#homebrew

1 messages · Page 27 of 1

slender olive
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More divinity's (and original sin)

meager rune
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no just what is shown

azure needle
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I still honestly think the CSL part is fine early on, especially considering the fact that speaking would break your oath all together

peak inlet
meager rune
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so not overpowered as hell?

peak inlet
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unless you’re hoping for it to stack with Lucky

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then I would still just get Musician

abstract arrow
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not op at all i'd say

meager rune
slender olive
peak inlet
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it allows you to change the roll after it’s made, and basically gives you PB uses per short rest

abstract arrow
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but Before the dice rolled, this might bring inconvenience if you play online with texting

peak inlet
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as long as you have enough allies

peak inlet
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because if you roll them at the same time, it’s the same as rolling them before

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if you roll them separately then you’re rolling it after

slender olive
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Yeah, it sounds like a slightly better Lucky

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(more uses)

peak inlet
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but it’s advantage, not reroll

slender olive
abstract arrow
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i think the point is not allowing you to choose whether to use it or not depending on the result

peak inlet
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but again, why not just grab Musician instead?

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do you already have a Musician in the group?

slender olive
# peak inlet but it’s advantage, not reroll

you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
It's not advantage, it is a reroll - this is the 5e version

abstract arrow
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24 version it's adv

slender olive
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Some effects don't allow these (Steady Aim)

peak inlet
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yeh, but now it’s also really good for Rogues to get easy Sneak Attacks

slender olive
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I like the advantage/disadvantage over the the previous reroll

slender olive
peak inlet
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I have dumped all my Lucky stacks to make 3 attacks with advantage hoping for a crit to Smite off of

wet yarrow
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NPCs can do a lot more than PCs lol.

slender olive
wet yarrow
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Optimizers are a type of player telling the DM a specific thing they want from the game.

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Tactical and mechanical depth to rub up against.

peak inlet
slender olive
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But if I see some weird shit like putting owlbears in a bag of holding after you put 'em in a magic jar stuffed with alchemist's fire like a portable snowball explosion - I'm stealin it

wet yarrow
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However you 'balance', it's important to keep in mind that it's a player asking for a thing

slender olive
wet yarrow
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We have an unlimited amount of ancient dragons. They have one PC. It's worth keeping in mind why they're trying to make the best creature ever, they get one, lol.

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That is like two levels of brain rot.

azure needle
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Here, I changed some parts of the feature to see if I could restrict it enough to be balanced at level 3

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The verbal components of any paladin spells you know, or spells granted by external sources such as magical items and feats, (NOT spells granted by other classes), are replaced with somatic components. Because scrolls are used by being read out loud, you cannot omit their verbal components. You become proficient in Common Sign Language if you are not already. Any creature you share a language with can understand your signing as if they were fluent. You must be able to know how to speak said shared language for this feature to apply.

slender olive
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YESSS

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POOP DRAGON

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HERE WE GO

limber dawn
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another solution is to have a wizards focus get charged at a wizard's guild with like 20,000 gp worth of material component energy preserving the gold sink, without destroying the limited quantity resource and skip the scavenger hunt.

wet yarrow
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That's been done like twice already lol

azure needle
slender olive
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I'm givin a dragon spider legs, a toilet body, and a dragon head

peak inlet
slender olive
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And its breath weapon is SHIT

wet yarrow
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That's just lore, lol. Actually make the thing or its not really for here.

slender olive
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Concepts, abstracts

peak inlet
slender olive
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That's certainly a word

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Harsh critic

wet yarrow
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I'm not seeing it.

peak inlet
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there are a buncha subclasses in there so don’t scroll down too much

wet yarrow
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Well, first thing I see is Alter Self using STR modifier.

peak inlet
patent radish
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Im a co-destructive critic. I help people doubt why the try so hard when they can just reflavor an exiting rule.

slender olive
# azure needle To be clear, speaking as this multiclass would break your oath^

Telepathic is a nice feat, and also the Ghostwise halfling variant of Sword Coast have Silent Speech:

Silent Speech. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.

peak inlet
wet yarrow
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It's not really a spell you roll against or save against, so that's just kind of superfluous. Having No Concentreation is one of three things that the DMG outright says not to do.

peak inlet
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the part in the spell that uses a modifier is the unarmed strikes

slender olive
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My favorite party of telepathy is screaming into a monster's ears as a distraction

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Or saying nya nya nya nya nya like annoying orange

wet yarrow
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Allowing alterations to concentration, particularly as a Lv 3, is pretty stacked.

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Additionally, it also allows for Rage to cast a spell while active.

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So just from the Lv. 3, it feels like way too much up front.

azure needle
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By the way, this is the current CD I have

As an action, choose a number of targets within 60 feet that you can see or hear, equal to your Charisma modifier. Each target must make a wisdom saving throw against your spell save DC. On a fail, the target becomes completely unable to speak (including verbal spell components, and abilities using the vocal cords, such as Leonin's daunting roar), and vulnerable to thunder damage. Affected targets repeat this wisdom saving throw at the start of each of their turns until they pass; after which, the effect ends

wet yarrow
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The fear rider on attack is neat though.

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Damage type shifting into psychic is also a good touch.

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Honestly, its that first level thats really the issue.

patent radish
slender olive
slender olive
peak inlet
slender olive
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Very spammable

wet yarrow
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I dunno about all that. I think I get the concept.

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I just think multiple concentrations is too much of a domino effect.

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And giving a non-caster class something to essentially make them super war mage with tiny spell list seems a bit much for Lv 3

peak inlet
wet yarrow
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You can do the second of those things, I'd just reserve it for a Tier 3 thing

peak inlet
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I don’t think it’s spammable at all

slender olive
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Concentration is supposed to be subject-specific, it always has been, even the base concentrate comes from a single solution

slender olive
wet yarrow
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Well, the main reasoning behind not allowing multiple concs is that spell level is often decide with Concentration as a consideration.

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Meaning, spells are up-shifted in power and effect if they require a concentration.

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Being able to not only override that, but do so as a super high eHP class, is an issue

severe trellis
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Question
Do all spells have a verbal component
Like is saying "spells with a verbal component get X" kinda redundant?

slender olive
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Plus if that short rest recharge ruling is valid (it was in the playtest), or use bonus action to extend Rage, I won't need to do anything

wet yarrow
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It will have a V if it has a verbal component.

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Not all of them do, no.

slender olive
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V = Verbal
S = Somatic
M = Material

severe trellis
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Ok

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I know the language

peak inlet
severe trellis
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I know what vsm mean

void jewel
severe trellis
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I was just wondering if all spells had a V, or at least a vast majority

void jewel
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In this specific setting

slender olive
wet yarrow
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There's a few dozen RP situations I can think of lol

slender olive
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In a fight, it's nothing

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In a roleplay, oh boy....

peak inlet
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the conversation lasts 1 second too long and your cover is blown

wet yarrow
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The whole idea is that if you're altering self to, say, walk past an entire regimen of guards looking for you, anything could make it go away.

slender olive
peak inlet
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are they attacking you in RP situations that you need it to be concentration-free?

slender olive
void jewel
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I agree with lemon. Besides, this weird multi class where you can concentrate on that and other social spells is kind of not real. That won't happen.

slender olive
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I can act aggressive

void jewel
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May I remind everyone changelings exist.

wet yarrow
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I can only point to the literal line in the book that says "Dont do this" lol

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Anyone can argue against anything 🤷

peak inlet
slender olive
wet yarrow
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My second suggestion if you want to keep it is to do the thing we all need to do anyway

slender olive
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No shapechangers, but if you do play them, you'll get a debuff

wet yarrow
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Test it, you can only get so much from armchair theory

slender olive
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Plasmoids inclusive

wet yarrow
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No amount of "I wonder if this works" beats putting the thing on a live table and hitting go

peak inlet
azure needle
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Aura of Silence: Starting at 7th level, you passively emit a deafening aura which impedes the use of verbal spells when you're not incapacitated. All friendly creatures within 10 feet of you have advantage on saving throws against enemy spells which contain a verbal component. Additionally, enemies receive disadvantage on spell attack rolls against friendly creatures within the aura when casting spells containing a verbal component.

The radius of this aura increases to 30 feet at level 18.

wet yarrow
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So if you think it's cogent give it a shot, take notes, see how a player actually uses it.

slender olive
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This is why I ask "playtest-ready" ness

wet yarrow
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Well, if it's a homebrew thing, I always tell my players its subject to change along the way

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I'll give them a new thing and be like, look, we may need to tone this up or down, you good with that?

slender olive
void jewel
peak inlet
wet yarrow
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I'm not aware of enough concentration exceptions to say they do it often.

void jewel
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Bringing this here. Will review.

wet yarrow
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But if you feel like you've the same handle on the domino effect it causes, then go nuts.

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Like I said, it's a lot upfront from a UX perspective and from the DMG's perspective.

void jewel
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This is fine.

wet yarrow
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But the proof is in the pudding.

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If it's fun to play and players generally seem to use it to good effect, and its fun to DM for, homerun

void jewel
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That cantrip is ready to ship. It's basically guidance for perception, mathematically.

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Takes conc.

peak inlet
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I mean if you have a situation in mind I’m willing to listen

void jewel
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Good trade.

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No edits required

wet yarrow
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I'm not sure what you mean. White room scenarios where your thing might work are just as easy to come up with as scenarios where your thing definitely would work.

peak inlet
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I’m not trying to attack you or say you’re wrong, I just can’t think of anything that would break a 1 minute Alter Self

wet yarrow
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That's why white room-ing is pointless.

void jewel
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Lemon to my understanding, the whole subclass is medium power at best, so this is fine.

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It's impossible to break the social pillar because the DM makes like all the rules there

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A good DM can prep for this if it is a problem

slender olive
peak inlet
slender olive
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But I gotta make it appeal-able to use as a DM

void jewel
wet yarrow
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The social context of 'being someone else' in a game where you are otherwise an 8 foot tall murder machine is pretty apparent.

slender olive
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Why should I allow it?

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I ask myself

wet yarrow
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Lv. 14 is basically 3 levels away from a demigod.

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This is at Lv. 3.

peak inlet
wet yarrow
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Or "Almost town heroes"

peak inlet
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because I haven’t gotten as much feedback on that feature so I’m still a bit worried about it

wet yarrow
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Changelings for example use most of the their racial bonuses just to get that.

void jewel
slender olive
wet yarrow
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The emanation nightmare thing works fine. Size up is fine.

