#homebrew
1 messages · Page 27 of 1
no just what is shown
I still honestly think the CSL part is fine early on, especially considering the fact that speaking would break your oath all together
then just grab Lucky
so not overpowered as hell?
not op at all i'd say
Lucky only targets me, or a target attacking me. if im not mistaken
It's common to be biased for your own creation, the purpose of a feedback is to find the harmony between what you think is right, what others think is right, and what would be the optimal equilibrium between other people's opinions and your own
if you wanna change someone else’s roll grab Musician
it allows you to change the roll after it’s made, and basically gives you PB uses per short rest
but Before the dice rolled, this might bring inconvenience if you play online with texting
as long as you have enough allies
it won’t really
because if you roll them at the same time, it’s the same as rolling them before
if you roll them separately then you’re rolling it after
Lucky is PB uses in 2024
but it’s advantage, not reroll
I think my name speaks for itself, but yes
i think the point is not allowing you to choose whether to use it or not depending on the result
yes, that would be the point
but again, why not just grab Musician instead?
do you already have a Musician in the group?
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
24 version it's adv
they are playing 2024, not 2014
It made it more balanced cuz advantage/disadvantage can be stopped
Some effects don't allow these (Steady Aim)
yeh, but now it’s also really good for Rogues to get easy Sneak Attacks
I like the advantage/disadvantage over the the previous reroll
If PCs can do it, so can NPCs - is my take on optimizers
I have dumped all my Lucky stacks to make 3 attacks with advantage hoping for a crit to Smite off of
NPCs can do a lot more than PCs lol.
Exactly
Optimizers are a type of player telling the DM a specific thing they want from the game.
Tactical and mechanical depth to rub up against.
that’s not optimizers, that’s an intended use
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
However you 'balance', it's important to keep in mind that it's a player asking for a thing
Optimizers tend to go for intended use first, they always try to stay rules-heavy, ruleslawyers are ex-optimizers
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.
That is like two levels of brain rot.
Here, I changed some parts of the feature to see if I could restrict it enough to be balanced at level 3
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.
Oh yes, you gave me an excellent idea, sir! I'm gonna make a Skibidi DRAGON
YESSS
POOP DRAGON
HERE WE GO
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.
That's been done like twice already lol
To be clear, speaking as this multiclass would break your oath^
Toilet dragon
I'm givin a dragon spider legs, a toilet body, and a dragon head
how about you how in a thing saying your spells used in that way make extra noise
And its breath weapon is SHIT
That's just lore, lol. Actually make the thing or its not really for here.
Idea discussions are for here
Concepts, abstracts
I forgot if you were one of the harsh critics, but I need a harsh critic for my Nightmare Barbarian rn
I'm not seeing it.
Well, first thing I see is Alter Self using STR modifier.
I just meant some people don’t mind slightly broken stuff
Im a co-destructive critic. I help people doubt why the try so hard when they can just reflavor an exiting rule.
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.
ok,
that just means you’re not really getting options with your spellcasting modifier
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.
the part in the spell that uses a modifier is the unarmed strikes
My favorite party of telepathy is screaming into a monster's ears as a distraction
Or saying nya nya nya nya nya like annoying orange
Allowing alterations to concentration, particularly as a Lv 3, is pretty stacked.
Additionally, it also allows for Rage to cast a spell while active.
So just from the Lv. 3, it feels like way too much up front.
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
The fear rider on attack is neat though.
Damage type shifting into psychic is also a good touch.
Honestly, its that first level thats really the issue.
The key is flow of gameplay for the story.
Ikr, they said removing V component from their ability at low levels is not a bad thing, I gave reasons such as:
This is like a "I'm not gonna play any other thing and just play this" type option
I mean it depends on the spell, this is Alter Self, I removed the concentration to allow for it to be used with Rage, but I’ll probably just allow the Rage itself not to break the concentration. I genuinely don’t think Alter Self will break the game on a Barbarian if they can use it within their Rage
Very spammable
I dunno about all that. I think I get the concept.
I just think multiple concentrations is too much of a domino effect.
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
it uses a Rage after 1 use
You can do the second of those things, I'd just reserve it for a Tier 3 thing
I don’t think it’s spammable at all
Concentration is supposed to be subject-specific, it always has been, even the base concentrate comes from a single solution
Once I'm past level 6, Idc how many uses
Well, the main reasoning behind not allowing multiple concs is that spell level is often decide with Concentration as a consideration.
Meaning, spells are up-shifted in power and effect if they require a concentration.
Being able to not only override that, but do so as a super high eHP class, is an issue
Question
Do all spells have a verbal component
Like is saying "spells with a verbal component get X" kinda redundant?
