Assuming you are a blade singer at level 6+ and using the Quickened ability that is 3 attacks per turn.
so assuming the wizard doesnt cast a single spell on there turn they would have this every approximately 26.66667 turns.
if we look at polls average combat has 5 rounds of combat and players have around 2 combats per day.
meaning 10 rounds per day roughly
or 2.6 days for combat to get this ability back.
#homebrew
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Would love some feedback on this subclass I made. Seems a little strong to me but I don’t think that’s a bad thing necessarily as I’ll be making others probably in the same tone
Path of the War God (Ares)
They thrive in chaos, reveling in violence not as survival but as devotion, leaving only silence in the wake of their war-mad charge.
(Level 3) War born bulwark - you gain proficiency with Heavy Armor and wearing heavy armor does not end your rage. You have disadvantage on Dex saving throws while wearing heavy armor.
(Level 3)War-Mad Charge - you channel your warriors spirit and extend your movement speed up to 15 ft as a bonus action. When charging any creature of your choosing with in 5 feet of your charging path must make a strength saving throw (8 + str + prof bonus) or be pushed 5 ft in a direction of your choosing. Additionally you can shoulder check into 1 creature along your path, stopping your movement. The creature takes damage 1D4 + Str damage and makes a strength saving throw (8 + Str + prof bonus) or be knocked prone. You can use this feature a number of times equal to your proficiency bonus gaining 1 charge on a short rest and all charges on a long rest. While raging you can add your rage damage bonus to this ability. If wearing heavy armor your speed increase is lowered by 10 feet but your knock back distance is increased by your Str modifier and your damage becomes a D6 + Str.
The maximum number of feet you can move in this way increases to 20 at level 6, 25 at level 12 and 30 at level 17.
(Level 6) Weapons of War - Ares has made you the ultimate combatant. While you are raging you are proficient with any weapon you are holding and can use strength for the attack and damage rolls. While holding a weapon, that weapon gets a +1 and is considered a magic weapon, if the weapon is already magical it still gains the additional plus 1 to attack and damage rolls on top of the weapon bonus that already exists. In addition you gain the weapon mastery for whatever weapon you are currently holding.
(Level 10) Bloodied Exchange - Bleeding in battle for the war god grants you his momentary favor. As a reaction when attacked or made to make a saving and below half health you can choose one of the following benefits until the end of your next turn, at a cost:
- You gain advantage on all saving throws, saving throws cannot have disadvantage and you cannot gain a condition but you do not benefit from any damage resistances.
- You are immune to bludgeoning, piercing and slashing damage but you cannot reckless attack.
(Level 14) Merciless Attacks - You have honed the might and ferocity of Ares himself. When rolling the damage for a melee weapon attack and you roll maximum damage on 1 or more of your damage die, you may roll an additional damage die and add that to the damage dealt. When attacking the same creature with subsequent attacks, any attack after the first is made with advantage. Critically striking a creature allows you to also double your damage modifier.
its not reasonable for a wizard/other caster to get the charges realistically and blade singer is a better option. maybe you could go a warlock with 2+ sorcerer or meta magic adept (total level 17+) for 8 attacks per turn or once every 10 turns on average(assuming you have the sorcery points to last that long) but to put is simply that isn't a good build that most wouldn't go especially just to use this item.
Path of the War God (Ares)
They thrive in chaos, reveling in violence not as survival but as devotion, leaving only silence in the wake of their war-mad charge.
(Level 3) War born bulwark - you gain proficiency with Heavy Armor and wearing heavy armor does not end your rage. You have disadvantage on Dex saving throws while wearing heavy armor.
(Level 3)War-Mad Charge - you channel your warriors spirit and extend your movement speed up to 15 ft as a bonus action. When charging any creature of your choosing with in 5 feet of your charging path must make a strength saving throw (8 + str + prof bonus) or be pushed 5 ft in a direction of your choosing. Additionally you can shoulder check into 1 creature along your path, stopping your movement. The creature takes damage 1D4 + Str damage and makes a strength saving throw (8 + Str + prof bonus) or be knocked prone. You can use this feature a number of times equal to your proficiency bonus gaining 1 charge on a short rest and all charges on a long rest. While raging you can add your rage damage bonus to this ability. If wearing heavy armor your speed increase is lowered by 10 feet but your knock back distance is increased by your Str modifier and your damage becomes a D6 + Str.
The maximum number of feet you can move in this way increases to 20 at level 6, 25 at level 12 and 30 at level 17.
