#homebrew

1 messages · Page 21 of 1

long oyster
#

sorry phone battery died

crystal pollen
#

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

restive tusk
#

HM isn’t really that impactful especially upcast so I’m not worried about a free casting of it

long oyster
#

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

restive tusk
#

Well except for the niche of Monks with Ranger dips but I digress

long oyster
#

At the first stage, it slows the enemies down to 5 ft or maybe lower

crystal pollen
long oyster
#

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

crystal pollen
#

and with that, it is now broken

restive tusk
#

So on their second turn they take a 12x damage multiplier???

crystal pollen
#

AoE damage

long oyster
restive tusk
#

Yeah I would

crystal pollen
#

wait, its not a d x damage

#

its a multiplier

#

so they are vulnerable?

long oyster
crystal pollen
#

that moves it to game breaking

#

theres a reason vulnerable status is incredibly strong

restive tusk
#

Yeah pretty much no effect gives vulnerability

crystal pollen
#

grave cleric

#

for one attack

long oyster
#

though again I said maybe remove the damage multiplier, so in this case

#

Is being knocked prone by any attack still broken?

restive tusk
#

Without the multiplier it’s useless effectively unfortunately

#

It takes too long to set up

crystal pollen
#

well, if they are already at like, 5 speed

#

going prone would make them basically 0 speed

#

and give anyone advantage to hit them

restive tusk
#

I reiterate that a single casting of Entangle basically does what this effect would do, but better

restive tusk
#

1st

long oyster
#

ok wow I need to up my game

crystal pollen
#

its a ranger spell right

#

or is it druid

restive tusk
#

Both Ranger and Druid

true portal
long oyster
#

Does 2x damage multiplier at first stage sound too little or ok

restive tusk
#

I wouldn’t do it at all

crystal pollen
restive tusk
#

2x damage is vulnerability

crystal pollen
#

for any class that is able to hit big

long oyster
#

fair enough

#

1.2x?

#

or just give advantage

crystal pollen
#

imagine a caster dropping a firaball on 2x damage

long oyster
#

on attack

restive saddle
#

most of the time id say double dice, or basically advantage yeah

restive tusk
#

5e doesn’t really use fractional multipliers

restive tusk
crystal pollen
#

maybe enemies that are effected have disadvantage on attack, but that would just be unfun for the dm

#

an AoE disadvantage

restive saddle
#

also Basic modifers like +1, +2 etc also work

restive tusk
#

Guys please this is literally just the entangle spell dndLol

crystal pollen
#

you could make it like, when hit they take an extra d4 damage

restive tusk
#

Entangle inflicts restrained which:

crystal pollen
#

but it dosent really make sense at all

limber dawn
#

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.

restive saddle
#

i am coming into this conversations with 0 context so idk lol

crystal pollen
restive tusk
crystal pollen
#

and it turns out finding a way to make 0 speed different from other spells that do that is hard

restive saddle
#

i mean... thats cause your trying to use the base of restrained. if you want a unique effect, create a unique condition that simple

long oyster
crystal pollen
#

wizards are a problem if you dont deal with them

restive saddle
#

they are the effective glass cannon of DND

limber dawn
#

i think when people compare wizards and warriors they are talking about pvp. But most games dont do pvp.

restive tusk
# restive tusk Entangle inflicts restrained which:

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
crystal pollen
#

martial classes are good in general, but casters have the most potential is how i see it

restive tusk
crystal pollen
#

aint no fighter gonna hit a room of enemies for 6d8 fire damage is all im saying

long oyster
limber dawn
restive tusk
#

The concept of the squishy caster is actually incorrect

crystal pollen
restive tusk
#

Casters get plenty of defensive buffs

crystal pollen
#

can cast spells and throw hands

restive saddle
#

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

limber dawn
#

but in pvp the wizard might win, but there is this wizard killer feat to contend with.

restive tusk
#

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

true forge
#

yeah

#

also, it only effects concentration spells :P

#

(as far as im aware lol)

crystal pollen
restive tusk
#

So potentially many enemies

restive saddle
restive tusk
#

Allies too, technically.