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
No.
V = Verbal
S = Somatic
M = Material
what are you doing with Alter Self in 1 minute that breaks the game if you’re not concentrating?
I know what vsm mean
Nothing. This is entirely a non issue.
I was just wondering if all spells had a V, or at least a vast majority
In this specific setting
In a roleplay scenario or a combat scenario?
There's a few dozen RP situations I can think of lol
concentration-free makes it 1 minute for a use of Rage
the conversation lasts 1 second too long and your cover is blown
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.
I can argue with you angrily as a noble gold dragon
are they attacking you in RP situations that you need it to be concentration-free?
I can make an Intimidation check to scare people
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.
I can act aggressive
May I remind everyone changelings exist.
I can only point to the literal line in the book that says "Dont do this" lol
Anyone can argue against anything 🤷
you’re a Barbarian, I don’t think you need Alter Self to do that
Not in my campaign, they don't (my first character was a changeling)
My second suggestion if you want to keep it is to do the thing we all need to do anyway
No shapechangers, but if you do play them, you'll get a debuff
Test it, you can only get so much from armchair theory
Plasmoids inclusive
No amount of "I wonder if this works" beats putting the thing on a live table and hitting go
I mean I’m testing it in a campaign, that’s why I need to make sure it’s at least palatable before sending it
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.
So if you think it's cogent give it a shot, take notes, see how a player actually uses it.
I agree 100%
This is why I ask "playtest-ready" ness
Well, if it's a homebrew thing, I always tell my players its subject to change along the way
I'll give them a new thing and be like, look, we may need to tone this up or down, you good with that?
Speaking of which - can someone review my #homebrew message
Potent, but fine. Your aura of protection multiplies this. This is very strong, but not unbearable.
and yet, the book itself breaks that rule often, sometimes in ways that are actually overly powerful imo
I'm not aware of enough concentration exceptions to say they do it often.
Bringing this here. Will review.
But if you feel like you've the same handle on the domino effect it causes, then go nuts.
Like I said, it's a lot upfront from a UX perspective and from the DMG's perspective.
This is fine.
But the proof is in the pudding.
If it's fun to play and players generally seem to use it to good effect, and its fun to DM for, homerun
That cantrip is ready to ship. It's basically guidance for perception, mathematically.
Takes conc.
I mean if you have a situation in mind I’m willing to listen
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.
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
That's why white room-ing is pointless.
Lemon to my understanding, the whole subclass is medium power at best, so this is fine.
It's impossible to break the social pillar because the DM makes like all the rules there
A good DM can prep for this if it is a problem
Exactly, as the DM, my say is final
did you see the level 14 transformation feature?
But I gotta make it appeal-able to use as a DM
Not specifically
The social context of 'being someone else' in a game where you are otherwise an 8 foot tall murder machine is pretty apparent.
alright, good to know
Or "Almost town heroes"
because I haven’t gotten as much feedback on that feature so I’m still a bit worried about it
Changelings for example use most of the their racial bonuses just to get that.
If player want it
And
Not going to make other people feel bad
Why no allow it
This is my metric.
Me when my background is "isekai'd here"
The emanation nightmare thing works fine. Size up is fine.
Its thematic and kind of reads right for the ability, and dice wise it seems pretty centered.
My concern was it being too situational
Which is why that early set comes off as SO strong.
It's not. Strong feature.
The rest of the subclass is relatively on curve.
My metric is:
- Is it fun?
- Is it cool?
- Is it cheap to copy?
- How much am I gonna suffer? (1-10)
- How will it affect me? (good/bad)
Most debilitating spells carry verbal
Valid
Question , wym by cheap to copy
ok, assuming I leave it as a concentration spell, are there any problematic features that you see?
Most players ask me for magic items and I try to find what they're originally inspired by, if it exists "just reflavor it"
I think being able to spell cast despite rage is still iffy, but if its locked to one spell it should be alright.
Wild Magic Barbarian kind of curves the effect by adding a roll chart.
Ah ye if flavor is an option do this
Adding walls around the spellcasting while raged can have a similar effect.
Flavor's always on the table!
Wild Soul ftw
Barbs are a bad class anyways (from optimization pov) so this is not too overbearing
Disagree, but okay
This is where I decide not to try to argue that optimization isn't real.
If you define optimization correctly then yeah it isn't real
Only cheese is real, in games optimizations are just an excuse for cheesing game mechanics
Are there any general rules which level 15 and 20 paladin features follow?
