#homebrew
1 messages · Page 25 of 1
You should clarify that this works with extra attack
As is, extra attack explicitly works with the attack action, and this is not that action
tbh
i would make it a magic action so it doesnt
doing that on top of an attack is alot
Converting your attack to force damage and halving the damage is one of the world's worst choices ever.
It'd be worthless above level 5 if it doesnt work with extra attack.
Seems cool though I'd imagine with a hurricane you'd get some forced movement to go with the damage
The only situation is if something is immune to your weapon, which almost nothing is.
where does it say halving your damage?
I think they're referring to giving up extra attack
my guy
you could be attacking 3x the amount of creatures in that radius compared to Eattack
Thoughts on baby magic missile cantrip? 1d4+1. One missile.
Mind you, this is for a class intended to excel with its homebrew cantrips, a blaster/controller full caster.
what does it do when upgrades (at x level it does x)?
more missles or is it one that doesn upgrade?
Probably more missiles. This does give you free magic missile at 11, but let's be so real, wands of magic missile are free at 11.
true
i mean, i wouldnt let the +1 be a thing if you make it a cantrip
just 1d4 force (or hell make it radiant or something)
Concern with that is it consistently under damages other pure damage cantrips.
1d4+1 = 1d16*0.65% to hit.
Firebolt with a 65% to hit does about 3.5 damage, 1d4+1 is 3.5 damage.
If I lower it to 2.5, we're now significantly underperforming - by about 30%.
5.5*0.65 is almost exactly 3.5
That damage is after accounting for the hit chance though
It's true that it's consistent but firebolt also, when it does hit, does 60% more. So the idea is to trade consistency for effectiveness between the two.
ig so
maybe just make it 3 missles at max level or something
or cap it at 2 and increase the +1 to a +2 or something
spitballing here lol
Yeah depends on if you think it should suffer an average damage % reduction or not and then just target that % I suppose.
A specific subclass will grant an extra dart as part of one of its features. But that's besides the point.
It focuses on buffing the specific homebrew spells that the class has, each by a bit.
oh so its a subclass for a full class, ahhhh
For example, increases the save DC of some by 1, turns a 30ft line into a 40ft line, adds half cover to one heavy obscurement spell. Capstone lets you force rerolls against these spells int mod times per day.
Yes.
Yeah the entire class is basically a fullcaster with great blasting and control, zero healing and support, mid utility, prepared caster, and a pretty good array of cantrips. The class mechanic is setting a few spells and cantrips as your "specialty" and selecting invocation style modifications to just those spells.
The control is only ground targeted though, very little save or suck.
I.e. no HP, fear, ect.
oh so a better form of metamagic? (which metamagic is just spell altering)
im getting a hint of a sorc from this ngl
Not quite. The cantrips can select which blueprint (invocation) you are using at will. You have a limited number of slots for preparing specialty spells, and must select the blueprint they use when they are prepared.
Metamagic options are also generally more powerful - no heighten, quicken, ect. Here. However, these are always on, but just for those spells.
For example, there is none that impose disadvantage, but there is one that prevents the target from having advantage.
just sounds like spell altering which metamagic tries to do lol
In a way, yes.
It does alter the spells, though in different ways, at preparation, always on, and only for certain spells, whereas metamagic is more powerful, on a resource, anytime, and for all your spells.
Also the sorc. Spell list is quite different.
Aura of Pandemonium
7th level Oath of Pandemonium feature
:
Chaotic magics and energy spiral around you. You and allied creatures within 10 feet of you are altered by chaos. When you gain this feature or when you finish a short or long rest, you can roll 1d6 to determine the effect of this aura, as seen below.
Aura of Pandemonium Table
| 1d6 | Effect |
|---|---|
| 1 | You and allied creatures within this aura gain a +1 to your AC. |
| 2 | You and allied creatures within this aura gain a 10 foot increase to your walking speed. This effect lasts until the end of an allies turn when they start their turn within the aura. |
| 3 | You and allied creatures within this aura become resistance to fire, cold, lightning, poison or acid damage (your choice when you roll this effect) |
| 4 | You and allied creatures within this aura are immune to the Charmed and Frightened conditions |
| 5 | When a creature ends their turn within this aura, you can spend your reaction to make an attack roll against them. Any allied creatures within the aura can also spend their reaction to make an attack roll against that creature. |
| 6 | At the start of your turn, you can swap locations with a creature inside your aura. Allies can do this at the start of their turn as well. |
Totally didnt steal any of the effects from other paladins, no way......
Ah so it's choose any effect from the list. Awesome. Kind of OP
You can reroll every short rest until you get the one you want, and it never says it expires
Since it says "you can"
some maybe, most are kinda alright/niche
depends on the day i suppose
Swapping places with a creature should say willing creature or require a save for unwilling
but its funny just saying creature :D
also fits the WM theme, nobody knows whats going to happen
it could be you, or it could be the dragon 10 feet away, who knows :P
Oh. It implies you can choose
To me. But maybe I'm reading it wrong
If you put "a random" then it'll be better. But you also need a mechanism for closing the random one so it isn't DM fiat.
But that's just me. I try to design around DM fiat really hard. Others use it more
DM fiat?
When the DM chooses what happens with little to no player input, or the dice don't decide.
In this instance, you leave complete control of which creature moves up to the DM.
Player abilities based on DM fiat are generally to be avoided, as they can feel bad for the player. In my philosophy.
oh the teleporting is your choice of creature
and for the other one based on creatures, if it is a melee creature, they are going to be staying inside the aura 9/10 times
Oh yeah. Then it needs a save for unwilling creatures.
Otherwise it's a no save forced teleport which is pretty crazy
Ah right. Forgot it isn't a 30 foot aura.
at 18th it could be with 30ft aura, but at that level creatures can move 120ft a turn so its fine
Yeah that's not a huge issue then
does this make sense and does it have enough details? any other feedback is also good.
Level 14: Inescapable Dream
Barbarian Subclass Feature
Your presence creates a fracture between reality and dreams.
As a Bonus Action or when activating Rage, you can target a creature that you can see within 60 feet of you and force them to make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus), creatures Frightened of you have disadvantage on the saving throw. On a fail, you and that creature are transported to a demiplane you create bordering the current plane.
The demiplane is a room that spans 60ft in all dimensions and is dimly lit. Creatures in the demiplane can perceive the original plane, sounds are muffled, and it looks gray up to 60ft after which nothing is visible. Things outside the demiplane cannot perceive or interact with anything in the demiplane and things in the demiplane cannot interact with anything outside of it.
After 1 minute or when either of you drops to 0 Hit Points, you and the other creature return to the plane you left in the spot that corresponds to your space. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest.
It's kind of a bad version of banishment.
Banishment allows you to banish the target you want, kill everything else, then fight that target as the entire party.
This causes the barbarian to abandon the party to 1v1 the guy instead, and doesn't let the barbarian target anything else during that time.
Why do this when a level four spell deletes them better, on a better saving throw, and doesn't split the party.
This is a cool ability narratively
Mechanically its bad - unfixably
Essentially it let's the user be a loner who can ignore combat
Really bad
Banishment means the creature threatens zero people, is more likely to hit, and is accessible way earlier. This means the creature can hit the barbarian with impunity and the rest of the team is down a barbarian in the other components of the fight.
this is definitely the part I’m worried about
Trap feature, really. Usually will be actively detrimental to the party.
If the creature is powerful enough that the party can't kill it quickly, it is powerful enough to curbstomp the barbarian.
Exactly...
This is what makes it not good
The only time this would be reasonably good is if the Barb is stronger than the party and the bbeg they're fighting which is just bad game design in collaborative storytelling
I don’t think the Barbarian is really in a horrible situation though, because this is supposed to be used with the other features, the rest of the party is still down a Barbarian
I assume the barbarian can use those other features without 1v1ing a huge threat though
this can also target allies and be used out of combat
Its also very main character coded
but that part I’m not worried about as much
you could use it to protect an ally, but then your other allies are mega cooked.
They are now down two people
If that feature was a level one spell, I'd seldom use it, unfortunately.
I dont see many situations where this is actively beneficial to any part of the party in the long run
I mean, I was thinking about allowing the Barbarian to interact and be interacted with outside the demiplane
but I didn’t think that would solve the issue that it has
That basically just turns it into a taunt, but a taunt that prevents the party from helping kill what is presumably the #1 threat
Which ruins the point of the taunt
Also its unlikely that the barb is going to be able to tank the number 1 threat and do enough damage to kill it in a minute before it kills them
The creature that is chosen as a boss monster is meant to be a challenge for 4+ players
I mean its your homebrew but you've created a feature that actively works against any other form of teamwork and puts every fight into a "guys let me fight the boss and you heal me and watch while killing the little guys"
I see that everyone is immediately reading this as targeting the boss, so that’s kind of just bad design on my end
in my mind I was thinking most bosses will probably just Legendary Resistance it away
so this would be used for other big adds and big enemies while the rest of the group gets to focus the boss
but I do realize now that’s not how it’s being read
If you dont target the boss with it you end up with the boss killing the rest of the party because the main tank is gone.
In the other case where they can just Lego Res it being the thought process, it makes it a null feature that will never be used except to remove a Lego res
yeh, that’s why I said the Barbarian should still be in both planes
but that doesn’t fix how people are reading it
or how people will play it
which is definitely the concerning part for me
it’s not meant to eat a legendary resistance, it’s not meant to be used against the bosses to begin with
Id recommend checking the other lvl 14 subclass features and comparing the power and the idea behind them
I have, that doesn’t stop me from making shitty features 
Hmm what's the idea of the subclass?
it’s “Nightmare Barbarian”
You could instead make it so you pull creatures of your choice into a nightmare mental state within a 60ft radius, creatures within this range must make a wis save, on a failed save they become frightened.
Upon hitting an attack roll on a creature afflicted by the frightened effect you do additional psychic damage to the creature (idk how much you decide, make it equal to rage damage or half of rage dmg).
