modifier.
- At the beginning of your turn, you can expend 1 ki point to gain the benefits of the Dodge action until the beginning of your next turn.
Making some martial class feats
true, but sometimes, you cant afford it because of another spell
hmmmm, idk how to feel about a free thing
Isn't Patient Defense the Dodge action though
like, Patient Defence isnt no FoB, but still is very good tho
It is the dodge action, the last point just allows you to not expend a BA for it
FoB?
Btw, this costs an ASI slot, something which monks tend to rely on a lot. I balanced this with that in mind
Since this is a feat, in case I confused you