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Its thematic and kind of reads right for the ability, and dice wise it seems pretty centered.

azure needle
wet yarrow
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Which is why that early set comes off as SO strong.

void jewel
wet yarrow
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The rest of the subclass is relatively on curve.

slender olive
void jewel
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Most debilitating spells carry verbal

void jewel
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Question , wym by cheap to copy

peak inlet
slender olive
wet yarrow
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I think being able to spell cast despite rage is still iffy, but if its locked to one spell it should be alright.

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Wild Magic Barbarian kind of curves the effect by adding a roll chart.

void jewel
wet yarrow
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Adding walls around the spellcasting while raged can have a similar effect.

slender olive
void jewel
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Barbs are a bad class anyways (from optimization pov) so this is not too overbearing

wet yarrow
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This is where I decide not to try to argue that optimization isn't real.

void jewel
slender olive
azure needle
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Are there any general rules which level 15 and 20 paladin features follow?

wet yarrow
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Its a Tier 3 build up to capstone and a 20 highend ribbon ability, really

void jewel
wet yarrow
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No hard rules beyond comparing to other features from the same level

slender olive
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Like airships are NOT supposed to be giant planes

azure needle
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Thoughts on that?

void jewel
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But that's just one take

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I am a combat oriented player, and I'll always start my campaigns with "roll for initiative" after 30 seconds of exposition. So that's just me.

wet yarrow
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I think that sounds like itd be a pain to track sometimes lol.

slender olive
wet yarrow
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And doesnt sound that strong for Lv. 20.

slender olive
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Works for me

wet yarrow
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By level 20, they're usually, what, 60-70 sessions in, fighting CR 24+s.

void jewel
slender olive
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That d20 thing bugs me

void jewel
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That's like when I wrote papers in university and found sources after I wrote the thing

slender olive
azure needle
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That, or I may do something using Undead warlock's spirit form as a base for inspiration

wet yarrow
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You can build from the system towards the player or from the player towards the system, really.

void jewel
slender olive
wet yarrow
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I tend to first get a good idea of everything not mechanical a player wants to do.

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Just the cut scene.

slender olive
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I'm a bit insecure about player decisions so

wet yarrow
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Then I'll first pass a mechanic, test it, shift it, etc etc

slender olive
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I sitll try to account for every possibility

void jewel
slender olive
void jewel
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Anxious, more than insecure?

slender olive
wet yarrow
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I was teaching a friend how to DM and brew a few months back and the one thing that seemed to make sense to them was when I told them that TTRPG design needs to be blurry

slender olive
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But I think it's not enough

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Imposter syndrome too

slender olive
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Oh cuz I try to game-ify D&D more

wet yarrow
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Blurry design isn't shapeless, rather, it's designing for a possibility space where your intent and context go out the window.

void jewel
slender olive
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It's not just story or someone's publication-rejected light novel

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It's a game

void jewel
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When you're a bit older you'll get through the insecurity. Give it time.

wet yarrow
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Meaning, you design with the idea that the player reading your rule, the context in which that rule might be used, and the use of this rule with all parameters, are all subject to change.

slender olive
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I've only started playing D&D in early 2019 so

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I'm a bit on the younger side

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I did explore 4e a bit

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Also tried to homebrew 3.5e

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Then went all the way to 1e cuz I was mad

wet yarrow
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Well, now I feel old. Lol.

slender olive
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AD&D is decades old

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With an S

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Decades

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sssssss

wet yarrow
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Yeah, 1974-2025

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Actually, that was just white box.

void jewel
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I started more recently. I'm just old.

wet yarrow
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AD&D is 77 iirc.

void jewel
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You're plenty experienced.

slender olive
void jewel
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Besides. Being a good DM is dedication multiplied by autism.

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Calculate resulting score

wet yarrow
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I don't know that years of experience are automatically a good thing, anyway

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A common thing in TTRPG circles are people doing a thing wrong for so long it becomes nostalgic.

void jewel
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At my job I sometimes question if people have ten years of experience or one year of experience ten times over.

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If you learn and take feedback and constantly grow you will be better over time. And that's all that matters.

wet yarrow
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I remember a dude at an LGS once was like "Dont you miss it when we could deal damage to their PCs for not paying attention?"

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I dont know that my eyebrows could go any higher than they did

void jewel
stuck raptor
slender olive
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Reactions translate to IRL reactions

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My thing btw

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Was

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I'm happy to announce I have experienced character development

void jewel
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I love "you didn't react fast enough IRL, no reaction"

slender olive
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The entire combat is 20 seconds

azure needle
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Oath Spells
3rd: Comprehend Languages, Thunderous Smite
5th: Silence, Pass Without Trace
9th: Counterspell, Thunder Step
13th Shadow of Moil, Freedom of Movement
17th: Banishing Smite, Telekinesis

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Thoughts?

void jewel
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PWT. Countersoell. Solid list.

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Decent power level for those two alone

azure needle
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Too much maybe?

void jewel
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Not at all

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They don't have too many slots to burn on them.

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That's a fine list.

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Ship it

azure needle
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15th level ability: Starting at 15th level, whenever a creature within 60 feet hits you with a ranged attack, you can use your reaction to teleport within 5 feet of the enemy. Each creature in a 15-foot cube originating from the square you teleported to must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. If the creature is one size or more larger than you, they still roll the saving throw, but are not pushed on a fail. You can use this feature twice per short or long rest.

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This may be a little over-tuned, but lmk

void jewel
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Fine for lv 15

lyric jasper
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Wanted to throw a concept this chats way and see what y’all made of it: my friend and I are designing a class that is a 1/3rd caster, similar to an Eldritch Knight / Arcane Trickster. However, to make it viable I had the idea to grant it a feature where they could create temporary spell slots during a Long Rest. These spell slots could be of levels the Class doesn’t yet have access to, meaning they’d be able to upcast their lower level spells, but not necessarily learn those higher level spells.
How does that sound at face value? I know it’s sort of hard to share a mere concept, and not something in more concise text, but I’m also trying to gauge what line to balance on with a concept like this and not make it to broken.

scenic urchin
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sounds a bit thin, need more to go off of than just that

lyric jasper
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Totally fair—We should have a first draft for the revised version (we’ve been working on this class for a while) tomorrow, and I can share it then

azure needle
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20th level ability: You can use your action to gain the following benefits for 1 hour:

You have resistance to damage from all spells and magical weapons

Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

As an action, you can expend your Channel Divinity slot to utter one power word of your choice. Unlike all other spells granted by this subclass, the verbal component is used

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

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Final subclass feature for my Oath of Silence paladin

spring tusk
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How do I know when to and when not to have a magic item require attunement

stuck raptor
scenic urchin
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I made a puzzle, a fighter subclass with four things intentionally wrong with it (and probably some unintentional problems too)
points to whoever finds them all

Fighter Subclass - Collider

Level 3 - Pinball Strike: When you stop moving next to one or more enemies, you can make an Unarmed Strike against one of those enemies that is one size larger than you or smaller. On a hit, instead of doing damage, you push the target 5 feet and move into their former space.

Level 7 - Rolling Crusader: If you only move in a single straight line on your turn, your speed increases by 10 feet.

Level 10 - Surface Tensioneer: As a Magic action, you can cast Water Walk, targeting only yourself. It ends early if you didn't move on your turn.

Level 15 - Heavyweight: When you hit a target as a result of your Pinball Strike, you additionally knock them Prone, even if they're immune to the Prone condition.

Level 18 - Rolling Mass: When you move next to a Prone target that is one size larger than you or smaller, you can force them to make a Charisma Saving Throw. On a failure, they move into your space and are forced to move with you, and you are treated as one size larger. These effects last until the end of your turn. Afterwards, every creature following you moves to an adjacent space of your choice.

answers here #homebrew message

mild cove
azure needle
scenic urchin
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"weak concept"
dndLol

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thats not entirely wrong, but its not specific enough

gloomy flower
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hey folks
up to what level of spell would you say that a lesser deity could cast at will?

gloomy flower
gloomy flower
gloomy flower
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i'm just saying since this guy is, more or less, a commoner compared to an ancient void dragon in the pantheon

stuck raptor
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i mean, even lesser deities like myrkul and bane are powerful to mortals

gloomy flower
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true

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i'm just giving him most of the druid spell list (7th level and under)

peak inlet
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ok, very controversial, but I think it’s possible for you to make a feature for 20th level that’s just that

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only 1 Power Word, once per long rest

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that’s the whole feature

upper tinsel
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It defnitely doesn't follow the trend of level 20 Paladin features to just have the Power Word spell. But I also really like its addition. Maybe there's a way for the Paladin to down-cast it like Horizon Walker Ranger does with Etherealness.

peak inlet
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there’s a way to make it a transformation feature

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it’s just a bit rough

azure needle
azure needle
peak inlet
azure needle
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Like, replace one with an out of combat effect, and the other with a weaker set of resistances

true forge
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oh i thought i shared the 11th level feature for Godslayer :P, ig i will now

Bane of the Holy

11th level Godslayer feature
:
Your weapons become imbued with your resolve to kill and deface the Gods. As a bonus action, you can turn a weapon you are welding into a Godsbane weapon, if you are using 2 weapons with the Light weapon property, you can turn both of them into a Godsbane weapon, for a number of hours equal to your Wisdom modifier. During this time, Godsbane weapons gain the following benefits:

  • You can use your Wisdom modifier, instead of Strength or Dexterity modifier, for attack and damage rolls.
  • The damage type of the weapon becomes radiant, necrotic or thunder (your choice when you make it) and it deals an extra damage die worth of damage.
  • Once per turn, when you damage a Celestial, Dragon, Fiend, Fey or Undead with this weapon, you can force all creatures of your choice within 10 feet of target to take damage equal to your ranger level. The damage type being the same one the Godsbane weapon deals.
peak inlet
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Ranger but Paladin?

true forge
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watcher paladin but ranger yes (basically)

azure needle
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Also, I think I figured out the way to resolve the 3rd level ability in a way that keeps it from stepping on sorc's toes

peak inlet
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like level 3 you can use WIS instead of DEX/STR

true forge
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this already has a 3rd level thing tho 😭

peak inlet
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then it gets the rest activated later

azure needle
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3rd level ability: When you cast a Paladin spell, or a spell given by a feat such as Fey Touched, you can do so without a Verbal component. When you do so, that spell requires a Somatic component if it didn't already. You learn Common Sign Language if you did not know it already. When you communicate by signing, any creature that shares at least one language with you can understand it if that creature can see your signing.

