#homebrew
1 messages · Page 29 of 1
ya its just easier to bypass the clunky movement rules entirely. I have never had an issue with theatre of the mind, if people have issues visualizing their location and its important there is pen and paper or a whiteboard.
in fact my table is no computers no figs. All you have is pencil paper and dice.
i am shocked no one has ever brought up turn based movement losing the logic of movement all happening at the same time. If you force turn movement fast people actually are at a disadvantage.
I mean if you want the slow guys to give up their action to dash sure. But that's not kiting that's fleeing. That's victory for the players
ya once you are forced into a turn system movement has classifications like fleeing, disengage, stuff like that again limiting superior speed. I get why it might be needed kitting can be powerful but now its just not functional to kite, no matter your speed.
just switch to theatre mode and just say oh ya your faster then the goblin, he can't keep up to you and you pick him off easily as he chases you.
Okay. #dm-discussion might help with your troubles
is there some issue with talking about this here?
as for trouble there is no touble i am sharing a solution to help others.
K
It’s just that the conversation isn’t on-topic with the channel which I believe is against server rules
I have no idea where to have converations, i am off topic in every single forum. So this seems homebrew, but now not. So where do i go, simular topics have been kicked out of every single forum.
in rules they say the conversation is about raw if its not raw its homebrew
Generally, it comes down to:
Is there a specific channel for a topic?
- If yes, use that channel.
- If no, use #dnd-discussion.
I will say that homebrew can often delve into #game-design by virtue of that being part of its topic, but there's also often a fixation on "making something concrete" whereas #dm-discussion is often less about what specifically is being made and more about the overarching concept of using it at a table.
Wish we could post pictures so I could just show what the homebrew is rather than trying to explain it
Codeblocks are your friend for long text
like so
Ok so I'm attempting to make an attack action as part of a feat and I'm unfortunately struggling on creating it (this is my first message on this server so if this is in the wrong spot please guide me to the right one).
Essentially, I'm attempting to make this action: Devouring Flesh: Ranged Weapon Attack: +10 to hit, reach 50 ft., one target. Hit: 3d6+5 cold damage and 3d6 necrotic damage.
How do I create this action as part of a feat? The actions section or modifiers section or both, and how could I adjust its:
To Hit modifier
Main damage type (3d6+5 cold)
Additional damage type (3d6 necrotic)
It feels like you're in the right place; can you give me a bit of detail on what the feat is, and how it fits into having this ranged devouring flesh attack?
Sorry, forgot to reply to your question.
It’s to give my character a bunch of abilities that I made for the campaign that I’m in, including attack actions
I’m just trying to figure out how to add the attack action properly with the features that are laid out for it
And you want it to scale both primary and secondary damage? is this something you're trying to make on D&D Beyond?
Because if it's just homebrew for your table, just write out how it works and there you go.
@faint sonnet what’s your opinion in giving a lot of features to a fighter subclass? Not with the objective of making it overpowered but just because the base class is so lackluster i see it as a way to make it more interesting
However there’s always the dilemma of ‘what if it’s way better compared to the other fighter subclasses?’
It’s for dnd beyond
I have it written out but I’d like the attack action to be shown on the page
Though I’m not sure how to do that
At least with 2 separate damage tupes
I need to look at D&D Beyond, give me a few.
2024 Fighter subclass: Torrent Blade
Level 3: Swift Flurry
You can take the Disengage action as a Bonus Action.
Once per turn, when you make a melee attack with a weapon against a creature and hit, if the target wasn't within reach of that weapon at the start of this turn, you can deal an extra damage equal to 1d6 plus your Proficiency Bonus. The damage has the same type as the weapon used for the attack.
Level 7: Dashing Strike
If you move 15+ feet straight toward a target on your turn and immediately make a melee attack against it, that attack roll has Advantage.
Level 10: Focused Strike
On your turn, you can expend a use of your Second Wind (no action required) to gain Temporary Hit Points equal to your Fighter level, and each melee attacks you make with a weapon on this turn deals an extra 1d8 Force damage.
Level 15: Balance Training
You can take both the Disengage and Dash actions as a Bonus Action. Your Swift Flurry can be used twice per turn.
Level 18: Torrent Step
When you use your Action Surge, you gain the following benefits until the end of your next turn.
--Your Speed doubles.
--You gain a +2 bonus to AC.
--You have Advantage on Dexterity saving throws.
--You gain an additional action on each of your turns (including this turn). That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
If it’s helpful I could send you an image of an example for what I mean
Sure, I think you'd have to send it to me privately but that's fine. Just add me here.
On Discord.
[Images don't fly here, right?]
oops i tried to make it code block but seems i screwed up
This is the first statblock of the new document, CR 7 Abductor Virgins. A roaming coffin armed with spinning chain blades that grapples its targets to bring back to their creators
How strong would a fighter subclass feature that grants a free once per turn 1d10 radiant damage be (planning on this being a 7th level feature with additional flavor)
once per turn 1d10 radiant damage- to attacks? to spells? as an AoE?
regardless 1d10 Radiant damage at level 7 isnt broken by any means
Once per turn on any weapon attack, should have clarified
honestly
unless you've got something to add onto it, that seems a little underpowered
well- more than a little
Let me post the subclass features I have so far, was fixing typos
Level 3: Stained Glass Ward
You can manifest your power into radiant shields called Glass Wards, they take the appearance of floating panes of stained glass. Whenever you use your Second Wind feature, you can manifest a Glass Ward. You can only have one active Glass Ward. The number of Glass Wards you can have active increases by one when you reach 5th, 11th, and 17th level. All active Glass Wards last until they are shattered, you finish a Long Rest, or you dismiss them (no action required), While you have at least one Glass Ward active, you gain the following benefits:
Radiant Armor - You gain a +1 bonus to AC for each active Glass Ward.
Radiant Flare - When a creature targets you with a melee attack, it must succeed on a CON saving throw (DC 8 + CON + Proficiency Bonus) or take 1d10 Radiant damage for each active Glass Ward.
Shatter - When a creature fails its saving throw against your Radiant Flare, you can choose to shatter one of your Glass Wards. The creature has the Blinded condition until the end of your next turn.
Level 7: Refracted Edge
You learn the Light cantrip, using CON is your spellcasting ability for it. As a Bonus Action, you can cause a weapon you are holding to shine with a radiant light. The weapon sheds Bright Light in a 30ft radius and Dim Light for an additional 30ft. The light lasts until you use a Bonus Action to dismiss it, or until you drop, stow, or sheathe the weapon. Once per turn, when you hit a creature with a weapon attack that sheds light, you can cause it to refract light causing one of the following flares:
Crimson Flare - The target takes an additional 1d10 Radiant damage.
Verdant Flare - Healing flare (ally)
Azure Flare - Temporary Hit Points flare (ally)
Honestly I think that leveling 3 ability is a million times stronger than that level 7 ability
I think swap the two
Also, Light as a cantrip takes an action, and also doesn't require a spellcasting ability, I would just create a pseudo-light effect that gives you the Crimson, Verdant, and Azure flare
I will note though that the Verdant Flare and Azure Flare are redundant,
Effectively anyway
It might be better to make that Azure flare something different- maybe a debuff instead of extra damage.. like a -1d4 to attack rolls against you
Light cantrip is separate to the bonus action on the weapon, I worded it the way its found on Aasimar
most likely will swap the two, just need to rework flares
Right, so you learn Light and you get a Psuedo-light ability
Okay, that's cool
I'd make sure to separate those clauses by paragraphs though
right
Those are my thoughts on it though, Azure is a little redundant compared to Verdant and I think Lvl 3 and Lvl 7 abilities should be swapped
Then there's issues with formatting and phrasing but that's really a non-issue for now, you're just drafting
It looks good :)
honestly I just wanted RGB flares and thats all I could think of for the blue and green options
Can't blame you,
Gamer subclass
will note, subclass is made with the assumption that you have more second wind uses than normal (proficiency bonus). making this class for one of my players
true
Oh then, absolutely I think that 3rd level and 7th level should be swapped
the glass wards are just floating PCs
the glass should shatter much more easily, I would also recommend moving the benefits up and the conditions down. I don’t wanna read everything about the Glass Ward before getting to the point of what it does
+1 AC is huge
you’re looking at +4 AC on Fighters who can use shields and armor
I would probably make it up to 2 stacks at level 3, just keep it that way never increasing the limit
and only give the counter damage at level 7 as a Reaction, increasing the damage
that would activate the base damage + the extra effect
Oh maybe if you would get hit by an attack you can choose to shatter any number of wards and increase your AC by 1 for each to possibly cause an attack to miss
Or just straight up shatter a ward as a reaction and give yourself resistance against that attacks damage
I would also remove the healing option, keep it as tempHP or damage, I don’t know if you should be able to heal as a Reaction when you’re a Fighter
I def don’t think a completely free heal once per turn as part of your attack is balanced either
Well the healing isnt a reaction
yeh, it’s completely free rn
But thats a fair point, maybe give it a limit? PB per short rest maybe?
flares are limited by Proficiency Bonus per short / long rest
Ah gotcha
updated it after I posted
Level 3: Prismatic Edge
You learn the Light cantrip, CON is your spellcasting ability for it. Additionally, as a Bonus Action, you can cause a weapon you are holding to shine with a radiant light. The weapon sheds Bright Light in a 30ft radius and Dim Light for an additional 30ft. The light lasts until you use a Bonus Action to dismiss it, or until you drop, stow, or sheathe the weapon. Once per turn, when you hit a creature with a weapon attack that sheds light, you can cause it to refract light causing one of the following flares:
Crimson Flare - The target takes an extra 1d8 Radiant damage, and the next attack roll made against it before the start of your next turn has Advantage.
Verdant Flare - ???
Azure Flare - You or one creature of your choice within 30ft of yourself gain Temporary Hit Points equal to 1d10 + CON.
You can cause these flares a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
Level 7: Prismatic Ward
You can manifest your power into radiant shields called Prismatic Wards, they take the appearance of floating panes of stained glass. Whenever you use your Second Wind feature, you can manifest a Prismatic Ward. You can only have two active Prismatic Wards. The number of Prismatic Wards you can have active increases by one when you reach 11th & 17th level. All active Prismatic Wards last until they are shattered, you finish a Long Rest, or you dismiss them (no action required), While you have at least one Prismatic Ward active, you gain the following benefits:
Radiant Armor - You gain a +1 bonus to AC for every two active Prismatic Wards.
Radiant Burst - When a creature targets you with a melee attack, it must succeed on a CON saving throw (DC 8 + CON + Proficiency Bonus) or take 1d10 Radiant damage for each active Prismatic Ward.
Updated, still not sure on Verdant Flare
If I were to create a bond mechanic with an ally, what are some things to do with that bond mechanic generally? / What are some examples of bond mechanics that already exist in dnd?
Crimson should just be 1d10 extra damage without the advantage imo
warding bond spell is a good place to start
if you’re doing this for 2024, the PB uses should be replaced with another mod
for 2014 it’s fine
I don’t think putting the main feature at level 7 feels good
I would suggest splitting the 3rd level stuff into 2 features; the Light part and the Glass Ward AC part
then place the damage counter and the Flares in level 7
although I definitely think the way the Radiant Burst works rn should only last 1 round as a Bonus Action
activating it should just shatter a glass ward
it’s really strong
you can make it a Reaction and turn it into an Attack Roll
is it? its cantrip damage with one of the worst saving throw types and it requires you to have the max amount of wards up to even get the max damage. Shattering a ward would seems fine tho.
it’s free damage without any action economy
that can just be permanent
adds attacking you will just instantly die
this is not one of the worst saving throws
it’s the worst saving throw on a main enemy
adds with 1 HP don’t have as good of a CON scaling
you’re killing them just for attacking you
This is exactly the type of bonding that needed to be brought to my attention,
thanks.
