#homebrew

1 messages · Page 25 of 1

prime scaffold
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The wording would mean you hit allies.

void jewel
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You should clarify that this works with extra attack

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As is, extra attack explicitly works with the attack action, and this is not that action

true forge
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tbh

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i would make it a magic action so it doesnt

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doing that on top of an attack is alot

void jewel
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It'd be worthless above level 5 if it doesnt work with extra attack.

chilly jewel
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Seems cool though I'd imagine with a hurricane you'd get some forced movement to go with the damage

void jewel
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The only situation is if something is immune to your weapon, which almost nothing is.

true forge
chilly jewel
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I think they're referring to giving up extra attack

true forge
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my guy

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you could be attacking 3x the amount of creatures in that radius compared to Eattack

void jewel
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I missed each creature lmao

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Yeah that shouldn't work with extra attack.

true forge
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lol

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its basically just a mini steel wind strike

void jewel
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Thoughts on baby magic missile cantrip? 1d4+1. One missile.

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Mind you, this is for a class intended to excel with its homebrew cantrips, a blaster/controller full caster.

true forge
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more missles or is it one that doesn upgrade?

void jewel
true forge
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true

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i mean, i wouldnt let the +1 be a thing if you make it a cantrip

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just 1d4 force (or hell make it radiant or something)

void jewel
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Concern with that is it consistently under damages other pure damage cantrips.

1d4+1 = 1d16*0.65% to hit.

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Firebolt with a 65% to hit does about 3.5 damage, 1d4+1 is 3.5 damage.

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If I lower it to 2.5, we're now significantly underperforming - by about 30%.

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5.5*0.65 is almost exactly 3.5

true forge
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ig

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but firebolt is an attack roll whereas this is an autohit

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alot more consistent

void jewel
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That damage is after accounting for the hit chance though

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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.

true forge
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ig so

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maybe just make it 3 missles at max level or something

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or cap it at 2 and increase the +1 to a +2 or something

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spitballing here lol

void jewel
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Yeah depends on if you think it should suffer an average damage % reduction or not and then just target that % I suppose.

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A specific subclass will grant an extra dart as part of one of its features. But that's besides the point.

true forge
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let me guess, 2024 subclass?

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(as some like 2024 Archfey focus on one spell)

void jewel
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It focuses on buffing the specific homebrew spells that the class has, each by a bit.

true forge
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oh so its a subclass for a full class, ahhhh

void jewel
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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.

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Yes.

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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.

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The control is only ground targeted though, very little save or suck.

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I.e. no HP, fear, ect.

true forge
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im getting a hint of a sorc from this ngl

void jewel
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Metamagic options are also generally more powerful - no heighten, quicken, ect. Here. However, these are always on, but just for those spells.

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For example, there is none that impose disadvantage, but there is one that prevents the target from having advantage.

true forge
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just sounds like spell altering which metamagic tries to do lol

void jewel
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In a way, yes.

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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.

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Also the sorc. Spell list is quite different.

true forge
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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......

void jewel
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Ah so it's choose any effect from the list. Awesome. Kind of OP

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You can reroll every short rest until you get the one you want, and it never says it expires

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Since it says "you can"

true forge
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fair enough

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ill make it just roll a d6 then :P

true forge
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depends on the day i suppose

void jewel
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Swapping places with a creature should say willing creature or require a save for unwilling

true forge
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but its funny just saying creature :D

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also fits the WM theme, nobody knows whats going to happen

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it could be you, or it could be the dragon 10 feet away, who knows :P

void jewel
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Oh. It implies you can choose

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To me. But maybe I'm reading it wrong

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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.

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But that's just me. I try to design around DM fiat really hard. Others use it more

void jewel
# true forge DM fiat?

When the DM chooses what happens with little to no player input, or the dice don't decide.

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In this instance, you leave complete control of which creature moves up to the DM.

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Player abilities based on DM fiat are generally to be avoided, as they can feel bad for the player. In my philosophy.

true forge
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oh the teleporting is your choice of creature

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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

void jewel
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Oh yeah. Then it needs a save for unwilling creatures.

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Otherwise it's a no save forced teleport which is pretty crazy

true forge
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at this level not really?