At 7th level, you gain the ability to cast spells from other classes without a Verbal component.

Speaking will break your oath.

Locking non-verbal multiclass spells to level 7 keeps it from flat out outmatching a 3 sorc dip for subtle spell, and forces the player to play a paladin-forward character if they decide to multiclass into oath of silence

true forge
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oh right forgot to add the recharge thing, once per LR

peak inlet
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I just think you should introduce some sort Godsbane weapon feature at level 3

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even if it’s a weaker thing

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or if the current 3rd level feature can be combined with having a Godsbane weapon

true forge
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the 3rd level as it stands now is fine

peak inlet
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level 11 is just super late to introduce a weapon bond

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and the WIS scaling is useless at that point because you would have had to do no damage for 10 levels to benefit properly from it

true forge
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a ribbon feature (adding WIS mod to some checks when interacting with some creatures) and a WIS save or effects WIS mod amount of times a LR

true forge
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just an option for players that want to

peak inlet
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I know, but it’s not really an option to use it at that point

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because if you want to be able to use it, you would have to have nerfed yourself for 10 levels

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idk, I think you can add the WIS weapon scaling part to level 3 then improve it here

true forge
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maybe, might be alot for a ranger sub tho :P

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ontop of the features i already have aswell

peak inlet
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I mean, it could be a lot, yes

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but tbf you’re a Ranger so you can’t really abuse the WIS scaling as well

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and it would be limited time for the transformation so you will still need good DEX

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depending on what your feature is, it could definitely be much though

true forge
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Maim the Fakers

3rd level Godslayer feature
:
The Gods, their kin and their worshippers 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 Wisdom saving throw against your spell save DC, on a fail you can subject them to one of the following effects:

  • The creature becomes frightened of you for 1 minute.
  • For a number of rounds equal to your Wisdom modifier, You and all creatures have advantage on attack rolls against this creature.
  • The creature is forced to use their reaction to attack itself or another creature of your choice within 5 feet of it with an attack roll.

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.

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thats the main 3rd level

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still need to add whats allowed in the 3rd dot point, aka no multiattack or spells

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maybe cantrips tho

scenic urchin
azure needle
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Aura of Silence
7th level Oath of Silence Feature
:
Starting at 7th level, you passively emit a deafening aura which impedes the effectiveness of verbal spells when you're not incapacitated.

  • All friendly creatures within 10 feet of you have advantage on saving throws against enemy spells which contain a verbal component.
  • Enemies receive disadvantage on spell attack rolls against friendly creatures within the aura when casting spells containing a verbal component.
  • Enemies who attempt to cast verbal spells while within your aura take psychic damage equal to half your paladin level.

The radius of this aura increases to 30 feet at level 18.

#

I think this is fair enough, it seems comperable to aura of conquest

scenic urchin
#

puzzle round two, there are four things intentionally wrong with this cleric subclass (and probably some unintentional problems too)
find them all and win points

Cleric Subclass - Book Domain

Domain Spells:
Lv 3 - Burning Hands, Faerie Fire, Scorching Ray, See Invisibility
Lv 5 - Daylight, Fireball
Lv 7 - Arcane Eye, Wall of Fire
Lv 9 - Flame Strike, Scrying

Level 3 - Interrogate Text: As a Magic action, choose a book you are touching and ask a question. You instantly hear an answer in your mind based solely on the information found within the book. Encoded information is not included unless you know how to decode it.

Level 3 - Book Binder: As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to bind a creature to a book in your possession. If that creature remains within 60 feet of you for the next minute, it must make an Intelligence saving throw. On a failure, the creature has the Charmed condition and the book magically enters their possession. While Charmed in this way, the creature takes 6d8 Thunder damage if it acts contrary to any commands written in the book. It takes this damage no more than once each day. The creature can't write in or edit a book that it is Charmed by. The Charmed condition ends if the book contains contradictory commands, commands the target doesn't understand, or commands that will result in certain death. A Remove Curse spell can also end this condition. The condition will also end after 7 days.

Level 6 - Ward of the Tome: Whenever a creature within 60 feet of you fails an Intelligence, Wisdom, or Charisma saving throw, you can use your Reaction to add 1d6 to the roll, possibly turning it into a Success. You can do this a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a Long Rest.

Level 17 - Stiffer Spine: You have Resistance to Bludgeoning, Piercing, and Slashing Damage.

river pond
#

you guys think its acceptable if i put a completely made up spell in my backstory (that does not make a comeback in the actual campaign)? i play a skeleton and his story is that he was sort of a student of a necromancer. the necromancer basically got jumped by undead hating paladins and got executed while the student was hiding in the necromancers mansion. the paladins barricated the doors to keep all the summoned undead in the mansion and burned it completely. to not die the student found a spellbook or a book with the necromancer’s studys and cast a complicated spell using instructions in the book. the spell basically put his soul in any nearby dead body that hasnt been damaged too much and thats how he became a skeleton. he fused with the dead body of one of the paladins and thats how he got out of the mansion. my reason why he wouldt use the spell anymore is that the spell was so complicated and he was in such a rush he didnt memorize it and the book burned together with the mansion and everything else

scenic urchin
#

if its fine with your DM its fine with me

(answers for the above cleric subclass are here -- #homebrew message )

river pond
#

aight thx, i wasnt sure if that was like a nogo or something

azure needle
upper tinsel
true forge
#

oh wait 4 things wrong

scenic urchin
#

the 3rd level domain is supposed to have 4?

#

uh ... whoops

#

that uh ... not intended

true forge
#

so the level was wrong!

#

jk

true forge
#

for fullcasters anyway

scenic urchin
#

let me fix that one

#

one sec

true forge
#

damnit, i felt smart 😭

#

actually

scenic urchin
#

okay, i fix'd that .... the domain spells are supposed to be fair game

true forge
#

why do they get so many fire spells?

scenic urchin
#

hehehe

true forge
#

oh was that one?

#

i thought something was wrong with the spell list, but i was drawn to the missing spells more then the fire spells :P

scenic urchin
#

well I will spoil the answers later, but i'll say 'too many fire spells' isn't quite it

faint sonnet
# scenic urchin puzzle round two, there are four things intentionally wrong with this cleric sub...

(If this is a way to get proofreading, bravo.)

  1. No feature listed for domain spells.
  • Missing domain spells at 3rd level.
  • Domain spells at 3rd level aren't alphabetized.
  • Domain spells are listed as "Lv [X]" instead of being in a table.
  • "[E]nters their possession" should be "enters its possession".
  • "On a failure" should be "On a failed save".
  • Charmed condition doesn't immediately have an "origin" as to what it is charmed by, e.g. you or the book.
  • "[C]ondition will also end after 7 days" should be "[C]ondition also ends after 7 days".
  • "[Y]ou can use your Reaction" should be "[Y]ou can take a Reaction".
  • "[I]nto a Success" should be "[I]nto a success".
  • "Slashing Damage" should be "Slashing damage".
scenic urchin
#

I put the domain spells in the Lv format like that cause --- if there's a way to post a table out of that I dont know how to do it :X

faint sonnet
#

I admit, it's tough to get a not ugly table formatted into Discord.

true forge
#

yeah

#

thats how a table from homebrewery looks discord

scenic urchin
#

I mean I feel like I did allright

faint sonnet
#

I'm just paranoid about "gotcha" mistakes dndLol

scenic urchin
#

there might be a little gotcha ... its not the goal but I mean, I think the ||"fighter casting a spell"|| from the previous one counts as a gotcha and these flaws are trying to be on the same level

#

guh I shoulda spoilered that >_<

true forge
#

i didnt even see that lol

faint sonnet
azure needle
#

3rd level ability: When you cast a Paladin spell, or a spell given by a feat such as Fey Touched, you can do so without a Verbal component. When you do so, that spell requires a Somatic component if it didn't already.

You learn Common Sign Language if you did not know it already. When you communicate by signing, any creature that shares at least one language with you can understand it if that creature can see your hands.

At 7th level, you gain the ability to cast spells from other classes without a Verbal component.

Speaking will break your oath.

I need ideas on what to name this ability

scenic urchin
#

in the absence of good ideas I'm gonna propose "Spelloquent Hands" as the name

sullen echo
#

Does anyone have thoughts on a custom homebrew subclass that's necromancer like but more based off of the forgemasters in castlevania?

#

Ive seen some thoughts on necromancers online being underpowered with the issue of having a lot of turns being added if they were to raise too many undead

#

Would it be more balanced if they could just make some few undead and slowly upgrade them or find better materials?

scenic urchin
#

i think you could find a way to make having one undead pet work

sullen echo
#

That does make sense, the whole aspect of necromancy without the trouble of managing multiple units and having all of your spells used to transport/move them

#

Perhaps I should base it off of an artificer

plush flame
#

reanimator exists as a starting point from the horror ua (from a little while ago)

#

could build something mechanically different from that

sullen echo
#

Alright, ill take that into account before I start

true forge
#

Resist the Prideful

7th level Godslayer feature

your body adapts to your powerful foes. When you use your Maim the Fakers feature, you gain resistance to a damage type depending on the creature you used it on, as seen on the table below. When you use your Maim the Fakers feature again, the resistance swaps.

Resist the Prideful Resistance table
Creature Type Resistance
Celestial Radiant
Dragon The Dragon's Breath Weapon damage type
Fiend Fire
Fey Psychic
Undead Necrotic

reworked the 7th level

sullen echo
#

"You forge a living masterpiece, destined to rise or fall with the hand that shaped it."

#

Does this sound like a good short description?

elder mountain
#

Hi all, I’m trying to give spells options at higher levels like more damage depending on the spell slot used, how do I implement this on custom spells?

scenic urchin
# scenic urchin puzzle round two, there are four things intentionally wrong with this cleric sub...

aight this was proof I dont know the 2024 classes nearly as well as I thought I did, apologies if my mistakes threw off folks. here's the intended problems:

  1. ||Domain Spell list off theme, is stolen straight from Light Domain (how laaaazy) ||
    2.||Channel Divinity is backdooring a 5th level spell on a 3rd level class feature ||
    3.||Channel Divinity is the wrong save AND wrong damage type for no reason (catching either one counts) ||
    4.||Capstone directly stolen from War Domain, thematically doesn't fit ||
    I got one more in a moment, hopefully i haven't ruined that one in advance
true forge
#

yay i got 2 :D

scenic urchin
#

i think that puts you in the lead :V

true forge
#

do i get 3?

#

cause i pointed out spell level thing?