limber dawn
restive tusk
#

Fighter dips are not needed for Wizards to not be squishy

limber dawn
restive saddle
#

actually all yall need to do is... INVEST IN YOUR CON MOD lol

crystal pollen
#

you could take a couple warlock levels and take the tough origin feat

restive tusk
#

Again I suggest checking out the resources I listed

static maple
restive tusk
#

True

limber dawn
crystal pollen
restive saddle
limber dawn
crystal pollen
#

for basically the same thing for free

restive tusk
#

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

limber dawn
#

ring of wizardry doubles spell slots.

crystal pollen
#

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

restive tusk
#

Yes and that is quite game breaking under normal and high OP play

crystal pollen
#

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

limber dawn
#

the one i homebrewed was a trade off fixed spell slot assignment for doubling the number of slots

crystal pollen
#

that anyone can use

restive saddle
#

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

crystal pollen
#

so you can in theory, main action the staff to use, and throw it to an ally thats next turn

restive tusk
#

Frankly since ritual spells exist the doubling of spell slots really only serves to benefit the casting of “big effect” spells

restive saddle
#

now a staff that doubles the duration of any spell... >:)

limber dawn
#

staff of the magi is effectively the same thing in a lot of ways

crystal pollen
restive tusk
#

Sure in the aspect of giving free casts

restive saddle
#

Entangle, Spirit guardians, Warding sigil, all benifit from it and are commonly used spells

limber dawn
#

as in most of my suggested rings of gygax its just bringing some of his better ideas and flavor back to 5e

restive tusk
#

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

long oyster
#

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

limber dawn
#

ring of unlimited attunement suggested limitation is the chance of occationally losing a magic item, pick pockets are attracted to you.

long oyster
#

..I realize I'm bad at making simple ideas

#

lol

#

wait is there a term for not being able to use any action

restive tusk
crystal pollen
#

skips a turn

restive tusk
long oyster
#

I mean I'd personally say immobilize

long oyster
restive saddle
long oyster
#

since I still intend it to be.. not too short

restive saddle
#

1 minute with saves to end it early :b

#

thats pretty typical

restive tusk
long oyster
#

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

restive saddle
#

that would just be hold person lmao

restive tusk
#

Single target permanent stun is OP

long oyster
#

1 minute it is then

crystal pollen
#

1 minute might as well be permanent

#

1 minute is 6 rounds

long oyster
restive saddle
#

10 rounds

restive tusk
#

1 minute is 10 rounds

crystal pollen
#

yeah right

restive tusk
#

Most combats end or are wrapping up by round 4

crystal pollen
#

so 10 turns of stunned then?

restive saddle
#

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

long oyster
#

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

crystal pollen
#

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

crystal pollen
#

but at that point i question how this frail maid is able to toss around groups of enemies with no magic

restive tusk
#

They get both Entangle and Hold Person

#

Except they don’t have to wait since they have multiple spell slots per long rest

restive saddle
#

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

long oyster
#

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

restive tusk
#

Yeah that make more sense

crystal pollen
long oyster
restive saddle
#

roll a d4 to determine the amount of rounds you are stunned within the AOE 😄

long oyster
#

not yet

crystal pollen
#

wait

long oyster
#

I have not gotten anywhere yet

restive saddle
#

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?

crystal pollen
#

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

restive saddle
#

Subclass would also work

crystal pollen
#

that falls into catagory 2

restive tusk
#

Really if you’re making a custom class you should be making features all the way to 20th

crystal pollen
#

after level 3, you are making an entire class

restive saddle
#

making a custom class is a LOT of work ;-; as someone who has made/helped with at least three different ones atp

restive tusk
#

Which is partially why custom classes are some of if not the hardest homebrews to make and balance

crystal pollen
#

it is exceptionally difficult to make a custom class that is balanced

#

like we are taking this long, for a single ability

long oyster
#

and the Binding would be higher level

restive saddle
#

ive been working on a homebrew class for some odd months now and i still dont feel comfortable releasing it yet

restive tusk
#

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

crystal pollen
#

most can get away with reflavouring skills for an existing class

restive saddle
#

yeah plus i was so scared it would fall under the illrigger, and thankfully it didnt

long oyster
#

Ok so how about I forget about Binding for now and think of it later

restive tusk
#

I’m not even sure if it’s supposed to be a martial, half-caster, or full caster

crystal pollen
#

from the sound of it, martial

long oyster
#

Once I've gotten the intended niche done I'll work on it again

crystal pollen
#

no magic at all

restive tusk
#

Yeah that’s what I assume

restive saddle
#

um what...