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as its a 10 foot tp, which is the all around you

void jewel
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Ah right. Forgot it isn't a 30 foot aura.

true forge
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at 18th it could be with 30ft aura, but at that level creatures can move 120ft a turn so its fine

void jewel
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Yeah that's not a huge issue then

peak inlet
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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.

void jewel
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Banishment allows you to banish the target you want, kill everything else, then fight that target as the entire party.

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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.

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Why do this when a level four spell deletes them better, on a better saving throw, and doesn't split the party.

tropic stratus
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Essentially it let's the user be a loner who can ignore combat

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Really bad

void jewel
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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.

peak inlet
void jewel
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Trap feature, really. Usually will be actively detrimental to the party.

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If the creature is powerful enough that the party can't kill it quickly, it is powerful enough to curbstomp the barbarian.

tropic stratus
woven hamlet
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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

peak inlet
void jewel
peak inlet
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this can also target allies and be used out of combat

tropic stratus
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Its also very main character coded

peak inlet
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but that part I’m not worried about as much

void jewel
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you could use it to protect an ally, but then your other allies are mega cooked.

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They are now down two people

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If that feature was a level one spell, I'd seldom use it, unfortunately.

woven hamlet
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I dont see many situations where this is actively beneficial to any part of the party in the long run

peak inlet
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I mean, I was thinking about allowing the Barbarian to interact and be interacted with outside the demiplane

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but I didn’t think that would solve the issue that it has

void jewel
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That basically just turns it into a taunt, but a taunt that prevents the party from helping kill what is presumably the #1 threat

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Which ruins the point of the taunt

woven hamlet
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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

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The creature that is chosen as a boss monster is meant to be a challenge for 4+ players

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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"

peak inlet
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I see that everyone is immediately reading this as targeting the boss, so that’s kind of just bad design on my end

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in my mind I was thinking most bosses will probably just Legendary Resistance it away

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so this would be used for other big adds and big enemies while the rest of the group gets to focus the boss

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but I do realize now that’s not how it’s being read

woven hamlet
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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

peak inlet
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but that doesn’t fix how people are reading it

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or how people will play it

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which is definitely the concerning part for me

peak inlet
woven hamlet
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Id recommend checking the other lvl 14 subclass features and comparing the power and the idea behind them

peak inlet
woven hamlet
peak inlet
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it’s “Nightmare Barbarian”

woven hamlet
# peak inlet 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.

true forge
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Nightmare

14th level College of the Dreamtime feature
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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

woven hamlet
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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

peak inlet
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honestly, I went for that mainly because I wanted it to have a non-combat use as well

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but I guess I don’t really need that anymore

woven hamlet
peak inlet
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yeh, I would probably add a once per turn or something

woven hamlet
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You can always just add on something like adv on intim checks or that you can add your str to intim checks

true forge
woven hamlet
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Ahhh that makes more sense

peak inlet
woven hamlet
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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)

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To really sell the idea of a nightmare that plagues the battlefield

peak inlet
woven hamlet
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Maybe you make it so that the crit range on that first attack after teleporting is increased by 1

peak inlet
woven hamlet
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That way youre tapping into the brutal crit more

peak inlet
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and the sneak attack on that could allow you to do that and kill an add a turn

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it’s actually a great Rogue feature ngl

woven hamlet
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Frfr

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It'd be great on any martial

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Barb just goes hard on the crits

peak inlet
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I could go for something more like a transcendence state

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like changing your form

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since that’s kind of the concept I play with throughout the subclass

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I could also still make the Barb have an “arena” but just make it in the same plane

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kinda like what you’re suggesting

woven hamlet
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An aura could also be an idea

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Make it smaller ofc

peak inlet
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oh yeh for sure

woven hamlet
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Difficult terrain

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Creatures that start in the aura make wis save or be frightened

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Frightened creatures take psychic dmg equal to rage dmg if they start their turn in the zone

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Etc

rotund dirge
rotund dirge
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It did get reworked to pull enemies closer eventually but I had already stopped playing by then lol

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I'll just change it to "Steel Storm"

"Blade Storm" could work if it wasn't for the fact bludgeoning weapons exist

rotund dirge
true forge
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hmmmm

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capstone for WM palaldin

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i got something for free CDs uses (aka your WM tables)

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but i need more effects....

dawn bone
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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).