#

oh wait

#

nvm the oh wait

river pond
scenic urchin
#

some of them are subtle so if you feel like you were close, i'd count it

#

closeness only matters for tiebreakers

#

I got one more, puzzle round three, there are four things intentionally wrong with this sorcerer subclass (and probably some unintentional problems too)
find them all for points!

Sorcerer Subclass - Swordtouched

Level 3 - Blade-spun Magic: When you hit a creature with a Shortsword or Longsword, you may spend 1 Sorcerer Point as a Bonus Action to cast one of the spells from your Magic of the Honed Edge feature, with the creature you hit as the target.

Level 3 - Magic of the Honed Edge : When you reach a Sorcerer level specified in the table, you thereafter always have the following spells prepared as Sorcerer spells:

Lv 3 - Burning Hands, Faerie Fire, Scorching Ray, See Invisibility
Lv 5 - Daylight, Fireball
Lv 7 - Arcane Eye, Wall of Fire
Lv 9 - Flame Strike, Scrying

Level 6 - Spell-Infused Parry: Whenever you fail a saving throw from a spell, you can use your reaction and 2 Sorcerer Points to increase your saving throw bonus by 2. If this causes you to succeed the saving throw, the spell has no effect on you.

Level 14 - Elite Sharpness: Whenever you cast an spell that deals Slashing damage, you can maximize the damage dealt by that spell instead of rolling. Once you do so, you can't do so again until you finish a Long Rest.

Level 18 - Potent Spellcasting : Add your Charisma modifier to the damage you deal with any Sorcerer cantrip.
answers - #homebrew message

faint sonnet
scenic urchin
#

yea... :x

faint sonnet
#

Not syntactical mistakes, but compositional mistakes.

scenic urchin
#

I'm hoping they make one say "hey wait a minute..." whether that's true is another matter

true forge
true forge
sacred current
sacred current
true forge
sacred current
true forge
#

Maim the Fakers

3rd level Godslayer feature
:
The Gods, their kin and their worshippers 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 Wisdom saving throw against your spell save DC, on a fail you can subject them to one of the following effects:

  • The creature becomes frightened of you for 1 minute as you remind them on how mortal they really are.
  • You force the creature's defences to become weakened for a number of rounds equal to your Wisdom modifier, during this time you and all creatures have advantage on attack rolls against this creature.
  • The creature is forced to use their reaction to attack itself or another creature of within 5 feet of it with an attack roll (your choice). This attack roll cannot be any form of Multiattack or levelled spell as you take limited control over their mind and psyche, forcing them to commit acts they thought unprecedented.

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.

Godslayer Magic

3rd level Godslayer feature

You learn an additional spell when you reach certain levels in this class, as shown in the Godslayer Spell table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Godslayer Spells
Ranger Level Spells
3rd Bane
5th Darkness
9th Fear
13th Banishment
17th Hollow
#

Forsake the Devote

3rd level Godslayer feature

Your words carry terror in their wake. When you make a Charisma (Intimidation) check or Charisma (Deception) check against a Celestial, Dragon, Fiend, Fey or Undead, you can add your Wisdom modifier to the result.

#

Bane of the Holy

11th level Godslayer feature
:
Your weapons become imbued with your resolve to kill and deface the Gods. As a bonus action, you can turn a weapon you are welding into a Godsbane weapon, if you are using 2 weapons with the Light weapon property, you can turn both of them into a Godsbane weapon, for a number of hours equal to your Wisdom modifier. During this time, Godsbane weapons gain the following benefits:

  • You add half of your Wisdom modifier (rounded down) to all attack and damage rolls made by this weapon (min of +1).
  • The damage type of the weapon becomes radiant, necrotic or thunder (your choice when you make it) and it deals an extra damage die worth of damage.
  • Once per turn, when you damage a Celestial, Dragon, Fiend, Fey or Undead with this weapon, you can force all creatures of your choice within 10 feet of target to take damage equal to your ranger level. The damage type being the same one the Godsbane weapon deals.

This can be used once per long rest. You can spend a ranger spell slot of 3rd level or higher to regain a use of this feature (no action required)

#

should be all i got for it thus far @sacred current

faint sonnet
# scenic urchin I got one more, puzzle round three, there are four things intentionally wrong wi...
  1. ||Sorcerers lack proficiency in both weapons that are used to trigger the feature.||
  • ||You used the same subclass spell list as before 👀||
  • ||"Saving throw bonus" doesn't technically mean anything. (Admittedly this one may just be a wording thing and it's intended to increase the value you get from your saving throw of either prof or stat.)||
  • ||Cloud of Daggers is the only spell that actually triggers Elite Sharpness.||
  • ||Potent Spellcasting is a level 7 class feature for Cleric and Druid. If it was included, it would sit at level 6 in the Sorc subclass, such as with Elemental Affinity for Draconic Sorc.||
scenic urchin
#

yep ... yall got it

faint sonnet
#

Once I knew the format of the puzzle, it was much easier, admittedly dndLol

scenic urchin
sacred current
true forge
#

ah, no

#

good call

#

added basically you can only use it to the homebrewery page

sacred current
#

Alrighty

true forge
faint sonnet
#

Acid, I like the idea of making homebrew puzzles. That's definitely a new one.

scenic urchin
#

hopefully it inspires some more from others 😄

lucid vortex
#

i win homebrewery

#

ive got images down

candid sorrel
#

Race: mort
Racial traits: mentally unstable and just overall completely unhinged and insane.
+5 to All checks that have anything to do with feet. Will do anything to look at peoples feet. Easily distracted by feet.
Ability scores: -5 charisma, -2 intelligence, +10 constitution.

supple harbor
#

Does somebody have a rough comparison for how strong a weapon that never misses is? It would bypass attack roll entirely (so no great weapon master) and also therefore be unable to crit, or get advantage for features that care about that (i think just sneak attack). Ie compared to a vanilla +n weapon

void jewel
#

Help word this:
Cantrip. Action. 2d4 damage. If the dice show the same number, reroll them. This process can happen up to spellcasting modifier times.

At higher levels: add 2d4. Reroll all dice showing the same number as at least one other die. They must match a die that has been rerolled in this way in order to be rolled again, not one that did not qualify for a reroll.

#

Similar to sorc. Burst, exploding damage cantrip.

faint sonnet
#

Sorcerous Burst probably is your best bet for syntax as precedence.

void jewel
#

Yeah. I just need to cover the niche application of "ignore the dice that didn't get rerolled when seeing if consecutive rolls qualify for more rolls"

faint sonnet
#

Uhh, lemme check my Fighting Styles.

supple harbor
#

I would suggest maybe rolling additional dice instead of rerolling

void jewel
#

I.e. if you roll a 1,3,3,3 on the first roll, you take all the 3's and reroll, then those roll a 1,2,2, you don't reroll the 1 just because it matches the first 1 that wasn't rerolled

void jewel
#

We are rolling additional dice.

#

I need to make sure they don't get to match dice that didn't qualify for the reroll

supple harbor
#

Yea, i think that will clarify wording too

#

Since you'll be able to more naturally refer to the additional dice as a seperate set

faint sonnet
#

Oh, check out Chromatic Orb's wording.

void jewel
#

"When you roll additional dice in this way, the process of matching dice for rolling more repeats again only with the additional dice, ignoring the originals"

faint sonnet
#

I may need a bit of clarification on how this cantrip actually works, tbh.

supple harbor
#

Something like: "2d4 damage. Roll a number of additional dice equal to the amount of matching dice in the most recent roll. You may roll additional dice a maximum of spellcasting modifier number of times.
At higher levels: +2d4 per level"

#

Tho ill also say usually spells dont scale quite so strongly either

faint sonnet
#

Okay, I do think I wrapped my head around it.

void jewel
#

Up to spellcasting mod times

faint sonnet
#

I do agree with spinach that this will probably scale too strongly unless it has a very short range.

void jewel
#

The 1 from the second roll doesn't pair with the 1 from the first roll

wet yarrow
#

I like brackets for separating out keywords. Makes most mechanics a lot easier to sight read lol.

void jewel
#

It is quite similar to other can trips

supple harbor
#

Oh this is a cantrip scaling

void jewel
#

Math'd it out, it's better than firebolt, but not by much

void jewel
supple harbor
#

Yea i failed to read the cantrip word at the start of the paragraph

#

I was thinking its a 1st level spell or such

void jewel
#

Ye we are not hitting 18d4

faint sonnet
rotund dirge
#

Hey Tamms, could you check how my class is going so far lol

#

Not much evolution since the last time you saw, I think

faint sonnet
supple harbor
#

Okay my new concern is that as a cantrip, it mighy get annoying to roll

wet yarrow
#

I'm starting to suspect weapon dice should scale different.

supple harbor
#

Since you have to group up numbers and then reroll repeatedly, so its a lot of thinking to actually do its damage

wet yarrow
#

From D4>D6>D8>D10>1D12>2D6 to D4>D6>D8>2D6>2D8>2D10

#

Hmmmm.

void jewel
#

It starts very similar but scales harder

#

Needs a redesign

supple harbor
#

Try 1d4 scaling if ur concern is just the numbers

rotund dirge
wet yarrow
#

Yeah.

supple harbor
#

That said i still think itll be annoying to do too frequently. Exploding damage spells are exploded once usually, and are a less spammable attack

rotund dirge
#

It's not that different from a weapon dealing 1d20 damage lol

wet yarrow
#

Top end goes up by 8, average by 4, bottom goes from 1 to 2 midway

rotund dirge
#

A 2d10 one, I mean

wet yarrow
#

Well, its a bit better lol.

#

But I was considering that a big part of making weapon attacks scale well into the end game was more modifiers or multiple times modifiers or magic bonuses or all these other shenanigans.

#

When it might just be easier to boost it on the weapon end.

faint sonnet
wet yarrow
#

For reference, a single target spell does average 5.5/11/15.5/27.5/33/38.5/55/60.5/66/82.5 between a Cantrip and a Lv. 9. If a cantrip is meant to scale to roughly 20 by T4, I feel like a average 11 attack at +5 Ability +4 Magical fits about the same.

#

But I'm still not sure where to add and where to leave alone yet when it comes to the DPR output

#

Just poking around the engine, lol

faint sonnet
#

Been thinking about what a Psychic damage cantrip can do for my rework because it's the last one I have left and I feel like there is a crossroads with only two types of solutions:

Support for Including It

  1. It's a discrete damage type that has its own function, generally being related to "mind damage".
  • It rounds out my list of "normal" damage type cantrips at 8, making a nice even number.
  • It's something that has subthemes within it, which means it can be expanded upon and achieves the bare minimum.