Its a Tier 3 build up to capstone and a 20 highend ribbon ability, really
They are decent DPR machines in a few cases I'll give them that. Built right, solid single target DPR
No hard rules beyond comparing to other features from the same level
I optimize for my story, I like to use flavor optimizations more than mechanical, because lots of D&D content is worded weirdly
Like airships are NOT supposed to be giant planes
For level 20, one of the ideas I was playing with was giving the pally the ability to use one power word spell once per 1d4 long rests
Thoughts on that?
Ye. My go to as a player is to make a build that feels good in combat and isn't stale to me, and then flavor it.
But that's just one take
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.
I think that sounds like itd be a pain to track sometimes lol.
I brainstorm ideas, build it, then try to justify it why did I do it
And doesnt sound that strong for Lv. 20.
Works for me
By level 20, they're usually, what, 60-70 sessions in, fighting CR 24+s.
Yeah that's a solid way to do it
Portent is harder
That d20 thing bugs me
That's like when I wrote papers in university and found sources after I wrote the thing
Funny thing, I am in uni rn (electrical engineering)
That, or I may do something using Undead warlock's spirit form as a base for inspiration
You can build from the system towards the player or from the player towards the system, really.
Not a bad choice.
And once I find my own reasons, I come here and tell y'all "guys pls halp, me build homebrewy
"
I tend to first get a good idea of everything not mechanical a player wants to do.
Just the cut scene.
I'm a bit insecure about player decisions so
Then I'll first pass a mechanic, test it, shift it, etc etc
I sitll try to account for every possibility
What does this mean? I do not understand

Anxious, more than insecure?
Nah, it is insecure, I'm confident in my abilities (I have a god complex)
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
blurry?
Oh cuz I try to game-ify D&D more
Blurry design isn't shapeless, rather, it's designing for a possibility space where your intent and context go out the window.
If player show up to new session. Session was good.
When you're a bit older you'll get through the insecurity. Give it time.
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.
Wow man, yesterday was my birthday too 
I've only started playing D&D in early 2019 so
I'm a bit on the younger side
I did explore 4e a bit
Also tried to homebrew 3.5e
Then went all the way to 1e cuz I was mad
Well, now I feel old. Lol.
I started more recently. I'm just old.
AD&D is 77 iirc.
You're plenty experienced.
Me when I need an excuse to say why I'm wrong
Besides. Being a good DM is dedication multiplied by autism.
Calculate resulting score
I don't know that years of experience are automatically a good thing, anyway
A common thing in TTRPG circles are people doing a thing wrong for so long it becomes nostalgic.
At my job I sometimes question if people have ten years of experience or one year of experience ten times over.
If you learn and take feedback and constantly grow you will be better over time. And that's all that matters.
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?"
I dont know that my eyebrows could go any higher than they did
Now we deal bludgeoning damage to the player directly instead
need some thoughts on this completed echidna, mother of monsters statblock
https://drive.google.com/file/d/1kISzq4LnrWs0snKbxyaaaO7GU-KXsbeP/view?usp=sharing
Fall damage just kills you, no reactions, no Feather Fall, you didn't react quickly enough
Reactions translate to IRL reactions
My thing btw
Was
I'm happy to announce I have experienced character development
I love "you didn't react fast enough IRL, no reaction"
Should be the standard, hell all in-game rounds should translate to IRL seconds
The entire combat is 20 seconds
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
Thoughts?
Too much maybe?
Not at all
They don't have too many slots to burn on them.
That's a fine list.
Ship it
: )
Seems good
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.
This may be a little over-tuned, but lmk
Fine for lv 15
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.
sounds a bit thin, need more to go off of than just that
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
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.
Final subclass feature for my Oath of Silence paladin
How do I know when to and when not to have a magic item require attunement
do you want it stacking on top of other magic items without restriction?
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
Weak concept, Pinball strike doesn’t specify bonus action or action (also very weak), Overriding immunities (as with Heavyweight) is overpowered, Rolling Mass should just be a grapple, and a I don’t like it
https://docs.google.com/document/d/1lGJ8xHTlVkT_UKGjf4cjq4cywK6fQL5IUoJySdk6YWo/edit?usp=sharing
Turned commenter mode on for anyone who wants to suggest changes
hey folks
up to what level of spell would you say that a lesser deity could cast at will?
i think if you gave it an unarmed strike table like a monk and added damage to pinball strike (with the changes suggested by @mild cove) this could be pretty neat
class is entirely built around an attack that doesn't even deal damage
any really
fair
i'm just saying since this guy is, more or less, a commoner compared to an ancient void dragon in the pantheon
i mean, even lesser deities like myrkul and bane are powerful to mortals
the resistance itself for an hour is almost full feature. I really like the Power Word feature, but giving half-casters access to higher level spells is actually an issue, I would never go higher than 6th level even for a capstone level 20 feature
ok, very controversial, but I think it’s possible for you to make a feature for 20th level that’s just that
only 1 Power Word, once per long rest
that’s the whole feature
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.