This damage chains to every other frightened creature. A creature may attempt to save again once a minute has passed. The creature has advantage if they are both out of LoS and are 100ft away from the barb that caused it.
Nightmare
14th level College of the Dreamtime feature
:
Th very dreams of others are yours to control. As an action, you start to chant in heavy, somber, almost spirit like voice, choose a creature within 30 feet of you, this creature must make a Wisdom saving throw against your Spell Save DC. If the target is asleep, either magical (E.G the Sleep spell) or naturally, they have disadvantage on the saving throw.
On a fail, the creature's dreams become yours to control, it takes psychic damage equal to a 3 rolls of your Bardic Inspiration dice and they are subjected to one of the following effects until the end of their next turn.
- Helpless. Belittling voices fill their head. The creature has disadvantage on all saving throws.
- Fracture. Their body is pained with losing hope. The creature takes extra damage from all sources equal to your bard level.
- Darkness. They become unattuned to the world around them. The creature cannot move, see or hear and cannot take any actions or bonus actions or reactions.
This can be done once per long rest.
even tho for a different class, thats the capstone for my dream bard which could work for something like this
You get your nightmare zone, you get to do aoe dmg that varies your dmg into psychic, and it gives the enemies a choice, run or attempt to fight, you may want to tweak the saving throw though
honestly, I went for that mainly because I wanted it to have a non-combat use as well
but I guess I don’t really need that anymore
The fracture part is rather strong if combined with something like magic missile
yeh, I would probably add a once per turn or something
https://docs.google.com/document/d/1-cu8ik-FRhPB6rGYJgLsWAHHJyzSKVCalCQFyo9qDU4/edit?usp=drivesdk
here’s the full subclass rn
You can always just add on something like adv on intim checks or that you can add your str to intim checks
Tbh thought it had once per turn lol
Ahhh that makes more sense
I did add something else as out of combat recently, so I think it should be fine just making the capstone combat-focused
If you think the damage is too much you could make it so as a bonus action the barb can teleport in a dark mist to an unoccupied space within 5ft of an affected creature within 60ft and gains advantage on that attack (or some other bonus since theres reckless attack)
To really sell the idea of a nightmare that plagues the battlefield
I feel like that’s much more of a Rogue thing, do Barbarians usually move a lot?
I could see that but rogues dont generally want to get within 5ft of creatures.
Sometimes going against the norm of a class can workout really well, I.e Swashbuckler rogue
Maybe you make it so that the crit range on that first attack after teleporting is increased by 1
well, it’s not really getting close to a creature, it’s more like it allows you to get out of a crappy situation you’re in as well
That way youre tapping into the brutal crit more
That as well
and the sneak attack on that could allow you to do that and kill an add a turn
it’s actually a great Rogue feature ngl
I could go for something more like a transcendence state
like changing your form
since that’s kind of the concept I play with throughout the subclass
I could also still make the Barb have an “arena” but just make it in the same plane
kinda like what you’re suggesting
oh yeh for sure
Difficult terrain
Creatures that start in the aura make wis save or be frightened
Frightened creatures take psychic dmg equal to rage dmg if they start their turn in the zone
Etc
I forgot to specify you could choose the creatures 😅
The name is based on a class ability from a MMORPG I used to play where it worked similarly
It did get reworked to pull enemies closer eventually but I had already stopped playing by then lol
I'll just change it to "Steel Storm"
"Blade Storm" could work if it wasn't for the fact bludgeoning weapons exist
As Bobble said, this is AoE damage, so definitely not Extra Attack 
However, I do want to make it work with two weapon fighting since the way it's written, it means you'll only deal a maximum of 1d6+5 damage compared to 2d6+5 or 1d12+5
hmmmm
capstone for WM palaldin
i got something for free CDs uses (aka your WM tables)
but i need more effects....
I made a homebrew false hydra— it's called a flesh hydra and has multiple subspecies based on terrain. Of course originally the species was synthetic but escaped subjects became invasive species in the fey wild (also a homebrew version).
The entire mortal realm in this homebrew world is essentially one giant reset button? Or is it a reclining bin for souls? Idk, either way really Eldritch. Mostly their towns or completely immobile.
But the subversion, the persistent predator The Skin Horse or nymphtal-renrok (scientific name) is mobile.
It only attacks prey that are helpless or asleep, and once you look away you'll forget it exists. My party has rolled many perception checks and every nat 19 they see it.
Only to look away and forget. It's so fun. 🙂
Chaos Control
15th level Oath of Pandemonium feature
Your able to control a small part of chaos. When you roll on any of the tables from your Channel Divinity: Chaos Smite, Channel Divinity: Bedlam Touch and Aura of Pandemonium features, you may roll 2 dice and choose the result.
Centurion of Chaos
20th level Oath of Pandemonium feature
Chaos has chosen its new avatar. As a bonus action, you become a Centurion of Chaos, as chaos magic surrounds you and grants you new found powers over chaos. you gain the following benefits for 1 minute:
- You can use your Channel Divinity: Chaos Smite and Channel Divinity: Bedlam Touch once for free per use of this feature. When used during this minute, you forgo rolling for the effect, instead you pick 2 effects for the target to be affected with.
- You become immune to the following conditions: Blinded, Charmed, Deafened, Frightened and Prone
- When a creature within you Aura of Pandemonium makes an attack roll, you can, as a reaction, cause that attack to automatically hit or miss. When you do this, you also take damage from the attack roll, regardless if you made it hit or miss.
well, finshed i think?
Opinion for a blueprint option (invocation that affects a few spells of your choice each day) with a minor heal?:
-When the spell deals damage to a creature, you regain hit points equal to half your proficiency bonus per creature it damaged.
I considered temp HP, but I want it to be real recovery if possible.
Bag of rats is a thing, but I'm not too worried about that abuse.
I also considered tempHP equal to int modifier. Not per creature, just when the spell deals damage.
Nah that's bad design.
Steel Storm
-# As a Magic action, you can use a Melee weapon to attack each creature of your choice within 15 feet of you. On a hit, the creature takes your choice of Force damage or the weapon’s normal damage type.
Ok, so a few things:
- As I've said, I wanted it to add the damage die of the off-hand weapon if the character is dual wielding
- The flavor is supposed to be that they're spectral version of the weapon, not literally the weapon, so I'm considering changing it to just Force damage
- I'm also considering making it deal damage and nothing else, considering the fact that it would be a bit too much to do stuff like using the Push, Slow, Sap or Topple masteries on multiple enemies at once. And because well, it's a spectral version of the weapon, not the weapon itself
- I wanted it to work on Ranged weapons but nah
@faint sonnet
(Again, no idea what time it is for you)
One thing that I was thinking about is that I don't think I've seen any (or maybe just a few ones) Arcane gish class that uses the same resource for casting and martialing
Would that work? Probably not, it would end up like Way of the Four Elements
But it is unique enough
Though I don't think I'll explore that idea
Guys, is Warforged warrior with living nightmare subclass just basically a transformer?
It's whatever you want it to be flavor wise.
Out of curiosity, it´s possible to turn the Flanaess´ 6 human races into subraces, right? I was planning on tying each of them to one of the stats, like Oeridian Humans get the STR bonus, while Flan get the WIS bonus for example? Haven´t even begun a rough draft yet.
Do y'all have a formula for naming the prices of magic items? The DMG is insane!
I'm thinking something like 1d10x1000:
Common+ = 1d10x10
Uncommon+ = 1d10x100
Rare+ = 1d10x1000
Very Rare+ = 1d10x10,000
Anything beyond is only obtainable lol
It depends on the setting. The more magical items exist, the lower the price, and vice versa.
I wanna streamline D&D for a crafting-based game so
Then your system seems good
I usually do commons
2-5 silver low
40-50 silver high
1-2 gp
And for context this world is very poor
Like no one has ever seen a platinum peice for about 700 years
9th
1 Action
Self
V, S
Instantaneous
Transmutation
None
Buff (...)Belief is amongst the mightiest spells a mortal can cast. By simply speaking aloud, you can alter reality itself.
The basic use of this spell is to instill a belief into a creature who can hear and understand you. The target must make a Charisma Saving throw and whether they pass or fail you can choose from amongst the following list which belief to instill within them.
Friend. (on pass or fail) The target becomes friendly and or non-hostile towards a creature, object or concept you choose.
Foe. (on pass or fail) The taret becomes unfriendly and or hostile towards a creature, object or concept you choose.
Imagine. (on failure) The target imagines a situation or concept you describe and believes it should be avoided or worked towards as you choose.
Compel. (on failure) The target is voluntarily compelled by themselves to complete a task of your choice.
Faith. (on failure) The target believes or disbelieves a concept you choose.
You may choose whether the belief is one the creature believes as of this moment or at a time of your choosing in the past. The potential of the spell comes into effect when you instill a belief into a creature at a moment you choose in the past, retroactively changing reality as though the target had held that belief all along.The stress of casting Belief to produce any effect other than instill a belief in the current moment weakens you. After enduring that stress, each time you cast a spell until you finish a Long Rest, you take 1d10 Necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Belief ever again if you suffer this stress.
@vapid bramble check this spell out - absolutely heinous 😈
Oh that's dastardly
I reckon it should be a divination
But that's horrid
I've never watched critical role but have you seen the modify memory clip
yessir with the delicious muffin
imagine you're a wizard and the bbeg just says to you "You never could use magic." and now you believe you can't use magic anymore
Power word personality crisis
thank you im glad you like the spell
I love it
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution Saving Throw. On a failed save, a creature takes 10d8 radiant damage and is blinded for 1d4 turns. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead, shadowspawn and oozes have disadvantage on this saving throw.
The damage from this spell cannot be resisted in anyway except where another rule specifically says it protects against Balefire.
Objects caught by the beam are instantly disintegrated, and if this spell reduces a target's hitpoints to 0, then the target's body disintegrates and retroactively ceases to exist for one turn before being hit (6 seconds). Events are still remembered as if they had happened previous to the balefire spell, however history is retroactively changed.