If hmm,
When an attack roll hits you and its damage includes Bludgeoning, Piercing, or Slashing damage, you can take a Reaction
Would this work with Warding Bond?
each time it takes damage, you take the same amount of damage
confused on the wording
what’s the wording of the full feature?
rn it’s “if someone’s being hit, you can also take damage”
that doesn’t really do anything helpful
the first is a condition, the second is from Warding Bond
While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
it’s really powerful, but that does do what you want it to do
awesome, so then the Reaction would trigger
Warding Bond is pretty good, what’s the price you’re giving it?
I thought it was just a permanent Warding Bond
Radiant Burst - Once per turn, when a creature targets you with a melee attack, you can force it to make a CON saving throw (DC 8 + CON + Proficiency Bonus). Taking 1d10 Radiant damage for each active Prismatic Ward on failure.
might also add [When this feature does damage, one of your Prismatic Wards are shattered]
Once per turn to limit its use
I just don’t see any reason for you to ever shatter these Glass Wards
ok lemme check if I understand this
you use Second Wind to create one of these
later features will require you to shatter wards to active them (still working on that)
then you have +1 AC and you counter when they attacks
I think there should be a reason to shatter them from the beginning
and make them only last 1 minute
immediately giving max stacks
then make them easier to shatter
so when you’re in a pinch, you use Second Wind, you have the highest AC right away
then every round, you lose 1 and activate a Flare
right now it’s very passive as is
a Reaction to immediately shatter one of them to deal damage + activate a Flare on that attack or if you wait till your turn comes around, you activate a Flare on your next attack, otherwise it still shatters
something more similar to that makes the gameplay more dynamic than passive
will post an update once I make adjustments, will also post the 10th level feature
hmmmm, for a capstone, what one is better? (keep in mind the subclass is kinda long), 3rd caster btw
a) a free casting of Mirage Arcane, on a long rest only when the duration of the spell is ended (so a 10 day recharge)
or
b) a clone type feature, which might attack, but it will 'share' HP/AC/other things with you, it can attack but only with melee attacks and cantrips, it cant use magic items ect ect
the second feature is a main feature, not a capstone
kinda reminds me of Echo Knights and those are broken
ik EK, but this is a rogue with the themes of trickster gods
which cloning seems to a major part in most of there toolkit lol
you could cut it half way and make it a casting of Mislead
Hey all, not sure if I am doing something wrong or you just can't post images in here but I am trying to make my homebrew potion work in DND Beyond and I don't know what I am missing....
I want the potion to auto heal 4 points of dmg or 6 if the player has prof in medicine.
I created a modifier that is bonus - hit points fixed value 4 - 1 charge, but it doesn't move the health of the player when you click the charge in the equipment, please help?
Mirage Arcane is a bit iffy, not sure when you’re going to use it as a subclass feature, but I don’t necessarily think it’s too OP
thats a 4th level right? (i forget)
5th afaik
eh, i feel like for a capstone, it needs to be rewarding (and a 5th level spell doesnt really imo)
you could genuinely make it a free cast + concentration-free cast
and the subclass already has a way to get invis without conc lol
for a number of times per LR equal to WIS mod
free casting + concentration-free Mislead is pretty huge, you just got access to 5th level spells and you don’t really have that many uses
this is also as a 3rd caster, I don’t think it’s weak as a capstone
but if you already have invisibility otherwise, it does become stale
it kinda just feels boring with what i have already lol
Shadow of the Divine
3rd level Divine Mirage feature
Your divine magic blends with your innate stealthiness. you now can cast Minor Illusion as apart of your Cunning Action feature. In addition, when you cast Minor Illusion in this way, you can choose the following effect to occur instead of creating a sound or object:
- You can create a brief flash of blinding light around yourself, which then quickly fill the area within a 10 foot radius with divine smoke that lasts for a minute. When in this smoke, you can attempt to hide even when you are unobscured. You may attempt to hide when you use this effect, on a successful hide, your form becomes one with the smoke as you become Invisible instead of Hidden. If you leave this radius, the invisibility end, if you renter this radius, you can use the Hide action to become invisible again. Any other creature of your choice within this area has disadvantage on Wisdom (Perception) checks.
The range of this radius increases as you level in rogue, it increases to a 20 foot radius at 6th level and finally a 30 radius at 11th level.
You can cause Minor Illusion to do this a number of times per long rest equal to your Wisdom modifier. You can spend a spell slot to regain uses of this feature equal to the spell slot level (no action required).
thats the 'free' invis feature (which can be done super easy as expertise is a thing :P)
Level 3: Prismatic Ward
You can manifest your power into radiant shields called Prismatic Wards, they take the appearance of floating panes of stained glass. Whenever you use your Second Wind feature, you can manifest a Prismatic Ward. You can only have two active Prismatic Wards. The number of Prismatic Wards you can have active increases by one when you reach 11th & 17th level. All active Prismatic Wards last for 1 Minute or until you dismiss them (no action required). While you have at least one Prismatic Ward active, you gain the following benefits:
Radiant Armor - You gain a +1 bonus to AC for every two active Prismatic Wards.
Radiant Burst - Once per turn, when a creature targets you with a melee attack, you can force it to make a CON saving throw (DC 8 + CON + Proficiency Bonus). Taking 1d10 Radiant damage for each active Prismatic Ward on failure.
Moved to level 3, and made radiant burst once per turn. Wards only last one minute. Still no way to shatter them at this level (Ideas welcome)
Level 7: Shattered Strikes
When you take the Attack action on your turn, you can replace one of your attacks with a Shattered Strike. If a Shattered Strike effect requires a saving throw, the DC equals 8 + CON + Proficiency Bonus.
Shattered Lance - Choose a creature within 120ft, they. The target must make a DEX saving throw. On a failed save, it takes 2d10 Force damage, or half as much on a successful save. If the target has Vulnerability to Piercing or Slashing damage, this attack deals double damage.
Shattered Blade - Each creature in a 15ft Cone must make a DEX saving throw, taking 2d10 Force damage on a failed save or half as much damage on a successful one. If the target has Vulnerability to Piercing or Slashing damage, this attack deals double damage.
Level 11: Prismatic Edge
You learn the Light cantrip, CON is your spellcasting ability for it. Additionally, as a Bonus Action, you can cause a weapon you are holding to shine with a radiant light. The weapon sheds Bright Light in a 30ft radius and Dim Light for an additional 30ft. The light lasts until you use a Bonus Action to dismiss it, or until you drop, stow, or sheathe the weapon. Once per turn, when you hit a creature with a weapon attack that sheds light, you can cause it to refract light causing one of the following flares:
Crimson Flare - The target takes an extra 2d10 Radiant damage.
Verdant Flare - The target's Speed is reduced by 15ft and it can't take the Dash action until the start of your next turm.
Azure Flare - You or one creature of your choice within 30ft of yourself gains Temporary Hit Points equal to 2d10 + CON.
You can cause these flares a number of times equal to CON (minimum of once), and you regain all expended uses when you finish a Short or Long Rest.
that’s wild, my Rogue has a full Invisibility CHA times but it’s at level 13
13th level is a "while invis, weapon attacks/forcing saving throws cause the target to roll a save, on a fail they are blinded till the end of there next turn"
I think the distance and having to announce it do make it fine though
also you get BA casting of a pretty niche spell (for combat) as a rider
should state the damage is a place holder, I have no idea how I want to scale the damage.
ironically, my thing also gets BA casting of Minor Illusion but only while invisible
lol
is yours a sorc 3rd caster or something?
and a special casting of Minor Illusion
or just a minor illusion caster
no, it just has Minor Illusion
and effective Invisibility
it’s more of a bard-y subclass
ah
fighting as a performance type of thing
well this is, more cleric based (if the DIVINE didnt give it away)
yeh I don’t think they’re the same, but I’m a bit amused by the few things that are the same
fair enough
although my capstone feature on that is an AoE attack that I don’t think would even help come up with something for yours
Trickster's Gambit
9th level Divine Mirage feature
Your god has given you the power to subtly swap held items with ephemeral illusions. As an action, you can attempt to teleport one object away from another creature within 30 feet and into your hands. The object cannot be worn, and you must have a free hand.
When you use this feature, make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check made by the creature holding or carrying the targeted object. If you succeed, the object is teleported into your free hand, and an illusionary replacement is conjured in its place. The illusion is solid, and lasts for 1 minute or until its illusory nature is discovered. If the creature attempts to make an attack with the illusion, the attack deals no damage and the illusory object dissipates. Alternatively, if the creature attempts to cast a spell using the illusion as a focus, the spell fails and has no effect, and the illusory object dissipates.
If a creature uses its action to examine the illusory object, the creature can determine that is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Once you use this feature, you must finish a short rest before you can use it again.
the beefcake of a 9th level :P
allg, ill think of something, but those 2 ideas are prob the best
I think if the clone does attack, it kinda has to be introduced much earlier
well it would always trigger sneak attack, maybe added damage or something aswell lol
the balance of everything changes with that
you could make it unable to attack, but it counts as a body on the field so your actual attack does always activate Sneak Attack
or, something like it can sneak attack even if you did (it would act like a summon, command with a BA)
im just making a more beefy trickery cleric CD then lol
I think making a full clone is fun to play with, but you gotta introduce it way earlier and spend your features upgrading it
introducing it at level 17 is really iffy because your whole subclass is balanced around it not being there
and then it’s suddenly there doubling your damage
and you still have all the other features
ig, just a thought lol
yeh I mean as I said, I don’t hate the idea, I just don’t like it as a full package in a single level
unless you’re only having it be there for 1 round or something
or as a Cunning Strike that takes away most of your damage
Can this channel use formatting to create collapsible message, or allow external links? want to send a long subclass without causing too much inconvenience.
so you can use it to activate 3 Cunning Strike effects in the same turn
it does allow links, not sure about txt embeds
Links to a shared document would be better
(2014 btw)
ok i'll try. thx guys
idk if making them do an Action to check if it’s real means anything here
more for in combat uses
when you can use only part of an action to check
if you just use it directly
disarming in itself is pretty powerful, this is disarming and also they can’t pick it up anymore
Opinions about this item:
A sword/scimitar hilt that can cast Shadow Blade without requiring concentration. It has 2 charges, which recharge at sunset.
It functions like a normal Shadow Blade spell and can be fueled with spell slots, but it can’t be modified by Metamagic or similar features.
If used by a non-spellcaster, it deals 2d8 psychic damage. If a spellcaster attuned to the weapon expends their own spell slots to fuel it, the damage increases as if casting Shadow Blade at the corresponding level
well, unless you drop it or something ofc
my party is lvl 8, Barbarian, Paladin/Warlock, Bard and Warlock.
which if its a great weapon or something much bigger then you (a giant's club say) ....
it’s really powerful, I’m assuming you can cast it for free or using a spell slot is what you’re saying
2 times for free for 2d8s and Spellslots times to cast it like the spell.
The thing is no concentration check
it is no lower than Very Rare
oh no
you should probably just have 2 casts overall
either using or without spell slots
2 charges and the posibility to Use Spellslots to increase the DMG, but no concentration checks?
no concentration or no checks?
no checks puts it at a comfortable Very Rare I think
yep
yes I ll let no checks but concentration
The thing is, an enemy in my campaign is a Drow Shadowblade, and I want to give him a homebrew item related to the Shadow Blade spell.
It could be a hilt from which he casts his shadow blade (the “Shadow Sword” from his stat block), or maybe a ring or similar focus.