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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. 🙂

true forge
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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?

void jewel
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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.

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I considered temp HP, but I want it to be real recovery if possible.

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Bag of rats is a thing, but I'm not too worried about that abuse.

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I also considered tempHP equal to int modifier. Not per creature, just when the spell deals damage.

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Nah that's bad design.

rotund dirge
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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.

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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
rotund dirge
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@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

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Would that work? Probably not, it would end up like Way of the Four Elements

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But it is unique enough

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Though I don't think I'll explore that idea

distant crescent
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Guys, is Warforged warrior with living nightmare subclass just basically a transformer?

void jewel
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It's whatever you want it to be flavor wise.

torn zephyr
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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.

slender olive
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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

mild cove
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It depends on the setting. The more magical items exist, the lower the price, and vice versa.

slender olive
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I wanna streamline D&D for a crafting-based game so

mild cove
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Then your system seems good

paper belfry
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I usually do commons
2-5 silver low
40-50 silver high
1-2 gp
And for context this world is very poor

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Like no one has ever seen a platinum peice for about 700 years

tropic stratus
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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.

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@vapid bramble check this spell out - absolutely heinous 😈

vapid bramble
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I reckon it should be a divination

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But that's horrid

tropic stratus
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it could be divination i see it

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"You always believed you could never beat me." 😈

vapid bramble
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I've never watched critical role but have you seen the modify memory clip

tropic stratus
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yessir with the delicious muffin

vapid bramble
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Yesss

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That's like that but even more heinous

tropic stratus
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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

vapid bramble
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Power word personality crisis

tropic stratus
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thank you im glad you like the spell

vapid bramble
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I love it

tropic stratus
# vapid bramble 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

vapid bramble
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Colour spray: hiroshima edition

spring veldt
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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

vapid bramble
stuck raptor
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or sword or valor bard

tropic stratus
stuck raptor
tropic stratus
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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

rotund dirge
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Dance is a support that happens to be similar to a Monk lol

spring veldt
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So a bard-barian if you will

slender olive
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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 Magic is 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

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I feel like I may've made it too powerful

spring veldt
slender olive
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I do want a spell that can impose disadvantage on multiple save rolls

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Not one specific

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Inspired by HEX

tropic stratus
spring veldt
slender olive
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We need more martials

spring veldt
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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

rotund dirge
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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?

mild cove
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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”

slender olive
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If we're going spell-specific

rotund dirge
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And Bonus Actions wouldn't matter since the part I didn't write allows the character to make a weapon attack using its BA

rotund dirge
void jewel
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I am trying to make some bulletproof wording

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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"

slender olive
void jewel
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But I want it to cover things like if the spell knocks you up ten feet and then the fall damage knocks you prone

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That should count

spring veldt
slender olive
spring veldt
#

It could be more balanced maybe if it has a smaller range, but in turn is placed on an enemy rather than the player?

slender olive
#

It's gonna seep out like creeping darkness

peak inlet
spring veldt
#

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

slender olive
peak inlet
#

isn’t it still 100gp in both?

#

it’s 50gp per level right?

slender olive
#

I believe so

void jewel
#

Waste of a fourth level spell slot and the gold. You definitely haven't made it too powerful.

slender olive
#

You wouldn't but I know villains would

#

This is very evil-oriented lol

void jewel
#

I thought it was a player spell

slender olive
#

Awww hell nahh

#

I ain't givin players this much power

#

Don't you see the flavoring

peak inlet
#

that last sentence is not needed

void jewel
#

It's fine then. Not really fourth level.

slender olive
void jewel
peak inlet
void jewel
#

That's baked into them.

peak inlet
#

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

slender olive
peak inlet
#

so you can put it as a trap that you can Glyph etc.

slender olive
#

Also I'm not gonna make it upcastable, duration remains as is

void jewel
#

I agree this is better as a glyph.