For example, if a woodcutters axe was used to chop down a tree, and then the axe was disintegrated with the balefire spell, the tree it cut down may retroactively re-appear where it had once stood unharmed. All present would remember the axe being used to chop down the tree, regardless.
At Higher Levels. When cast with a spell slot higher than 5th level, this spell does an additional 4d8 radiant damage and retroactively destroys targets disintegrated by this spell a further 1 turn (6 seconds) back in time, for each level over 5th for the slot used.
This was that other spell i mentioned - the ones the PCs have been abusing
Colour spray: hiroshima edition
Hey I need help making a dnd subclass for bard that’s focused on physical combat. If someone’s interested in helping out that would be lovely, dm me please. It’ll be a multi day project which is why I’d like to take it to DMs/a small group message
I won't be much help but I just want to ask, isn't this just the college of dance?
or sword or valor bard
i would say im happy to help with it here
i wouldnt call dance a purely physical or gishy sub though
the first and most important thing to start with making a subclass (imo)
What is unique about this subclass - whats the sub identity and themes - how does it look and feel in play
Dance is a support that happens to be similar to a Monk lol
I’m not available at this exact moment, but essentially it’s a subclass where you manifest notes and other musical terms to use as weaponry. IE a quarter note club, a crescendo bear trap, etc
So a bard-barian if you will
Context: I made a homebrew spell and need help balancing it to make it playtest-ready
Design Notes:
- This message will be updated multiple times as I update the spell myself
Dispel Magicis targeting the effect of the spell, not the spell itself- The material component(s) is very specific for balancing purposes
- The spell is intended to be used by NPCs (precisely: villains)
OMINOUS
4th-level evocation
Casting Time: 1 action
Range: Self (20-foot radius)
Components: V, S, M (a ceramic pot painted in black worth at least 100gp containing a spell scroll of Darkness worth 100 gp, consumed by the spell)
Duration: Concentration, up to 1 hour
An ominously dark gaseous substance leaks from the material component in a 20-foot radius sphere centered on you. The substance fills out corners and creates a heavily obscured area. The darkness is not completely opaque but appears as a dense, grey mist that does not smell or feel different from air. Winds cannot blow the darkness away.
When a hostile creature starts its turn in the area or enters it for the first time on a turn, it must succeed on a Wisdom saving throw or be affected by the spell; all creatures within the affected area have disadvantage on all non-magical saving throws. A creature that succeeds on this saving throw is immune to this spell's effect for 8 hours. At the end of each of its turns, an affected creature can repeat the saving throw, ending the effect on itself on a success and becoming immune to this spell's effect for 8 hours. The darkness moves with you, remaining centered on your position for the duration.
This spell can be ended by losing concentration, by counterspell cast when the spell is initially cast, by dispel magic targeting the effect (DC equal to your spell save DC), or by wish or similar magical effects, and altering the state of the material components.
Classes: Sorcerer, Warlock, Wizard
I feel like I may've made it too powerful
Would you be okay if I dmed you about it mate?
I do want a spell that can impose disadvantage on multiple save rolls
Not one specific
Inspired by HEX
sure I guess - I can't promise I'll respond coz I get a lot of dms tho
All good, I just need ideas mostly I can balance it myself
YOOO, I'm down, can you dm me too?
We need more martials
Yes! Ofc ofc! I can give context if y’all’d like. Don’t hesitate to add people as well if you know someone interested
When you take the Magic action to use a (Class Name) feature, to cast a spell or as part of the spell effect [...]
When I say "as part of the spell effect", I mean to include Concentration spells that require a Magic action to do something, like Cloud of Daggers, Flaming Sphere or Vampiric Touch
Is there a better way to phrase this or is it understandable the way it is?
I’d change it from “to cast a spell as part of a spell effect” to “to take an a action or bonus action as part of a spell”
When you take the Magic action to use a (Class Name) feature, to cast a spell, or to control an ongoing spell effect
or
When you take the Magic action to use a (Class Name) feature, to cast a spell, or to direct a concentration spell you are maintaining
If we're going spell-specific
That's exactly what I wrote lol
And Bonus Actions wouldn't matter since the part I didn't write allows the character to make a weapon attack using its BA
I think the 1st option sounds better
I am trying to make some bulletproof wording
I want "creatures who fall prone as a result of this spell must spend an amount of movement equal to their whole speed, rather than half, to get up"
Hey! Excellent idea, Bulletproof Word (like Radiant Word), a modern cantrip (note to self)
But I want it to cover things like if the spell knocks you up ten feet and then the fall damage knocks you prone
That should count
It seems balanced to me… I’m not too familiar with spell components and materials… I personally don’t use them, but the fact you don’t need to do the check multiple times once you succeed seems pretty fair to me
4th level spell, plus you probably wouldn't cast a spell that costs 300gp a lot
It could be more balanced maybe if it has a smaller range, but in turn is placed on an enemy rather than the player?
I wanted to make it an AoE on purpose
It's gonna seep out like creeping darkness
wouldn’t a Darkness scroll cost 100gp?
Ah yeah that would make sense. I think the price keeps it balanced, the only thing that would kinda be powerful from that is players who don’t use spell components
Oh I think I followed 2024 rules, mb this is 5e
I believe so
Very mid. Failing a save to give disadvantage on saves is odd, especially because most saves the players cause are magical. I wouldn't cast this if it DIDNT have the gold point cost.
Waste of a fourth level spell slot and the gold. You definitely haven't made it too powerful.
Death saves are non-magical lol
You wouldn't but I know villains would
This is very evil-oriented lol
If it's for the NPCs then its ok
I thought it was a player spell
Awww hell nahh
I ain't givin players this much power
Don't you see the flavoring
that last sentence is not needed
It's fine then. Not really fourth level.
Personal opinion - it's a game, I'm gonna treat it like one
A creature with multiattack can instantly cause two failed death saves, so eh. It's still not a "power" issue.
I was talking about the Counterspell/dispel magic/etc.
That's baked into them.
but the spell is decently weak for players and you don’t really need to block it for them
I would make it so it doesn’t follow the caster
Dispel Magic is to make sure it's not countering the spell but the effect (cuz people might go 10 + spell level)
so you can put it as a trap that you can Glyph etc.
Also I'm not gonna make it upcastable, duration remains as is
Pot could be trapped. Roll perception.
why though?
Cuz the item itself is called Pot of the Ominous Dark
you can just have it upcast with no effect
Players can disable the effect by dispelling the pot lol
It's a puzzle
The material component goes whoosh, so does the spell
The M stays as long as the spell is being casted
if they dispel it, it still deactivates
I kept a Darkness scroll in there so there's something to "being actively consumed as the spell is being cast"
so idk what the difference is
The difference is, the pot is a ceramic object, destroy the pot
Martial-friendly
that’s the part you should mention then
because it doesn’t really stop by breaking the pot rn
This spell's focus is kinda the M component
I did say I was gonna update the spell on-the-go so
This was an on-the-go answer
I just came up with this rn
Seems like a lot of complications for what could just be a thing you make by saying it exists, considering it's not a player spell.
NPC spells don't need this level of nuance.
I want it learnable
There's a wizard in the party
Oh. He'll never cast it. It's terrible for players.
Waste of a 4th level slot and the gp
You need to buff if. As a wizard main, I wouldn't even waste the gold to learn this spell.
I'd sell the scroll to the nearest vendor
I mean... also intended lol, I want them to keep the pot intact
So I can use it for future hooks
Fair enough.
Gotta give your players some form of a "I'm better than you" card - and this spell is my way
Cuz I know this spell is bad
But again, see it's intended user lol
Now it does - updated
It's important for a homebrew I'm making:
What is the attack/AC version of "when you fail a saving throw"?
"When an attack hits you"?
Level ??: Magical Fortitude
-# You have Advantage against saving throws caused by spells, and spell attack rolls have Disadvantage against you.
-# Additionally, when a creature other than yourself casts a spell on you, you gain [Points] equal to half the spell level (rounded up). You don’t gain [Points] if you fail the saving throw against the spell or if you take damage from the spell attack.
Explanation:
It's a half caster that gets these Points by casting spells, and those can be used to fuel their martial features, similar to Monk's Focus Points
This would be given at a later level (probably 10+) so that you can be fueled not just by your own spells, but by other casters' spells being cast on you too
Since the only time you don't get these Points is if you fail to avoid a offensive spell, it means a Cleric could cast Cure Wounds on you and it would automatically fuel you
_
_
Is that too broken?
(Pinging you because yes @primal osprey)
I have no clue. I homebrew spells once in a blue moon
Would giving a Bard an Uncanny dodge but only for attacks as part of a subclass ability be stepping too much on the rogues toes?
Yo i just made a Tai Chi theme monk i wanna share it
But is in google docx
Can i still share it here or i have to make it into dnd beyond
Are there any Biopunk-based subclasses like living nightmare?
Cantrips (at will): fire bolt, mage hand, minor illusion, mind sliver, dancing lights
1st level (4 slots): shield, burning hands, charm person, detect magic, magic missile
2nd level (3 slots): phantasmal force, suggestion, scorching ray, darkness, misty step
3rd level (3 slots): fireball, slow, animate dead, speak with dead
4th level (3 slots): wall of fire, phantasmal killer, polymorph
5th level (2 slots): cloudkill, Bigbys hand, hold monster
Does this look like a spell list that a devil wizard would use?
Get magic missile of there bro
Not sure if this would be OP, but i've been messing around with this idea for a 2nd level spell, Shielding Swap.
As a reaction (triggered when a friendly creature within 60ft is targeted by a melee attack), you can Swap places with them, taking their spot and moving them to wherever you were and take the damage for them, and the targeted friendly creature gains a temporary +2 to their AC for a minute.