(Level 6) Weapons of War - Ares has made you the ultimate combatant. While you are raging you are proficient with any weapon you are holding and can use strength for the attack and damage rolls. While holding a weapon, that weapon gets a +1 and is considered a magic weapon, if the weapon is already magical it still gains the additional plus 1 to attack and damage rolls on top of the weapon bonus that already exists. In addition you gain the weapon mastery for whatever weapon you are currently holding.
(Level 10) Bloodied Exchange - Bleeding in battle for the war god grants you his momentary favor. As a reaction when attacked or made to make a saving and below half health you can choose one of the following benefits until the end of your next turn, at a cost:
- You gain advantage on all saving throws, saving throws cannot have disadvantage and you cannot gain a condition but you do not benefit from any damage resistances.
- You are immune to bludgeoning, piercing and slashing damage but you cannot reckless attack.
(Level 14) Merciless Attacks - You have honed the might and ferocity of Ares himself. When rolling the damage for a melee weapon attack and you roll maximum damage on 1 or more of your damage die, you may roll an additional damage die and add that to the damage dealt. When attacking the same creature with subsequent attacks, any attack after the first is made with advantage. Critically striking a creature allows you to also double your damage modifier.
please do not repeatedly repost the same thing thanks.
It said my message was blocked. No need to be rude thanks
it wasnt blocked and I wasnt trying to be rude.
It says “this content was blocked by this server. From server moderators: you message was flagged as spam content… if you posted a very long message, try breaking it up or sharing a link.” So I broke it up and reposted it
probably cause its a repost.
Yeah long messages will get blocked by automod as "spam" (but what that really means is you should break it up into smaller posts or use a shared document that you link to)
That's all.
That’s what the first message said not the repost
it’s meant to be a weapon mainly used by gish casters, but it should also be good on Rogues, Rangers, and Fighters
Thank you that’s the only reason I reposted it
I’m thinking of making some breath of the wild homebrew
potentially an interesting idea. What specifically?
That would be cool
I am really not seeing how it would be good on a gish as of the very long cd meanwhile a fighter would simply get more uses out of it.
Some of the monsters
Champion for increased crit would be good
its nat 20 not crit
Oh
"When you roll a 20 on an attack roll "
Interesting me even more. I have made oodles of statblocks...
And funnily enough yes this works even if attacking, say, something wearing adamantine armor, because it doesn't care about the crit, only the 20 on the d20. Interactions like this always tickle my brain...
much like a vorpal sword
"Cool adamantine" decapitates
can be very cool
the principle of the d20 interaction is the same even if the mechanical power is different
even assuming it was more consistent for casters Just a Second would be terrible for them as no extra attack means a turn skip for 1 attack even the ones with extra attack wouldn't waste a turn to get 2 attacks a half a round earlier then they would normally as a reaction
Unsure if this should go here, but I'll ask anyway.
On D&D Beyond, is there a way to add a "roll" function for scaling damage dice on a homebrew subclass? I'm guessing not since 2024 Berserker Barbarian's Frenzy damage doesn't appear either, nor does World Tree's temp. HP; could be wrong, though.
For a "die roll that scales as you level", yes IIRC, I recall doing that, going from 2d6 up to 6d6.
For a modifiable-on-the-fly roll, not precisely, that'd be down to the dicerolling menu itself.
problem is if the dm does that its just straight up mean.
insert my characters with high ac + adamantine
it’s a free 9th level spell, I specifically made it take long to charge
you’re probably casting a spell with that Action
not sure why you would use the feature to make an Attack
Well, more referencing a potential adamantine wearing enemy. Given it's more likely for a player to have a magic item than a random enemy
Yeah, it's for something that scales with level [3d8 at level 6, 4d8 at 14, 5d8 at 18]. Can you talk me through setting it up? Can be here or in DMs to avoid clogging chat.
IIRC you make it an Action given by the feature, give it some dice, save, and now can do level scaling
(Action in this context is not the specific type of action, just the thing to give some kind of action be it basic, bonus, or reaction)
i think of running dnd inspired by Percy Jackson
my main challenge is about mechanic for those who want to play demigods
- how to do it? i think of variant human with fit based on the godly parent, but i think it should be something scaling up, like some race have with spell or other trait that open in level 3/5. so how u think i should do it? every odd number level? every even number level and in level 1 only things that all demigod gets? or maybe to do it like milestone, and not concocted to the class level?