#

that sounds uh

#

no comment

restive tusk
#

One of the biggest roadblocks I see is making this distinct enough from Battlemaster Fighter

crystal pollen
#

a martial class that kind of like tosses chains around to bind people, i mean, its not impossible to imagine

restive saddle
#

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

crystal pollen
long oyster
restive saddle
#

and thats at high level

#

oh god now its starting to sound like my class 😠

crystal pollen
#

you might find it interesting

long oyster
#

However, at low level they prolly don't have the debuffing and -

long oyster
#

at some point

#

If I feel like it

crystal pollen
#

they create soul weapons to use at will basically

#

throw them, fight with them, teleport to them

long oyster
#

Hold on lemme think

#

What would you suggest for first level

#

Would improvised weapon proficiency be fine for that?

crystal pollen
#

that is just tavern brawler feat

long oyster
crystal pollen
#

and if you are throwing like, daggers, why cant it just be simple weapons?

#

tavern brawler is an origin feat so, yeah i guess

long oyster
crystal pollen
#

still a dagger of sorts

restive saddle
crystal pollen
#

just call it a dagger at that point and dont nerf yourself

crystal pollen
#

at least if its a "dagger" it opens up every rogue option

restive saddle
#

sorry its not formatted much yet

long oyster
#

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.

crystal pollen
#

soul knife

#

you literally make them out of thin air

#

its just that class but with extra steps

restive tusk
#

So they have a main mechanic of a bag of items they they can use for various abilities

long oyster
#

wwwwhatever

crystal pollen
#

can i just, paste the important part of soul knife

long oyster
crystal pollen
#

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.

restive tusk
crystal pollen
#

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

restive saddle
#

i ALWAYS flavor that as flipping the staff and hitting the creature with the other end :b

restive tusk
#

Psychic blades cannot mechanically conjure weapons other than the blade, though its narrative appearance is up to you.

crystal pollen
#

i feel like if the stats and damage stays the same

restive tusk
#

The “blades” are a unique item with the properties listed in the description

crystal pollen
#

it could be reflavoured as anything

#

as long as the stat itself is unchanged

restive saddle
#

also if yall have any constructive feedback on that class let me know 😄 i made it myself

crystal pollen
#

they are in the end, magic attacks that just kind of dissipate on hit

#

its not the pointy part doing damage

restive tusk
#

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

restive saddle
#

reflavored

crystal pollen
#

i mean, compared to an entire homebrew class

#

changing even how a single lvl 3 ability works slightly is a better option

long oyster
#

so could I like.. reflavor that subclass as just grabbing the stuff from the trunk

crystal pollen
#

because in essence, soul knife lets you create literally any odd weapon you want

#

and can work

restive tusk
#

Honestly if you wanted a variety of debuffs I’d suggest reflavoring Battlemaster fighter instead

restive saddle
#

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

crystal pollen
restive tusk
#

Fighters can be Dex based

long oyster
restive saddle
#

fighters can DEFINTELY be dex based

crystal pollen
#

wait, i guess fighters can be dex based

#

yeah

restive saddle
#

You just use finesse weapons, and wear leather armor :b

crystal pollen
#

almost every martial class can be dexed based actually

long oyster
crystal pollen
#

uh....

#

eldritch knight i guess?

#

can make a pact weapon

restive tusk
#

Soul Knife is a Rogue Subclass, so you can only take it if you have 3 levels in Rogue

crystal pollen
#

soul knife is very specifically a rogue subclass

restive saddle
#

you could pretty easily translate to fighter though id think

crystal pollen
#

at that point just leave it as a rogue

restive tusk
#

Yeah the superior techniques are almost all various buffs and debuffs

crystal pollen
#

with the use of superiority dice right

restive tusk
#

Yeah

#

That’s what fuels them

crystal pollen
#

i still feel like soul knife is the closest option

long oyster
restive tusk
#

They’re not

crystal pollen
#

lvl3

restive saddle
#

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

restive tusk
#

You get them as soon as level 3

crystal pollen
#

they get them at lvl3

#

same as soul knife

long oyster
#

rright

crystal pollen
#

altough it is restricted

#

to the number of superiority dice

true forge
#

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

restive saddle
#

that should prolly be at MOST 30ft

#

facepalm

true forge
#

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

long oyster
restive saddle
#

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

restive tusk
restive saddle
crystal pollen
#

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 forge
#

but monk is baned with being very meh in 2014,

restive saddle
#

i mean if its like a wave effect thats fine though

true forge
#

for 5 KI?

restive saddle
#

but if it has any duration then probally not

true forge
#

no thanks

restive saddle
#

thats 17 temp Hp and damage

true forge
#

for THP thats very low at this level lol

restive saddle
#

i mean... no?