#

Or similar trap, in a combat arena

slender olive
#

That pot would be necessary though

#

What's in the pot isn't my concern tbh

void jewel
#

Pot could be trapped. Roll perception.

slender olive
#

Cuz the item itself is called Pot of the Ominous Dark

peak inlet
#

you can just have it upcast with no effect

slender olive
#

It's a puzzle

#

The material component goes whoosh, so does the spell

#

The M stays as long as the spell is being casted

peak inlet
#

if they dispel it, it still deactivates

slender olive
#

I kept a Darkness scroll in there so there's something to "being actively consumed as the spell is being cast"

peak inlet
#

so idk what the difference is

slender olive
#

Martial-friendly

peak inlet
#

that’s the part you should mention then

#

because it doesn’t really stop by breaking the pot rn

slender olive
slender olive
#

This was an on-the-go answer

#

I just came up with this rn

void jewel
#

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.

slender olive
#

There's a wizard in the party

void jewel
#

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

slender olive
#

So I can use it for future hooks

void jewel
#

Fair enough.

slender olive
#

Cuz I know this spell is bad

#

But again, see it's intended user lol

slender olive
rotund dirge
#

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"?

primal osprey
#

“When you are hit with an attack”

#

But yours works too

rotund dirge
#

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)

primal osprey
#

I have no clue. I homebrew spells once in a blue moon

severe trellis
#

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?

broken summit
#

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

distant crescent
#

Are there any Biopunk-based subclasses like living nightmare?

native grove
#

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?

spark magnet
#

Get magic missile of there bro

shy berry
#

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.

wet yarrow
#

I think Spore Druid has Biopunk potential probably

unique parrot
unique parrot
#

Although a 5ft range and no additional AC

spiral cipher
#

( 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.

rotund dirge
#

You have an infusion for that

upper tinsel
# spiral cipher ( Continuing from <#540597424692002878> ) Is this a fair tradeoff for a weapon?...

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...

sonic ledge
#

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

upper tinsel
#

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.

hollow siren
#

This feels like Stephen universe lol

hollow siren
#

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)

sonic ledge
#

That’s why I said subclass or class

#

Probably fighter base?

#

Forgot to mention he’s the tank in a party of full casters

upper tinsel
#

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.

sonic ledge
#

Tank (homebrew)
Rouge
Necromancer
Hexblade
Lore bats

hollow siren
#

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

sonic ledge
#

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

hollow siren
#

Gotcha

spiral cipher
#

Thank you <3

royal dew
#

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.

upper tinsel
#

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.

white bison
#

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

upper tinsel
#

I think the intention is to bring a taste of Star Wars into D&D

upper tinsel
#

Spelljammer is good inspiration

royal dew
#

I've seen that, it's suppossed to be like spanish galleons traveling in space?

#

I'll check those out, thanks.

upper tinsel
#

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.

royal dew
#

I was expecting to

#

I'm trying to design combat around blasters/firearms.

#

At least focused on the enemies mostly.

rotund dirge
#

Considering Aura of Protection isn't exactly the most balanced feature, would an inverted version be too broken?

sonic ledge
#

@stuck mortar

#

I summon thee

rotund dirge
stuck mortar
sonic ledge
#

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

stuck mortar
sonic ledge
#

No range

stuck mortar
#

wizard?

sonic ledge
#

I said no longer Necromancer

#

I sent request

sonic ledge
#

What about depending on the stone they eat they change barbarian subclasses?
@hollow siren

#

Anyone?

#

@stuck mortar ?

mild cove
sonic ledge
#

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

mild cove
#

Is this it: “as a bonus action, you can expend a use of your rage feature to change your subclass”

sonic ledge
#

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

mild cove
#

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.

sonic ledge
#

Ok so how long does rage last again?

#

10 round got it

upper tinsel
#

10 minutes I think

sonic ledge
#

Wait

#

Math isn’t mathing

#

One minute

#

So ten rounds yeah

mild cove
#

Idk about 2024, but in 2014 it’s 1 minute or 10 rounds

sonic ledge
dusk mica
#

Would a Suit of Armor Mimic Knight character be a good idea?

mild cove
sonic ledge
sonic ledge
#

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?

mild cove
sonic ledge
mild cove
#

?

sonic ledge
#

The entering rage and changing

mild cove
#

I’d say no. Yet again, this is your thing it’s all up to you

sonic ledge
#

Ok so 7 total uses?