Support for Excluding It

  1. It's abnormal in the sense that it doesn't have a true physical manifestation (something that I aim for as much as possible; Necrotic doesn't have a true manifestation either but basically has to be included as a damage type cantrip).
  • If I only have 7 damage type cantrips at base, the cantrips I have are the four basic elements (Air, Earth, Fire, Water) and the "planar" types (Force, Necrotic, Radiant).
    • Psychic technically exists as a planar type (which bothers me to no end and is the source of my struggle) but is much more aligned with the Feywild and Far Realm (something I'm fine with not including for a singular damage type that necessarily includes a lot of expansion on it.)
  • If it's a damage type cantrip, there can be a sort of dissonance with Psychic damage being entirely separated from Charming and/or Frightening.
    • As a follow-up to this, I also don't think it would be appropriate to put Charming and/or Frightening under Psychic as a damage type because it could easily cause a centralization of builds, when the entire point of my rework is to disperse them.
wet yarrow
#

RIP Psychic.

#

For me Force and Psychic went to the same high school

#

Just kind of friends with everybody.

#

No real personality otherwise. Lol.

#

But both can kind of be broken down into MIND STUFF and MAGIC STUFF.

#

And in their blurry ness get shown up by almost every other damage type.

faint sonnet
#

It's honestly more that Psychic has so much that would be related to it that it would end up as a sort of "super damage type".

wet yarrow
#

Its interesting, I always associate it primarily with the astral.

#

The idea of aliens, psychics, telepaths, etc.

azure needle
#

Like the difference between eldritch blast and mind sliver

wet yarrow
#

Force is spellfire, really.

#

The pure untouched arcane weave.

#

Godthread

#

But because it also is just arcane power, it kind of... doesn't mean anything

#

Like electricity can kind of just be fire.

#

But it isn't. But it is.

#

At some point the damage type has to be based on what it does, not where it comes from.

#

Because if it's a source thing, we're missing like 52 damage types.

#

And if it's based on what it does, about a half dozen of the damage types need revisiting.

rotund dirge
#

"Water damage" always jumping back and forth between Cold and Bludgeoning is so funny dndLol

faint sonnet
#

Some examples of why I don't necessarily like the idea of putting Psychic as its own discrete type:

  1. Psychic relates to telepathy.
  • Psychic can technically relate to telekinesis.
  • Psychic can relate to Charming.
  • Psychic can relate to Frightening.
  • Psychic can relate to Illusions.
wet yarrow
#

Those things would otherwise need a new home, and they can all fit in a few different places.

#

Radiant is a kind of narrative type anyway

#

It's not "Light" or "Good". It's .... Radiant.

faint sonnet
wet yarrow
#

Well, I meant from the way they're coded now I suppose.

#

Though adding damage types to non-damaging spells is just something my brain defaults to.

hidden delta
#

The thing that makes psychic damage diffrent from other damage types is that it hurts the mind of the target instead of the body

faint sonnet
#

I will say that I'm not actually removing Psychic as a damage type at all, just not consolidating it into a damage type for use by a cantrip.

E.g. The idea would be that there is not a specific cantrip for Psychic damage (solely because a specific cantrip for a damage type entails different types of casters getting different effects), but there is a specific cantrip that branches into either Charming or Frightening or Forcing Action.

wet yarrow
#

I kept Psychic but lost Lightning lol

rotund dirge
#

Just do it like Psionic magic from older editions and make it its own thing

wet yarrow
#

Had two renames too, but now Im happy with the 12.

#

I reframed lightning as a spell shape instead. Though coding crushing damage as bludgeoning still feels odd.

#

Not odd enough to add Gravity damage but you know, it bugs me lol

rotund dirge
#

What would be a Lightning spell shape?

#

It jumps from enemy to enemy?

wet yarrow
#

A branching line

#

Instead of a shape with a square size you just get squares and lay them out in whatever connected snake sequene

rotund dirge
#

Wouldn't that mean I could just make an empty circle or an empty square with it?

wet yarrow
#

Sure. The point is that you can decide on its shape, not that itll be more useful than aiming flaming hands at one guy

#

You lose the range of a ray or the spread of a sphere for the ability to manipulate it

#

I just wanted another spell-weaving shape to add to the mix I suppose

rotund dirge
#

When I think of "lightning" in most games, it's usually "you deal damage to the enemy and if there's another enemy nearby, the damage jumps to them too"

What you described sounds more like a river/flow/stream to me

wet yarrow
#

Well, its instant.

#

And a spell needs to have that shape available, in a sense. But theres Necrotic, Radiant and Fire versions of it so far.

#

Which have their own kinds of fun effects.

#

I was thinking of adding a Ribbon to the radiant version to make it work like bad ER paddles

drowsy grail
#

Had an idea for three weapon variants of the same type of weapon.

Cestus:
Simple Melee Weapon. Light, Finesse. Nick
Description: Simple leather gloves with a hardened and padded plate across the knuckles.
Damage - 1d4 Bludgeoning
Cost - 5 copper
Materials used to craft: leather and metal.
Special - Considered Unarmed for purposes of Matial Arts and Unarmed Fighting Styles.

Spiked Cestus
Damage: 1d4 Piercing.
Price: 1 Silver
Raised spikes on the knuckle plates change the damage type.

Clawed Cestus:
Damage: 1d4 Slashing
Price: 1 Silver 5 Copper
3 inch blades extend from the fingertips and retractable blades rest along the knuckle plates.
Special: Provides Advantage on Grapple Checks. Allows the initialization of a Grapple as part of the Attack Action.

Special for all variants: Also considered armed for the purposes of Spells like Green Flame Blade, Booming Blade, and True Strike.

wet yarrow
#

Do all of them have Nick/Piercing/Light?

#

The clawed one seems neat.

upper tinsel
#

The only thing is that Grapple checks don't exist anymore. It could increase your Grapple DC by 1 maybe? Or just have the Slow property.

drowsy grail
#

The Nick property is for Mastery options and the variant type changes the damage type. And Grapples are still opposed Athletics/Acrobatics checks as far as I can tell

#

And they're light because they're essentially fantasy-milspec MMA gloves 😁

upper tinsel
#

Basic Rules: "The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition."

I think it was a balance change because people got Expertise in Athletics for crazy grapple checks.

#

I do wish there were more options for changing Unarmed Strike damage types

drowsy grail
#

Okay, so provides Disadvantage on the Saving Throw vs Grappled Condition

#

Claws providing extra grip on behalf of the wielder

#

The Nick Property allows for the Two-Weapon Fighting to go from Bonus Action to a part of the Attack Action (the ol' One-Two)

viral raft
#

Orc

[Adrenaline Rush] You can take the Dash Action as a Bonus Action and gain Temporary HP equal to PB. /PB

[Orc Resilience] Advantage against be Grappled or Shoved

[Darkvision] See in the dark 60ft.

[Menacing] Proficiency on Intimidation. Choose STR or CON or CHA for it.

[Relentless Endurance] Drop to 1 HP instead of be Downed /LR

Guys what you think about this orc? Does this feels fun and vanila?

upper tinsel
#

Is it just Orc but with some feats attached?

viral raft
#

Yes because I want it to feel vanila for players

upper tinsel
#

I feel like I would just play as an Orc with proficiency in STR or DEX saves, Athletics or Acrobatics, and Intimidation

#

I specifically think Menacing is kinda generalizing, which is what I feel the new design philosophy of D&D is stepping away from. Not that it's not valid to want to be a scary orc, but that's why there are ways to opt into that.

azure needle
#

because I feel like having cunning action dash as a base race feature is a little too much

upper tinsel
viral raft
#

Guys what's stronger for a racial feature, advantage or proficiency on a skill?

wet yarrow
#

Advantage for consistency, proficiency for bigger numbers.

#

Easier to get proficiency than advantage though, so I'd say advantage leans a bit higher up the chain

viral raft
#

It's for halflings

#

I want to remove halfling nimbleness and buff something else

elder mountain
#

Hi, so I’m looking at one of my custom spells that’s supposed to grow stronger depending on the higher spell slot you use but it’s not exactly working? It’s supposed to go up by 1d8 each time but it’s not showing it

boreal rover
elder mountain
#

Mkay! Thanks

wispy sparrow
#

is there a way when giving a spell to an item to link it to the 2024 equivolant and not the 2014 one?

true forge
#

Ian it for 2024 or 2014?

#

The brew

wispy sparrow
#

the magic item used to be for 2014 but i want it to link to the new versions of the spells not the old ones

true forge
#

i'd say dont

#

as both are very different and such

#

depends on the spell

wispy sparrow
#

i know but i want to be able to

#

cause when i try to link the spells they all just link to 2014 i actually want to change to 2024 ones

peak inlet
#

how strong would an Arcane Focus that allows you to cast a spell even if you already cast a spell this turn be?

#

I will probably be limiting it to 5th level spells or lower

boreal rover
#

Extremely overpowered

peak inlet
#

you still need one to be an Action and the other a Bonus Action

boreal rover
#

I assumed so, still very overpowered

peak inlet
#

enspelled equipment already do this, it’s just limited to a specific spell

#

but it has 6 charges

#

what you’re saying is making it 1 use per dawn but flexible and still using a spell slot doesn’t cover it

keen token
#

1st level Conjuration
Class: druid, ranger, bard, wizard. Casting time, one action, range: 15 ft.
Components: V, S, (buzz and trace)
Duration: instantaneous.
You make a buzzing noise and trace the air in a flightlike pattern. A tiny size honeybee appears on a point or creature you can see that you choose within range. The bee HATES being summoned and is hostile to all living creatures except other honeybees.

Honeybee
Tiny Unaligned Beast
HP: 1 AC: 10
STR: 2 DEX: 14 CON: 8 INT: 1 WIS: 10 CHAR: 8
Speed: 20ft fly 20ft walking
Actions:
Bee Sting: Melee weapon attack. +4 to hit reach 5ft, one creature
Hit: 1 piercing damage and 1 poison damage to both itself and the creature
Pollinate: The bee pollinates a flower, causing it to form fertile seeds in 1 to 5 months.

If the bee ends its turn in smoke, it harmlessly floats to the ground and falls asleep.