#

idk

true forge
#

when the average CR 15 creature is dealing 93-98 damage per turn

restive saddle
#

youd basically be able to sustain a whole party with that

true forge
#

it kinda is

true forge
#

it is a support monk as well lol

#

so that is kinda its job

restive saddle
#

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

royal osprey
#

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

void jewel
#

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

strange surge
#

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!

midnight elk
midnight elk
strange surge
strange surge
#

You only select one debuff and one buff to have active at once while the barrier is up

midnight elk
midnight elk
long oyster
#

I had an idea but I forgor

long oyster
#

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

strange surge
# midnight elk Yeah, anyone casting either can't get in range to use anything else or can't use...

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

strange surge
long oyster
midnight elk
long oyster
#

Something like that

strange surge
strange surge
strange surge
#

It helps a lot

long oyster
strange surge
#

you'd have to explain what counts as a "unique offensive move"

midnight elk
strange surge
long oyster
midnight elk
strange surge
long oyster
midnight elk
long oyster
strange surge
# long oyster yyyeah

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

royal osprey
long oyster
strange surge
midnight elk
long oyster
strange surge
#

i have before

midnight elk
strange surge
midnight elk
strange surge
#

Lmao, you can DM me if you're serious and next time I'm starting something up I'll lyk :)

midnight elk
#

Should I work on my godly weaponized frying pan or my player destroyer?

strange surge
#

my question is why are they not the same thing?

royal osprey
midnight elk
midnight elk
strange surge
#

hmmm...my vote is for the godly weaponized frying pan

royal osprey
#

probably a spellcasting ability check or smthn

midnight elk
royal osprey
#

arcana or perception imo

#

or just a check with the spellcasting ability in which the caster is proficient

midnight elk
#

The people summoning it are npcs tho

#

So just to make life easier I'll probably use something simple.

austere mango
#

Can I get the F.L.O.O.D as a magic item?

midnight elk
royal osprey
#

a high op party could probably kill this thing

midnight elk
#

One action is this:
Tempest Void. All flying creatures within 1,000 ft. make a DC 28 Strength save or are hurled 1 mile.

royal osprey
#

unless you ban stuff like simulacrum

midnight elk
#

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.

maiden thorn
#

obsidian://open?vault=Dnd%20for%20nomnom&file=Nomnoms%20session%2FThe%20butcher%20subclass
Ladies and gentlemen is this ok or?

restive saddle
#

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

void jewel
#

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.

fierce dome
#

*taut

void jewel
#

Thanks

fierce dome
#

what do you call this spell

void jewel
#

Not yet decided

coral delta
#

Looks stronger than Snare (but many things are stronger than Snare).

void jewel
#

Yeah I'm OK with that lol

fierce dome
#

most things are stronger than snare

#

snare is an awful spell

void jewel
#

Also, an upcast idea:
-conjure an additional point. Wires stretch from each point to all other points within 30 feet of them

primal osprey
#

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

mortal burrow
#

So, I just wrote my first homebrew rogue subclass and I'd like opinions on it:

mystic tusk
#

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

midnight elk
#

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?

peak inlet
#

ring of limitless attunement (requires attunement)

#

too bad, you’re already at 3 items

maiden thorn
#

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?

minor thorn
#

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.

white bison
maiden thorn
#

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

white bison
#

7th level feature is also fairly weak, maybe make it replace one of your multiattacks and reduce the uses

white bison
#

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.

maiden thorn
white bison
#

This is a feature from gloomstalker btw

white bison
#

And even if it was like you said, it’s only on the first turn of combat

maiden thorn
white bison
#

I’d suggest using 2d8 or 2d10 rather than d20 for damage after d12, much better looking

white bison
minor thorn
maiden thorn
royal osprey
mystic tusk
opal flame
#

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.

coral delta
#

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?

sick valley
opal flame
#

Im making a species, and I want them to teleport without being broken to the game

sick valley
#

Are they supposed to be the hulk who can tear space apart? Why make it Str-based?

coral delta
#

Use the Eladrin's bonus action teleport as a guide.

sick valley
#

The obvious way to do this would be to give them a [proficiency] number of uses of Misty Step.

opal flame
sick valley
#

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.

opal flame
#

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

sick valley
#

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.

mild cove
#

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.

sick valley
#

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.

opal flame
# sick valley It's appropriate to put these kinds of high costs/risks if you're giving a -spec...