#

At lv 8 that is

mild cove
#

Yes

sonic ledge
#

K

mild cove
#

Hi @rotund dirge : )

rotund dirge
#

Hey dndExciteBite

rotund dirge
#

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

hollow siren
rotund dirge
mild cove
rotund dirge
#

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

mild cove
#

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

rotund dirge
#

Paladin and Ranger get FS at 2

#

Probably because it's the Fighter dndLol

#

It's expected it would get it earlier

mild cove
#

What else would you do at level 1 then?

rotund dirge
#

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

mild cove
#

Just make it a feature. Probably one of those maneuvers

rotund dirge
#

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

mild cove
mild cove
rotund dirge
#

Yes

mild cove
#

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?

rotund dirge
#

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)

severe trellis
#

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

rotund dirge
#

Definitely

upper tinsel
#

The Enchanter Wizard features in Unearthed Arcana playtest might be good inspiration if the College of Glamour isn’t covering your needs.

severe trellis
#

The Roles I have now are The Warrior, The Extra, The Operatic and now The Manipulator

spiral charm
#

Can i get opinions on a homebrew background I made for 5.5e? Its my first time experimenting with homebrew

spiral charm
# royal dew 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.

rotund dirge
#

@spiral charm

THE GOAT!

royal dew
#

I am a serious cowboy fan, well done

spiral charm
royal dew
#

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.

royal dew
#

We are on the same freakin wavelength

spiral charm
#

Okay have you watched or read JoJo's Bizarre Adventure-

royal dew
#

A lil, but not enough to say I really "watched" it.

spiral charm
#

Shifter race, beastmaster ranger

Can shift into and summon a velociraptor

royal dew
#

Into a huh?

#

Wow

wintry wave
#

Dinosaur Wild West sounds like a lot of potential fun, imo.

royal dew
#

Ikr?

#

I'm over here all jealous and stuff cause I wanna see how it plays out in game.

wintry wave
spiral charm
#

Wildhunt

wintry wave
#

Fair enough, just .. there aren't any velociraptor versions of the shifter, are there? I may not be 100% on all the Eberron canon.

royal dew
wintry wave
#

Nice, okay.

#

Wildhunt, I got it.

spiral charm
#

Wildhunt gives you advantage on wisdom checks and nobody can get advantage on you during combat

royal dew
#

That's

wintry wave
#

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.

royal dew
#

Unreasonably powerful for a dedicated ranged class

spiral charm
#

Its a race in Eberron

#

Well

#

I use the Monsters of the Multiverse version

royal dew
#

Wait so it's just.. you can just do that

wintry wave
#

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.

spiral charm
spiral charm
#

You can do it a number of times equal to your PB per long rest

#

(In MotM)

wintry wave
#

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.

spiral charm
wintry wave
#

That tracks with Ranger too for sure.

spiral charm
#

+7 in perception, plus advantage if shifted

wintry wave
#

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]

void jewel
#

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?

wintry wave
#

What's the flavor for that ability? Like, it's intrinsic to that class?

void jewel
#

Also a requirement that the spell have a range of 10+ feet

void jewel
wintry wave
#

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.

void jewel
#

You can cast from behind cover now

wintry wave
#

From total cover?

#

From level 2? No.

void jewel
#

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

wintry wave
#

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.

void jewel
#

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.

wintry wave
#

(right, fair)

void jewel
#

Except touch, range of 10+ spells only.

wintry wave
#

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!)

void jewel
#

The table this is being designed for makes extensive use of the grid yeah! No theatre of the mind here.

wintry wave
#

Good because hard no for theatre of the mind! Hhaha

void jewel
#

Every enemy has a mini. And ever player.

wintry wave
#

15' at lvl 2, 30' at lvl 6

void jewel
#

Built in scaling is an idea.

wintry wave
#

(or of it is tied to invocations, invocation levels 2/3/5/7/9/13 etc

void jewel
#

Didn't consider that the invocation could scale

#

It's not a warlock, I say invocation to mean "selectable optipn"

wintry wave
#

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.

void jewel
#

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.

wintry wave
#

(your vision, your call)

void jewel
#

You can change specialty spells on a LR for others on the list, and swap blueprints

wintry wave
#

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]

void jewel
#

(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.

wintry wave
#

What do you think of the lvl 2 15' and lvl 6 30' and lvl 10 60'

void jewel
#

I think I'll use that

wintry wave
#

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.

spiral charm
#

I got lucky- 16, 16, 16, 15, 13, 6

stuck raptor
#

owch

#

(on the 6)

spiral charm
#

Im a dex build anyways

stuck raptor
#

fair nough. Avoid shadows

spiral charm
stuck raptor
#

Strength Drain

spiral charm
stuck raptor
#

every time they hit, -1d4 to your STR score, if it hits 0 you die.