I think Spore Druid has Biopunk potential probably
If this is an NPC, that’s a lot of spells to keep track of
A lot of these spells there’s zero circumstance in which they’d choose to use it
iirc a similar feature is in the Mark of the Sentinel race option
Although a 5ft range and no additional AC
( Continuing from #dm-discussion )
Is this a fair tradeoff for a weapon?
I have a player who wants their artificer to have a personalized pistol. The plus is that it essentially has infinite ammo (still needs reloads, but generates its own bullets), but the downside is a misfire also requires a spell slot of any level to repair it. It's like a personal "I've been tinkering with this weapon since childhood" kind of thing for their character. They're worried that infinite ammo without needing to buy and/or craft any is too overpowered.
The weapon type is a Pistol, 1d8+DEX piercing per shot. Reload 6, misfire 1.
You have an infusion for that
Yeah
Personally, I'm not a huge fan of Critical Role's firearm rules.
Ignore me if you prefer them but the way I'd do this is use the Pistol from the Player's Handbook (2024). If the Eberron Updates playtest document is anything to go off of, then what was previously the Repeating Shot infusion will instead be an Uncommon magic item that the new Artificer class will simply be able to use as an infusion. This also means that it can be crafted with the Crafting Magic Items rules in the Dungeon Master's Guide (2024)!
If these rules are appealing, using A.) a Pistol and 200 GP of materials, or B.) 325 GP of materials, your Artificer can craft a Pistol with infinite ammunition with either 10 days of work (option A) or 35 days of work (option B) with no additional need for balancing. If my math is right...
Need to make a homebrew subclass per say but more just a class that is a subclass
Player is a infernal construct aka autognome made of infernal iron we decided to make this his natural armor
All I know is we want the class/subclass to kind of be adaptive
The player would consume various gemstones and get different abilities these are the ideas I have so far
Aquaralite/ water based abilities including possibly granting allies underwater breathing with in a radius or letting allies within the radius not have disadvantage and reduced speed from under water
diamond/ as a bonus action activate Dimond skin: all instences of damage are reduced by 2
sapphire/ ???
ruby/ (base form) fire based
emerald/ ??? maybe acid
opal / Melee boost
amethyst/ gane resistence too force(imunity if you already are) and can change any of your damage too force
quartz/ healing
thunderstone/ storm giant aura?
Ps the level of the character as of creation would be 8
I feel like something like this might already be possible via reflavoring but I'd have to look into it... Maybe just not to the same degree at the same level.
This feels like Stephen universe lol
Consider making these items
Like usable items that grant features
Or something idk
I feel like people assume making a new class is the best way to bring a concept to life when that’s not always the case
(This applied to me when I started homebrewing too so I’m not digging at anyone btw)
That’s why I said subclass or class
Probably fighter base?
Forgot to mention he’s the tank in a party of full casters
My first thought was Artificer because of how adaptive it is. Different infusions and prepared spells could give the vibe of taking on different forms.
Tank (homebrew)
Rouge
Necromancer
Hexblade
Lore bats
Huh, what about making this an artificer subclass
Actually that would be cool, an artificer subclass that studies the weave and crafts and consumes gems infused with specific spells or something
Idk spitballing here
Come to think of it, the initial idea of having these be consumable items that grant a feature is simpler
The lore behind the gemstones is he runs on magic infused gemstones for food since we are playing water story
He eats them and gains different abilities I want him to purely tank and buff the party because lowkey he is dropping 70 dmg often
Oh and he knows how to play he’s played just as long as me
Gotcha
Since it's meant to be something the character has worked on for basically years, I'll go with (B) here.
Thank you <3
Greetings. I am in the process of creating a cyberpunk-star wars inspired campaign setting. I was wondering if anyone had advice or knew of sources I could use to craft the experience.
I think I've heard of some kind of Star Wars 5e system that was really expansive. Only in passing unfortunately, since I'm not deep in that fandom.
I’mma be honest don’t use dnd 5e
Both cyberpunk and star wars have their own systems which are incredibly good
If you want space wars, use the star wars ttrpg
If you want city level cyberpunk stuff, cyberpunk red is amazing
I think the intention is to bring a taste of Star Wars into D&D
You'd be correct.
Spelljammer is good inspiration
I've seen that, it's suppossed to be like spanish galleons traveling in space?
I'll check those out, thanks.
The Dungeon Master's Guide also includes modern/futuristic weapons. They'll be really expensive and very powerful, but if your world calls for more deadly weapons being mainstream, you could lower the price.
I was expecting to
I'm trying to design combat around blasters/firearms.
At least focused on the enemies mostly.
Considering Aura of Protection isn't exactly the most balanced feature, would an inverted version be too broken?
Like, within 10/30 feet, all enemies have a penalty to their saves equal to your Charisma modifier
Thou hath invoked myne name, speak or thee shalt be forever peace-held
Ok first off I don’t recall I may I dm you?
2nd ’m no longer making a Necromancer I’m making a Meele your specialty
you can dm me, and wdym by melee?
No range
wizard?
What about depending on the stone they eat they change barbarian subclasses?
@hollow siren
Anyone?
@stuck mortar ?
I’m anyone
Ok so
Long story short what if I made a barbarian subclass for my friend where depending on which gemstone he eats as a construct he swaps subclasses as a bonus action? Would that be broken?
I mean he has to manage all of them and be strategic and if he does change subclasses he sacrifices rage
But if he changes while he is in rage the rage effect changes
Is this it: “as a bonus action, you can expend a use of your rage feature to change your subclass”
No
He has the crystals on him that’s his how many times he can change subclasses some crystals are more rare than others but kinda
I’d make it so that it’s an action, only lasts an hour, and basically no subclass outside that time. Does use a rage use. If you’re going balanced that’s how I’d do it.
10 minutes I think
It’s 1 hr one round is 6 sec
Wait
Math isn’t mathing
One minute
So ten rounds yeah
Idk about 2024, but in 2014 it’s 1 minute or 10 rounds
But cheese what if they aren’t in rage and they enter a subclass do they enter rage?
Would a Suit of Armor Mimic Knight character be a good idea?
I’d say no(?) it’s up to you in the end
So what your saying is ok combat starts ima enter a subclass (3 used left lv8) now im going to rage (2 used left) oh i want to heal allies because we dont have a healer (1 use) now i need to tank again (0 uses left)
Doesn’t that seem bad on their end?
Would the crystals work But they can only use crystals 2 times in total before using rage points be more balanced (they really want the class to be about munching on magic stones)
Or they just choose one before they know what the battle is for free?
Yeah maybe make it not use rage (proficiency bonus times per long rest?), bonus action and when you rage you can also use this without a bonus action
Does that count against a proficiency use?
?
The entering rage and changing
I’d say no. Yet again, this is your thing it’s all up to you
Yes
K
Hi @rotund dirge : )
Hey 
Here's the idea I had for my gish class:
Instead of having multiple different "maneuvers" you can use points on within the core class, it would have more basic ones, and you would have more options given by the subclass
Interesting idea, but this has wacky balance implications
Similar to Wild Shape or Channel Divinity
Yes. At what level do you get this (3rd if your subclass gives you one?), when do you get your spellcasting, and when do you get a fighting style or weapon mastery (based on if you’re playing 2014 or 2024).
Normal levels lol
Level for 1 for Weapon Mastery, level 2 for Fighting Styles
I was considering add this feature that gives you maneuvers at level 1 or 2
I’d do spellcasting and either weapon mastery or fighting style (fighter gets it at 1) at level 1, then maneuvers at 2, then subclass at 3
Paladin and Ranger get FS at 2
Probably because it's the Fighter 
It's expected it would get it earlier
What else would you do at level 1 then?
That's what I'm trying to think of
I was considering adding a spell similar to Magic/Elemental Weapon, but weak enough for level 1
To give that "imbued weapon" flavor
Just make it a feature. Probably one of those maneuvers
I wanted to make it specifically a spell just because of Ranger's HM and Paladin's Divine Smite
Do I have to follow the pattern? No
But I want to because I like patterns
Exactly
No
Yes
Okay. What would make it unique then. Whenever you hit with a weapon that’s under this spells effect, you gain some of those points you were talking about?
No since you only gain those points by casting spells
If I made this, it would be like casting a level 1 spell for free every turn (or 2 spells after level 5)
Would y'all consider illusion and enchantment to fit into "Seduction" or "Manipulator" magic? I wanna do a bard thing with that vibe
And I think maybe a DC bonus specifically with enchantment and illusion spells might work but idk if it feels wonky
Definitely
The Enchanter Wizard features in Unearthed Arcana playtest might be good inspiration if the College of Glamour isn’t covering your needs.
So its going to be part of a bigger subclass and maybe the DC thing will be removed.
The idea is to make a Theatre Bard who can take on differet stage Personas/Archetypes and gets some magical benefits from taht
The Roles I have now are The Warrior, The Extra, The Operatic and now The Manipulator
Can i get opinions on a homebrew background I made for 5.5e? Its my first time experimenting with homebrew
Sure, I'll listen
Rough Rider background
Having been raised on the frontiers, you made your life through riding. Whether its in the bustling streets of an outskirt town or on the open prairie, you find yourself free to roam.
Feat: Alert
Skill Proficiencies: Sleight of Hand, Animal Handling
Tool Proficiencies: Navigator's Tools
Equipment: Whip, Dagger, Navigators Tools, Travelers Clothes, Rider's Hat, 10 GP.
@spiral charm
THE GOAT!
That's beautiful
I am a serious cowboy fan, well done
I figured sleight of hand for dueling and alert cause of having to be on watch for bandits
I couldn't have worded it better
I can picture it now, fitting a rogue on the run, a fighter gun-for-hire, or a ranger deep on the trail.
Im doing ranger
We are on the same freakin wavelength
Okay have you watched or read JoJo's Bizarre Adventure-
A lil, but not enough to say I really "watched" it.
Ah.. theres a character in part 7 i based em off of
Shifter race, beastmaster ranger
Can shift into and summon a velociraptor
Dinosaur Wild West sounds like a lot of potential fun, imo.