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.

opal flame
#

…what?

sick valley
#

I'm not clicking on it, it looks sus. <@&516370028053004306> ?

severe bolt
#

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'!

sick valley
#

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.

opal flame
#

Yeah I’m willing to scale down, I was eyeballing that one

mild cove
opal flame
mystic tusk
sick valley
# opal flame Thanks very much!

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.

mystic tusk
#

Now I just need the names for the npcs and to work on the crew

sick valley
#

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.

fleet veldt
#

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

sick valley
#

(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).

opal flame
#

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

opal flame
sick valley
#

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).

mild cove
sick valley
#

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.

sick valley
fleet veldt
#

given that this is one of the more minor leviathans your right it shouldnt really have legendary actions

midnight elk
#

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.

mild cove
#

Could be cool stuff for role play (like your example) but only if bards actually get that spell

midnight elk
mild cove
#

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

void jewel
#

Spells that have wildly varying effect depending on DM fiat are generally not well received by the player using them or those around them.

midnight elk
void jewel
#

But having it be a DM ruling at the time of casting is probably a bad idea, yes

midnight elk
#

Okay, thanks for the feedback. I'm used to making weapons, items and the occasional creature.

#

Not spells

primal osprey
#

I find spells difficult too

void jewel
#

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.

midnight elk
#

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.

void jewel
#

But generally, spells should have clearly defined functions. They should do exactly what they say they do and no more, no less.

midnight elk
void jewel
#

Ripping content from wherever you can (legally) get it has no shame.

midnight elk
void jewel
#

If you enjoy the design process, go ham

midnight elk
#

Oh and the curses.

void jewel
#

I'm biased, I hate curses as a player.

#

Can't comment

midnight elk
void jewel
#

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"

midnight elk
void jewel
#

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."

midnight elk
#

My biggest mistake was making "The Eternal Elemental Cataclysm"

#

Armor Class: 28 (elemental carapace)
Hit Points: 2,500 (100d20 + 1,000)

stark jewel
#

hello, i am working on a homebrew monster, i was wondering, can anyone give me any pointer on it?

midnight elk
stark jewel
#

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

shrewd crag
stark jewel
#

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

opal flame
stark jewel
#

i have yet to give it a precise description, but like i said, i did make the attacks, stats and everything else

midnight elk
#

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.

stark jewel
#

(can i send the link of the dndbeyond page here?)

midnight elk
primal osprey
midnight elk
void jewel
#

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?

primal osprey
midnight elk
primal osprey
#

You gotta specify stuff like this with homebrew mechanics

primal osprey
#

Well

shrewd crag
void jewel
stark jewel
midnight elk
stark jewel
#

if you can, after you read it, give me any suggestion or opinion you have in mind

shrewd crag
midnight elk
stark jewel
#

it isn't yet pubblished, i will make it so

#

i can still make a second version later

midnight elk
shrewd crag
# stark jewel try now

reading now. wow this thing must be massive lol. something to throw at my way too overconfident and godlike players lol

midnight elk
stark jewel
stark jewel
shrewd crag
void jewel
#

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.

shrewd crag
stark jewel
#

so remove the magic resistance and vulnerability to lightning, then add a non magic normal damage resistance?

shrewd crag
stark jewel
#

alright, thank you. if you like it and want to use it, feel free to

shrewd crag
hidden delta
shrewd crag
hidden delta
#

ok

#

should say swim speed 120 speed 0 then

#

look at other aquatic creatures for formating

shrewd crag
#

yeah probably right.