In the lore, the Drow Shadowblades are expert swordsmen trained in the art of combining the Shadow Sword with Darkness. While it’s not the spell Shadow Blade exactly, their technique allows them to weave the two together seamlessly.
In my canon, this mastery comes from their deep training and a special enchanted hilt that helps them maintain focus — or, for the most skilled among them, even cast Shadow Blade without needing concentration.
Players who obtain this hilt can use it to cast Shadow Blade twice per day without making concentration checks, thanks to the enchantment’s stabilizing effect — but they must still maintain concentration on the spell themselves, since they lack the drow’s specialized training.
I mean in my campaign, the DM gave us weapons that are basically Shadow Blade at 3rd level without concentration
it’s a Rapier though, so not Thrown or Light
but still deals 1d8 Piercing + 1d8 Radiant on hit
and that one is just straight up just a concentration free 2d8 attunement item
Flame Tongue is weapon damage + 2d6 Fire as a Rare item with attunement
so the 2d8 isn’t really an issue
it’s the upcasting
Hi
Do yous think a class that literally consumes magic (not necessarily eat it) to empower their own physical form would step too much on the toes of:
- Barbarian
- Monk
- Sorcerer
?
I don’t see barbarian connections. Sorcerer is iffy, but if the magic is imbued into them and not learned as you’ve said then yes. For monk, the difference is that rather than pushing your body past its normal limits through natural means, yours instead uses magic. So just be careful not with sorcerer, and your good
Explanation:
- Barbarian is all about raw physical might, the same way Sorcerer is all about raw magic power. It could be said this superhuman strength can only be explained by some type of magic (in fact, that's what the 2024 flavor text seems to imply).
- Monk is about training your body and mind to the limit, making a superhuman similar to Barbarian, but in a more disciplined, learned way. If a Barbarian could be compared to a Sorcerer, a Monk could be compared to a Wizard (though not really). Could also technically be explained by magic.
- Sorcerer is the one who is basically magic in a humanoid body. Basically the
HeraldAvatar of the Arcane.
Okay. While as long as it’s original enough, it should be good. Like barbarian can be close to fighter, but no one complains about that.
The class I was thinking about would:
- Be able to consume/absorb magic somehow
- Use the absorbed magic to empower their own body, just like how Barbarians or Monks have a empowered body, but this one would be more artificial instead of just "channeling primal energy"/"training"
Before you come up with flavor, what would this look like gameplay wise? Then you could decide from there. Random like wild magic sorcerer, or do you choose? Temp hp or healing? Buffs to you or debuffs to enemies? That could help
Gtg
Brb
I'll think about the mechanics after I'm finished with the flavor
I’m back
The only problem I see is what spellcasting ability to choose
- Would they learn it just like how a Wizard learns magic or a Fighter learns to fight? Could anyone who studies this type of "magic consuming" suddenly become a member of this class? (Intelligence)
- Since it's an internal thing, wouldn't it be a Charisma caster instead? I think I could see a weak-willed person being a member of this class, but IDK
- No idea if I would be able to justify it as a Wisdom caster lol
What if it’s like super soldier style? You push yourself beyond the normal limits with magic, but maybe it hurts you if you do it too much. And you could burn spell slots.
That was kinda my idea
Well if it hurts you and pushes your limits, I feel like it would be con
I dont see why make the features hurt the class
im not making a Blood Hunter
and using Con to cast is not really encouraged
except for 1 feat
What feat?
Aberrant Dragonmark
Ok
It all depends on the flavor you want. That’s what I thought it was, but it’s up to you
monk
Generally, features with direct drawbacks aren’t super in-line with what you’d usually see unless there’s an essentially permanent buff attached (Reckless Attack)
Warrior of the Spell Eater/Way of the Spell Eater sounds very cool imo
or Rage
that's honestly the only 2 features I can think of that have drawbacks (and Steady Aim which you mentioned)
that's like saying Barbarian should be a Fighter subclass lol
huh?
wha?
oooooh
i thought you mean which sounds like a subclass :P
mb
XD
I would love some feedback for these Monk NPC statblocks. https://homebrewery.naturalcrit.com/share/P_DnPaUOyktl
i recently had a sort of playtest for the Adept and which caused me to reduce its CR by 1, so I hope it reflects the potential more correctly
I'm bad a judging CRs but I will say they are very interactive, which is good
To add to this, the ones that do aren’t super imposing either. For example, war magic’s arcane deflection only imposes the drawback of being able to cast cantrips, and not spells, and doesn’t prevent you from just not being able to cast spells
Unironically yes, make barbarians fighters, and bump everyone’s hit die up
I hate this suggestion so much. Barbarian as fighter sub means you dont get to design cool subclasses around the rage mechanic, because the mechanic is already a subclass feature
To each their own
Yeah they are meant to be skirmishers with a bunch of options to engage and disengage
Yeah valid though
Honestly, kinda two minds tbh. On the one hand some kind of berserker barbarian would be cool but on the other you’re complete;y right. It does also simplify the options available which is nice
I like having lots of options lol
Just like I also think wizards and sorcerers should be one class too and just call it mage
I dont mind some overlap
Which btw they also almost did
And this adds what exactly
The reason for that is the history of sorcerers across editions, and how the point of the sorcerer in 3e was no longer an issue in 5e
Simplicity in class availability
Why does it need to be simple
It's quite simple as is.
This all being said though I don’t actually mind them being different classes
5.5e is extremely accessible.
Put another way, I guess I’m saying I would see no issue with it. Nor do I see any pressing need to adopt such a change
No nor do I. I’m just saying I also would not object to these kinds of change
I like the overlap because it makes more options. I just also think streamlining in this way isn’t much of an issue, but it does reduce build diversity
A sorcerer and a wizard don't have much overlap as I see it. Arcane casters, sure, but very different spell lists and mechanics.
Yes, very different mechanics for sure. Similar and overlapping yet distinct spell lists, yes.
However, conceptually all of the mechanics are applicable to either
When they were making 5e, they considered making them one class. They said no, but it was a distinct possibility
I’d argue Druid and cleric are distinct. Druid doesn’t have the option to lose their magic
A fairly simple but fairly significant difference
To a point yeah agreed
Arbitrary. Wizard doesn't have the option to edit their spells.
Point is you can invent these lines wherever.
No I was saying this because I thought you were saying Druid and cleric are the same too
True but this is where grounding concepts and mechanics with one another comes into play too
Ok so on an unrelated note, I finished drafting my attempt to make a universalized modifier bonus feature for cantrips under spell casting. I’m aware people here have had mixed reactions, but I drafted it in case I or anyone else wished to actually implement it. It’s also balanced to use wording similar to extra attack in the multiclassing section of the PHB (e.g. you get this bonus once out of this feature, doesn’t apply to pact magic spells, and it doesn’t prevent you from stacking it with, say, empowered evocation or elemental affinity). It raises the floor for casters, which is a complaint I’ve heard a lot
Base Version (universalized to Druid (if you’re using 2024, the feature that you get at level 7 or 8 like this adds it to leveled spells instead), sorcerers, wizards, arcane tricksters. A case may be made for bard or eldritch knight I guess, but those felt the most fitting), which is intended to be fit into the spell casting section of these classes:
Potent Spell
You can add your spellcasting modifier to one damage roll of any —- cantrip. If you learn a cantrip from a feature outside of anything gained by your class that is not otherwise covered by a similar feature to this one (such as the Magic Initiate feat), you may apply this feature’s benefits to the specific cantrip(s) gained. As described below, a cantrip that benefits in this way still cannot benefit from gaining and applying this feature multiple times through multiclassing, and the benefits of this feature gained may still only be applied once.
If you gain this benefit from multiple sources, such as by multiclassing, you may only apply this benefit once and it does not stack. This feature does stack, though, with any other feature that allows you to add your spellcasting modifier to spell or cantrip damage roll(s).
YMMV and I get the concerns made, ofc. This sort of feature has generally been received a little controversially, but I finished finalizing the wording so figured I’d post it
I just dont get why one would want fewer concepts and mechanics explored. Sure everything can be broken down to fighter, rogue, cleric, mage theoretically, but that leaves so little room for actually interesting design
Feel free to use or not lol
I’ve found every table to be different in how receptive they are to this sort of thing. The feature is intended to be used with base game classes, and has not been balanced around homebrew. The only homebrew variant I’ve tried to balance around this so far is the variant I made of storm sorcerer, and that is a WIP but a fairly minor revision
Like I said before, I see no problem with streamlining class number BUT I am also not a proponent of it for this reason
This is fine. Caster damage buff. However, certain casters don't do this for a reason IMO. But nothing overbearing.
Yeah, fair. I tried to make it extremely clear and simple, while being balanced
I should stress, this is intended to be used only for 1) class cantrips gained from spell casting and 2) free floating Magic Initiate/Strixhaven Initiate/etc. cantrips and NOT pact magic
So previous iterations of this too ended up being way too bloated in terms of word count and complexity
For instance I tried to cap all modifier bonuses from any source at 2 and any 3rd would be a bonus damage die progression
But that was way too complex to write
I'm looking to find (potentially a homebrew creature/spell) for a two stage boss fight. Players will fight a spirit that will use the Flaming Skull stat block. After it's taken X damage, it will fly into the empty armor that's looming over its coffin. I'd like for this new stat block/creature to use a great sword (multiattack is fine) and some AoE like a wide cone and circles to do some magic with. Maybe something with cool Lair action. The wide cone will be telegraphed as a flaming giant sword sweeping across a large area. The circles could be telegraphed pillars of flame or summoning circles for minions.
I'm basically searching for any creature that exists or homebrewed that could rock this vibe and any spells that exists or homebrewed that could function in these ways. Anything I can do to not reinvent the wheel for Monday
Helmed Horror
Helmed Horror is a good chassis to use
I think
That depends on player level etc
One thing to note is that adding modifiers to damage is one thing that makes martials stand out
This narrows the gap.
Well. Widens it.
Death knight
I do like this for stats and the fly speed
the stronger version has some nice Legendary Actions to pull from
Is there a rule of thumb or a good like, template for ways to bring down stats of a creature or way to lower its attacks to match player levels more? I think the overall suite of attacks from the Death Knight is great - im thinking I may call it a Lair Action and tie these actions to an environmental device (maybe some torches that match the color of this spirit) but the strength of things are pretty high
Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical choices include Heat Metal, Lightning Bolt, and Magic Missile.
^^^ This in particular is nice and I could see myself tying this to a lair action where a specific torch is tied to this Trait that once extinguished, the spirit no longer benefits from this
So I get that, but the floor for casters is also very low. This just lets them add it to their cantrip damage once, and to one DR. If anything, this makes cantrips comparable to rogue sneak attack attacks, but worse for less damage die and not as quick progression
Yeah, it is a nice touch. It’s also immune to force damage too, so no eldritch blast
The cantrip floor specifically at low levels is lower, but the damage ceiling is easily much higher. They just need to manage slots.
Martials bring one thing and one thing only: sustained single target DPR. Casters are superior in every other regard.
I agree, that’s entirely fair too. But at lower levels the floor is much lower, but then as they level the ceiling gets way too high for casters
Yes, I get this.
Personally, I’d recommend using that feature alongside some kind of stamina/power attack system. I’m developing it but progress has been slow due to starting work last month and stressing whether I passed the bar (which I did lol)
So the idea of which is basically power attacks with stamina points
Adding power attacks would help compensate, sharpshooter and gwm nerf really hurt martials.
But again, whether the feature is allowed depends on the table and YMMV
Do u recommend a resource to check out to help build a fair homebrew creature and spells? I'm very new to HB
Totally agreed. I like maneuvers in theory but honestly those feel like warlock slots as an analogue. Rather, I think what martials need is a spell slot like system almost like smites
My specialty is spells, and in that regard, just have a comprehensive understanding of vanilla spells and how they are balanced.