Ill keep you updated lol
Is it a full shift into a velociraptor or just a traits-like shift like the race from Eberron?
It is the race from Eberron
Wildhunt
Fair enough, just .. there aren't any velociraptor versions of the shifter, are there? I may not be 100% on all the Eberron canon.
So is it toggable like the Lycan form for Blood Hunters
It lets you partially shift into an animal for one minute
Wildhunt gives you advantage on wisdom checks and nobody can get advantage on you during combat
That's
I sort of cribbed the feral halflings from Eberron into my own setting but used the Ghostwise hin from Faerun + Velociraptors in the southern jungles.
Unreasonably powerful for a dedicated ranged class
Its not part of the class
Its a race in Eberron
Well
I use the Monsters of the Multiverse version
Wait so it's just.. you can just do that
From the Eberron rules: While shifted, you have advantage on Wisdom checks, and no creature within 30 feet of you can make an attack roll with advantage against you, unless you’re incapacitated.
[for Wildhunt shifters]
the Multiverse version may be slightly different wording.
Its the same
Yeah
You can do it a number of times equal to your PB per long rest
(In MotM)
Yeah, it was 1/sr or lr in the base rules for Eberron, but that's way too limited.
As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below.
Once you shift, you can’t do so again until you finish a short or long rest.
Essentially gonna be THE perception check guy
That tracks with Ranger too for sure.
+7 in perception, plus advantage if shifted
Nice. Does your table roll stats or use point buy?
[irrelevant question but I like to ask often to get a sense of how tables are run]
What should the distance on this be? Invocation-like class feature that can be put on a few spells of your choice when you prepare them for the day, like 3.
"You may cast the spell from a space you can see within X feet of yourself, as if you were standing there"
Since it is invocation like, it's available starting at level 2, just with only this class's spell list and it competes with other solid options
I'm thinking 20 feet?
What's the flavor for that ability? Like, it's intrinsic to that class?
Also a requirement that the spell have a range of 10+ feet
Entire class is based around using these invocations to boost "specialty" spells.
Spell ranges are so standard that having an ability that lets you cast it 20' from you in that square .. that if you can't use it for touch spells, every other spell will just be able to be in range to there.
No.
You can cast from behind cover now
If the space you can see isn't in cover, then you can cast from it while behind cover using this.
Like a miniature manifest mind, but less powerful
I mean, yes, you want that design.
For full clarity, from your position behind total cover, you could center the casting of your spell into (that space, etc) and have it take effect unless someone else (from the new point of origin) has total cover vs. it, yes?
Genuinely asking.
You can essentially pretend you are in a space 20 feet away for the casting.
If you can see that space.
Well X feet away. That's the decision here.
(right, fair)
Except touch, range of 10+ spells only.
I like this conceptionally .. but it feels like it will run up against a ton of fiddlyness unless your table is very miniatures heavy/friendly (which is great if it is!)
The table this is being designed for makes extensive use of the grid yeah! No theatre of the mind here.
Good because hard no for theatre of the mind! Hhaha
Every enemy has a mini. And ever player.
15' at lvl 2, 30' at lvl 6
Built in scaling is an idea.
(or of it is tied to invocations, invocation levels 2/3/5/7/9/13 etc
Didn't consider that the invocation could scale
It's not a warlock, I say invocation to mean "selectable optipn"
understood; using the framework of it as is for theorycrafting
if it is a class feature that allows you to select (specialty spell) then i think scaling with level feels more obvious.
Basically you define 2-5 spells (depending on level) that you prep as specialty spells, then you can apply your learned "blueprints" when preparing them. Then all castings of those spells benefit.
(your vision, your call)
You can change specialty spells on a LR for others on the list, and swap blueprints
so more metamagic than invocation?
oh.
are the 'blueprints' spellbook-like in that they're able to be copied/shared by others with that class?
or is that just the term for what they know and it's 'known' (and swappable at LR like you said)
[either way is cool it's just flavor text i suppose]
(Swap blueprints using known blueprints on your spells, you don't get to learn different blueprints)
I.e. if you have blueprint ABC and D. Spell can benefit from A one day and C the next but not F.
What do you think of the lvl 2 15' and lvl 6 30' and lvl 10 60'
No, learned at static levels.
60' might be a bit too much. But 15/30 scaling seems like it solves that!
I think I'll use that
maybe 45' then (if you wanted)
groovy, sounds like a fun class to play; check back as often others will scroll back through this stuff and have inputs later.
Roll
I got lucky- 16, 16, 16, 15, 13, 6
fair nough. Avoid shadows
Why-
Strength Drain
Wait wdym by shadows
every time they hit, -1d4 to your STR score, if it hits 0 you die.
Oh, Shadow, the monster
Ohhh
hmmm, do you guys think a ranger verison of Watchers paladin (different flavour same motif) would be fun to play
anti-extraplanar ranger is something we sorely need (screw you horizon walker)
well
Watchers anything will feel impactful which is fun
Amazing spread, before racial bonuses?
Yeah
You can cop an 18 and four 16s. Or and 18 and a 17 and a 16 and a 15.
That's cracked, nice
My stats rn are
6 Str
18 Dex
16 Con
16 Wis
13 int
16 Cha
With expertise in sleight of hand and perception
Dang nice.
Agreed. I had to use Horizon Walker, but the DM agreed it needed a bit more, so he linked the class into his campaign's lore around Portal Magic in a more direct way than "you can sense a portal is... somewhere within a mile of you...!" in the subclass as written.
It was a fun character for sure, especially since she was an elf that learned portal lore from orcs entrusted with protecting their world from incursions from beyond. grin
well this is more, a defender of the mortal plane ranger, with the main thing is hunting celestials/gods (the others ones like fiends are a bonus to make it useable)
i could make a banger Calamity reference (which i might lol)
Ranger: Godslayer Conclave
The gods of the realms are witness to all, their so called 'perfect' world is not perfect at all. They lie to all, they deceive the masses with shows of great power, but they bleed like any mortal. Godslayers are a term of people that hunt the gods, for a noble or ruthless cause, it doesn't matter, they want to see the ichor of the gods to run over their blades, the flesh for feasting, whatever the reason, they seek to destroy the gods and all they stand for.
flavour as of rn
Unless you are a wiz multi class swap the int for str. Str is the more valuable save and general stat.
Depends if they're looking to optimize
for those that have homebrewed whats your personal favorite creation you have done for a player
True, but I assume everyone is looking to optimize, and then they'll flavor from there. Flavor is free after all
Optimization impedes nothing
Probably some cantrips. Cantrips are among a caster's most used actions, so having one the player enjoys is a huge plus.
A satisfying cantrip changes the caster experience.
interesting i have found a good feat get more use but homebrew at wills will always get used bc free resource
I tend to avoid homebrew but I revised the Arcane Archer for my girlfriend before it was cool
facts i hae my own ideas for that sub class. like increases arrows to 3 and getting a free use of special arrows when you use action surge or second wind on that turn
Problem with HB feats is that if it's good enough to select, it makes other feats more boring because it becomes an auto-pick, and it's worthless otherwise, unless it's a flavor/utility thing.
Most feats can be broken down to their mathematical contributions, and it's either the best or its not
Even things like war caster's advantage on con saves can be broken down in terms of average number of enemies who remain incapacitated which reduces damage.
And if you introduce a feat that's better, it's an auto-pick. And one that's not better is worthless.
But that's what I've found.
The feats system is an anti-variety machine.
There are "correct answers" for like ever class.
Feats are poorly made
i disagree bbut as a power gamer i get what you are meaning but some of us done care about statistics we like the flavor
The exception is if a player wants a thing and you say "give up a feat and you can have it".
The favorite things I did with it is add compatibility for Thrown weapons and making Curving Shot not rely on failing the one thing you're supposed to be great at (hitting your targets). Both things that I hope they do in the future of Arcane Archer.
Yeah, depends how much flavor is free at your table. At mine, you can re-flsvor quite literally anything into anything ever so long as it works the same.
Firebolt could become a tank rolling beside you that appears and shoots a nuclear bomb. But it still does 1d10 fire damage to one target.
Some tables are less open with flavor, and that might be a factor then.
I find the purpose of homebrew is to introduce mechanics, mostly, that don't already exist.
oh no i mean like i have the Healer feat as a Paladin and my Str is 14 and my CHA is 18 like some people dont choose optimal bc it doesnt fit the character
Ah fair. Depends on your outlook. My players tend to re-flavor optimized choices, rather than optimizing for a flavor.
Anyways. I think how good homebrew feels will be related to how often it is used.
So entire classes, good spells, can trips, common actions, active abilities, ect.
One player really want at-will speak with animals. So I just made it an origin feat. It isn't in 2024 (you can't take it through eldritch adept vhuman because of the 2+ warlock need)
to be fair is arcane archer not arcane launcher or Arcane Quaterback lol. but it def needs reworking. Did she take the Cloud giant feat that lets you bonus action toss a thing? or maybe stone giant feat
This is another thing. I let players reflavor ranged weapons as a throw.
Because throwing sucks.
As long as your throw functions like a crossbow, just call it a throw.
right thats what im meaning people only want to optimize and then say there isnt enough creative options when inrelaity there are plenty of options just maybe mathmatically not the best
Yeah with a good DM who leans into the options that works really well
i think thats fair but also like logistically not from a gameplay perspective but like "WORLD" perspective someone cant throw the same distance as a long bow or cross bow and say your party were trying to sneak weapons into a place well the guy that just throws things doesn't have a bulky weapon to get into places etc etc. you can find a balance to things
ive played mostly with freinds so lots of out of table talk on expectations of things and how they work
That's your choice, you create physics.
Yet the Archery feat still applies to Darts which the Arcane Archer can't use. I just liked the idea of including more Weapon Mastery options instead of just those of Ammunition weapons which tend to overlap. More options that players can choose to ignore are always better than more restrictions in my opinion.