#

would be fun to have it fly.... omg just created a space whale lol

hidden delta
#

lol

hidden delta
#

cool

stark jewel
#

but i first wanted to make sure i nailed the Devourer whale

hidden delta
#

those sound awesome

shrewd crag
orchid iron
#

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

midnight elk
void jewel
mild cove
mild cove
midnight elk
#

It's designed to combat OP and inventive players.

mild cove
#

Well then, it should work

midnight elk
#

My favorite ability that I gave it is the "Tempest Void"

mild cove
#

You intend on making this unbeatable?

pastel mirage
#

“its designed to combat op and inventive players”

#

also the humble 28dc con save or instant death:

astral scarab
#

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?

scenic urchin
#

i wouldn't pick this for a familiar but otherwise, sure

gloomy flower
#

how far can one change dnd before it stops being dnd

astral scarab
#

because it's not an owl?

scenic urchin
#

i'm not sure what that means but my familiar for my current character is a frog

astral scarab
#

'twas a joke. Owls are just very popular.

limber dawn
#

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.

gloomy flower
#

1e is a horrible frame of reference for how dnd should be

scenic urchin
gloomy flower
#

so is bg3

gloomy flower
scenic urchin
limber dawn
gloomy flower
#

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

limber dawn
#

especially when it disproportionately affects cloth over armored characters.

gloomy flower
#

I mean yeah light armor can go pretty hard

scenic urchin
#

attunement is character agnostic

gloomy flower
#

I have a player who has leather armor and the same AC as plate

scenic urchin
#

well, cept for artificers ofc

limber dawn
#

I suppose you could add +3 cloth shirt to the game that is not attuned. Like they did in bg3.

scenic urchin
#

+3 armor doesnt require attunement

#

not all magic items require attunement

limber dawn
#

right but there is no cloth armor +3

gloomy flower
#

actually it's completely mundane leather armor that he got in character creation

#

his character just has a 24 in dex

sturdy knoll
#

Cloth armor isn't a thing in 5e - unless you meant padded armor?

midnight elk
limber dawn
gloomy flower
#

it is absolutely that bad

scenic urchin
#

wizards can wear armor, they just need to get proficiency first >_>

gloomy flower
#

or the light armor proficiency feat

sturdy knoll
scenic urchin
#

high level casters prob don't want to wear armor, they want robes of the magi

#

or robes of the archmagi?

#

i forget

gloomy flower
#

also in what situation would a wizard be up front enough to get hit by any intelligent enemy

midnight elk
sturdy knoll
#

But hey! Homebrew - make the things that tickle your fancy to improve your games.

gloomy flower
#

yeah basically

scenic urchin
#

if you want to make +3 elven chain just so your casters can wear it, you can do so

midnight elk
limber dawn
# gloomy flower the humble mage armor:

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.

gloomy flower
#

light armor is good

scenic urchin
#

TIL wizards just die at 15th level

limber dawn
#

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.

gloomy flower
#

I can think of about 3 classes that fill the "warrior" role

limber dawn
stuck raptor
#

it might be interchangable to you, but it can be confusing for others

stuck raptor
#

still reads warrior

gloomy flower
#

terms aren't interchangeable in the context of dnd

midnight elk
gloomy flower
#

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

midnight elk
#

What if I made it speak common?

limber dawn
stuck raptor
#

languages dont really add to a creature's diffculty or CR

midnight elk
scenic urchin
#

what comedy value is there in speaking common...?

gloomy flower
#

listen big dog you're gonna need to crank that way down

midnight elk
gloomy flower
#

like

#

WAY down

scenic urchin
#

ok...?

stuck raptor
#

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

limber dawn
#

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.

stuck raptor
#

thats essentially just Galactus

gloomy flower
#

not exactly mimicry but it uses the cries of its victims to lure in other people

stuck raptor
#

mimicry enemies are fun to run. I need more Ambusher monsters

limber dawn
#

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.

stuck raptor
#

this just seems unfun to fight

limber dawn
#

demiplane can be used for doorway tactics and cover open spell cover open spell. that kind of thing

midnight elk
scenic urchin
#

that doesnt sound like a long campaign

midnight elk
stuck raptor
#

then i hope you find "smart" players

midnight elk
#

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).

gloomy flower
gloomy flower
# midnight elk Oh

and with 6 attacks of it you pack up a level 20 party of 6 in 2 rounds max

brave flare
#

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?

brave flare
# midnight elk 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.)

midnight elk
#

It's no problem. I've made some weird things myself.

brave flare
#

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 Start

Kill 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.