Credit to Zee Bashew

spring tusk
#

Heyhey

#

Any chances I could get some feedback on the rules text for this magic item I'm working on? It's meant to be an uncommon +1 longbow

Narrative: Action, Recharge on a Short Rest

Narrative Arc: Rising
On a hit, each creature within 20 feet of the target adds an additional 1d4 to their damage rolls and saving throws for the next 30 seconds

Narrative Arc: Falling
On a hit, each creature within 20 feet of the target must succeed on a Wisdom saving throw or be sluggish as though being effected by the end of the Haste spell, losing their actions until the start of their next turn.

patent radish
main rapids
#

Heyhey, how would one go about balancing a spell that protects a person from magical AOE effects for one turn, I thought maybe it would block any spells of a lower lever, contest for same level and fail for any higher level spells. The party will not be able to cast this spell often so I do not care too much about it being a bit strong. But I dont want it to feel dull.

amber hollow
#

I'd just have it exempt the user from areas with the same corresponding activation and duration akin to Shield (spell). After all, it's a much more niche thing to get targeted by area effects than the sheer abundance of attack rolls that shield provides a boost to.

#

Side note:

Searing Touch
Evocation Cantrip, 1 Action, Touch, V/S, Instantaneous
Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard

Channeling purifying fire, you produce the effect of either Cauterize or Scouring Flame:

Cauterize. Target a creature within reach that is willing and does not have all of their Hit Points. The target takes 1d8 Fire damage and gains Temporary Hit Points equal to three times the damage rolled. If the target would be reduced to 0 Hit Points, they must make a DC 10 Constitution saving throw, being reduced to 1 Hit Point on a success.

Scouring Flame. Make a melee spell attack against a target within reach. On a hit, the target takes 1d8 Fire damage, and it can’t gain Temporary Hit Points until the end of your next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

spring tusk
#

It's just one round no actions

#

For everybody

#

/gen

white bison
remote lance
#

Yeah, 3d8 temp HP for a cantrip is a bit much

#

Also, after the first casting the temp HP stops you from taking the damage again

patent radish
# spring tusk It's just one round no actions

“the target can’t move or take actions until after its next turn”

No save?

At range?

In an AOE?

With no concentration?

That is the most OP thing to use ever. Just keep aiming at your own fighter with a shield of missile attraction and he will taank the dmg with heavy armor master. Then you win

remote lance
#

Basically makes you immortal at level 1

remote lance
#

Which is weird, because this spell gets relatively weaker as you level up

spring tusk
#

I didn't realize that Haste said you can't move either so I do think I'll change that

#

But a once per short rest AoE wisdom save against losing your action for one turn is not at all whatever it is you're describing

#

And I want to make note, the AoE is only if the attack hits

#

Also, I don't see "a fighter with heavy armor master and a shield of missile attraction could tank that" as a bad thing?? Like yeah if you're going for that specific tanky build and you wanna creatively combo with a party member there's nothing wrong with that??

white bison
#

It makes inspiring leader obsolete

abstract arrow
#

A little toy 🙂
Wand of Utensils
Wand, Common
This wand is made of resilient wood, with a surface as smooth as porcelain and a small silver ring inlaid at its tip. As a Bonus Action, you can command the wand to transform into one of the four forms below, or back into a wand:
Spoon. A long-handled silver spoon, suitable for soup or scooping food.
Fork. A three- or four-tined dining fork.
Knife. A dining knife sharp enough to cut most cooked food, but not as a dagger.
Chopsticks. A pair of slender wooden chopsticks, connected at the ends by a fine, non-obstructive silver chain.
The wand cleans itself when it transforms and emits a slight “clink" sound, as if crystal glasses have touched. When you stir a drink with any form of the wand, it automatically forms a beautiful vortex.

spring tusk
#

Cute

#

I'd use it neko_R_nodders

fierce dome
#

needs a spork option

rugged olive
#

Heyo all, trying to change some things on my war hero subclass, and need to change one of the level 3 options

#

Hema Stance
When you make an attack action, you can instead turn the attack into a defensive stance. You can forgo one of your attacks to gain a bonus of +2 to your AC until the start of your next turn.

viral raft
#

Guys for halflings, what would be stronger, advantage or proficiency on Stealth?

patent radish
# spring tusk Also, I don't see "a fighter with heavy armor master and a shield of missile at...

I get what you are going for, but if what you want is a “sluggishness” then the Slow spell has much better basic outline

Just used on an exact spot that is shot. (spell is 40ft cube) so on par with the size you were thinking of for your homebrew.

The effect if in that area is

1/2 speed “it can use either an action or a bonus action, not both.” and no reactions.

And some other stuff making it hard to cast spells. It is on the spell you can read it.

If you want a haste/slow effect the only issue is that why AOE haste if not on friendly targets? Because haste single target balance in the current editions.

But a slowing bow reflavored that makes haste on one target and slow on the rest in area is more balanced because of action economy and number of reasons with advanced mechanics.

patent radish
bitter whale
#

what do yall think about this monster legendary action: The knight adds 5 to its ac, which lasts till the end of its next turn

#

basically a shield that can be cast with legendary action

coral delta
#

Sounds like only one player per round will ever get to interact with the creature's normal AC.

bitter whale
#

that is a faair poiny

#

point8

#

bruh

remote lance
#

How do you feel about this rule?
Instead of death saving throws, when a creature is reduced to 0 Hit Points, it can survive for a number of rounds equal to its Constitution modifier plus 1 (minimum of 1 round). At the start of its next turn, it dies.

keen token
upper tinsel
rotund dirge
#

[Name]
-# Level 1 Transmutation

-# Casting Time: Bonus Action
-# Range: 60 feet
-# Components: V, S
-# Duration: Concentration, up to 1 minute

-# You deal extra 1d4 Force damage the next time you hit a creature with an attack using a weapon before the end of your next turn.

-# Additionally, for the duration, you get the following benefits:
-# [Placeholder 1]. When you cast a spell using a spell slot, you deal extra Force damage the next time you hit a creature with an attack using a weapon before the end of your next turn. To determine the extra damage, roll a number of d4s equal to spell slot expended, and add them together.
-# [Placeholder 2]. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

-# Using a Higher-Level Spell Slot. The initial damage increases by 1d4 for each spell slot level above 1.

#

Thoughts?

upper tinsel
#

I think it’s interesting enough without [Placeholder 2]. Might be a higher-level spell otherwise.

What classes are this for? That might decide if it needs some tweaking.

#

(Also if people want [Placeholder 2], they can just be an Eldritch Knight or Arcane Trickster, which it seems this spell is kinda geared towards anyways)

rotund dirge
#

It's a HB Arcane gish class

rotund dirge
#

And yeah, it was based on Eldritch Knight's feature

#

But you also have to expend a spell slot, Concentrate on it (which means you can't pair it with stuff like Hold Person) and lasts for 1 minute

#

While EK's is a passive effect

viral raft
rotund dirge
#

Cool name @viral raft

#

Best champ 🙏

abstract arrow
#

Barbecue Slab
Weapon (Greatsword), Common
This heavy, smooth, stone greatsword is purpose-built for barbecuing. As a Magic action, you can lay this weapon flat and cause supports to extend from both ends of the underside, transforming it into a stone slab grill that boasts merits such as a non-stick surface and minimal smoke emission. Likewise, as a Magic action, you can command the weapon to retract its supports, turn back into a greatsword, and automatically become perfectly clean.

young briar
#

That’s cool

grim lark
#

I'm gonna introduce to my players a potion vial(3 doses) labeled, "Let's go Gambling!" And I want to round out the table with more effects.

Effects can be anything, no limits. Good, bad, useful, not useful, anything.

low dock
honest cobalt
#

Hello, im semi new to dnd, but gonna be new to being a DM, i wanna do a campain that has aspect from the fireforce anime and was wondering if anyone had some tips for me to actually make it happen

remote lance
remote lance
peak inlet
#

it works well with the feat I made for healers lol

rotund dirge
peak inlet
#

I think it would actually be better to turn up the damage

white bison
#

Disadvantage on st is very limited in t1-t2

#

An example is chron wiz only getting two uses per long rest

#

There’s silvery barbs, but that uses valuable resources in those tiers for casters

peak inlet
#

advantage on your own saving throws is way lower

white bison
peak inlet
#

but disadvantage for the enemy is super limited

white bison
#

Imposing disadvantage on hit would be an extremely powerful feature even as a capstone

rotund dirge
peak inlet
#

Life Manipulator

General Feat (Prerequisite: Level 4+)

-# Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
-# Recovery. Once per turn if you deal damage, the next time you recover Hit Points to a creature before the end of the turn, you may add 1d6 to the Hit Points recovered.
-# Enchantment. Once per turn if you recover a creature’s Hit Points, the next time you make an attack before the end of the turn, that attack deals an additional 1d6 Force damage.

peak inlet
#

or like on the cusp

white bison
rotund dirge
rotund dirge
peak inlet
#

but I don’t think disadvantage to saves is the way to go

mild cove
#

Hi

white bison
peak inlet
#

you can give yourself a +1 to DC on the next saving throw you force or something

white bison
#

And butchering the spell list to make a high level feature more balanced is not good design imo

mild cove
white bison
rotund dirge
white bison
white bison
mild cove
#

Oh ok

white bison
#

That’s literally my point

peak inlet
#

the reason it’s a 1/3 caster is because you start casting at subclass

rotund dirge
mild cove
peak inlet
mild cove
#

I thought he said half-caster?

rotund dirge
#

It is indeed a half caster

#

I don't even understand what you guys are talking about lol

peak inlet
#

ok, I lost the plot, I think I read someone else’s thing

rotund dirge
coral delta
#

Hypothetical double bladed Scimitar mastery:

  • Sap?
  • Cleave?
  • Graze?
  • None, the special BA attack is enough?
peak inlet
peak inlet
peak inlet
#

I just made it give the effects of innate sorcery basically

#

advantage on the next spell attack or +1 to the DC on the next spell

mild cove
rotund dirge
peak inlet
#

there are so many methods of gaining advantage

#

not that many of giving disadvantage

rotund dirge
#

That being said, how would Booming Blade or GFB interact with this spell?