- should i make it equally powered among the different gods? like Hermes demigod logically be in the same level as Zeus kid, so do i need to find a way to balance it? and if so, how u think i could do that?
- i relay like to hear an ides for traits/abilities for the different demigods and also what should i give all of them?
- i think to do also a table of "flaws"/"weaknesses" like that in the books they have ADHD, Dyslexia and things like that. at 1st i thought that they need to roll like d4 to see how many they get, but now i think maybe to use the amount to balance between the different levels of godly parent
any reply would be appreciated
pls do ping me so i will not miss your reply. i probably see them/react to them only tomorrow or later on this week.
tnx in advance (dont sure if that a thing in English😅 )
Got that set up; was looking to get a button to roll the damage, instead of having to roll it manually
ADHD rather than being negative could actually be a +1 initiative. I would make it its own race and make each god a sub race. Hades could get animate dead at level 5 and necrotic resistance, Zeus could get +1d4 lightning damage every attack and advantage on all charisma checks, Hermes could get +5 speed and dash as bonus action, etc
It’s typically a bad idea to gameify mental disorders, and I wouldn’t roleplay as a character with them unless you actually have said disorder
There is a player playing a class based on consuming curses and taking on the cursed attributes. So I am looking for a small cursed item that wouldn’t give major buffs/debuffs but still count as cursed.
+1 weapon but -1 to initiative
I kinda want to remake the spell Galder's tower as a spell for summoning a hot spring spa. You select a point on the ground, the ground cracks, and a geyser of steam shoots up and settles overa 100 square foot area and forms into a spa in whatever configuration you choose. Maybe I'd add unseen servants trained in massage. Anything created by the spell dissolves into steam when it leaves. 24 hour duration. Reduces an extra level of exhaustion?
thp
Temp hit points?
indeed
How much would be reasonable from a 3rd level spell? It's reasonable for it to be a little better than leomund's tiny hut if it takes a spell slot
I was thinking of a steam barrier, it can't be scryed into
you could really go nuts, like the uninvited guests get turned around in the steam cloud
but then it starts feeling like a much higher level spell.
actually, are there any good examples of official published spells with text like "If you cast this spell with a slot of level X or higher, you may add the following additional effects?
not to my recollection
what you could do maybe is have a set list of effects you can choose from, and upcasting grants one more?
Yes but I forget which
I think some effects would not be appropriate for 3rd level, though
but would become appropriate if upcasting
Is this balanced for a first level feature?
“When a creature within your reach is targeted by an attack but before the attack roll is made, you can take a Reaction to force that attack to target you instead.”
Pros and cons compared to protection fighting style. It just retargets the attack, but doesn't impose disadvantage
Which one is better depends on the AC of your ally being attacked and your AC
So I think this is good. Similar to protection.
better protection
Eh. Not really. If I have 21AC and my ally has 19 (common scenario), this is better
Disadvantage is better here than going from 19 to 21
It's good if there's a huge AC gap though
i mean, i would assume youre using it on lower AC targets
This is true but in a well built party where won't BE targets with significantly lower AC than the martials.
There*
What about the casters?
And it's fine if this benefits a poorly built party more, because they're poorly built.
Well built casters have higher AC than martials.
Since they can afford to hold a shield at all times, and they should have medium armor, and most have access to the shield spell when needed.
However, at a less optimized table, this feature is great
And I'm fine giving great features to less optimized tables - they'll need it
Even if the caster is durable, this helps avoid any chance of them having to make a concentration saving throw, so is still good, as the worst thing that can happen is the wizard losing concentration on an important control spell
However, protection is mathematically better at reducing hits taken total at decent AC levels.
So all in all, this has a place and is balanced.
tthat's something i really have to work on,,
tthe way that a tanky martial just can't really exist in a well-built game,,
jjust tanking itself is a bit like, rough, in dnd,,,
Cthulu by torchlight made an effective tank paladin subclass
Instead of weapon masteries, it can apply disadvantage on attacks not against it until its next turn, and a creature walking away from it under this effect does so at half speed, and it gets extra attack for opportunity attacks. It can also teleport to allies locations and take hits for them a couple times per day.
Genuinely locks enemies down nicely.