#

Oh, Shadow, the monster

spiral charm
#

Ohhh

true forge
#

hmmm, do you guys think a ranger verison of Watchers paladin (different flavour same motif) would be fun to play

stuck raptor
true forge
#

well

void jewel
true forge
#

i can try with the hand ive been dealt lol

#

(aka Godslayer Conclave)

void jewel
spiral charm
void jewel
#

You can cop an 18 and four 16s. Or and 18 and a 17 and a 16 and a 15.

#

That's cracked, nice

spiral charm
#

With expertise in sleight of hand and perception

wintry wave
#

Dang nice.

wintry wave
# stuck raptor anti-extraplanar ranger is something we sorely need (screw you horizon walker)

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

true forge
#

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

void jewel
upper tinsel
#

Depends if they're looking to optimize

serene verge
#

for those that have homebrewed whats your personal favorite creation you have done for a player

void jewel
#

Optimization impedes nothing

void jewel
#

A satisfying cantrip changes the caster experience.

serene verge
upper tinsel
serene verge
void jewel
#

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

serene verge
void jewel
#

The exception is if a player wants a thing and you say "give up a feat and you can have it".

upper tinsel
void jewel
#

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.

serene verge
void jewel
#

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)

serene verge
void jewel
#

Because throwing sucks.

#

As long as your throw functions like a crossbow, just call it a throw.

serene verge
void jewel
#

Yeah with a good DM who leans into the options that works really well

serene verge
# void jewel This is another thing. I let players reflavor ranged weapons as a throw.

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

serene verge
void jewel
upper tinsel
serene verge
upper tinsel
#

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.

serene verge
upper tinsel
#

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.

serene verge
#

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

serene verge
serene verge
#

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

upper tinsel
void jewel
#

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

gloomy flower
#

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

void jewel
#

Reflavor all those to fit

gloomy flower
#

sadly, cleric does not have that

primal osprey
#

Cultists are pretty warlock coded. You could give them that excuse

#

Cultist Hierophants have a pact weapon, pretty sure

void jewel
gloomy flower
#

true

primal osprey
#

”That’s a nice spell, DM, but where’s your source”
”My source is that I made the f up”

void jewel
#

Besides, one dude can cast mage armor on like six people ahead of time

#

At lv 3

gloomy flower
#

i mean yeah but to be fair, that's all ya spell slots

primal osprey
#

Give them that NPC privilege

void jewel
gloomy flower
void jewel
#

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.

scenic urchin
#

either no trouble or big trouble

#

depending on your goal but 1/day misty step is better in most cases

prime scaffold
#

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.

hallow current
rotund dirge
#

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

void jewel
void jewel
river pond
#

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?

rotund dirge
river pond
#

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

river pond
rotund dirge
#

I thought you meant just flavor, not actually in lore

river pond
#

wdym

#

i do want it to be a halbert, but i like the blackrazors stats like „lifesteal“ and „devouring souls“ and it being sentient

rotund dirge
#

"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"

river pond
#

so i first thought about just somehow unenchabting the sword and enchanting a completely seperate halbert

rotund dirge
#

I don't think there's an existing system for reforging items

river pond
woven hamlet
#

There Helianas crafting

#

Theres*

river pond
woven hamlet
#

But still this is a question for your dm as per last time

rotund dirge
river pond
rotund dirge
#

But I think to truly know your enemy, you must act and look like them, so I think it makes sense

woven hamlet
river pond
#

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

river pond
#

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

rotund dirge
#

That's probably the best option

river pond
#

k thx👍

rotund dirge
#

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?

void jewel
#

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

rotund dirge
#

I was considering making the class a little related to magic weapons as a whole since it is a Spellblade

void jewel
#

Doesn't even give you at will casting

#

Even with at will casts it'd be bad

void jewel
#

But adding damage on a crit SEEMS good but mathematically does almost nothing here

rotund dirge
#

It's a free, non-Conc +1 to damage and attack though

void jewel
#

If your mod is 5, that adds 5*0.05 damage per hit. Or 0.25.