Fair
yeh, I was going to say that
there’s a way to make it a transformation feature
it’s just a bit rough
I'm open to figuring out a way to 'downcast' it like horizon walker, but I also have another idea. What if using the power word just flat out ended the ability prematurely?
I could also nerf the other 2 abilities to bring it down closer to something like this
the effect of using the spell is already super strong
Like, replace one with an out of combat effect, and the other with a weaker set of resistances
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.
I forgot what this is
Ranger but Paladin?
watcher paladin but ranger yes (basically)
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
I would probably have at least part of this feature be at level 3
like level 3 you can use WIS instead of DEX/STR
this already has a 3rd level thing tho 😭
then it gets the rest activated later
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
oh right forgot to add the recharge thing, once per LR
I just think you should introduce some sort Godsbane weapon feature at level 3
even if it’s a weaker thing
or if the current 3rd level feature can be combined with having a Godsbane weapon
the 3rd level as it stands now is fine
level 11 is just super late to introduce a weapon bond
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
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
you can use your WIS mod, doesnt mean you have to lol
just an option for players that want to
I know, but it’s not really an option to use it at that point
because if you want to be able to use it, you would have to have nerfed yourself for 10 levels
idk, I think you can add the WIS weapon scaling part to level 3 then improve it here
maybe, might be alot for a ranger sub tho :P
ontop of the features i already have aswell
I mean, it could be a lot, yes
but tbf you’re a Ranger so you can’t really abuse the WIS scaling as well
and it would be limited time for the transformation so you will still need good DEX
depending on what your feature is, it could definitely be much though
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.
thats the main 3rd level
still need to add whats allowed in the 3rd dot point, aka no multiattack or spells
maybe cantrips tho
i think i'd count most of these as spotted... except the first one. here's the intentional problems, spoilered if future folks want to try the exercise:
- ||Non-caster casting spell||
- ||Ability bypasses immunity ||
- || Core ability self-triggers without limit ||
- || Ability has the wrong save ||
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
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, ScryingLevel 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.
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
if its fine with your DM its fine with me
(answers for the above cleric subclass are here -- #homebrew message )
aight thx, i wasnt sure if that was like a nogo or something
Still thinking on this aura, as I'm not sure how effective it would be in practice
It kinda sounds like Magic Jar. Could've been a necromantic twist on that.
subclass spells, 3rd level only has 2 (when it should have 4 cause 2024)
3rd level 1st, that is very bad to play with as a DM, so ig its too hard for a DM?
3rd level 2nd, the damage and INT check (WIS it should be)
6th, i dont really see one, unless its do to with wording
17th, doesnt make sense thematically
thats my guess
oh wait 4 things wrong
the 3rd level domain is supposed to have 4?
uh ... whoops
that uh ... not intended
thats how 2024 spell lists work
for fullcasters anyway
okay, i fix'd that .... the domain spells are supposed to be fair game
why do they get so many fire spells?
hehehe
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
well I will spoil the answers later, but i'll say 'too many fire spells' isn't quite it
(If this is a way to get proofreading, bravo.)
- 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".
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
I admit, it's tough to get a not ugly table formatted into Discord.
| Ranger Level | Spells |
|---|---|
| 3rd | Bane |
| 5th | Darkness |
| 9th | Fear |
| 13th | Banishment |
| 17th | Hollow |
yeah
thats how a table from homebrewery looks discord
I mean I feel like I did allright
I'm just paranoid about "gotcha" mistakes 
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 >_<
i didnt even see that lol
I see. In that case, I do have a few more ideas on what it is.
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
in the absence of good ideas I'm gonna propose "Spelloquent Hands" as the name
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?
i think you could find a way to make having one undead pet work
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
reanimator exists as a starting point from the horror ua (from a little while ago)
could build something mechanically different from that
Alright, ill take that into account before I start
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
"You forge a living masterpiece, destined to rise or fall with the hand that shaped it."
Does this sound like a good short description?
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?
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:
- ||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
yay i got 2 :D
i think that puts you in the lead :V
oh so there is a similar spell, thank you a lot!
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, ScryingLevel 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
Ahh, I see what you meant by "mistakes" now.
yea... :x
Not syntactical mistakes, but compositional mistakes.