Sounds powerful, but it's reasonable compared to the likes of watchers and co
mmmhh,, i mean less a specific subclass than i mean like, figuring out how to fix the problem by fixing the root of it in the system of 5e,,
Bean's Thermal Spring (Summon Spa)
Level 3 ConjurationCasting Time: 10 Minutes
Range: 120ft
Components: S,M(A container of water, poured on the ground)
Duration: 24 Hours
Classes: Bard, Cleric, Druid, RangerIn an open or outdoor spot of your choosing, a geyser of water issues forth from the ground, shooting a dense cloud of steam into the air, which settles harmlessly over a 50 foot radius. The steamy mist extends 25 feet into the air, and solidifies into the shape of a Hot Spring Spa house. The building cannot harm or trap creatures as it solidifies, and the mist will not solidify until such creatures move into open space.
The following mundane amenities may be included, configured according to the will of the caster:
Bedroom(s) for up to 8 people, Brazier(s), Changing Room(s), Dining room, Kitchen(Fresh water and Cooking Utensils), Lounge, Pool(s)(cold), Toilet(s), Washroom(s)The main feature, a Hot Spring Pool large enough to fit 8 people, is placed and/or sub-divided in a similar fashion.
A 15 minute soak in the Hot Spring Pool grants Temporary Hitpoints now, or at the end of any Long Rest taken within the Spa, equal to your spellcasting modifier +1.
A veil of mist thwarts mundane attempts to see in or out of the perimeter of the spell, limiting visibility down to 10 feet. The caster may designate areas within the perimeter where visibility is clearer. Any objects created by the spell melt into mundane water when removed from the area of effect, and the remainder of the spa evaporates as mist when the spell ends.
Casting the spell in the same spot, every day for a year will make the spa permanent.(effects from casting at a higher level will not be permanent)
upcasting has the following
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, all guests will be attended by an unseen servant, and the kitchen will be stocked with food for the day. Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. The Caster may choose to have the mist surrounding the hotsprings become impassible to all uninvited guests.
Additionally the caster may choose to apply one of the following effects, per level:
-Hotspring soak grants an additional 1d4 temporary hp -The spa expands extra-dimensionally to accommodate 4 more people (4 more people may benefit from the soak, and find bedrooms within.)
😭 okay nice,, um,,
The steam extends 20 feet into the air, and solidifies into the shape of a hot springs spa house.
i don't understand this-?
wwdym,,?
the steam turns into a hot spring house
yyeah is that literal,,
the mist magically turns into solid objects. It's basically a solid illusion.
what is there to understand
That's a valid spell.
I don't see an issue.
That's actually really cool. Gold star from me.
i was just asking if they meant that literally okay 😭?
it's literally magic, yes
I suppose I should include a rider that things in the way of the formation of the spa are formed around, and the spa solidifies there if and when they move into open space, so noone's using the spa to kill anyone.
"The buildings cannot harm creatures as they appear, and any creature in the space of one of these structures is shunted harmlessly to the nearest unoccupied space that is not dangerous to it"
hm,,
wwhat about like elementals and similar creatures that are inherently like, harmed by steam and such,,
wwhat if you put this on top of like, an undine lake or something,,
what\
You could say such what its forever. The table will adjudicate that.
?
I think they're saying the DM would have to rule it
ah,,
yyeah sure,,
i just suspected that fae and elementals, which are prominent in like,, normal dnd,, should maybe be accounted for,,
Edge cases are hard to fold into spell descriptions
mhm,,
It's part of the DM's job to interpret, and hopefully what's written makes that easy
surprised noone pointed out that I wrote 100 square feet, which is just 10 by 10
I originally had this as a radius effect
meant to come back and fix it lol
Given that labubu were inspired by Nordic folklore, I'm writing a campaign which mixes them into the events from "The Day the Earth Froze" (1959) which you might remember from MST3K. Writing stat blocks for labubu was easy, but defining rules for a sampo is taking more work.
Simple homebrew change to the glide ability aimed at making at a little bit more accurate to real physics but at the same time simple and quick to calculate (so not taking into consideration air resistance, climate, differences in friction, air density, etc): Glide: You can glide through the air, assuming that you are unencumbered by weight or clothing. The distance that you can travel while gliding is equated with this
equation: glide speed = 0.05x^2 + 0.5x, with x being the initial fall distance before you
unfurl your patagium. You may do this to accelerate any many times as you like. To
not fall, you must travel a minimum speed of 10 feet per turn while gliding to a
maximum speed of 1500 feet per turn.
Thoughts?
this ain't it chief
dnd isn't a physics sim for a reason
Everybody plays the game differently.