You should be able to rattle off what most spells do, at least the good ones.
Once you can do that, you probably understand.
Basically, my idea was for slots for martial smites mechanically. But they also don’t do radiant or whatever damage and just add more damage die, and they can be spread throughout attacks
Development on this is hard because I’m weighing whether a cap per attack that raises as you level should be used
And if so how to write it
Sticky Bomb
Weapon (Any Ammunition), [Rarity]
When you hit with this sticky ammunition, instead of taking damage, it sticks to the target, and detonates at the end of the creature's next turn, unless they take an action to remove one sticky bomb. When the bomb detonates, the creature and each other creature in a 10-foot emanation from the monster must succeed on a DC [number] Dexterity saving throw takes [damage] Force damage, or half as much on a success.
And understand WHY web is such a good spell. Why HP is amazing. Why phantom steed is the best third level spell. Why entangle is the best level 1 spell on the druid list. Why shield is the most desirable level 1 wizard spell. Why wall of force is better than any sixth level spell.
Fair
My speciality is also spells and subclasses. For creatures I would recommend looking to existing stat blocks and editing them
I’d also recommend using them in one shots to test balance
Solis. Give it good damage, because it allows the creature to take a turn, and therefore can't kill it before it acts.
Big downside, so it can have good damage.
Should be a good bit stronger than a normal attack.
Solid*
yeee. i was thinking about having scaling damage and dcs based on rarity
Yeah especially as a consumable don't be scared to make it strong.
I'd say make it deal 33% over expected weapon damage.
Accounting for a reasonably optimized weapon hit
I think it should be a strength save to remove it
Otherwise it’s just a turn skip
turn skip or damage yeah, didnt realize that 
STR save against a DC set by your ranged weapon (8+prof+DEX)
Or if is a javelin or a str based ranged weapon do 8+prof+STR
Or set DC based on rarity
the convo evolved
I should clarify this is to prevent imbalance but allow them to power attacks multiple times per turn to differentiate fighters from rogues
Honestly, tho I'm not conceptually against fewer classes and I even think it would be beneficial in some regards.
i think bard should be a half caster
Yeah, it simplifies design and reduces shenaniganery indirectly. But i also like having options so im agnostic on the issue
Why nerf them more
Part of the issue of having so many classes basically comes down to the inability to give any classes really really important and pivotal mechanics.
Important meaning vital to the party?
its less about nerfing and more about... just a wider design feel.
Bard is fine. If anything I’d have made lore bard’s peerless skill just reliable talent and made them able to use an arcane focus, and maybe given them some kind of elementalist performer/blaster subclass, but that’s it
Like, maybe instead of higher level spells, they get AoE nonspell buffs
(Hunting Horn main)
Pretty much, ye.
Example: Deeprock Galactic has 4 "classes" and a truly rounded party has 1 of each class (4 people to a group) but technically speaking you can have varying combinations and it entirely changes how you play.
Simple. Make diff colleges that tap into diff classes, like divine soul gives some cleric stuff to sorcerers
Do that for bard
I see the appeal, but I don't like how that restricts choice.
Last guy is forced to pick the class that the party needs or else everyone suffers
I like how 5e you can kind of do whatever.
not what i mean
^
I agree with both whisper and tamms. Simpler design and it feels better, but also it restricts choice
stealing spells is... not what i intended at all
I don’t see how this is a wider design feel
That just makes them better at aoe performance buffing
Which I’m also jo6 opposed to
Do u have any spells in mind that fit this flavor - wide cone of slashing or fire dmg (or both), a pillar of fire within a radius of my choice, a lesser creature to summon, and a spell on self to either heal or a 5ft radius that can be like a flurry of blades
The key is making sure that overlap is fine, basically.
Sometimes the lack of uniqueness also restricts choice in 5e
most of the budget of bards is just spellcasting
This is why we are here.
But ye it does
like, if you removed full casting, you have space for more mechanics, aoe buffing is just one example.
Level?
For example you could base it off of a slightly better burning hands (burning hands is garbage) if you want to make the cone one level 1
Persistent pillar of fire could be tagged off of moonbeam
I mostly push back against the false narrative that "customization = choice", because the more that stuff blends together the less your choices actually matter at all.
One can think of it from a comparison standpoint, even.
It equals choice if things are both balanced and different, which is hard.
Interestingly, the killer is the balance.
Balance is often antithetical to differences.
On the flip side, lack of it is antithetical to meaningful choice. If something is clearly too powerful, not picking it feels bad
And doesn't happen lots
There's a fine line to tread
Hi there
Agreed, though the important bit is that something being clearly too powerful most often matters when things are trying to do the same thing.
Asymmetric balance is my favorite type of balance.
Asymmetric balance?
Agreed
For example, control is more potent than damage in 5e. This is okay though, because it leads to more interesting fights
Ah
Balance where stuff is not intended to be directly compared against each other.
I made a character concept that I think falls into the category of homebrew, although it isn't through classes or spells, but the core mechanic
My overarching plan for classes is to go hard into asymmetric balance and give them all specialized roles.
cool
A big part of that is removing overlap and such so that you cannot truly have a "full" party.
would you like to hear my character?
Word this properly and you're good:
Each creature in a 15 foot cone makes a dexterity saving throw, taking 2d6 fire damage and 2d6 slashing damage on a failed save, or half as much on a success.
Using a higher level spell slot: damage increases by 1d6 for each type for each level above the first.
This is 1d6 more than burning hands and a better upcast but both of those are fine because burning hands is garbage.
This still isn't as good as magnify gravity, for example.
More damage, but a much harder to use shape.
Whatchu got?
So this would work
However I like reduced damage spells with a rider. So consider that.
I'm tentatively against it (this is a me thing) because I think subclasses that focus on options such as Battle Master end up lacking a cohesive playstyle and have a lesser experience compared to ones that were designed with a specific result in mind.
So essentially: Sukuna's possession
I reside in a hosts body and when I possess them, I can temporarily use their abilities along with my own, regardless of class or level difference, while also gaining half of their stat points temporarily added to my own, in example, if my host had 18 STR I would gain +9 STR to my total STR, and 16 CON would be +8 CON to my total CON. While yes, these would make the stats absurdly high for a character on low level, I can only come out temporarily and is aligned to chaotic evil, meaning I would most likely do more harm than help. I will only possess if both the host and I agree to, so I actually never have to come out, but it could be used as a plot device for the story that I come out at the discretion of the dm. this is the very basic things regarding the core of the character, and there is more to understand
sorry for the wait
Sounds like magic jar on steroids
Sukuna
While it's a neat idea, you'd be pretttty bored most sessions of the game.
I was referring to the spell
You're basically just sitting and watching while others play.
I can actually speak independently, having commentary
I agree with tams. Narratively won't come up much, and the stats are also insanely high.
Aye, but you wouldn't really get to "play".
there's a third way for me to possess
My main concern is that when you are fighting you will be monumentally more powerful than other PCs, on account of having insane stats.
If I understand correctly
it's a double edged sword, and I never have to actually help the party
Sounds like griefing, which is unfun
A character having a trope of "I mess with the party and impede them" gets old after about 30 seconds.
I highly reccomend against it
It's very much a concept that you need to have an established rapport with actual people for.
true
that's a boring way to play
To each their own. Nobody at my tables has felt the need to actively impede the party.
The other issue often ends up being that a sort of possession ends up with one player always not playing at a time.
I'd only assume, tbh.
it's a possession, yes
Oh wow that's like. Not good.
Let's just say you need some very, very on board table mates for this
I know
And I suspect it'll be unfun
I always assumed that a PC was being possessed because of the Sukuna mention, considering that Sukuna is possessing a protagonist.
yeah
I don't think people will much appreciate:
A. Being taken out of the story
And
B: having their character used to grief the party
good points
It's honestly one of the hardest things to do in a game like D&D, and even I've spent countless hours on a class that kinda does a similar thing and still haven't gotten it to a point where I'm satisfied with the execution.
My idea is also easier.
But to each their own.
There is a reason that "don't grief your table" is such common advice.
Not to mention that you're also wildly overpowered.
Honestly, I wouldn't mind just sitting around and watching the party struggle as a whole on a mission
the only really "help" would be keeping the host alive
I mean, as a player, I want to live or die on my own merits tbh, not have the plot armor guy take over when something is going wrong.
I know I'm being aggressive a little which I should tone down, I just think this will go wrong for you
aggressive? you're just pointing out flaws
My language could be less harsh, that's all.
But to be entirely honest, I think this idea is mostly composed of fundamental flaws.
But that's just to me with the way I've seen things played and run
It's more about when you do fail the throws I could take over, I can't just possess when the host is conscious and unwilling
I'd rather not tbh
The idea was to give them more choices during play by adding an ability that allowed them to change their ‘stance’ at the beginning of each turn gaining some bonuses and penalties based on that
Also i wanted to try adding some stuff to make them useful out of combat, as fighters lack of that is my biggest ick about the class
that's entirely fair
Drakkenheim does this better. It explicitly allows you to avoid it, or reclaim an old character
Generally,
what are some ways in dnd to gain temp hp?
Inspiring leader feat/twilight cleric are the most common sources then spells and there are some subclass features that give them also
I may be misunderstanding what you mean by "a lot of features", in that case. Do you have a tentative quantity of options?
what are yuji's stats
probably 20 str
how do you get 19 from rolling?
gee, i never heard of people using d20 for stat rolling
they do that sometimes
not very often though
Like, the sheer number of features since i’m trying to do stuff both in combat and out of combat
I don’t want to create a subclass that, while being balanced since fighter’s power level is below casters etc, is clearly above the rest of fighter’s subclasses because i want it to do too much stuff
I don’t know if i’m explaining myself correctly, english is not my first language
I'm more curious if you have a number. Less than Battle Master, I presume?
https://homebrewery.naturalcrit.com/share/kFGJ9pNMvxSJ
Working on my bondkeeper class again
Also, obligatory "you could pretty much gut casters if you got to remove 5 spells from each of their lists."
I actually have never played battle master, i’ll take a look at the subclass ty
Battle Master is basically the "lots of options" Fighter subclass, so it makes sense if you haven't looked at it
Why do you think it’s not well designed btw?
This pretty much explains it.
I also don't think BM should be base Fighter, because I'm fond of a slightly more comprehensive approach (one that I've actually made, though).
Yeah makes sense
We need more invocation class systems!!!
no
I think i’ll take a different approach to making the subclass
First i’ll define it along a singular playstyle in combat
Then i’ll add flavor and out of combat
but yeah, BM is overlooked because it doesnt have too coherent of a idenitty than the everything man
I like the platonic ideal of BM as a base Fighter, but don't at all like the execution that people generally think of.
just slapping it on? 
As more time passes, I grow to dislike Invocations more and more.
The idea is of a skirmisher by making a feature like wildfire druid’s teleport to avoid OAs
I feel like this archetype doesn’t really work with base classes even tho people define rogue as the skirmisher and i feel like it would be a fun playstyle
Basically hit and run
I will also say that you often get the best results if you define a singular playstyle, figure out flavor, determine if the flavor makes sense, and then go back to the mechanics if it doesn't.
- Brainstorm
- Ideate
- Narrate
- Mechanize
- Refine
Also, don't rush it. I've decided I'm making Psychic damage an actual theme in my spellcasting rework after not really working on it for about half a week. I stepped back into it with a fresh mind and looked at some stuff and within two hours was like "I'm very confident with this working" despite holding the opposite belief prior to not working on it.
Thank you sm, i’ll follow this, i feel like in the past i’ve made the mistake if starting with flavor rather than gameplay
I've personally learned over time that starting with either flavor or mechanics can lead to bad results and my best stuff is based on "an idea".