#

On average

void jewel
#

Still, a +1 with no other features (functionally) is a bad capstone

rotund dirge
#

Not really free, but you can cast it using the class resource

#

Which you'd have a lot of

void jewel
#

Even worse.

rotund dirge
void jewel
#

Free, it's a forgettable capstone.

rotund dirge
#

Or do something else?

void jewel
#

Equally forgettable

rotund dirge
#

Fair

void jewel
#

Change that bonus to something else

rotund dirge
#

I was considering making it similar to 2014 Ranger's capstone

void jewel
#

What's that one again

rotund dirge
#

Once per turn, when attack your Favored Foe/Enemy, you can add your Wisdom modifier either on the attack roll or damage roll

void jewel
#

Favored enemy is an eh concept to begin with (was scrapped for a reason)

rotund dirge
#

My capstone wouldn't be tied to it lol

void jewel
#

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

rotund dirge
#

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

void jewel
#

That's more flavorful than a flat +2 while still accomplishing the same thing

#

Also gives incentive to grab a tome of clear thought

rotund dirge
#

My concern was that it would be too strong

void jewel
#

This is a lv 20 or 14?

rotund dirge
#

20

void jewel
#

You're fine.

#

Wish exists

#

Half int mod to attacks and DMG is great, but not overbearing at that point

rotund dirge
#

But they're not half casters

void jewel
#

Does this class have cantrip extra attack

#

Ala valor bard

rotund dirge
#

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

void jewel
#

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)

true forge
#

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

pastel mirage
#

would love to see them

true forge
#

not yet lol

pastel mirage
#

unlucky

true forge
#

just imagine Watcher paladin type feature with the creature types

pastel mirage
#

pretty cool idea though

true forge
#

as this is the ranger version of that (with a main focus on celestials)

river pond
#

cant i just use the „wish“ spell to make blackrazor into a halbert?

frank berry
#

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

void jewel
#

However, your call. Especially if campaign is over soon, go ham!

true forge
#

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

rotund dirge
#

Aren't Dragons and Undeads kinda mundane compared to those other creature types?

true forge
rotund dirge
#

Gotcha

#

Also, no Aberrations? dndLol

true forge
#

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)

true forge
rotund dirge
#

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

true forge
#

wait 25

#

me dumb :P

rotund dirge
#

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?

true forge
#

well, maybe?

rotund dirge
#

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

river pond
mild cove
rotund dirge
#

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

rotund dirge
#

But if you use it to do anything else, you have 33% chance of never being able to cast it again

lusty frost
#

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.

mild cove
lusty frost
#

maybe i should add "by a cleric" to the attunement requirements to clarify

mild cove
#

I’d just add next to requires attunement “by a cleric”

lusty frost
#

or i could base it on constitution

#

since its all about siphoning vitality

river pond
#

thank god i found out this way

void jewel
#

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.

white bison
#

Also who controls the construct? The dm?

white bison
void jewel
#

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"

lusty frost
lusty frost
#

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

wild lantern
#

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

void jewel
#

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.

wild lantern
#

Sounds Bad lmao

void jewel
#

It gives monstrosity creature type, which means you're immune to humanoid-targetting effects.

void jewel
# wild lantern Sounds Bad lmao

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

wild lantern
#

That's Bad I'm not trying to make an OP beast here

void jewel
#

Oooh

#

I thought you mean con saves were a poor feature. I get it

#

Yeah just keep to to STR and you're good

wild lantern
#

GIGGLING YEAH IT'S FINE okay thank you

void jewel
#

CON is too valuable to be there. That's like war caster on steroids.