#

Since it is both a spell and a weapon attack, would it give both benefits?

mild cove
#

Probably

rotund dirge
#

Found out it's not a spell attack

spring tusk
#

I'm not sure what action economy or "advanced mechanics" has to do with "everybody stops doing anything for 1 round*

rotund dirge
#

That's what I said 4 messages ago dndLol

peak inlet
#

I def don’t like that you can’t use this with Haste though because it would work so well with it

#

or you need someone else to give you the Haste, which is probably better since you’re probably eating hits with this

#

I think if the upcasting wasn’t that good, it would actually not need concentration

opal tree
#

Yall im running a module i stole online called Once More, With Feeling, at the end of this module, the players are projected into a "higher plane" and are given divine power in order to fight an eldritch horror, how mucb health should i give this horror? (it would be the whole party controlling one "player" being symbolized by a level 20 wizard, with beefed stats because drama)

peak inlet
#

mine upcasts to allow exploding dice

rotund dirge
peak inlet
#

just rip it off and modify it

peak inlet
rotund dirge
# rotund dirge **[Name]** -# *Level 1 Transmutation* -# **Casting Time:** Bonus Action -# **Ra...

Anyways, I turned this into 2 different spells

-# [Name]
-# Level 1 Evocation

-# Casting Time: Bonus action
-# Range: 30 feet
-# Components: V, S
-# Duration: 1 round

-# You [flavor text] at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Force damage, and your next weapon attack against it before the end of your next turn has Advantage.

-# Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

-# [Name]
-# Level 1 Evocation

-# Casting Time: Bonus action
-# Range: Self (5-foot radius)
-# Components: S, M (a melee weapon worth at least 1 sp)
-# Duration: 1 round

-# You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects. Additionally, it takes an extra 1d8 Force damage from the attack and your next spell attack roll against it before the end of your next turn has Advantage.

-# Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

#

Thoughts?

rotund dirge
#

I might nerf the 2nd one a little since right now it is a bit better than Divine Smite, i think

#

There are just so many variables

polar stag
rotund dirge
#

Divine Smite

  • Average of 9, or 13.5 against Fiends and Undeads
  • Auto hits
  • You can wait to use it only on crits
  • No rider

This spell

  • With a 1d8 weapon and 16 Str, it has an average of 7.5
  • It may miss, but if it hits, it adds any bonuses from the weapon (like 1d4 ftom Elemental Weapon)
  • Has a rider
#

I'll probably just remove the extra damage

bitter whale
#

+what reaction could be fun

bitter whale
# bitter whale +what reaction could be fun

what about sth like this: When an attack misses the knight, it may expand its reaction to force the attacker to make a con/wisodm save teleporting them up to 60 feet toward him

honest cobalt
# remote lance You’re going to have to explain what that is first

The main thing I'm wanting to implement is, in the fire force universe you have a chance of being a pyrokenetic, ranked from normal human to 1st-to 4th gen, each gen is unique, first gen are people that where not able to handle the inate fire within then and have a chance spontaneously combust at any random moment, 2nd gen cant create fire but can control it, 3 can create and control fire, 4th can do the same as 3rd but their fire abilities can effect the work around them, such as slowing down or speeding up time. And each person that is born with the ability to control fire is unique and how they control it

remote lance
vagrant egret
#

Hey gang, quick magic item - this is for a party of level 5s. Mainly curious to hear if it should be considered rare given the fact it casts a level 3 spell (I see a lot of level 1s for uncommons and level 6s for rares):

Quickling's Token

Wonderous Item (statuette), uncommon, requires attunement
A small, strangely shaped token on a piece of twine, with three eyes carved into it. It has three abstract arms coming off of one side, and two legs extend from the bottom.
If you are being watched, without your knowledge, by a creature within 120 feet of you or through a divination spell like scrying, its eyes glow, emitting a dim light within a 5-foot radius.
The token has 3 charges. While wearing it, you can expend 1 charge to cast expeditious retreat on yourself as an action. After rolling initiative, you can expend 3 charges to cast haste on yourself as a reaction. The token regains 1d3 expended charges daily at dawn.

#

Alternatively:

Garret's Token

Wonderous Item (statuette), uncommon, requires attunement
A small, strangely shaped token on a piece of twine, with three eyes carved into it. It has three abstract arms coming off of one side, and two legs extend from the bottom. If the creature attuned to it is being watched, without their knowledge, by a creature within 120 feet or through a divination spell like scrying, its eyes glow, emitting a dim light within a 5-foot radius.
The token has 3 charges. While wearing it, you can expend 1 charge to dash as a bonus action. The token regains 1d3 expended charges daily at dawn.

mild cove
#

That second one is better, the first one would be rare, as you said.

vagrant egret
#

... I just realized doubling your movement speed is called dashing lol

rotund dirge
#

Well, not necessarily

#

You can double your movement without Dashing

#

Which means you can still Dash and get 4x times your movement speed

vagrant egret
#

True, but can't you do that anyway? Like as a rogue you can just double-dash

#

Unless that's a misruling I've been making

brazen cove
#

That would only be 3x your speed

vagrant egret
#

J looked it up and ran into that clarification - thank you lol

#

Dash actually seems even better then to avoid speed-doubling chaos

#

Thanks gang we runnin with the dash one

spring tusk
#

For 1 round

#

Also, does anyone have any ideas for a weapon I could make with the breath sac of a young green dragon?

#

Or just the head of a green dragon in particular

vagrant egret
#

I would probably distill the breath sac for a poison coating, not the most creative but should work well for your party. Alternatively, stink bombs!

#

And then match damage output against poisons/spells/items of your play level if it's a coating, maybe a little higher if it's a one-use bomb

spring tusk
#

That could be interesting

#

Oh maybe a potion of poison breath

vagrant egret
true forge
#

Godslayer's Defence

15th level Godslayer feature

You found the ultimate way to defend yourself from the gods. As a reaction when you are targeted by an attack roll or saving throw from a Celestial, Dragon, Fiend, Fey or Undead, you can cast the Protection from Evil and Good spell on yourself without spending a spell slot. When you cast Protection from Evil and Good in this way, you replaces Aberrations and Elementals with Dragons and the duration becomes until the end of your next turn.

Godslayer is done :D

#

i think, rn its at least in a playable state

spring tusk
#

Lion's Mane Helm

Wondrous Item, Uncommon (requires attunement by a leonin)

When you use your Daunting Roar ability, each affected creature also takes 1d4 Psychic damage. Additionally, attacks you make for the next 30 seconds deal an additional 1d6 Psychic damage on a hit.

#

How do we feel about this?

true forge
#

as that doesnt make sense at all

#

(all turns are 6 seconds, so if a 4 PC + 1 monster combat, you get 2 attacks in that time frame i think, unless fighter/class with extra attack ofc)

true forge
#

mb

spring tusk
#

:3

true forge
#

but still, dont say seconds as it is just not how anything else is worded lol

#

just say 5 rounds or something

spring tusk
#

It's how baldurs gate is worded, and there's also no precedent for an effect that only lasts 5 rounds either

#

But yeah, I can do 5 rounds instead of 30 seconds

#

What about the balancing?

true forge
#

and for balance

#

seems fine

#

once (or PB i forget uses) per rest 1d4 damage on a failed save + 1d6 damage on hits for 5 rounds seems ok

spring tusk
#

Good soup

idle swift
#

Anyone know a good homebrew for blood magic thats kinda like blood bending but extra feature?

true forge
idle swift
scenic urchin
#

i have an idea i want to try--- i want to try grabbing random published brews and subtly edit some of them, and then post them here and see if folks can discern the real brews from the impostor ones (without looking them up)

keen wyvern
#

When did they update the monk class / subclass? What was the last update?

stuck raptor
#

what?

keen wyvern
#

When was the last time they released a subclass on dnd beyond for the monk / updating the monk class page?

stuck raptor
#

the 2024 ruleset have been out since september

#

of last year

keen wyvern
#

september 2024? Warrior of the Leaden Crown was released Aug 28 2025 for example

stuck raptor
#

warrior of the leaden crown is third party

#

not official

keen wyvern
#

oh.. well that's what I'm looking for when that actual page was last updated, I guess it is 3rd party yea

#

Did they change when the monk got it's subclass features or am I just not remembering this correctly

stuck raptor
#

they always got it at level 3

#

and the other levels are unchanged to my recollectiom

keen wyvern
#

thanks ok, I just recalled incorrectly

true forge
#

or just random homebrew?

scenic urchin
#

well I was thinking random homebrew but I am a bit worried it'll be too subtle vs doing official content

#

like i got a few to try

true forge
#

well depends if its popular homebrew most people know

#

like Blood Hunter, most people know BH

but not everybody knows Savant

scenic urchin
#

Real or Impostor? This is a published brew (not mine) that I may have edited one part of. Is it the real brew, or is it an impostor pretending to be a real brew? (don't look it up before guessing)
right answers get a point

Become Wind
2nd-level transmutation

Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 round

You become a burst of elemental wind until the start of the next turn. You gain resistance to lightning damage and bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally; you gain flying speed of 30 feet, can move through the space of other creatures, and ignore difficult terrain, but will fall at the start of your next turn if not held aloft.
answer: #homebrew message

#

full disclosure, I did remove references to things like other homebrewed classes, that doesn't count as editing it

true forge
#

maybe the ||classes that get it in this case is the deciding thing||

scenic urchin
#

it shouldn't be

faint sonnet
#

I wanna say real brew.

#

If it's fake, my guess would be the resistance to lightning damage.

scenic urchin
#

and uh try out a few more

faint sonnet
#

The typo and writing style let me cut out a certain amount of stuff to think about.

scenic urchin
#

its not how I would have worded it :V

#

maybe this one will be more subtle
Real or Impostor? This is a published brew (not mine) that I may have edited one part of. Is it the real brew, or is it an impostor pretending to be a real brew? (don't look it up before guessing)
right answers get a point

Feat: Axe Expert

You gain the following benefits:

Ability Score Bonus. Increase your Strength or Constitution ability score by 1, to a maximum of 20.

Axe Rush. While wielding a handaxe or battleaxe, you can use a bonus action to move up to 5 feet and add 1d6 to your next attack and damage roll with that axe.
answer: #homebrew message

faint sonnet
#

Logically speaking, that should be fake.

#

It's missing the final bullet point.

scenic urchin
#

its a 2014 feat if that changes anything

true forge
#

do feats like that need 3 effects?

wet yarrow
#

It depends on how big the ASI is

faint sonnet
wet yarrow
#

With that axe vs with that weapon is odd.

true forge
#

it doesnt include greataxe.....

wet yarrow
#

And specifying axe types is an odd one

true forge
#

so ill go fake

wet yarrow
#

I seem to remember them being called Ability Score Increases too, not Bonuses, but that may have been 3.5

flint marsh
#

why resistant to lightning but not cold or fire or acid or anything

scenic urchin
scenic urchin
flint marsh
#

though I don't know what the difference between "real brew" and fake is

scenic urchin
#

well I have one more to try

flint marsh
#

can you provide the criteria for this game

#

like what about what you posted is fake

#

compared to real

#

are they not both homebrew?