I personally start with what I call "evocative imagery." I want to be able to picture how the thing works in my own perfect world of imagination before I put it onto a page.
I think i have a clear idea of how it should work in theory, i need to transcribe it into game mechanics and see if it actually works
And y'know, sometimes it doesn't work, and that's okay.
Like, I'm currently in the boat of trying to figure out how to handle a pseudo-Psychic passive effect that isn't any of the stuff like telepathy or telekinesis (and attempts to not touch on those themes at all).
bwaahh,,
tthis could potentially go in #dm-discussion but i've been thinking about like, dedicated rest skills,,
( i just really liked the idea of a player selecting 'FOOTWORK' and having an increased chance of dodging later on, , ,)
So you would "practice" during a long rest and get a bonus for the day?
or a short rest, depending on the length of it,,,
I like little things like that. Would there be a cost? Like a hit die?
pprobably like a number of like, rest points that the party shares and each rest skill costs a number of those-? llike they're supposed to be how much time of the rest you have i suppose,,
Are you able to access rest skills immediately or do they have prerequisites? Or is it a mix?
wwdym,,?
Like, can I do any rest skill from level 1 without any limits other than rest points?
Or do I have to learn footwork from someone?
ahh,,
Or have 13 dex and proficiency in performance?
i mean you could probably start with some but you'd be able to get more options by learning them,,
i was imagining there'd be like, 'generic" rest skills like encourage or wound care or something, , ,
It's a cool concept. If you ever write anything down definitely share it.
:3
How do codeblock?
Do ` three times at the start and end of a message.
Thank you
PC only feature notably
nno it's not,,
I'm pretty sure I've used it on mobile, ye.
I have a couple homebrew spells and I wanna share them, and also ask for any other suggestions that accomplish similar goals, so I'm trying to show these as examples, lol
Codeblocks will bork your formatting, though, but don't worry about it. (The whole point of them is borking formatting, though.)
Galactic Wanderer:
Starting at third level, you can imbue cosmic energy in your body to temporarily disappear into the astral plane and reappear shortly after. As part of your movement action, you can teleport up to 15 feet to an unoccupied space. When disappearing and reappearing, you release a wave of energy from your body. Creatures in a 5 feet area from the starting and ending point of teleportation must succeed in a dexterity saving throw with dc 10+your str or dex modifier+your proficiency bonus or take 2d6 force damage. The teleport range increases by 5 feet and the damage increases by 1d6 at levels 5, 11 and 17.
How does this look? I want to make this the central combat feature of the subclass, allowing you to go in, attack then get out.
I put the flavor there as placeholder, that needs to be worked on.
Hmm, I'd first probably make it a BA, reduce the damage to 1d6, and possibly make it where you have to choose when the damage occurs but it doesn't occur both sides.
I say this mostly because it's currently very stronk and I don't think would be fun in the long-term because of how repetitive it is for play.
Yeah makes sense, i’ll change it and see how it goes
The only change i’m unsure about is the ba since fighter is a class which is kinda ba starved, but probably it would make it more balanced
If they're starved for BA's, wouldn't giving them a BA option be good?
I meant that they’ve got a lot of stuff to do on their ba already, english is not my first language sorry
The only thing I can think of that's inherent to Fighters is Second Wind
But probably forsaking an extra attack or second wind would make the tp more balanced and would make the player give it more thought
I'll also mention that Fighter subclasses often give the class a BA.
Ba attacks come to mind, from dual wielding/PAM/CBE
Ohh i didn’t know about that
the one that first comes to mind is Samurai and Fighting Spirit
By inherent to Fighters I wasn't including things like dual wielding that classes other than Fighters can get
But just from a balance stand point, having a damaging option as part of movement seems very stronk
Ok, so my plan with these spells are such: My paladin's role is mainly the tank of the party, so I'm specializing in crowd control and taking damage for party members. So I'm trying to have spells that accomplish those goals, but also more smite spells is nice because I see smite spells kind of like Paladin maneuvers in a way? Like different tactical options and sacrificing damage from divine smite in exchange for applying effects with other smite spells.
So here are the two spells I have so far (and they are DM approved)
1st level Evocation
Casting Time: 1 bonus action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike.
Range/Area: Self
Components: V
Duration: Instantaneous
Attack/Save: STR 16
As you hit the target, if it is a creature, it must succeed on a Strength saving throw or be pushed 20 feet away from you, it has disadvantage on this saving throw if it is a smaller size category than you. If the target collides with an object during this movement, it takes 2d6 bludgeoning damage. If the target collides with another creature, they instead each take half damage from the collision, and have the Prone condition. If the target doesn't collide with anything during the forced movement from this spell, it takes no additional damage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 and the distance it is pushed increases by 10 feet for each spell slot level above 1.```
2nd level Enchantment
Casting Time: 1 bonus action
Range/Area: 30ft./15ft. sphere
Components: V, S
Duration: Instantaneous
Attack/Save: WIS 16
You goad, taunt, or magically make your enemies perceive you as more of a threat. Each creature of your choice in a 15-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or suffer the following effects:
On a target's next turn, if it takes an aggressive action against you or your allies, it's action must target only you, though it may act normally for its Bonus Action and Movement. In the circumstance that it cannot feasibly target you, such as a creature being out of melee range and it only has melee actions, then as part of it being forced to target you, it must attempt to move towards you using the fastest route.
Creatures that have Immunity to the Charmed condition automatically succeed on the saving throw against this spell.```
seems like a more niche and situational Thunderous Smite
I don't like Thunderous Smite, that's why I made this one
fair nough
All Thunderous Smite does is push 10 ft (and knock prone), and upcasting just deals extra damage, but this one increases the distance pushed when upcasting too. I wanted a more interactive smite that lets me be tactical about the battlefield, choosing exactly how far to upcast it based on terrain effects, which I think is fun
I would potentially just consider asking if Thunderous Smite could be replaced by this version, tbh.
IME, DMs are more favorable towards replacements compared to additional options, as it involves an actual cost.
just as you saw there lmao
I mean, if I have one I'm not gonna prepare the other, so it effectively does replace it, cuz I'm not gonna spend a prepared spell on Thunderous Smite 😅
I will admit I didn't see that you mentioned they were DM pre-approved, though.
Yeah, these already have DM approval. My main question is if y'all might have any other ideas for smite spells or "tanking" spells
(Also, I can't take credit for the name of the 2nd spell, that was my friend)
Just for the fun of it I just submitted those homebrew spells publicly, so if anyone wants to use them on ddb XD
Sounds like a pretty unfun thing considering you get basically no character control
The Rotten Knight
Medium humanoid, chaotic evil
Armor Class21
Initiative+12
Hit Points350
Speed30 ft.
MOD SAVE MOD SAVE
Str 24 +7 +7 Int 12 +1 +1
Dex 11 +0 +0 Wis 16 +3 +10
Con 20 +5 +12 Cha 24 +7 +14
Saving ThrowsWis, Cha, Con
Damage resistancespoison, necrotic, radiant.
Condition Immunitiesexhaustion, frightened, poisoned, charmed.
SensesBlindsight 30ft., Passive Perception 13
LanguagesCommon
Challenge22 (PB +7)
Initiative+7 (17)
Traits
Legendary Resistance (3/Day). If the rotten knight fails a saving throw, it can choose to succeed instead.
Coven’s plaything When the rotten knight is reduced below 50 hitpoints he is teleported to the crone’s lair.
Shadow step. The rotten knight can enter a shadow, and emerge from a different shadow within 90 feet, to do so he must expand 5 feet of movement.
Actions
Multiattack. The knight makes two Rotten Blade attacks, and cast’s a spell from his at will list.
Rotten Blade. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 23 (5d8) necrotic damage.
Thread’s of fate (Recharge 5/6). The rotten knight targets up to 5 creatures within 60 feet of it, forcing each one to make a dexterity dc19 saving throw. Failure: 45 (10d8) slashing damage, and the target is grappled and cursed till the end of its next turn, while cursed the target has disadvantage on all d20 tests. Success: Half damage.
Spellcasting. The rotten knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 19):
At will: Earth bind, ray of sickness (4d8 con save), blindness defness.
2/day each: blight, Darkness, web.
1/day each: Destructive wave, heal, summon greater steed.
Bonus Actions
Mothers rot. After the knight hits a target with an attack, he can force that target to make a DC 19 Constitution saving throw. Failure: the target suffers 13 (3d8) poison damage, and is poisoned for 1 minute (Saves at end of turn), While poisoned in that way the target cannot regain hitpoints.
Reaction
parry. The rotten knight adds +5 to its ac against a melee attack, potentially causing it to miss. If the parry suceeds, the knight forces the attacker to make a dc 19 con save. Failure: the target is blinded till the end of its next turn.
Legendary Actions
The knight can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. It regains all expended uses at the start of its turn.
Cast a spell (costs 2 actions). The knight uses its spellcasting.
Swift step. the knight moves up to half its speed, and makes a rotten blade attack.
looks like a interesting boss ?
Also I just generally hate "DM is gonna male your character choices based on vibes". Like.. Why?
(Also just published an item called "The Devil's Dandruff", if anyone wants to add that to their character 😂 )
I see that now. Thank you for the input, I will revise.
Do y'all think druids should be allowed to wildshape into Plants? A plant based druid subclass is on my to do list and I got curious.
With how many plants we have, go for it lmaoo
I'm much more favorable towards Plant Druids than stuff like Monstrosity Druids.
Is that so tamms
tfw you're about to give Vicious Mockery to Divine-only classes
with the amount of burns ive seen in greek mythology, its a must
I just made a downgrade that feels like an upgrade and my brain is conflicted lol
sometimes nerfs be like that
I shifted Danger Sense from being "DEX advantage against threats you can see" to "Your initiative is calculated as d20 + DEX + WIS"
yeah, not sure how thats a nerf/downgrade
Well, an ability score advantage on saves is pretty beef.
Initiative often seems more impactful than it is.
But also, it does feel strong?
I considered that I could make the Divine usage of the cantrip deal more damage if the enemy attacks an ally, but realized it would be very boring. I then considered giving a sort of reverse-Sanctuary effect, but realized that the goal would be to prevent the attack from hitting and Disadvantage is just a better way to go about that.
you basically gave barbarians what gloomstalkers get
So it might just be a sidegrade, I suppose.
Well, there are no gloomstalkers yet lol.
then again, barbs are already pretty MAD
Im just rebuilding the whole case kit piece by piece.
Redid their resistances too, and so far have Ancestral Guardian and Battle Rager semi-adapted to 24
Although it's a bit wonky still on the wording.
Instead of BPS resistance from Rage, they get 2 resistances (up to 3 at Lv 6 and 4 at Lv. 11) of their choice they can shift at round start.
One of the Ancestral Guardian abilities at three is to grant one ally one of your resistances.
I didn't really like their weird semi-taunt mechanic
So its either that or you use your spirit to give you DR
Something I'm puzzling on, though luckily just a formatting thing. Which of these formats would you want to see for a subfeature that is reliant on the type of magic you have?
- [name] (type of magic Only).
- [name] (type of magic).
Examples:
- Censure (Divine Only).
- Censure (Divine).
- Divine: Censure.
After typing it out, I'm leaning towards #2 with the caveat that the restriction would be explained elsewhere in the rules.