I'm hoping they make one say "hey wait a minute..." whether that's true is another matter
What is this for?
||Magic of the Honed Edge should be first as Blade Spun Magic refers to it, but Blade Spun is the first feature||
||Spell list is from Light Cleric (again)||
||Elite Sharpness cant be used as there is no slashing damage spells (unless there is and me being dumb)||
and capstone, do i need to say why?
ranger subclass
||Spells are light domain cleric's
Sorcs don't have proficiency in either sword
Capstone doesn't really need an explanation, it's a cleric feature||
||Cloud of Daggers is a sorcerer spell?||
touche
Sounds cool as hell, may I see the other features you've come up with?
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
- ||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.||
yep ... yall got it
Once I knew the format of the puzzle, it was much easier, admittedly 
- || Domain Spell list is from the Cleric Light Domain (Again) ||
- || Sword ability but no proficiency provided ||
- || Only 1 spell that deals slashing damage for 14th level feature (sucks) ||
- || Bonus to cantrip damage, not a good capstone||
Can other creatures benefit from Godsbane weapons? The current wording implies so
Alrighty
If during this time you give a Godsbane weapon to another creature, it will turn back to normal.
Acid, I like the idea of making homebrew puzzles. That's definitely a new one.
hopefully it inspires some more from others 😄
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.
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
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.
Sorcerous Burst probably is your best bet for syntax as precedence.
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"
Uhh, lemme check my Fighting Styles.
I would suggest maybe rolling additional dice instead of rerolling
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
This is what I mean to say
We are rolling additional dice.
I need to make sure they don't get to match dice that didn't qualify for the reroll
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
Oh, check out Chromatic Orb's wording.
"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"
I may need a bit of clarification on how this cantrip actually works, tbh.
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
Okay, I do think I wrapped my head around it.
The intention: roll 2d4 for damage. If the dice match, roll 2d4 more.
At higher levels when it scales to 4d4. Roll again for each die that matches another: with a result of 1,3,3,3, roll 3 additional dice.
If that result is 1,,4,4, roll two additional dice.
If that result is 3,2, stop.
Up to spellcasting mod times
I do agree with spinach that this will probably scale too strongly unless it has a very short range.
The 1 from the second roll doesn't pair with the 1 from the first roll
I like brackets for separating out keywords. Makes most mechanics a lot easier to sight read lol.
Average damage is actually remarkably reasonable.
It is quite similar to other can trips
Oh this is a cantrip scaling
Math'd it out, it's better than firebolt, but not by much
Yes. 2d4, 4d4, 6d4, 8d4
Yea i failed to read the cantrip word at the start of the paragraph
I was thinking its a 1st level spell or such
Ye we are not hitting 18d4
What was the average damage at 1, 5, 11, and 17?
It seems like it would end up essentially always exploding for decently high values (which gets both more prevalent and more powerful at higher levels).
Hey Tamms, could you check how my class is going so far lol
Not much evolution since the last time you saw, I think
It may not be tonight because I'm working on my breakthrough for the Psychic damage cantrip, but I can work on looking at it tomorrow, ye.
Okay my new concern is that as a cantrip, it mighy get annoying to roll
I'm starting to suspect weapon dice should scale different.
Since you have to group up numbers and then reroll repeatedly, so its a lot of thinking to actually do its damage
Recalculating, it does cap out at about 65% better than firebolt at level 17
It starts very similar but scales harder
Needs a redesign
Try 1d4 scaling if ur concern is just the numbers
2.5 > 3.5 > 4.5 > 5.5 > 6.5 > 7
vs
2.5 > 3.5 > 4.5 > 7 > 9 > 11
Yeah.
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
It's not that different from a weapon dealing 1d20 damage lol
Top end goes up by 8, average by 4, bottom goes from 1 to 2 midway
A 2d10 one, I mean
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.
Yeahh, this was kinda my guess due to how frequently you'd get those explosions.
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
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
- 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
- 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.
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.
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".
Its interesting, I always associate it primarily with the astral.
The idea of aliens, psychics, telepaths, etc.
I think force is more physical magic and psychic is more mental magic
Like the difference between eldritch blast and mind sliver
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.
"Water damage" always jumping back and forth between Cold and Bludgeoning is so funny 
Some examples of why I don't necessarily like the idea of putting Psychic as its own discrete type:
- 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.
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.
Technically, they wouldn't have a "new" home, as I didn't plan on putting them in Psychic in the first place.
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.
The thing that makes psychic damage diffrent from other damage types is that it hurts the mind of the target instead of the body
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.