However, I am currently in the process at trying to apply simple quadratic to certain spell effects and effects of avilities in general to create more of an accelerative effect
I'm going to keep falling and fall damage the same for now because the equation for it is quite accurate from what I can tell, even though it is linear.
My players are strategic, so situation where there can be complex variables I believe that can have a great effect. And honestly, all the quadratic change does is allow for higher values the longer one persists at a task, which I think is a better sweet reward for keeping up with a task, such as in an aerial chase.
If my DM asked me to calculate this, I’m leaving the table
Fair enough. Everyone plays differently.
do you know for certain that your players will like this
However, I am in the process of revamping some other spells and abilities. If you can come up with any other effects that have values that can be converted to quadratic formulas then please let me know
I know my players 😊
The goal of this formula change is to create formulas that mimic the same outputs of the basic linear outputs of effects but gain a noticeable boost the higher the values get
This makes encounters more realistic and certain strategies more rewarding
Also, we will be using spreadsheet character sheets, so the calculations aren't an issue
I won't be touching damage outputs and such because those effects are fairly subjective and their effects are much more easy to explain narratively. I find no need to rebalance what I find is already a perfectly good system.
Honestly if its how you and your players enjoy playing it sounds really sick I think id lose my mind but I can totally see the fun in it.
With a spreadsheet, one would just have to input the x value into a cell and it automatically calculates stuff. So math-doing isn't an issue.
Fair point
Yeperoo. I'm thinking that I might use a formula to calculate the curve of line-radius spells and a limit for them, but that will be for a different day.
I would like to give me players the option to curve a line effect of a spell to hit more targets rather than just a linear one, but with a limit.
When trying to get traits to show "Correctly",. it just runs it all together ... as follows: Creature Type: Humanoid Size: Medium (about 4–7 feet tall) Speed: 30 feet As a M****, you have these special traits. Instead as follows:
Mad Race Traits
Creature Type:
Humanoid Size: Medium (about 4–7 feet tall)
Speed: 30 feet
As a Mad Race, you have these special traits.
Show where?
Under Human it shows as follows online
Human Traits
Creature Type: Humanoid
Size:* Medium (about 4–7 feet tall)
Speed: 30 feet
As a Human, you have these special traits.
I'm working on a chef subclass. Is the following feature appropriately powerful as a ribbon, or is it too powerful?
Sous-Vive: As part of a short or long rest, you can take spoiled meat or the flesh of a corporeal undead creature and render it fresh and safe to eat, as if it were under the effects of a gentle repose spell.
Online where
What are you talking about
But when I try to create a race it just runs it all together: Human Traits Creature Type: Humanoid, Size: Medium (about 4–7 feet tall) Speed: 30 feet As a Human, you have these special traits.
??? He is saying it runs together.
The basic rules are on like seven websites, I don't know which one he's making the race on
Okay that is the context I was needing
Can't help with DND beyond though, I use exclusively home brewery. Best of luck, I'm sure someone here can help you out
or even alternatively "Sous-Vive: You know the gentle repose cantrip. You can cast gentle repose on spoiled meat or flesh taken from an undead creature and render it fresh and safe to eat."
And if people say "Won't that mean players will just eat zombie meat?" and my response is "nothing in the rules stops you from cutting off and eating pieces of a living human"
Solid ribbon. Most parties food isn't an issue.
And still requires a body, so it's not free food
Right now the way the class works is you can harvest ingredients from certain creature types and get buffs for cooking and serving them to your party; lower levels mundane creatures like beasts and plants, at higher levels you can harvest the "essence" of like a fire elemental and turn it into supernatural spice
It's a ranger subclass right now but I'm thinking of just making sure they have things like goodberry and create and destroy water always prepared, just have them trivialize the rest of survival
The basic rules already trivialize survival so there is no harm in that. All survival features are ribbons
But goodberry being always prepared is +1 prep slots, because you're forced to prepared goodberry anyways due to how good it is. So that's a nice feature.
Extra slot
I wonder if there's an edge case like you can use this feature to turn a vampire's flesh into "fresh" human meat, stitch it back together and bring him back from the dead as a human
but at that point, why not let that happen?
Your spell doesn't say it turns it human. Just "fresh and safe to eat"
But you could remove the word fresh and It'd help abuse cases
I guess undead flesh that's "safe to eat" is like
fermented shark
then again, isn't all processed meat really undead flesh?