#

And str alone is both decent and flavorful

wild lantern
#

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

void jewel
#

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.

void jewel
#

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.

wild lantern
#

Nods nods 📝

void jewel
#

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

wild lantern
#

That's very funny

#

But indicates needed changes. Thank youuu 😁

wild lantern
urban plover
#

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?

wild lantern
void jewel
#

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.

peak inlet
#

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

upper tinsel
#

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.)

karmic sparrow
#

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?||

restive swallow
#

@karmic sparrow neither - I would assume dreams

karmic sparrow
#

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

peak inlet
#

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)

upper tinsel
#

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.

peak inlet
#

then you can add the other thing to it without issues

#

tbf my thing lasts an hour

upper tinsel
#

Nodding, nodding… Thanks for the insight!

peak inlet
#

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.

upper tinsel
peak inlet
upper tinsel
upper tinsel
peak inlet
#

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

upper tinsel
#

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.

peak inlet
#

which means you can’t one shot stuff with it

upper tinsel
upper tinsel
#

👈 👈

#

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

peak inlet
upper tinsel
#

Oh, truuue

#

Missed that

peak inlet
#

the level 3 Feature Frightens them for 1 round right before making an attack

upper tinsel
#

I honestly might just make this an ability instead of a Brutal Strike. Brutal Strike options tend to be short and sweet.

peak inlet
#

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

upper tinsel
#

How does the ability that applies 1-round frightening work?

peak inlet
#

also makes it so you can’t use this with another Brutal Strike

peak inlet
# upper tinsel How does the ability that applies 1-round frightening work?

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.

upper tinsel
#

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

peak inlet
fathom cobalt
#

i there a channel for making creatures i could use a little advice on a new monster i made

upper tinsel
#

I think this is the right place

fathom cobalt
#

ok then one sec

#

i cant seem to post the screenshot

#

is there a way i can post it

peak inlet
#

as a link or text

fathom cobalt
#

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

azure needle
#

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?

static maple
#

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

void jewel
#

And pretty strong. Silence is a mini anti magic zone. Situationally, it wins encounters.

static maple
fathom cobalt
#

are there any changes i should make to my Ocean Chimera

peak inlet
#

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.

faint sonnet
fathom cobalt
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Brutal strike might be a bit much

peak inlet
# faint sonnet ...what does Frighten do if not the normal effects and how does the subclass cau...

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.

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Frightened allows that Brutal Strike to work and gives you advantage on attacks otherwise without using Reckless Attack

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“While your Rage is active, you have advantage on attacks against enemies who are Frightened from you.”

peak inlet
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you mean like the fact it gets the extra damage?

fathom cobalt
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no sorry i missread it

#

this is for a barbarian subclass

peak inlet
granite belfry
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hey, im making a homebrew class just to test the waters, would someone give me some criticism?

fathom cobalt
peak inlet
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that’s the part I’m looking at to change

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I’m between 1, 2, or all stacks being reset on a success

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because there isn’t really a concentration to end it otherwise

granite belfry
peak inlet
granite belfry
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alr hold on

static maple
#

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.

fathom cobalt
peak inlet
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it has to be attunement

woven hamlet
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It casts a spell its certainly an attunement item

static maple
peak inlet
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probably Rare

woven hamlet
static maple
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*enspelled staff

granite belfry
woven hamlet
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Might want to mention the range of the spell in the text

static maple
granite belfry
woven hamlet
static maple
woven hamlet
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Ohhh so not a reduced aoe but casting on self instead got it

static maple
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Yep thats the idea

#

So magic item, rare, requires atunement? That sound good

woven hamlet
static maple
woven hamlet
woven hamlet
#

Ezpz

granite belfry
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the 3ft was arbitrary as i dont play with a grid but yea ill change it, the first part too

woven hamlet
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Oh wait I just read it again and it could actually go up to 9 creatures (assuming no flying)

granite belfry
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how could I change it?

woven hamlet
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It also doesn't mention any save or attack and that its just damage thats taken

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Could make it so that it strikes a number of creatures within range of your choice = to your current proficiency bonus

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That way you dont have a meat grinder at level 2 but its still adding to action economy

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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)

granite belfry
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yeah the full weapon damage is a ton now that i see it, might make the main ability modifier

peak inlet
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not having to worry about making any noise

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as long as you don’t silence a guard doya

woven hamlet
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Or a saving throw

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Also is it going to be able to be used multiple times a turn

peak inlet
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I would say if you want it to be a time piece, an hourglass works better

static maple
static maple
granite belfry
azure needle
#

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