I kept Psychic but lost Lightning lol
Just do it like Psionic magic from older editions and make it its own thing
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
A branching line
Instead of a shape with a square size you just get squares and lay them out in whatever connected snake sequene
Wouldn't that mean I could just make an empty circle or an empty square with it?
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
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
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
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.
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.
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 😁
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
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)
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?
Is it just Orc but with some feats attached?
Yes because I want it to feel vanila for players
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.
So are these individual class specific feats you take for orc
because I feel like having cunning action dash as a base race feature is a little too much
This is a base species feature for Orc. Goblins get a similar feature.
that feature specifically is already in 5.5 phb
Guys what's stronger for a racial feature, advantage or proficiency on a skill?
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
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
That might be for #ddb-support
Mkay! Thanks
is there a way when giving a spell to an item to link it to the 2024 equivolant and not the 2014 one?
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
eh
i'd say dont
as both are very different and such
depends on the spell
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
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
Extremely overpowered
you still need one to be an Action and the other a Bonus Action
I assumed so, still very overpowered
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
any answers to this?
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
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.
Why not just slow spell? Because a stun from end if haste is BAD
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.
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).
How do you mean?
It's just one round no actions
For everybody
/gen
I feel like cauterize is very strong
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
“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
That’s an average of 13 temp HP each round
Basically makes you immortal at level 1
27 at level 5
Which is weird, because this spell gets relatively weaker as you level up
There is a save
It hits EVERYBODY, including the fighter in this example
And it's only once per short rest
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??
Tbf other sources of temp hp like twilight do as well, but the point is that the spell is crazy strong
It makes inspiring leader obsolete
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.
needs a spork option
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.
Guys for halflings, what would be stronger, advantage or proficiency on Stealth?
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.
I think that it is just a globe of invulnerability spell.
What Lv?
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
Sounds like only one player per round will ever get to interact with the creature's normal AC.
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.
its pretty good! gives me a reason to put points in CON
Might be neat if it interacts with damage differently from death saves. Otherwise, might as well have Advantage on death saves like the Durable feat or Reborn lineage.
[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?
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)
It's a HB Arcane gish class
More EK than AT though
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
generic, it's for homebrewing the race
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.
That’s cool
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.
I like to include random effect potions into my alchemy rooms
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
This sounds like a deck of many things
You’re going to have to explain what that is first
the second one is a bit much for 1st level
it works well with the feat I made for healers lol
Elaborate
disadvantage on saving throws is a powerful effect to tack onto a full feature like this one
I think it would actually be better to turn up the damage
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
advantage on your own saving throws is way lower
Exactly
but disadvantage for the enemy is super limited
Imposing disadvantage on hit would be an extremely powerful feature even as a capstone
It requires Concentration though, so it only works for specific spells like Fireball, for example, not stuff like Hold Person
Even then, depending on how I fill this class' spell list (it's an exclusive spell), it might be either too strong or too weak
Eldritch Knight level 10 lol
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.
that’s technically tier 3
or like on the cusp
Imagine the same thing but on an actual half caster rather than a quartercaster
The thing is that I wanted the spell to work like:
- Attack > buffs spells
- Cast spell > buff attacks
Which again might be either too strong or too weak depending on the specific spells I give the class
I know, that’s what my thing does too
but I don’t think disadvantage to saves is the way to go
Hi
Unless you specifically butcher the class they’ll end up with strong options
you can give yourself a +1 to DC on the next saving throw you force or something
And butchering the spell list to make a high level feature more balanced is not good design imo
^^^
☝️🤓 it’s a third-caster
As a high t3-t4 feature it would work even with a good spell list imo, on the stronger side but it’s t4 so who cares
As a feature you can get by just dipping one or two levels, it’s absurdly broken
PHB Paladin has 51 spells
Out of those, 13 force saving throws , 3 requiring Concentration
In my language they’re called quartercasters, i thought english was the same
Paladin has good save or suck spells like banishment and command tho
Oh ok
That’s literally my point
idk how you can make a class be 1/3 caster
the reason it’s a 1/3 caster is because you start casting at subclass
Banishment requires Concentration
Multiclass rules say add a third your fighter or rogue level if you’re a EK or AT for spell slots, so I just count that as a third caster
yeh I know, but this is supposed to be a full class which is why I’m confused how it’s a third caster
I thought he said half-caster?
It is indeed a half caster
I don't even understand what you guys are talking about lol
ok, I lost the plot, I think I read someone else’s thing
Anyways, what could I do to make weapon attacks buff spells instead of giving enemies Disadvantage on saves?
Hypothetical double bladed Scimitar mastery:
- Sap?
- Cleave?
- Graze?