Ac 15 (studded leather) hitpoints 65/65 speed 25ft climb speed
Poison immunity poisonous skin look if grappled i aint writing that
Str 15 (+2) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 11 (0) Cha 14 (+2)
Saving Throws Str +4 Dex +5 Wis +2 skills Athletics +4 Deception +4
Languages Common Aquon
Actions
Multiattack makes 3 melee attacks with rapier each triggers a dc 12 con save or take 2d4 poison damage
Rapier melee weapon attack +5 to hit one target 1d6 +3 piercing damage 1d4 fire damage triggers con save or extra 2d4 poison damage
Reactions
Parry +2 to ac when holding melee weapon to one melee attack
do we think this is a fair mini boss for 3 level two players or is it to strong (they will be fighting on a keelboat)
I think 2 reads better if there are many options.
I think 3 works if there's only a few. 1 is probably clearer, but not in such a meaningful way its a better write imo
I homebrew buff viscous mockery into a viable state, but force the player to insult them
Damage die is a d8 now but you gotta hit them with the sauce.
you could probably just flavour it that way
Oh man so I ran it and ly players absolutely obliterated it 😂
They spent about 40 min planning though so it was good. One player was super low at the end of the fight.
I think I'm finally done with the damage type cantrips, wew.
Mentation
You convert your thoughts into a semi-tangible form.
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
For the duration, enemies within 10 feet of you take a -2 penalty to Intelligence and Wisdom checks, as well as Constitution saving throws to maintain Concentration.
When you cast this spell, or as a Magic action on a later turn, you can cause one of the following effects, after which the spell ends.
Abate. Make a melee spell attack against a creature you can see within reach. On a hit, the target takes 1d8 Psychic damage, and it can’t take a Bonus Action on its next turn.
Censure (Divine). Choose a creature you can see within 60 feet. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.
Headache. A creature you can see within 30 feet has a painful, but harmless, pounding in its head for 1 round.
Obfuscation (Arcane). Choose a creature you can see within 60 feet. The target must succeed on a Intelligence saving throw or take 1d6 Psychic damage and can’t see anything more than 60 feet away until the start of your next turn.
Cantrip Upgrade. The Psychic damage increases when you reach levels 5 (2d6 or 2d8), 9 (3d6 or 3d8), 13 (4d6 or 4d8), and 17 (5d6 or 5d8).
Is this fair for a group of 3 level 2 adventurers (is it to challenging too weak or is it challenging this is supposed to be hard fight so
No concentration on the hour long effect?
Intentional? Just checking
Otherwise it is good
All of the damage type cantrips are non-concentration, ya. They are meant to have a passive benefit to having them.
How does this trait look for my Fixed Stars Archon?
Final Judgement. Any Enchantment, Illusion, or Transmutation spell cast within 30 feet of the archon automatically fails and any effect created by an Enchantment, Illusion, or Transmutation spell that comes within 30 feet of the archon is automatically dispelled.
The Fixed Stars is the 8th and penultimate sphere of heaven where Dante was questioned and judged before he was allowed to enter the Primum Mobile/Crystalline, the final sphere of heaven.
Looks great, and I agree with Alice's comments.
Gotcha
Hmm. Slowly wrapping my head around Beast, Wild Heart, Carrion Queen and Totem Warrior being kind of the same subclass o_o
all of those do share an animal motif
Well, its just animal that vaguely represents small either defensive resistance upgrade or small offensive sidegrade.
Im trying to kind of give each one a better identity
But they feel like a 'family' at least.
Hazzah. Beast alpha version is complete >(
Starting when you choose this Path, you gain the following additional feature:
Moon Blessed
You gain the following abilities:
Bite: Your mouth transforms in a manner which grants you a ferocious bite (shaped after sharks, wolves or your choice of predator). You can replace your one attack per turn with a Bite.
To Hit: 1D20 + Strength + Proficiency
On Hit: 1D6 Damage + STR
When you deal damage to an enemy with Bite, you gain temporary hitpoints equal to the damage dealt by Bite. These temporary hitpoints do not stack.
Tail: You grow a long powerful tail (shaped after dinosaurs, crocodiles or your choice of predator). As a Reaction to a Melee Attack against you, you can roll 1D6 and apply it as a Bonus to your AC equal to the number rolled against that attack, potentially causing it to miss.
Ok, so I was thinking about that and I think this class sounds like the opposite of a Sorcerer
Sorcerer
- Magic from inside, manifests on the outside.
This Class
- Magic from the outside, manifests on the inside.
Though Sorcerer still has some of that second flavor (Innate Sorcery, for example)
But it doesn't actually empower their own body, just their spells
-# (on a second thought, Innate Sorcery still feels like the 1st flavor)
Is a constitution based class a bad idea?
Depends on what you mean, but usually yes
Barbarian is slightly Con-based
But as long as you don't use Constitution as an offensive ability, it's ok
Most of their abilities would use con, but I don’t think it would be used for their offense
Then it's fair game
Agreed with Spike that it basically comes down to "How?"
I mean, sometimes even for offense it's relatively fine depending on how it's done
IIRC, Rune Knight's DC for runes are Con-based
Which “hows” should I avoid?
Using Con instead of Str/Dex for weapon attacks or Int/Wis/Cha for spellcasting 
Why?
Most of them lol
- Doesn't make sense in-world (at least for Str/Dex)
- Encourages having both high offense and defense
Ah, makes sense
Unless if your class is all about spending HP to do stuff, for example
Well I was only going to use con for their defensive stuff anyways
The gist is that CON is the inevitable stat that every PC needs. People use the term SAD, but technically no option in the game is truly SAD, because that would rely on being able to ignore CON or only focus on it.
That too
my Gish Sorcerer is specifically Magic from the outside manifesting inwards 
Magic item (uncommon)
Dragon turtle rapier (attuned) (Cursed)
Dark green blade snake skin looking handle
Instead of 1d8 piercing damage does 1d6 piercing 1d4 fire damage
Cursed (dont show unless used identify one of a kind no rolls can work for it as its one of a kind other then the fact its dragon turtley)
You get disadvantage on attack rolls with any other weapon while attuned
Whenever you attack a creature with a swim speed with this rapier you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the rapier. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature that does not have a swimspeed after you fell your current target. If you have multiple possible targets, you attack one at random. At the start of each turn you must reroll the wisdom save till you succeed then the beserk condition ends and you are immune till your next short rest beserk condition can also end if a creature with a natural swim speed attacks you
The only way I can think of a Constitution-based class that is not a caster who spends its own life force to use magic is a tank 
@remote lance
do we think this is good to hand out to a prty that just got to second level (pirate campaign)
Yeah, it’s a tank class
so lots of fishies
Specifically a control/tank sorta deal
that’s most definitely not an Uncommon Magic item
is it too strong...?
it’s too weak
ah alr
the save on that should be DC 10 or 12 as well and the curse should be much lower
it’s +1.5 DPR for an attunement slot
and the curse is you lose your turn, you attack your allies, and you’re gone for the rest of the combat
it should probably be closer to the Antagonize spell effect
i changed the curse to be dc10 attack just random not just creatures witha swim spell and if you fail by 5 you dont attack creatures with a swim speed
Oh
oh i forgot to write it down but since its a dragon turtle thing it bypasses the resistances to fire damage in water
imo just give them a cursed Flame Tongue, the curse effect activating on any attacks while it’s on instead of if they have swim speed
Im leaving server thought this was fortnite
yeah but i cant make it stronger cause the person they killing to get it has it and they fight them at first level and they would get mopped
that’s completely useless since if you’re fighting in water, you’re fighting swimming creatures
not completly usesless
I mean if the boss attacks himself after every attack
why would he attack himself...?
do the players not have swim speed?
the campain hasnt started yet but they wouldnt all have a innate swimming speed
idk then, it’s up to you
but the item is very weak
monsters don’t need to have the same benefits from a magic item as the players
you can make it 1d6 extra for the boss
or you can make the overall damage 1d8 piercing 1d8 fire for both players and the boss
rn it’s pretty weak
and the curse is really bad
even wasting a turn is really bad, let alone possibly attacking allies
should i replace the wisdom save throw with a crit fail to activate it?
even if you do that, I would still make it force you to use a Reaction to attack the closest creature
instead of your full action
and only for 1 turn
should i replace the d6 witha d8?
Reactions
Parry +2 to ac when holding dragon turtle rapier to one melee attack
i gave it parry cause the boss already has parry anyways
Magic item (uncommon)
Dragon turtle rapier (attuned) (Cursed)
Dark green blade snake skin looking handle
1d8 piercing 1d6 fire damage
Reactions
Parry +2 to ac when holding dragon turtle rapier to one melee attack
Cursed (dont show unless used identify one of a kind no rolls can work for it as its one of a kind other then the fact its dragon turtley)
You get disadvantage on attack rolls with any other weapon while attuned
Whenever you attack a creature with a innate swim speed with this rapier and crit fail on the attack roll you go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the rapier. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. At the start of each turn you must roll a dc 10 wisdom save till you succeed then the beserk condition ends and you are immune till your next short rest beserk condition can also end if a creature with a natural swim speed attacks you
Unrelated, but I never understand why people make stuff like "while you're holding an one-handed weapon, you can take a Reaction to add +X to your AC"
There is literally a feat for it lol
i just stole it from the bandit captain stat block cause the boss it just a buffed reskined bandit captain
nvm then
Does anyone have any homebrew item ability ideas that help a certain character be tankier or direct damage unto himself to protect his party?
doesnt one alreasdy exist
Working on a tombstone golem that is Huge and players will have to climb it to bust up the gravestones on it to bring it down. What sort of mechanics could I implement for their climbing attempts? I'm thinking no grapple check, instead the golem is difficult terrain and they must attempt to climb (thinking an initial Athletics check to get on it). The golem may take an Action to shake off a player but not sure what sort of check or save that could be for the player? Was thinking this could call for a CON save? Or have the player do a skill check to stay on?
probably athletics check
would someone be kind enough to look at my homebrew race and their history? i dont need any stats checks or anything like that. i just want maybe some help with improving them or making them cooler?
if you would be interested you can send me a dm
or maybe acrobatics some checks let you do one or the other so it could be like that
Yeah. Allow the player to decide how they stay on - brute strength or with precision grip placements
Wha?
lemme look
Shield of the Pariah
Also Shield of MIssile Attraction
A follow up on this creature. If it's more of an encounter that isn't just about lowering HP, do I just say there are 3 gravestones on its back that pop up. The players destroy them to kill tye creature. What could I occupy the other players with if one is climbing on it to do this?
Do I have the creature take 0 damage from attacks?
So they have to complete this task instead
i can think of a few ways
Dope
they could regenerate each turn scaling with the amount of gravestones left
or maybe the monster has resistance to all dmg unless the graves are destroyed
It's happening in a graveyard and at the start/Lair Action I'm thinking of stomps to raise some coffins that have weak skeletons or zombies
3 graves - imunity 2 graves resistance 1 grave defualt 0 grave vulnrability
Boom yep thats exactly what I was thinking. Rule of 3
the amount of graves could increase the amount of things summoned also
Yeah
2x the number of tombstones on the golem
I was thinking of playing with Crawling Hands that make an area difficult terrain
also you gotta make the tombstones clearly the reason they are doing so little dmg / regenerating by making them glow or somthing whenever its hit
or if they have preptime for the fight/ is a quest you could always have the person hiring them to tell them that theres no point in fighting it if you dont plan on breaking the tomb stones
Love this yea
Thank you! Even though the awesome part of this item is labeled a curse, I really want that XD
yeah, not sure why its a curse
if you want attacks to hit you missile attraction if you want to make attacks hit you hit somone else pariah sheild
pariah sheild also lets you hit non allies with it so you get thorns armour
My character doesn't wield a shield, that's why I specified homebrew item ability ideas
- DC10 Athletics to get onto Crypt Guardian
- 3 tombstones - leg (10ft), mid back(20ft), head (30ft)
- Once on, Climb Speed or Difficult Terrain to climb it using Move Speed
- AC 17/HP 18 for each tombstone
- 0, 1, 2, 3 Destroyed - Immune to all damage, Resistant, None, Vulnerable
- Tombstones on the creature glow, dimming as they are each destroyed
- Lair Action - At Initiative 20, the Crypt Guardian will stomp the ground and summon 2x the number of gravestones on it for additional support - coffins will raise from the ground and be filled with skeletons, zombies, and crawling hands. Use Minion stat blocks.