This works great then
player autonomousy is great and i do love the idea of like Magical Deadshot any projectile they can do their things with gun, knife, arrow, playing card all kinda vibes
You get the vision 😌
Imagine Curving Shot being a ricochet whether you hit or miss the original target. Pull a Captain America with a Boomerang Shield.
def power creep and personally i think fighters make enough attacks that curving shot is perfectly balanced at higher levels. id rather getet a new "Ever ready shot" i personally hate the if you dont have a thing at start of initiative you get one of them
Fair, fair. I just like the idea of getting to use a feature more rather than having to miss with a +10 to hit with Archery.
but also i would give archers 3 shots. per long rest. but every time you action surge that turn you can use another arcane shot and if you second wind you can get another use of arcane shot, cant double up on a turn. and those abilities recharge on short rest more arcane shot through aventuring day
sucks to suck sometimes. bad rolls happen sometimes you fail at what you are good at cant have a safety net for everything
and its not that strong but it weaponizes the bonus action to hot another target. not that powerful but getting to get a none "two-weapon fighting" bonus action for any martial class that doesnt take a resource is really good
polearm master being a key example
regardless of my nitpicking.....sorry..... you sound like a fun DM
hell i agve my warlock this bc i wanted their other spells to go farther
Your bond with your patron marking you has made you an expert into marking others. Learn the Hex spell and you can cast this Hex a number of times equal to your Charisma without using a spell slot or spell components. Should you want to up-cast the spell you can do so by expending more charges. 2 charges for second level and 3 for third level and so on and so forth.
In addition you have advantage on Arcana checks to determine if someone is under a Hex effect
You’re good. I appreciate the perspective.
I know I have succeeded in subclass balance for a class when I agonize over which I'd like to play, yet that is painful
fellas of the forge
question
how would you give a low-dex but lightly-armored enemy a higher AC while having it make sense?
i'm making stat blocks for tiers of cultists above fanatic and i'm having trouble
Few ideas:
-magic (mage armor)
-"adaptive" armor, living vines that block hits
-mirror image effects or similar
-a shield
Reflavor all those to fit
mage armor would actually be pretty neato
sadly, cleric does not have that
Cultists are pretty warlock coded. You could give them that excuse
Cultist Hierophants have a pact weapon, pretty sure
Spell lists for npcs are whatever you want them to be
true
”That’s a nice spell, DM, but where’s your source”
”My source is that I made the f up”
i mean yeah but to be fair, that's all ya spell slots
Give them that NPC privilege
They have a magic pipe that gives unlimited mage armor to only people who are faithfuls of the cult.
might not fly with the mods to say that but yeah that'd work
How much trouble am I making for myself if I make a magical BA disengage by making it a 5 foot cantrip misty step.
How exploitable is this, outside of 5ft movement for your BA.
I suppose you can end a grapple with it.
either no trouble or big trouble
depending on your goal but 1/day misty step is better in most cases
It's technically better than a rogue's disengage cunning action which is a bit funny, but undermines that ability a little.
Make sure to specify in an area you can see because without it could be in the teleport through a 5ft wall territory.
I've seen somewhere on a stat block a creature had the ability to release a smell that affected peoples perception making it harder to hit them. Something like that. I forgot exactly how it was worded
For what reason would someone study "dark* magic"/become a "Death Knight" without being necessarily evil?
-# *Very arbitrary term. I mean stuff like Necromancer or Undead/Fiend Warlock
Con save or disadvantage due to horrid smell is a decent idea
Know your enemy is one trope here
hi, i have a build that relies on an enchanted halbert, but lorewise the blackrazor greatsword would be perfect for my character. are there any tips of how one would go about reforging a weapon from a greatsword into a halbert?
Just adjust it so it's a halberd
yea but i thought it could be better for a potential questline if i had to reforge it or something
but i mean that also works
i meant to ask if there is something like that as a system already thought out
I thought you meant just flavor, not actually in lore
wdym
i do want it to be a halbert, but i like the blackrazors stats like „lifesteal“ and „devouring souls“ and it being sentient
"How can I use a weapon similar to the Blackrazor but as a halberd"
vs
"How can I, in-world, reforge the existing Blackrazor greatsword into a halberd"
so i first thought about just somehow unenchabting the sword and enchanting a completely seperate halbert
the second one
I don't think there's an existing system for reforging items
but that seemed a bit far fetched so i though reforgin it would be cooler
ill look into it thx
But still this is a question for your dm as per last time
True
Though I was thinking more of it becoming Undead-like, similar to the Warlock subclass
ofc, but i want to give him a solid suggestion, not give him even more stuff to figure out
But I think to truly know your enemy, you must act and look like them, so I think it makes sense
Valid but also the Dm may be able to build that into the story or just tell you straight whether or not it would be allowed so you dont have to spend time on finding a way that it 'might' work
i mean if i want something i should be the one to put the work into it, regardless if i get to use it or not
but i already asked him and waiting for a response
but i thought in the meantime i could polish the concept a bit yk
so uuh.. any ideas?
the only stuff i thought about was maby i have to find a special hammer so the enchant doesnt get destroyed
or a special forge like the forge where the sword was made in the first place to even heat the metal
That's probably the best option
k thx👍
You always have the Magic Weapon spell prepared.
When you score a critical hit with a magic weapon, you can add your Intelligence modifier to the damage roll.
How is that for the capstone of an Arcane half-caster?
Pretty bad. Magic weapon is a bad spell, and adding that damage to a crit adds an actually irrelevant amount of average damage.
That's an empty feature IMO
I was considering making the class a little related to magic weapons as a whole since it is a Spellblade
You should homebrew a version of magic weapon that actually helps
But adding damage on a crit SEEMS good but mathematically does almost nothing here
It's a free, non-Conc +1 to damage and attack though
Costs a spell slot. But if you give it free then it's okay for that I suppose
Still, a +1 with no other features (functionally) is a bad capstone
Not really free, but you can cast it using the class resource
Which you'd have a lot of
Even worse.
Twice the mod then?
Free, it's a forgettable capstone.
Or do something else?
Fair
Change that bonus to something else
I was considering making it similar to 2014 Ranger's capstone
What's that one again
Once per turn, when attack your Favored Foe/Enemy, you can add your Wisdom modifier either on the attack roll or damage roll
Favored enemy is an eh concept to begin with (was scrapped for a reason)
My capstone wouldn't be tied to it lol
But tbh if you just give them double magic weapon (+2) it is a decent capstone
I mean, compare this to spell mastery, the real wizard capstone.
Or if it's a sub, to illusory reality
You can add a LOT more power before a capstone becomes a problem
I was considering making it half Int mod (round down) every attack, both on attack and damage
So if you had 5, it would be +2
On top of the magic weapon you already have
Which can be from outside sources
So a +3 weapon would become a +5 one
That's more flavorful than a flat +2 while still accomplishing the same thing
Also gives incentive to grab a tome of clear thought
My concern was that it would be too strong
This is a lv 20 or 14?
20
You're fine.
Wish exists
Half int mod to attacks and DMG is great, but not overbearing at that point
But if I compare it to existing martials:
Fighter can make another attack (so at least a +5 from Str/Dex)
Barbarian and Monk have 4 more Str/Dex respectively (do +2 to hit and damage)
But they're not half casters
Nah
It does have Arcane Warrior which gives it Wizard cantrips
Like Holy/Druidic Warrior
But not built-in
Now that I think about it, even Ranger has a +2 to damage rolls, but it's on average
Since HM goes from 1d6 (3.5) to 1d10 (5.5)
Not really a good comparison since its capstone sucks, but regardless
Level 10: your construct may cast one of your first-level spells, consuming your spell slots, at the first level only, using your spell save DC and spell attack roll bonuses. You choose which spell is available to it when you create the construct. This spell may benefit from two of your blueprints.
Thoughts on the feature? A summon based subclass for a larger class. Ignore blueprints.
There is a decent concentration option available at level 1, similar in power to entangle.
Construct stats:
Summoned Construct:
small construct.
AC 12+ your proficiency bonus (natural armor)
Hit points: 5+ 5 times your arcane architect level.
Str: 12 dex: 16 con: 12 int: 6 wis: 14 cha: 8
Speed: 30ft, 30ft fly (hover)
Condition immunities: charmed, frightened, deafened, blinded, poisoner, stunned.
Senses: blindsight 60 feet, passive perception = your passive perception score
Languages: understands the languages you speak
Proficiency bonus: equal to yours.
Ignore typos, this is a draft
At level 3, the construct knows and can cast one of your cantrips (chosen when you summon it)
Ranger: Godslayer Conclave
The gods of the realms are witness to all, their so called 'perfect' world is not perfect at all. They lie to all, they deceive the masses with shows of great power, but they bleed like any mortal. Godslayer is a term for the people that hunt the gods and their worshippers, for a noble or ruthless cause, it doesn't matter, they want to see the ichor of the gods to run over their blades, the flesh for feasting, the temples that devotes pray in burn to the ground. Whatever the reason, they seek to destroy the gods and all they stand for.
altered the flavour a tad
so now it kinda is more just heretic then stright up god killer
do u have features written out for this?
would love to see them
not yet lol
unlucky
just imagine Watcher paladin type feature with the creature types
pretty cool idea though
as this is the ranger version of that (with a main focus on celestials)
cant i just use the „wish“ spell to make blackrazor into a halbert?
Any wish beyond the things listed on the spell is up to the DM to decide whether it works or not, and if there are any consequences or unexpected results
aight thx
Careful from an optimization POV, wish is the best spell in the game but only when used to cast another spell. Massive trap to do anything else with it.
However, your call. Especially if campaign is over soon, go ham!
Maim the Faker
3rd level Godslayer feature
:
The gods will feel your wrath. Once per turn, when you damage a Celestial, Dragon, Fiend, Fey or Undead with a weapon attack, you can force them to make a Dexterity saving throw against your spell save DC, on a fail you can subject them to one of the following effects:
- The creature is knocked prone
- The creature takes damage equal to your Wisdom modifier at the start of their turn. This effect lasts for a number of rounds equal to your Wisdom modifier.