- None, the special BA attack is enough?
give that person a -1 to the next save from you
I'd say Cleave fits more
Cleave, but it needs to be two-handed obviously
honestly, I have a similar spell for my pact half-caster, lemme check what I put on that one
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
What about these?
-Rerolling one damage die
-Better attack rolls
-Something similar to eldritch Blast scaling/twinned metamagic
-Increased aoe
-Somethijg like the evoker wizard’s overchannel but weaker
(?)
I considered Advantage on the next spell attack but isn't that almost the same lol
it’s very different
there are so many methods of gaining advantage
not that many of giving disadvantage
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?
Probably
Found out it's not a spell attack
By making one target hasted I'm assuming you mean the end of haste?
I'm not sure what action economy or "advanced mechanics" has to do with "everybody stops doing anything for 1 round*
it’s not a spell attack
That's what I said 4 messages ago 
sorry it’s getting late 
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
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)
mine upcasts to allow exploding dice
Are you talking to me or The Wizard lol
it should probably be a CR25 creature
just rip it off and modify it
you
Are you talking about this?
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?
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
Yeah thats what I was thinking too
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
I've got a revelation 
https://imgur.com/MkBkbZx Any suggestions what legendary actions i could give to this monster ?
+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
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
You could probably use a wizard with a lot of fire spells
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.
That second one is better, the first one would be rare, as you said.
... I just realized doubling your movement speed is called dashing lol
Well, not necessarily
You can double your movement without Dashing
Which means you can still Dash and get 4x times your movement speed
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
That would only be 3x your speed
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
Monk too
And further
What about just the incapacitated condition?
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
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
You could use the dragon's breath spell effect and put it on a potion
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
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?
I like
dont say 30 seconds
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)
All rounds are 6 seconds
mb
:3
but still, dont say seconds as it is just not how anything else is worded lol
just say 5 rounds or something
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?
BG and DND are very different in how stuff is worded and used lol
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
Good soup
Anyone know a good homebrew for blood magic thats kinda like blood bending but extra feature?
i have a blood born (not the game) sorc
Would love to hear it, I have a blood witch sorcerer that I’m trying to get a feel for
Ty ❤️
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)
When did they update the monk class / subclass? What was the last update?
what?
When was the last time they released a subclass on dnd beyond for the monk / updating the monk class page?
september 2024? Warrior of the Leaden Crown was released Aug 28 2025 for example
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
they always got it at level 3
and the other levels are unchanged to my recollectiom
thanks ok, I just recalled incorrectly
like, say light cleric, you change a spell, feature name ect?
or just random homebrew?
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
well depends if its popular homebrew most people know
like Blood Hunter, most people know BH
but not everybody knows Savant
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 transmutationClasses: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: 1 roundYou 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
like, this seems like a good written spell in terms of balance, so it is hard to see what could be real/fake
maybe the ||classes that get it in this case is the deciding thing||
it shouldn't be
I wanna say real brew.
If it's fake, my guess would be the resistance to lightning damage.
since these are just trials I'll reveal now ||it's Real|| || and I should add some spoiler protection since fake ones get an explanation ||
source: https://www.gmbinder.com/share/-MNCb8aGYVO_NBsP3v2Q
and uh try out a few more
The typo and writing style let me cut out a certain amount of stuff to think about.
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
its a 2014 feat if that changes anything
do feats like that need 3 effects?
It depends on how big the ASI is
Still fake, I'd say.
With that axe vs with that weapon is odd.
it doesnt include greataxe.....
And specifying axe types is an odd one
so ill go fake
I seem to remember them being called Ability Score Increases too, not Bonuses, but that may have been 3.5
I hope it's not yours - it's kinda all over the place
why resistant to lightning but not cold or fire or acid or anything
well, i'll reveal the answer now: ||it is fake. || || the real one includes "greataxes"||
source: https://www.gmbinder.com/share/-NKuH5ji_s847emXkEQV
not mine nope
though I don't know what the difference between "real brew" and fake is
well I have one more to try
thought so
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
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
So whats the rule of thumb for balancing when making homebrew content?
Test it.
how on earth are we supposed to know if an original item has a typo or not lmao
not typos, something substantive
It's a short but complicated answer, lol.
and idk its just an experiment right now
how on earth are we supposed to know if an original item has a substantive difference from what you posted
Generally, balance is formed between the game you are running and the people you are running it for
it's not much of a game so much as "have you viewed every homebrew" which we have not haha
i mean folks caught the last one :X
For better or worse, understand the homebrew community.
The DMG itself has guidelines on things like how much damage a spell should do or how monsters should scale up or down.