Also I don't see anywhere the pariah shield lets you hit other people
huh maybe im thinking ofanother item
make it flicker brighter whenever the crypt guardian is hit as they might just think the glow is just flavour if its static until one is destroyed
or you could make a sheild radiate out of the tombstones whenever the monster is hit
making the monster glow but its clear the glow is from the tombstones and the tombstones aree the cause of the defensive abilitys
A 2024 spell
Released from Circle
Level 7 Necromancy (Cleric, Druid)
Casting Time: Action or Ritual
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a creature or its corpse (provided the creature has been dead for no more than 100 years) and utterly destroy its soul, breaking it down into fragments of psychic energy that return to the Nether Realm (some lore things of my own setting).
The creature or its soul must fully understand the spell’s effects and willingly accept them without any supernatural compulsion or enchantment for the spell to take effect. Subsequently, neither the Wish spell nor even divine intervention can restore the soul.
Would counting as a source of full cover be too weak or strong as a first level trait?
strong
Is three-quarters better?
i mean, do you want 1st level someone giving +5 to AC and dex saves?
It doesn’t give it to themselves, just creatures behind them (that they choose)
Ok, I’ll probably give them some range of half cover, then
Also backup plan if they are stubborn after a lot of damage the first one shatters and they start actually taking damage
I mean shield of faith is a first level spell lasts ten minutes has consentrstion and only works on one person and only does +2
Players will have to make a check if the golem attempts to shake them off. Should this be the same DC regardless of the height the player is at? idk if I want to make it harder since they could potentially take more damage when falling from higher up and these are level 3 players.
I feel the punishment from being higher ups damage is good enough
Maybe consecutive checks get harder like you travel 10ft break a tombstone then in the next turn travel 10 more but if they fall to the bottom/move on. A different turn they check is default as like when it try’s to shake em off their grip is worsened?
I don’t know
Yeah I can run it as is and if the players are taking like...wayyyy too much damage, i can make it so you just drop to the previous level
Eh it’s only 1d6 per 10ft so it shouldn’t be too much of a problem
and realistically the martial classes will be the only ones climbing as why would a spell caster approach the boss and go in melee range
And those are the tanks ones
Also how sould attacking from a range work for the tombstones
normal attacks, with the gravestones haveing their own AC, HP, Immunities, Resistances, etc
It would probably be immune/resitant to piercing as it’s just rock
objects also tend to be immune to poison and psychic
Yeah
You could also buff up the health make it resistant to slashing and piercing but vulnerable to bludgeoning damage
ngl if guns have a crit fumble rule so should other weapons
which is (imo) the best gun system for 5e14
i think a good way to flavor it is just, something breaking
Is this too OP for a level 1 feature?
As a Reaction, you can force a creature which enters your reach to make a Dexterity Saving Throw (DC 8 plus your Strength modifer and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
ehhhhh little bit
what's it for
Significantly
I don't think a little bit, this is amazing. If they don't have half their movement left (often) they can't get up
Then you have advantage.
Also with a polearm this will mean 10 feet.
That’s not how that works
Your reach is always 5 feet
Sure. Regardless, still extremely powerful
Especially on martials, who don't really care about their reaction. Opportunity attacks are bad.
Guns don’t jam 5% of the time
Guns don’t suddenly jam the can jam if you mess up loading
Crit fumbles are just feel bad moments and exclusively punish martials.
crit fumbles are great for games where the players aren't intended to be heroes
no they randomly jam with the cr guns
it's fine for slapstick stuff where losing turns, losing hp, hitting allies is part of the charm
But not with real guns
I'd agree Dave if they didn't still feel bad (IMO) and punish martials. I switch to saving throw cantrips in games with crit fumbles purely to not interact with that system
but it's otherwise just needlessly punitive to martial characters, especially fighters and monks
we're not talking about real guns though
they already have a 1/20 chance to simply fail at what they're doing
Toll the dead starts looking much prettier when firebolt crit fails mean I hit my friend.
crit fails hurting people other than the user are just bad game design
Id still switch if it might hurt me. No difference to me.
But what I'd actually to, IMO, with crit fails is cast Find Greater Table. But that's just me.
eh, just an idea
If it's a slapstick one shot, it might work, or just a really comedy focused game
crit fails doing anything other than guaranteeing a miss is bad game design
it punishes building to make more attacks
which is how martials stay competetive in most turns
there's no "roll a d20 when you cast a spell if you get a one it fails/you blow yourself up"
(I wouldn't like that, either.)
It also is needlessly DM fiat, and I think DM fiat in combat is generally bad, but again that's my opinion.
crit failures is hilariously bad design because it enforces the idea that as a fighter gets better and more skilled, they stab themselves more often
Look at the blasted goggles similar idea but it’s when the person your targeting crit succeseds you go blind for a hour pretty shitty yes and also it’s considered cursed because of that
yeah I don't like that either
But atleast that’s a curse and most things arnt like that
"stab themselves" actually i thought of it moreso as the weapon messing up and not the person getting hurt
crit failures is hilariously bad design because it enforces the idea that as a fighter gets better and more skilled, their weapons fail more often
Dropping their weapon is also bad. 5% of the time they get butter fingers?
there's no way to make it make sense in a diegetic way
So the weapon not hitting so just a normal crit fail?
Also drop your sword I would assume it’s a reaction for the opponent to just kick the sword away
like as in breaking
bowstring snaps
blade gets dinged hard
spear haft breaks
that's not a listed reaction no
It is not
That's not a rule
oh the weapon actually breaks in your idea?
BREAKS
A bow breaking…
that's crazy
tell me you hate martials without saying you hate martials
Even a cheap non magical bow you have no weapon for the rest of combat
Then imagine the bow is magical
Made a cool homebrew system. When you roll a 1, the attack misses regardless of modifiers and AC.
…that’s normal critfaill
i think that's the joke man
Oh I’m dumb
Also you'll notice that crit failures existing as is basically doesn't matter. A 1 will miss on virtually anything always. So it just exists for drama purposes. It does nothing.
This is intentional.
Eh I mean a plus 10 could still hit stuff with a ac of 11
crit fails currently Are the smash bros trip mechanic. tiny little hitch that slows you down but doesn't actually hurt you for no reason
You have a +10 and are fighting enemies with an AC of 11 who are meant to be a threat?
I mean it’s not to difficult to get a plus ten with magic items on a bow
If you've got a very rare magic bow I'm assuming you won't come across AC11.
Unless the thing with AC11 is meant to die immediately.
You don’t need very rare magic items for that dude…
No. But let's say a lv 5 with mod of 4. That's +7. Then archery. +9. Then uncommon bow. +10.
However. Ac11 at level 5?
I mean they probably exist
Point being it'll almost never come up
Probably. But like, it'll almost never matter.
However. If it does anything other than miss, suddenly it matters.
Ghosts
ultimately, there's no reason for crit failures except as a way to specifically make martial characters have a penalty for having to roll for their main method of interacting with the mechanics turn over turn
*in addition to not having the utility of spells
Yeah punishing a crit fail more than the garunteed miss is crappy unless if the item is specifically cursed and then still
I have a question about downscaling this character that’s normally ela +7 but I need a starting lvl 4 character.. any input?
Ability Modifiers:
+2 Dexterity, +2 Constitution, +2 Intelligence, +4 Charisma
(Rakshasas are graceful, cunning, and mesmerizing)
Size: Medium
Speed: 30 ft
Vision: Darkvision 60 ft
Natural Armor: +2
Special Traits:
• Spell-Like Ability: Detect Thoughts 1/day (DC 10 + Cha mod)
• Resistances: +2 bonus on saves vs enchantment and illusion spells
• Languages: Common, Infernal; bonus languages: Draconic, Abyssal, Celestial
• Skills: +2 Bluff, +2 Disguise
• Claws: 2 natural claw attacks (1d4 each, usable as primary or secondary attacks)
• Hands Reversed: Rakshasas are ambidextrous and can manipulate objects oddly. +2 to Sleight of Hand checks.
Level Adjustment: +1
(So you effectively start as a level 3 character +1 LA = ECL 4)
this appears to be... 3.5?
@stuck raptor, I speak the language of the gods.
Gravetouch. Make a $[msa] against a $[c] $[ycs] $[w] $[rch]. $[Oah] the $[t] takes 1d12 $[n.d], and it can't regain $[hp]s $[utso] $[ynt].
Translation:
Gravetouch. Make a melee spell attack against a creature you can see within reach. On a hit, the target takes 1d12 Necrotic damage, and it can’t regain Hit Points until the start of your next turn.
I realized that I could use $[w] instead of $[wi], though, so it's even a bit shorter now, too.
Is poison po.d and psychic ps.d? Lol.
Does anyone have any homebrew item ability ideas that help a certain character be tankier or direct damage unto himself to protect his party?
And similarly, any homebre spell ideas that give tactical smite options or help tank?
(And plz do ping me if you reply, I would greatly appreciate it 🙏 )
might make an expansion for the exandria guns that adds more modern guns/misfire score for modern guns
Look at the abjuration wizard could do somthing like that but uses you own health instead of the ward
Welllll, remember I got rid of Poison as discrete, so it's $[tx.d] for Toxic damage, but Psychic is indeed $[ps.d].
What even is this, Tamms XD
nooooooo
dont
misfire is dumb and stupid
Homebrewery allows variables where you can define something and reference it with whatever you set the variable for, even allowing it to do math.
Didn't know that
it's not that bad
it balances out the fact that guns are miles better than crossbows without it
basically making the weapon useable until you can repair it isnt that bad?
So, parsing the variables:
- [msa] = melee spell attack
- [c] = creature
- [ycs] = you can see
- [w] = within
- [rch] = reach
- [Oah] = On a hit,
- [t] = target
- [n.d] = Necrotic damage
- [hp] = Hit Points
- [utso] = until the start of
- [ynt] = your next turn
Ranged weapons already have:
- Ammunition required
- Loading and/or Reload
They don't need another nerf
for modern yes, for the others not really
Misfire score is like adding durability to items in D&D
Agreed
it's a dc 9-11 (depending on the gun) tinkers tools check that you can make as a bonus action with proficiency if you're the subclass that the guns were designed for
The main benefit I've found to variables in HBRE is that I can ensure that I have no typos and make my own "code" much easier to read.
Doesn't make it any better
yeah, a check that is basically a 50/50 chance
(ofc prof bonus but thats annoying)
There are several ways I've seen guns made that differentiate (but not make them outright better) than bows/crossbows
That honestly sounds like that one meme trend from a while ago where people were talking like this
One of my favorites was them not adding your ability modifier to their damage, but dealing higher dice damage
"br thks h shkspr"
(Valda's Gunslinger)
if you're a gunslinger you're gonna have tinkers tools prof anyways
I think I saw this on pathfinder idk
It doesn't make misfire any better as a mechanic
Jokes on you, this is how an entire cantrip is worded.
#### Putrefaction
*You conjure necrotic power. It doesn't harm you.*
$[splct] $[A]\
$[splr] $[slf]\
$[splc] $[vs]\
$[spld] $[1h]
$[Ftd] you can sense if any $[c]s $[w] $[30ft] of you are $[bld] or dead, but you don't know their location.
When you cast this spell, or as a $[ma] on a later turn, you can cause one of the following effects, after which the spell ends.