stuck raptor
#

yeah, not sure how this is gonna play out mechanically

brave flare
#

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

stuck raptor
#

that looks really squishy for a boss against level 4s

scenic urchin
#

this seems like it will be difficult to sell to the players

#

unless you've already cleared it prior or something

brave flare
#

Well my players are my friends so i think theyll be fine with it

brave flare
void jewel
# midnight elk Oh

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.

brave flare
#

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.

stuck raptor
brave flare
#

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

stuck raptor
#

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

brave flare
#

So i actually did attempt this leading up to the encounter. However i dont think i made it hard enough 😓

stuck raptor
#

when in doubt, add more

brave flare
#

True!

stuck raptor
#

and you dont have to throw more monsters

brave flare
#

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.

scenic urchin
#

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

brave flare
#

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

midnight elk
#

Oh right

#

Sorry my brain is fried

ripe finch
#

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
restive tusk
#

If you're new why not use a default class?

gloomy flower
#

the race you plan to make will never slide at any table

restive tusk
gloomy flower
smoky sand
wet yarrow
#

Also, this is Homebrew, not Character Discussion lol. If someone is asking how to brew something, that's what theyre asking >_>

gloomy flower
wet yarrow
#

You dont think someone uniquely adapted to a single environment who is great at surviving in it has ranger vibes?

gloomy flower
#

he's looking to play a goliath barbarian, man

#

that's what it is

smoky sand
gloomy flower
#

no brew needed

wet yarrow
#

You telling people not to brew in #homebrew is wild lol

#

That's also not what they're asking for. 🤷

gloomy flower
#

"new to dnd" and making a whole new class may not mesh well

wet yarrow
#

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.

smoky sand
#

how do i homebrew

wet yarrow
#

Start with somethig simple, see the official stuff, play around with it, test it

tardy crown
#

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.*

gloomy flower
#

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

wet yarrow
#

Theyre always a miss if you dont make em at all

#

Mono class games are fun.

#

Oops All Fighters is a neat one.

gloomy flower
#

a good start at homebrew is taking existing homebrew that's unbalanced/poorly made and fixing it up

wet yarrow
#

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

gloomy flower
#

that's why I always suggest to new homebrewers to look at dandwiki pages with "needs balance" tags and giving them balance

wet yarrow
#

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.

gloomy flower
#

my definition is anything that doesn't come from a WOTC made or endorsed source

wet yarrow
#

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.

gloomy flower
#

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

hidden delta
smoky sand
#

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

gloomy flower
#

first notice

hidden delta
#

didn't know what to put there and was based off fighter which had a lot may have miscounted and did to many

gloomy flower
#

bullseye is a trait that a character should absolutely not have at 1st level

hidden delta
#

true

gloomy flower
#

free advantage at 2nd level is a big nono

smoky sand
restive tusk
#

Is this the same one you've posted before?

gloomy flower
#

wow this is a lot to unpack man

smoky sand
hidden delta
wet yarrow
#

Well, the balancing bits are easy enough to get to, but just looking at the concept itself.

#

Because numbers are easy to fix.

smoky sand
wet yarrow
#

The first thing I notice is that all of it just seems to kind of revolve around 'the shot'

hidden delta
#

yeah this is like 4 years old i was barley 13 when i made this

gloomy flower
#

not gonna shame you, this is really old homebrew according to you, and we all start somewhere

wet yarrow
#

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

hidden delta
#

yeah

wet yarrow
#

I like a few of the Royal archer ranged-control powers too

strange surge
gloomy flower
#

but things like this is why I don't suggest a class for homebrew if you don't know bout homebrew much

wet yarrow
#

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.

gloomy flower
hidden delta
#

thanks i should rework this for 2024

gloomy flower
#

making true strike good shouldn't mean making it a completely different spell

wet yarrow
#

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.

smoky sand
#

whats true strike in dnd?

gloomy flower
#

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

smoky sand
#

the blade cantrip?

wet yarrow
#

Its a weapon cantrip that lets you use spellcasting ability instead of STR or DEX for a attack and damage roll.

strange surge
gloomy flower
gloomy flower
wet yarrow
#

I mean, it's still the official version.

gloomy flower
#

arcane strike, sure, that name is a lot better
that's not my boy

wet yarrow
#

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.