But the reality of it is that when you shift things, you are usually unaware of everything you've affected right away
I mainly do races and subclasses
Yeah, try out solo games and just see how they run. Hand them to a willing player for a one shot.
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
Take notes, review, adjust.
The massive and uncountable one that exists as desires for why people create homebrew.
ah
I wouldn't call something tested until it's had at least 2 passes with revisions implemented.
well if this one sinks I'll go back to the drawing board on the idea
so if it sucks it's real and if it's reasonable then you fixed it haha
https://www.dndbeyond.com/spells/3058025-domain-of-mild-inconvenience
This will probably be my one and only spell
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, uncommonYou 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
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.
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.
I would trend towards real, with the only possible fake portion being the last paragraph.
It also specifies humanoid for the first two effects but opens it up to creature for the third
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.)
It feels good as like, design sudoku
if you think any part of it is fake, it's fake :V
guessing which part specifically is fake is bonus points
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.
Well, I more look at it from a "process of elimination" perspective to see if I even think it's fake.
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.
i feel like i ruined the axe one
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.
IMO, that's half the fun of the idea.
well yeah but it not affecting the most important axe lol
oh I should reveal the answer to the last one, one sec
Well, if you combine this with nick and two weapon, like.
It means you can bonus into a solid double strike
With good edits, it's as much skill as chance.
answer: || its fake ||
|| it animates a skeleton or zombie, not ghoul or specter ||
source: https://www.reddit.com/r/TheGriffonsSaddlebag/comments/1ljdscx/the_griffons_saddlebag_oil_of_reanimation_potion/
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"
I think an important piece of context for the future would probably be if the source of the item is "good" or not.
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
I think published 3rd party vs DND Wiki vs Official as options would be a fun "Guess which one this is" type thing
3rd party is certainly an option to fish through
Hell, even if you grab 2 good 3rd party bestiaries thats enough for a while.
Fair point. What I mean is if it's from something like a homebrew compendium, 3PP, or a homebrew publishing website.
i mean all of the ones I posted are available as 3rd party products
What's a shame is we don't have a ton of Dragon magazine stuff anymore lol
Like, if stuff from dandwiki and DDB are on the table, it murkies (why did I say this?) muddies the waters a lot more.
oh yeah
That used to be the like, one step below UA stuff from WOTC
I should clarify that at least
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.
if DNDwiki is on the table then it kinda kills the exercise I think
Exaaactly. Same with DDB.
You can ignore the second maneuver
i think i'll do another trial in the future but with the authors revealed up front
see if that lands
I feel like that kinda kills the exercise too, personally.
hmm
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
well, i'll noodle on it
"welcome to my thunderball"
I meannn, weaker Guiding Bolt?
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 
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.)
Trust me, I tried making a single spell that gave a nice synergy between spellcasting and attacking with a weapon
It was weird as heck
I think Hex works mechanically for Warlock
Thematically, I completely dislike Warlock's spell list
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
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.
How would you change them?
remove them entirely
-# Also, unrelated, but I forgot to say the version I sent was outdated 😅
-# The updated one is a Touch spell, takes an Action and deals 2d10
-# [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
This looks broken to be honest, up to 40 damage as a level one cast
I rolled a consecutive of Nat ones and 20's back to back like 4 times in a row think it was 1,1,20,1
3d10 is the highest normal level 1 damage spell iirc. And it is in a terrible damage type (necrotic) and has no riders at all, and costs a full action.
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.
It was also supposed to be an Action
I just copied the old version
And Guiding Bolt works for any attack roll
Not just yours, not just weapon
i made a statblock for one of the main villians in my setting. A bronze dragon. This is the shape changed humanoid form. What do yall think?
i'm not quite sure how good it is but i love the concept of the charcter.
oh thanks! yeah she is at the head of a trading company and is a master behind the curtain type. I really wanted the stat block to show that and make it work well in combat
seems cool, i might be mistaken but their skills and saving throws seem miscalculated often add 4 instead of 5 for profency
oh good catch. def typos lol
Trying out a ranger spell rework what do people think? https://docs.google.com/document/d/1N2GKGz_9ninj48fcBdNwJ8IWdeQuEAuObeyC-1PIwPU/edit?usp=sharing
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? 
whoops meant to be within 5ft of the target lol
I like the idea
thank you
like making multiple variants of HM just like how Paladin has multiple Divine Smite variants
yep, do you think that Trickster's Mark feels balaced its the one i'm most concerned with right now
i'd make it just the next attack rather than all of them
Can I ask for some help se homebrew
shoot away
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
no race should get innate burrow speed