**Atrophy ($[div]).** Choose a $[c] $[ycs] $[w] $[60ft]. The $[t] $[msoa] $[Con.st] or take 1d8 $[n.d] and its $[hp] maximum is reduced by an amount equal to half the $[n.d] dealt.
**Exacerbation ($[arc]).** Choose a $[c] $[ycs] $[w] $[60ft]. The $[t] $[msoa] $[Con.st] or take 1d8 $[n.d]. If the $[c] is $[bld], it takes 1d12 $[n.d] instead.
**Gravetouch.** Make a $[msa] against a $[c] $[ycs] $[w] $[rch]. $[Oah] the $[t] takes 1d12 $[n.d], and it can't regain $[hp]s $[utso] $[ynt].
**Wither.** One Tiny nonmagical plant $[w] $[30ft] that isn't a $[c] dies.
$[splcu] The damage increases when you reach levels 5 (2d8 or 2d12), 9 (3d8 or 3d12), 13 (4d8 or 4d12), and 17 (5d8 or 5d12).
Gunslinger's firearms work the same way
haven't had a look at Valda's gunslinger. is it, like, good?
Gasp, I say "Necrotic damage", gotta fix that.
Fighter but ranged
oh so just a fighter
But misfire is, in my opinion (and as politely as possible), a very unintuitive drawback to a weapon type that isn't very much better than the alternative
It's not a mechanic that makes you play around it, nor is it one that makes using guns more interesting.
you can craft a gun that deals 2d12 for 400gp
bro 
idk if you know but 2d12 is big damage dude
what happens if your not a gunslinger?
Eh
Doesn't make misfire a better mechanic
then that makes some issues I'll admit
i mean, at 5th level or so, all cantrips deal 2dx
what does a 400gp gun that deals 2d12 damage have to do with misfire being a badly designed mechanic?
and in cases like EB
Misfire just doesn't make sense, ngl
You miss a creature (misfire) so badly your gun decided it didn't want to work for you anymore?
yeah its dumb
and if its at the start of combat
Congrats you do nothing for a whole round
your basically just there if you have no other wapon
Yeah
TBH you'd probably be carrying a backup weapon as a martial
Especially in 2024 due to Weapon Masteries
There are much more mechanically interesting ways to balance guns than misfire. I'll say it again, misfire is an unintuitive and overly punishing attempt at balancing firearms that doesn't just make them not worth using in most builds but also doesn't add anything fun or interesting to play around/keep track of.
yeah was about to say what martial doesn't have like 12 different miscellaneous magic weapons in their bag somewhere
The only other way I balanced misfire was that gettiing a misfire was an auto miss, but didn't break the gun
but even then it still wasn't a very good mechanic
I think it could work if all it did was disable gun for a round and didn't require a check to clear
Crossbows if the nat 1 threshhold was hire
Still terrible
Disabling the gun at all matter of fact is what made it a really bad mechanic
Check or no check to clear
I think if you're using firearms in a game you shouldn't have to babysit your weapon
and nat 1s and low rolls are mathematically guaranteed to happen, so at some points you will typically be left with NOTHING to do for an entire round several times even when it matters most
that is not fun
My preferred firearm balancing change was simply just making them not add your ability mod to damage but having a higher dice of damage
That already makes them more interesting, they have the potential to be more damaging than other ranged weapons but are less consistent
and I can see it being very fun for certian builds too, esp crit builds since firearms would deal lots more damage on crits
ive been meaning to remake Gunsliger (fighter) and Misfire for awhile lol
as Gunslinger has alot of flaws
like 15th level being about Misfire
I think misfire should just be removed altogether tbh
well i was either going to replace it with something else or void it
hmmmm, for a capstone, what one is better? (keep in mind the subclass is kinda long), 3rd caster btw
a) a free casting of Mirage Arcane, on a long rest only when the duration of the spell is ended (so a 10 day recharge)
or
b) a clone type feature, which might attack, but it will 'share' HP/AC/other things with you, it can attack but only with melee attacks and cantrips, it cant use magic items ect ec
anyway, more people are here now, so reposting this
Don't worry about ittttt
I... guess the clone is better? I'm not sure I'd want "an even worse Simulacrum" as a class capstone, but I am also pretty sure I don't want an "every 10 days" ability, either. :\
What sort of class is this for, sorry; is it for your replacement for Gunslinger?
subclass for rogue
off topic from the thing before
Fair enough, that's why I asked.
Does the class in question have anything illusion-based or echo-based/body splitting before this capstone? If it's posted above, just link me to it if you'd like. But I guess my original comment stands... the clone/duplicate/echo thingy feels more interesting to me, without further context. 🙂
the subclass is a 3rd caster (cleric list) thats based off trickster gods
so 4th level spells at like, level 17, ok
(not a bad concept so far; I like 1/3 casters and there should be divine ones!)
Shadow of the Divine
3rd level Divine Mirage feature
:
Your divine magic blends with your innate stealthiness. you now can cast Minor Illusion as apart of your Cunning Action feature. In addition, when you cast Minor Illusion in this way, you can choose the following effect to occur instead of creating a sound or object:
- You can create a brief flash of blinding light around yourself, which then quickly fill the area within a 10 foot radius with divine smoke that lasts for a minute. When in this smoke, you can attempt to hide even when you are unobscured. You may attempt to hide when you use this effect, on a successful hide, your form becomes one with the smoke as you become Invisible instead of Hidden. If you leave this radius, the invisibility ends, if you renter this radius, you can use the Hide action to become invisible again. Any other creature of your choice within this area has disadvantage on Wisdom (Perception) checks.
The range of this radius increases as you level in rogue, it increases to a 20 foot radius at 6th level and finally a 30 radius at 11th level.
:
You can cause Minor Illusion to do this a number of times per long rest equal to your Wisdom modifier. You can spend a spell slot to regain uses of this feature equal to the spell slot level (no action required).
Trickster's Gambit
9th level Divine Mirage feature
:
Your god has given you the power to subtly swap held items with ephemeral illusions. As an action, you can attempt to teleport one object away from another creature within 30 feet and into your hands. The object cannot be worn, and you must have a free hand.
:
When you use this feature, make a Dexterity (Sleight of Hand) check contested by a Wisdom (Perception) check made by the creature holding or carrying the targeted object. If you succeed, the object is teleported into your free hand, and an illusionary replacement is conjured in its place. The illusion is solid, and lasts for 1 minute or until its illusory nature is discovered. If the creature attempts to make an attack with the illusion, the attack deals no damage and the illusory object dissipates. Alternatively, if the creature attempts to cast a spell using the illusion as a focus, the spell fails and has no effect, and the illusory object dissipates.
:
If a creature uses its action to examine the illusory object, the creature can determine that is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
:
Once you use this feature, you must finish a short rest before you can use it again.
Blinding Light
13th level Divine Mirage feature
:
Your cunning makes your magic and martial prowess stronger. Your Sneak Attack damage can be changed to radiant. Also, when you make an attack roll against a creature or force a creature to make a saving throw while Invisable, you can cause that creature to make a Dexterity saving throw aganist your spell save DC. On a fail, the creature is Blinded until the end of their next turn.
those are the features (besides casting ofc)
Ah, this is the item swap for illusions guy!
I lowkey love that feature for a trickster/illusionist
duplicates are, yeah.
but if i was to do that, it would have to be earilier
like, as the subclass gimmick lol
yeah
i feel like 'silent image' probably suits the power of the 3rd level ability more than minor illusion, but it doesn't really matter; you limit it well and it could be called "sticky light tricks" and work just as well.
its basically a divine flashbang followed by divine smoke
yarp. just that minor illusion is so tiny and trinket-y but being able to use it as a cunning action is sweet. the illusion lasting for a minute with no additional cost to you does feel really OP.
(cost = action economy cost)
but it's a sick ability and it tastes trickster god to me, so not mad at it. haha
lol
you've gotten plenty of feedback on the Gambit, so nothing else to say on that one. it's really cool.
I would probably call the 13th level ability Trick of the Light and have it say that when you change your sneak attack damage to radiant, until the start of your next turn when you make an attack roll against a creature or force a creature to make a saving throw while invisible that would normally cause you to become visible, you do not lose the invisible condition unless your attack misses or they make the saving throw.
This may be weak at 13th level .. I dunno .. too conditional as well, but basically I think it should buy you 1 round of greater invisibility when you use that sneak attack.
bad late night writing : clarification incoming.
eh, that seems a tad bit broken lol
it's an 'until the start of your next turn' greater invisibility. It's bent, perhaps, but it's a 13th level feature which is when a full "Arcane Trickster" would have access to Greater Invisibility anyhow, right?
(13th level half casters have fourth level spells)
Dunno .. either way I like what you're trying to do here, it's fine as-is. I have a bit of a soft spot for Clerics of Trickster deities since one of my first characters was one. 🙂
Seconds
Weapon (rapier), Legendary (requires attunement)
-# The long lost third piece of the time weapon set. While the other two components spread throughout the land, most copies of this weapon, including the original, were lost in time in a prison of their own making.
-# While you are holding the weapon, you gain the following benefits:
-# Magic Weapon. The damage die of this weapon is 1d12. Your attacks with this weapon have a +1 bonus to hit and damage, and you gain a +1 bonus to your initiative.
-# Quickened. As a Bonus Action, you can make a single weapon attack using this weapon, you don’t add your ability modifier to this attack’s damage unless that modifier is negative.
-# Clockwork. When you roll a 20 on an attack roll with Seconds, until the end of your next turn, all your attacks with this weapon turn into True Strikes using the spellcasting modifier of your choice other than Constitution. If the creature you attacked is an enemy, you can choose to forego the previous effect and instead gain 1 charge (up to 4 charges).
-# Just a Second. If you are holding this weapon, you can consume 1 charge as a Reaction to a creature starting its turn. If you do so, you can take an Action before they start their turn. After using this feature, you cannot use your Action or Bonus Action during your next turn and your speed is set to 0.
-# Moment. If you are holding this weapon and it has 4 charges, you can sheathe it right before your turn, consuming your charges and casting Time Stop (no action required) lasting 1 round, if you still have 4 charges, you can consume them and extend the effect by 1 more round. Unsheathing the weapon immediately ends the effect. Once this feature is used, it can’t be used again until the next dawn.
-# Final Moment. At any point in time, you can get 4 charges, when you do so, you can activate Moment immediately using a Reaction. Once you exit Initiative, this weapon gets sucked into a rift, getting lost in or out of time. Once this feature is used, it can’t be used again until the weapon experiences a new dawn.
damn, it’s pretty long now, but I think it should be balanced and usable by spellcasters and martials
Looking for cursed trinkets official or homebrew. (effectively common or below cursed items.)
Just a Second. is so situational to the point where it shouldnt but used and you should just save for the 4 charge ability.
I dont see why a spellcaster would use this as its a melee weapon that has no scaling with anything except extra attack from blade singer and thirsting blade warlock.
I need to codify some kind of foundation for a Morale Break rule to be able to reference back to.
"When a creature suffers a Morale Break, they must make a Wisdom saving throw."
(And then i'd detail the DC can fluctuate depending on the creature, but I want a typical DC formula.)
(I just want some formula which is high DC for low CR, medium for moderate CR, and low-ish for high CR. Just a basis. But I can't figure it out)
you can use it to buff an ally or debuff an enemy right at the start of a fight, you can also use it to heal someone right before the enemy takes their turn
The curse is probably a bit stronger than you want, but Harkon’s Bite from VRGtR works.
the requirement to roll 4 nat 20s on attack rolls with casters not getting any crit rate/extra attacks means it will never be available to use. you would need a fighter to charge it then give it to a wizard.