#

just because what you posted is not for my table doesn't make it fake

scenic urchin
#

sure, I have grabbed published brews that are somewhat popular, and I may or may not have changed them in a subtle but substantial way (so typos don't count), and can folks determine if the brew has been tampered with or is the one that was published

regal tapir
#

So whats the rule of thumb for balancing when making homebrew content?

wet yarrow
#

Test it.

flint marsh
#

how on earth are we supposed to know if an original item has a typo or not lmao

scenic urchin
#

not typos, something substantive

wet yarrow
#

It's a short but complicated answer, lol.

scenic urchin
#

and idk its just an experiment right now

flint marsh
#

how on earth are we supposed to know if an original item has a substantive difference from what you posted

wet yarrow
#

Generally, balance is formed between the game you are running and the people you are running it for

flint marsh
#

it's not much of a game so much as "have you viewed every homebrew" which we have not haha

scenic urchin
#

i mean folks caught the last one :X

faint sonnet
wet yarrow
#

The DMG itself has guidelines on things like how much damage a spell should do or how monsters should scale up or down.

flint marsh
#

which homebrew community tamms

#

hehe

wet yarrow
#

But the reality of it is that when you shift things, you are usually unaware of everything you've affected right away

regal tapir
wet yarrow
#

Yeah, try out solo games and just see how they run. Hand them to a willing player for a one shot.

flint marsh
#

I hang out in more than one homebrew community and things are very discerning. I know that like half of the brewers out on reddit or whatever are only interested in making boring gishes

wet yarrow
#

Take notes, review, adjust.

faint sonnet
flint marsh
#

ah

wet yarrow
#

I wouldn't call something tested until it's had at least 2 passes with revisions implemented.

scenic urchin
#

well if this one sinks I'll go back to the drawing board on the idea

flint marsh
#

so if it sucks it's real and if it's reasonable then you fixed it haha

regal tapir
scenic urchin
#

Real or Impostor? This is a published brew (not mine) that I may have edited one part of. Is it the real brew, or is it an impostor pretending to be a real brew? (don't look it up before guessing)
right answers get a point

Oil of Reanimation
Potion, uncommon

You can rub this oil onto a dead humanoid over the course of 1 minute. When you do, the corpse magically reanimates as a ghoul or specter (GM's discretion). The undead follows your verbal instructions to the best of its ability (no action required by you); you decide what action it will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it.

A living creature that drinks the oil immediately retches and must make a DC 13 Constitution saving throw. On a failed save, if the creature dies at any point within the next 30 days, it automatically reanimates as a zombie under no one's control after 1 hour of being dead.
answer: #homebrew message

faint sonnet
#

The reason I said "it's missing another bullet point", for example, is because feats with "[weapon type] expert" in the name are often overtuned and overmade.

wet yarrow
#

It's funny, that would be a fun way to legitimize DnD Wiki

#

Add a section for people to post their testing / use cases when actually using the homebrew in a live game, along with a short key of the size of the table, setting and system.

#

That's an uncommon? Lol.

#

It is strange that it turns into neither a ghoul or a specter on reanimation.

faint sonnet
wet yarrow
#

It also specifies humanoid for the first two effects but opens it up to creature for the third

faint sonnet
#

Though, as Balb said, the ghoul or specter could also be fake.

#

(Either way, I think it's actually a fun idea and could be one of those daily games.)

wet yarrow
#

It feels good as like, design sudoku

scenic urchin
#

if you think any part of it is fake, it's fake :V
guessing which part specifically is fake is bonus points

wet yarrow
#

I dont think the guessing part matters as much as just quick-draw wording puzzle

#

See, I'm editing it to be to like, content bible publishing standards.

faint sonnet
wet yarrow
#

Even hardcovers fall short sometimes lol

#

None of these feel super broken though. Just kind of... overworked.

#

Except for the axe one. That one felt fine lol.

scenic urchin
#

i feel like i ruined the axe one

wet yarrow
#

I like the idea of using bonus for a little step-follow-up

#

Whatever the goal of the exercise, my design theft gloves are always on.

faint sonnet
scenic urchin
#

well yeah but it not affecting the most important axe lol

#

oh I should reveal the answer to the last one, one sec

wet yarrow
#

Well, if you combine this with nick and two weapon, like.

#

It means you can bonus into a solid double strike

faint sonnet
#

With good edits, it's as much skill as chance.

wet yarrow
#

I just saw Hasbro's EU product lineup and my brain was like "Oh boy, everyone's going to be homebrewing soon for the content drought"

faint sonnet
#

I think an important piece of context for the future would probably be if the source of the item is "good" or not.

scenic urchin
#

yeah i have no idea how to judge that lol

#

i was thinking of saying the author at the top but i dont know how helpful that would even be

wet yarrow
#

I think published 3rd party vs DND Wiki vs Official as options would be a fun "Guess which one this is" type thing

scenic urchin
#

3rd party is certainly an option to fish through

wet yarrow
#

Hell, even if you grab 2 good 3rd party bestiaries thats enough for a while.

faint sonnet
scenic urchin
#

i mean all of the ones I posted are available as 3rd party products

wet yarrow
#

What's a shame is we don't have a ton of Dragon magazine stuff anymore lol

faint sonnet
#

Like, if stuff from dandwiki and DDB are on the table, it murkies (why did I say this?) muddies the waters a lot more.

scenic urchin
#

oh yeah

wet yarrow
#

That used to be the like, one step below UA stuff from WOTC

scenic urchin
#

I should clarify that at least

rotund dirge
#

Hey @faint sonnet , what do you think about this?

Exclusive Spell (like HM or DS)

-# [Name]
-# Level 1 Evocation

-# Casting Time: Bonus action
-# Range: 30 feet
-# Components: V, S
-# Duration: 1 round

-# You [flavor text] at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Force damage, and your next weapon attack against it before the end of your next turn has Advantage.

-# Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Maneuvers

-# No Name Yet. Once per turn, when you hit a creature with an attack using a weapon, you can expend 1 [Point] to give yourself Advantage on the next spell attack roll against it before the end of your next turn.

-# No Name Yet Strikes Again. Once per turn, when you cast a spell, you can expend 1 [Point] to deal extra 1d8 damage the next time you hit a creature with an attack using a weapon before the end of your next turn. The damage type can be Force or one of the damage types of the spell.

scenic urchin
#

if DNDwiki is on the table then it kinda kills the exercise I think

faint sonnet
rotund dirge
scenic urchin
#

i think i'll do another trial in the future but with the authors revealed up front

#

see if that lands

faint sonnet
scenic urchin
#

hmm

wet yarrow
#

It would be fun to have a round table to just be like. "Make a Fireball with one alteration to its range, shape or damage type"

#

And then just populate a book of Fireball

scenic urchin
#

well, i'll noodle on it

faint sonnet
rotund dirge
#

In my defense, I only realized Guiding Bolt existed after doing this

#

But I want your opinion on the synergy with the 1st maneuver

#

The idea is to blend them, like:

  • Cast the spell, generating 1 Point and giving Advantage on the next weapon attack
  • Make a weapon attack with Advantage and expend 1 point to give Advantage on the next spell
  • Repeat step 1, this time with Advantage
#

I'll probably tweak it a little, even if it does end up very similar to Guiding Bolt

#

I mean, technically Warlock was both Hunter's Mark and a Smite and nobody bats an eye dndLurk

faint sonnet
#

I will say I think it's totally fine if the damage is tweaked upwards, considering it's a BA.

#

I shan't let my strong opinions on originality ruin that feedback for others.
(In the sense that I think HM and DS and even Hex are bland spells at baseline.)

rotund dirge
#

It was weird as heck

rotund dirge
#

Thematically, HM fits the Ranger

Mechanically, you can see a connection, but I think Advantage against the marked target instead of damage would give more the vibe of "i'm focusing on this enemy"

#

Divine Smite is indeed very bland

faint sonnet
#

I know stuff like DS and Hex and HM work, I just think they are bland compared to the possibilities. It's like getting a homebrew tolerance: stuff has to get progressively further into a "goldilocks zone" for it to feel fresh and exciting.

rotund dirge
#

How would you change them?

stuck raptor
#

remove them entirely

rotund dirge
rotund dirge
# rotund dirge Hey <@682838305720762378> , what do you think about this? **Exclusive Spell (li...

-# [Name]
-# Level 1 Evocation

-# Casting Time: Action
-# Range: 60 feet
-# Components: V, S
-# Duration: 1 round

-# You [flavor text] at a target within range. Make a melee spell attack against the target. On a hit, the target takes 4d8 Force damage, and your next weapon attack against it before the end of your next turn has Advantage.

-# Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

#

Also, I intend the flavor to be creating an ephemeral, spectral weapon that hits the creature and then fades away, like a Baby Conjure Barrage/Volley

regal tapir
rotund dirge
#

Thankfully that's not how dice work

#

Though it was supposed to be d8s, not d10s

regal tapir
void jewel
#

This is a bonus action (huge deal), more damage, of an amazing type, has guiding bolt rider, and does a good bit more damage

#

The spell is simply unbalanced.

rotund dirge
#

It was also supposed to be an Action dndLol I just copied the old version

#

And Guiding Bolt works for any attack roll

#

Not just yours, not just weapon

grim ledge
hidden delta
grim ledge
hidden delta
hidden delta
rotund dirge
#

You force the target and all creatures to make a Dexterity saving throw or take 1d4 piercing damage.

Literally all? Even the ones from the other side of the world and from other planes as well? dndLol

hidden delta
#

whoops meant to be within 5ft of the target lol

rotund dirge
#

I like the idea

hidden delta
#

thank you

rotund dirge
#

like making multiple variants of HM just like how Paladin has multiple Divine Smite variants

hidden delta
#

yep, do you think that Trickster's Mark feels balaced its the one i'm most concerned with right now

rotund dirge
#

i'd make it just the next attack rather than all of them

hidden delta
#

ok

#

thanks

restive hare
#

Can I ask for some help se homebrew

true forge
restive hare
#

It's a homebrew race

Foxkin

Size:small

Walking distance: 25
Burrowing speed: 30
Flying /swimming : 15

They come from a distant land

They have racial proficiency with crossbows

And can not die of starvation

#

Do you think this is too much

true forge
#

no race should get innate burrow speed