hidden delta
#

what if it just garenteed a hit insted of advantage

gloomy flower
#

ok but consider
war cleric, 1 level dip into wizard, true strike, war priest feature

gloomy flower
hidden delta
#

i see

wet yarrow
#

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 >_>

gloomy flower
hidden delta
#

ah

wet yarrow
#

True Strike in 3e I think used to give you +20 to your next attack. But I think it was like Lv. 2?

smoky sand
#

what about multiclassing?

wet yarrow
#

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.

hidden delta
#

that sounds awesome but torturous to balance

wet yarrow
#

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.

hidden delta
#

yeah

placid sparrow
#

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!

native hatch
#

If I have a creature that can sense other creatures through a wall... would that be blindsight or tremorsense?

stuck raptor
#

i wouls say tremorsense

#

blindsight is blocked by walls

native hatch
#

thank you

true forge
#

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 😭

void jewel
#

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.

true forge
#

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

native grove
#

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?

void jewel
#

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!

primal osprey
#

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

native grove
gloomy flower
#

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

void jewel
#

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

true forge
void jewel
#

A warlock could be called a wizard in an alternate universe, with no changes in mechanics, and we would be none the wiser.

gloomy flower
#

i wanna keep the spirit of classes while adapting them to a semi-futuristic theme, yk?

void jewel
#

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)

gloomy flower
#

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

void jewel
#

..how many warlock subs do you have?

native grove
#

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

native grove
#

Living magic items

void jewel
#

Go on

gloomy flower
void jewel
#

Ooh. Pure flavor supplement. I see

native grove
#

Basically the idea is that you make literal living magic items, flesh and blood and such

gloomy flower
void jewel
void jewel
#

How does that manifest in the rules

gloomy flower
void jewel
native grove
#

Fair

void jewel
#

Artificer can already do magic items. Ensure you give the subclass something to let it mechanically stand out

native grove
#

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

void jewel
#

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

native grove
#

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.

void jewel
#

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.

native grove
# void jewel Decent concept. Time to iterate.

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?

white bison
native grove
#

no offense but polymorph, aura of vitality, inflict wounds and blindness/deafness are not bad spells

white bison
#

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

gloomy flower
native grove
#

it is the best healing spell in the entire game

white bison
#

Yeah it has its uses, it’s an average spell

#

It’s the best spell on there for sure

white bison
gloomy flower
white bison
#

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

void jewel
#

I have three words for you: battlesmith gets shield.

#

And I'd rather have shield over that ENTIRE spell list

native grove
#

i mean shield doesnt really fit

void jewel
#

Its OK to have a bad spell list if you have good features.

white bison
#

The spell list fits thematically but the spells themselves aren’t good

void jewel
#

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

white bison
#

Consider giving extra attack to base arti, it’s the only half caster which doesn’t and it’s very impairing

void jewel
white bison
#

It’s like they tried to make a spell focused half caster

#

Which is a terrible idea

void jewel
# native grove i mean shield doesnt really fit

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.

white bison
#

Btw, does anybody have a hb wizard subclass you would recommend playing

void jewel
#

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.

white bison
#

Really like that, could you send a link?

void jewel
#

I got a PDF. Made it myself a few weeks back. I'll DM you.

white bison
#

Thank you, really appreciated

stark jewel
#

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

true portal
stark jewel
#

I mean further in the sense of at the start, not as the effect of the trait

patent radish
stark jewel
#

Ok for the name. Before it implied it lived in volcanos, now also in lava and magma filled areas

patent radish
stark jewel
#

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.

white bison
#

The thing is

#

It has 27 ac which completely cripples martials

patent radish
#

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

white bison
#

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

stark jewel
#

So I should lower ac to 24, change the effect of the magmatic armor from being broken and lowering ac to halting a regen

patent radish
white bison
#

You could make magmatic armor something like 50 temp hp that regens every round, with acid damage halting the regen

stark jewel
#

Alright. I think I will go with Kimbk suggestion

native grove
stark jewel
patent radish
#

Gobble em up

rotund dirge
#

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?
true forge
#

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)

rotund dirge
#

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

true forge
#

depends on the spellblade

rotund dirge
#

Also, Misty Step exists

true forge
#

some are light and agile, some are more bulkly

sacred current
#

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 forge
true forge
rotund dirge
true forge
#

like, Patient Defence isnt no FoB, but still is very good tho

sacred current
sacred current
#

Since this is a feat, in case I confused you