- The creature is forced to move anywhere within 10 feet.
This can be used a number of times equal to your Wisdom modifier. You regain all expended uses of it when you finish a long rest.
hmmmm, i think that works
Aren't Dragons and Undeads kinda mundane compared to those other creature types?
Dragons because why not and also draconic gods make up their own pantheon
well
thats a thing i dont wanna get into lol
space gods are weird in dnd
(also didnt want to copy watchers bar for bar)
anyway, does it look balanced, too underpowered? too OP? balanced perfectly?
2 of them are just weapon masteries so it seems fine
The damage option has an unique way to calculate duration but seems ok i think
well if max WIS (unlikely) its 30 damage over the course of 5 rounds
wait 25
me dumb :P
Consider the following:
- Bonus Action
- No Concentration
- Lasts for 1 minute
- Basically the Graze mastery but using your spellcasting modifier, but since it's not really the Graze, you can add your actual mastery on top of it, including said one
Is that too weak or too strong for a level 1 spell?
well, maybe?
What does graze do again?
When you miss with the attack roll, you deal damage equal to the ability modifier used to make the roll
So if you have 20 Strength (+5 modifier) and miss, you deal 5 damage on a miss
what do you mean cast another spell? and dont you get it at 9th spell level anyway? i thought it wasnt single use
Oh ok. Maybe a second level spell balance wise? I’d actually make it proficiency bonus instead of spell mod if you want it to be a first level spell
Proficiency bonus gets up to +6 though, and AFAIK no spells scale with PB like this
For a half caster, you'd get like +3 or +4 spellcasting mod
And if you have 16/18 Int, it means you have lower Str or Dex to even hit or deal damage lol
They meant that if you use Wish to replicate the effects of another spell of 8th level or lower, you have no problems
But if you use it to do anything else, you have 33% chance of never being able to cast it again
hi fellow nerds, im just looking for some other DM's takes on this weapon i made for a player at my table, im aware its on the stronger side for an item, but he's a blood domain cleric so it wont be too crazy i think
Crimsonhilt Scythe
Weapon (longsword), rare (requires attunement)
A living weapon, this Scythe is capable of emanating blood as well as Siphoning it from its victims. If correctly used, it can also siphon their life energy and give it to its host, when you reduce a creature to 0 hp, the Crimsonhilt Scythe regains 1 charge.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Crimson Slash
On your turn as an Action, you may expend one charge in order to fire a crescent shaped blade of solidified blood. When you do this, you can either attack in a 15ft. Cone or a single target within 30ft. Any creature targeted by this attack must make a Constitution Save taking 3d6 Necrotic damage on a failed save, or half as much on a successful one. The DC is equal to your Spellcasting DC.
Siphoning Strike
Before you make an attack roll with this weapon, you can expend up to 5 charges in order to deal 1d6 necrotic damage for each number of expended charges. If an enemy is killed by an attack that uses one charge or more, you regain a number of hitpoints equal to half of the damage dealth, rounded up aswell as an additional charge.
Sounds good, but what if they don’t have a spellcasting modifier for crimson slash?
its custom made for a cleric
maybe i should add "by a cleric" to the attunement requirements to clarify
I’d just add next to requires attunement “by a cleric”
thats uuh wild, i never knew about that thx!
thank god i found out this way
Any more thoughts on this?
Capstone for a subclass that summons a construct ala wildfire spirit. Thoughts?:
Level 14:
As a reaction any time you or your construct wishes, you may swap places with eachother, provided you are within 120 feet of eachother. Either party can make the reaction. If one party was about to be attacked or was about to make a saving throw, this switches to the other party when you swap.
You need to specify as a reaction to what
Also who controls the construct? The dm?
I really like this, however i’d add another way to regain charges that isn’t murdering creatures as well as a charge maximum
Also personal preference but i’d make crimson slash 15 foot cone or 30ft line
For siphoning strike, you could make it so maybe excess heal becomes temp hp until you long rest
I want it to be anything
It is specified in another feature you control the construct.
But its intentional that it be a reaction to whatever you want.
Hence "any time you or your construct wishes"
its not listed in the description but on dndbeyond, it has a limit of 5 so the player can just see that in the UI
my idea was sacrificing the AoE for single target damage
but at longer range
cuz its similar in damage to 1st lvl spell
but actually i think i will change it to a 30 ft line
makes it more consistent w dragonborn breath weapons and the like
Making a homebrew species to fit a character design/lore I have.... Let me know if this is too unbalanced.
Curse of the Chimera Species Details
Once a normal humanoid, a great power has warped your form and twisted you into a hideous monstrosity of your former self. Your terrible visage is accompanied by a horrible hunger for flesh, and a desperate need to lift this curse from your body.
Dark powers keep you the way that you are, unleashing you upon their enemies as a secret weapon of sorts. If you were to get away, you cannot return to civilized society, forever cursed to remain a beast lest the curse be lifted.
Curse of the Chimera Traits
As a Chimera, you have the following traits
Creature Type
You are a Monstrosity.
Size
You are Medium, leaning towards the higher end of the height spectrum (7-8ft if humanoid, 16 feet in length if not)
Speed
Your Speed is 30 ft, and you have a climb speed equal to your walking speed.
Darkvision
You have Darkvision with a range of 60 feet.
Bestial Strength
You have Advantage on Strength saving throws, as well as 1 additional saving throws from your origin species (if it has one.)
Powerful Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
Bloodfest
As an action, you can target 1 downed enemy to eat. Roll 1 hit die to determine the amount of HP regained, and you have expended said hit die until completing a long rest. The target must not be undead or a construct. You cannot use this ability again until completing a short or long rest
Raptorial Forelimbs
You have toothed grappling limbs that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Humanoid Lineage
Should the curse be lifted using a Wish, you will return to the species you were beforehand & replace your traits with that of said lineage.
The whole idea is unbalanced but for the sake of believability I want to know if the stats are balanced at least lmao
Crazy powerful. Universal str, con save advantage is wild.
I'd pick this race in a heartbeat.
This is the best race on any spellcaster and frankly most other people too
It gives you a massively upgraded version of the best part of war caster, plus a bunch more.
Sounds Bad lmao
It gives monstrosity creature type, which means you're immune to humanoid-targetting effects.
You're crazy. Con saves are, by a huge margin, the most important saves for a spellcaster and the second most important for everyone else.
Plus immunity to humanoid effects
That's Bad I'm not trying to make an OP beast here
Oooh
I thought you mean con saves were a poor feature. I get it
Yeah just keep to to STR and you're good
GIGGLING YEAH IT'S FINE okay thank you
CON is too valuable to be there. That's like war caster on steroids.
And str alone is both decent and flavorful
Gotcha gotcha
I'm still new to DnD so I'm still not familiar with the deeper intricacies..
I only really have the saving throws there because I used Rock Gnome as a base and I saw they had advantage on wisdom/int/charisma throws and thought ohhhh monkey make this for strongman instead
So basically. The cardinal rules of playing a spellcaster are 1. Get up an impactful concentration spell and 2. Don't lose concentration.
When the caster takes damage, the need to make a CON save to not lose concentration.
War caster gives advantage on these specific con saves and only those.
CON is also the most targeted saving throw by a good margin, and it can be debilitating to fail.
That's different. INT and CHA saves hardly come up. Wisdom saves definitely do, and that's helpful, but they A. Don't come up as much as con and B. Aren't nearly as important as con saves, given con saves not only being everywhere and sometimes brutal but used in maintaining concentration.
It's to the point where many casters will take both war caster and resilient constitution just to secure their con saves. This is generally optimal.
Nods nods 📝
Saving throw importance is this: CON, followed by a huge gap, then WIS, followed by a huge gap, then DEX, followed by a decent gap, then STR, then CHA, then INT
If you have good dex saves then STR becomes far less valuable and is now the worst, because grapples allow the victim the choice between the two
On a martial, wis and con are more comparable and there is less of a gap.
But as is, this "big powerful beast" race ironically is the best caster race
What're thoughts on the Bloodfest trait? It's something I made myself so it has no basis in established 5e, so I want extra clarification if it's too much. As it stands it's sort of a nerfed version of the autognome's ability to use mending to heal itself outside of combat, BUT this feature CAN be used inside combat so I need to know if that's balanced
Hello fellas, I'm trying to make one of my D&D characters abilities into a limbus company kit.
She is a soulknife, I am assuming that psychic damage would do sinking yes?
Addition to this
-
Removed Constitution Saving Throw advantage
-
Added Armored Exoskeleton
Your armored hide gives you a natural AC of 13+ your DEX modifier when not wearing armor.
That's fine. Natural armor is never bad
Ironically, benefits almost exclusively casters lol. All non-casters get higher AC from wearing armor.
But that's fine for it to benefit certain classes more. Most features do.
It is balanced like this.
does anyone have an updated Wither and Bloom?
it’s such a flavorful spell, I just don’t think it makes sense to use in its current form especially compared to 2024 spells
This might sound silly but out of curiosity, how OP would a Rogue that can hide in plain sight (or at least with reduced cover/obscurement) be?
-# (This is for a high-level, limited-use duration feature. Level 13 or 17.)
homebrewing a bard subclass, I have the theme and mechanics down pat, just deciding on the name. If you saw the "College of Phantasmagoria" would you assume it's more oriented to ||illusions|| or ||the undead?||
@karmic sparrow neither - I would assume dreams
Well it's specifically about ||trapping people in virtual realities|| so dreams/||illusions|| are apt, but I was worried the term ||phantasmagoria|| had too many associations with horror
it’s not that OP with a limit
I have a Rogue that can just do it CHA times per Long Rest, but I think you could allow it when using Hide as an Action without issue
(it’s not really meant to be a multiple ability subclass, it’s just I didn’t wanna just put it at 2 uses when it has some Performance elements to it and could scale off CHA)
I have a minute-long ability it was going to be tied to, but 1 minute * DEX (number of uses) would probably feel permanent in combat. The only other restriction is that they’d have to move a certain amount prior to hiding so they’re not just standing in one place and vanishing.
maybe make it so the limitation is that they can’t be around an enemy and make it an Action
then you can add the other thing to it without issues
tbf my thing lasts an hour
Nodding, nodding… Thanks for the insight!
Level 10: Nightmare
Barbarian Subclass Feature
You take on your targets’ greatest fears, causing them to resort to their primal fear responses.
Creatures immune to being Frightened are not immune to being Frightened by you, but the usual effects of Frightened do not affect them.
You have access to the following Brutal Strike.
Terrifying Blow. If the target is already Frightened of a creature, they become Frightened of you for 1 minute. Once per turn if they attack you, they can make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a success, the condition ends. Once per turn when you attack them, you can force them to make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a fail, they get a stack of Exhaustion, and they lose the condition if they succeed. Once the creature loses their Frightened condition from you, they also lose all their stacks of Exhaustion gained in this way.
Once you use this feature, you can’t do so again until you finish a Long Rest or by expending a use of your Rage.
A thought: what if the Hide in Plain Sight hiding only lasts for a turn (start or end of next turn)?
The idea for the subclass is a shrinking rogue so I’m imagining in my head a tiny rogue that has to keep darting from place to place to remain unseen.
could work, but then that becomes a better Steady Aim
Liking the look of this… 👀
Ah, fair enough
I’m mostly worried about the exhaustion part honestly
but I’m hoping the many chances of losing the condition and the fact it’s once per turn proc makes it less of an issue
The exhaustion was a worrying factor, but I liked the opportunities to lose it.
I think there are spells that give Exhaustion. If you’d get this around the same time casters would have access to those, it’d probably be balanced.
If anything, you could reduce the uses to simply be 1/Long Rest. If the Brutal Strike frightening is one feature, you could make a separate feature that applies Exhaustion to Frightened creatures.
Make that one spell. Sickening Radiance is level 4, meaning casters get it around level 7+. It doesn’t even give them a chance to lose Exhaustion until the spell ends.
the difference with the spells is that they only give one stack
which means you can’t one shot stuff with it
At the start of each of a creature’s turns that it spends in the spell’s area
omg no shot I misread it
👈 👈
The only thing worth considering is “How powerful is Frightened + Exhaustion?” Because in terms of Exhaustion levels, your ability is well balanced.
It might even be able to use a slight buff depending on the answer to the above question
I don’t think that’s an issue because they have to already be Frightened for this to activate
the level 3 Feature Frightens them for 1 round right before making an attack
I honestly might just make this an ability instead of a Brutal Strike. Brutal Strike options tend to be short and sweet.
I know, I tried it in other ways like as a Reaction or just part of an attack
but I think it works better this way
it makes it so the opponent has no disadvantage on the first turn
when their saving throw is at its highest
How does the ability that applies 1-round frightening work?
also makes it so you can’t use this with another Brutal Strike
Level 3: Torment
Once per turn, before you make a melee weapon attack or Unarmed Strike, you can create fear in the target of your attack. You force the target to make a Wisdom save (DC of 8 plus your Strength modifier and Proficiency Bonus). On a fail, they are Frightened of you until the end of your next turn.
You can use this feature a number of times equal to your Strength modifier. You regain all expended uses of this feature when you finish a Long Rest.
How would you feel about tying this to Rage and letting it activate at the start of each turn or something without an additional cost or requirement to hit?
If you're applying frightening all the time, your Brutal Strike could just apply Exhaustion. Or it can be a separate ability that also extends the Frightened condition.
-# I'd love to keep talkin' this out but I've got places to be soon. Maybe I can come back to this if you're still brewin'.
Looking at Intimidating Presence from Berserker might help
that happens with the level 14 feature
yeh sure no worries
i there a channel for making creatures i could use a little advice on a new monster i made
I think this is the right place
yeah i figure but when i make a creature public i cant edit it anymore thats why i make a screen shot
does this work
is it okay
I was thinking of making a support-based paladin subclass whose tenants are more similar to the hypocratic oath rather than a warrior code. Any ideas?
Trying to rework an enspelled silence spell item. Rn my idea is when this item is used you 'cast' silence centered on yourself. How viable is this and how strong would removing the concentration requirement of this be
What's wrong with an enspelled staff of silence?
And pretty strong. Silence is a mini anti magic zone. Situationally, it wins encounters.
Basically at will casting of the silence spell which as you also noted is a mini anti magic zone
are there any changes i should make to my Ocean Chimera
did I overdo it?
Level 10: Terrify
You take on your targets’ greatest fears, causing them to resort to their primal fear responses.
Creatures immune to being Frightened are not immune to being Frightened by you, but the usual effects of Frightened do not affect them.
You have access to the following Brutal Strike.
Terrifying Blow. If the target is already Frightened of a creature, they make a Wisdom saving throw (DC 8 plus your Strength modifier and Proficiency Bonus). On a fail, they gain a level of exhaustion. Once per turn when they attack you if they’re exhausted through this feature, they can redo the save. On a success, they lose up to 2 levels of exhaustion gained from this feature.
...what does Frighten do if not the normal effects and how does the subclass cause it?
Brutal strike might be a bit much
Level 3: Torment
Once per turn, before you make a melee weapon attack or Unarmed Strike, you can create fear in the target of your attack. You force the target to make a Wisdom save (DC of 8 plus your Strength modifier and Proficiency Bonus). On a fail, they are Frightened of you until the end of your next turn.
You can use this feature a number of times equal to your Strength modifier. You regain all expended uses of this feature when you finish a Long Rest.
Frightened allows that Brutal Strike to work and gives you advantage on attacks otherwise without using Reckless Attack
“While your Rage is active, you have advantage on attacks against enemies who are Frightened from you.”
you think the Brutal Strike part is the issue?
you mean like the fact it gets the extra damage?
yes, mb
hey, im making a homebrew class just to test the waters, would someone give me some criticism?
this is the place to post it
than i think its fine
you don’t think it should reset all stats on a success?
that’s the part I’m looking at to change
I’m between 1, 2, or all stacks being reset on a success
because there isn’t really a concentration to end it otherwise
uhmm i cant send images what do i do
don’t post a wall of text, put it in a link and send the link
alr hold on
Okay i formalised my way of thinking a bit, toughts?
Pocket watch of silence (magic item, rarity?, atunement?)
The face of this pocket watch is always stuck at 11:50, as an action you can click the button on the pocketwatch creating the effect of the silence spell centered around yourself. The clock then starts ticking ending the spell when it hits 12:00 rendering the item unusable. At every dawn the Pocket watch resets itself back to 11:50.
then maybe put it to just one
I really don’t like this interpretation
it has to be attunement
It casts a spell its certainly an attunement item
Yeh i saw that coming, as for the atument i was just wondering i dont usually homebrew stuff
Rare or Very Rare I would say
probably Rare
rare, its a conc spell that no longer requires conc.
Vrare if you can stop and start it until the 10 minutes have been used up
Yeh i figured its the tradeoff with an enspelled weapon where it has less charges and no range in return its no concentration basically
*enspelled staff
i took an ss and uploaded it to imgur i hope it works, https://imgur.com/a/ockZXlT
Might want to mention the range of the spell in the text
Silence spell has 20 feet radius but i could add it yeh
i dont have much done as of now but id like to know if it looks good so far
Oh I meant because you said the its range was reduced from the normal amouny
Normal enspelled stafg you can cast the silence spell which has a range of 120 foot, with this its centered on yourself so basically a 0 foot range
Ohhh so not a reduced aoe but casting on self instead got it
Yup but make it vrare if it can be stopped and started again until the timer is used up
Looking for a rare magic item so ill make it clear it cant
Playing with death needs an edit, the party where if you get reduced to 0 hp youre instead reduced to 1hp. The current wording is that it can happen infinite amount of times so long as you arent killed outright.
The Circle Reaping should probably be changed to within 5ft. 3ft is a confusing measure to use when the game is in a 5ft grid, unless theres some reason that I dont understand
Thanks for the input btw
Ezpz
the 3ft was arbitrary as i dont play with a grid but yea ill change it, the first part too
Also the damaging part for hitting other creatures at 2nd level is quite strong, assuming you hit 3 creatures at level 2 for one attack when characters dont unlock 3 attacks until level 11.
Oh wait I just read it again and it could actually go up to 9 creatures (assuming no flying)
how could I change it?
It also doesn't mention any save or attack and that its just damage thats taken
Could make it so that it strikes a number of creatures within range of your choice = to your current proficiency bonus
That way you dont have a meat grinder at level 2 but its still adding to action economy
The main things you'll need for a feature is the idea, what it costs (action, bonus action, no action, reaction), what the challenge is (attack rolls to beat ac, saving throw(what happens on success and fail), and then how many times this can be used)
yeah the full weapon damage is a ton now that i see it, might make the main ability modifier
it’s really good for sneaking
not having to worry about making any noise
as long as you don’t silence a guard 
Is it going to be a single attack roll that challenges all of the creatures ac?
Or a saving throw
Also is it going to be able to be used multiple times a turn
I would say if you want it to be a time piece, an hourglass works better
Guard wondering why he suddenly gone deaf and mute
Thats a good call actually
That probably, also one per turn as extra action
Working on a support-based paladin, and I'm currently drafting one of the channel divinities.
For the next minute, when you deal radiant damage to an enemy, add the total damage dealt to your Lay on Hands healing pool. Additionally, once per turn, when you cast a healing spell unto a creature other than yourself, (or a spell which grants healing to those in a given area, such as Healing Spirit or Aura of Vitality), you can draw power from the pool to restore an additional number of hit points of your choice, up to the maximum amount remaining in your pool. If the spell targets multiple creatures, you choose how the additional healing is divided between them.
Any thoughts? I feel like it may need some balancing work, but let me know