And by that I mean; the subclass capstone should let you build and summon a spam golem
new feat idea: Gunslinger Adept
When you take this feat, you gain grit points equal to your wisdom modifier divided by 2 (minimum 1) and learn 2 gunslinger trick shots
The only good trick shot is the added damage but higher misfire score
Which is bad, so picking fighting adept or the fs one for BM moves
ehhh I've seen good use out of piercing
I've made attempts to tweak wording and numbers on this a little. Clarified how big the steam cloud is, language about visibility and reduced the level 3 capacity to 8 people. I haven't included language about the size of the creatures hosted, because I intend the space to be a little nebulous(literally) and think that the number of individuals matters more for the logic of the spell.
what’s your opinion on 9m truesight as a subclass feature? too strong? 6th level
Truesight for PCs just reduces the amount of fun scenarios you can make as a DM, as doesn’t add much to the game
It’s not strong per say, but not fun either
I'm wanting to make a hunger system and tie it to exhaustion. For the first mark, I want it to take two days without eating, how should I scale exhaustion and hunger this way?
There is technically already a hunger system that uses Exhaustion. The Malnutrition hazard causes a creature who eats less than half their required food per day to make a Constitution save or gain a level of Exhaustion. A creature who eats nothing for 5 days automatically gains 1 Exhaustion level, and another every subsequent day.
How would it differ from the existing hunger system?
epic magic item:
Beads of Subjugation
worn around the neck, these beads are unable to be taken off by the wearer. in addition, if anyone within 60 feet of the wearer shouts the phrase "SIT, BOY!!", the wearer immediately plummets to the ground if airborne, or goes prone if grounded
So basically command at will?
yes but as an inuyasha reference
This might sound like a dumb question but can we bring that down to an equation?
no saving throws. no rolls
also, the phrase can be a reaction to the wearer gearing up to do something devious
That’s…broken
Yes but you have to put it on someone to use it on them
Here’s the full rules on Malnutrition for reference:
https://www.dndbeyond.com/sources/dnd/br-2024/rules-glossary#MalnutritionHazard
it's mainly for That One Party Member Who Uses A Chaotic Neutral Alignment To Excuse Being A Murderhobo
It'd be funny if it required attunement
E=n(con fail)
-------------
Days without food
That’s chaotic evil my dude
-# Oh I was wondering what you meant by equation
anyone who does that in general
deserves to wear the beads of subjugation
Agreed
should i make it deal one point of force damage or one point of bludgeoning damage
I probably wouldn’t make the item. It seems like a roundabout way to address problem behavior instead of addressing it above the table
In any case a no save command: grovel with the only stipulation that the wearer cannot self remove is effectively not a punishment for a PC since they can just go wander off to any NPC and have them help.
well it's meant to be more of a novelty than serve an actual purpose
like a cloak of billowing
"hah, it's the dogboy necklace from that one anime"
so I'm creating a custom item for when my ranger hunter player gets around 5 or 6. should I make it be no concentration on Hunter's Mark while attuned or crit on 19 for Hunter's Mark target
Second one
Yeah removing concentration is far to huge of a buff
nno let's be honest 5e ranger balancing just sucks 😭
tthere's also a reason why so many people take away the concentration from favoured foe or whatever it is,,
this is the reason I'm even considering it
Remind me what hunters mark does again
extra D6 force damage on the marked target, and Adv on Survival checks to track them
I think, that definitely sounds like a spell that should require concentration
But champion crits against marked targets sounds awesome
You don't really need to be casting the spell at higher levels
I think it's weird it has upscaling at all
Tracking a target is already pretty niche
well yeah, it doesn't scale damage lol
If it weren't for the damage I feel like it'd be a cantrip
yeah the only scaling it gets is when the ranger gets extra attacks
Funky
Yeah I still think that second one would be more balanced and honestly more fun
that's the consensus I'm getting from my multiple locations. thanks all!
HM is an actual garbage bin concentration spell, bottom of F tier.
I think they end up in an unhappy medium regardless due to how the psychology behind investment works.
Removing conc is the "easy" fix, but isn't actually a good fix at all.
(I also dislike Hex, Hunter's Mark, and Divine Smite, but that's a different discussion.)
I think I finally have my Ability Number > Word key where I want it to be.
Trying to create a homebrew magical armour and for some reason it refuses to appear in equipment searches through the character sheet, even after waiting awhile. I thought it might have been because I based it off of an already existing item from Xanathar's and have the 'Core' (2024) filter on the character, but after deleting that version and recreating it using an item from the core rules as a template, it's still not appearing. Just wondering if there's something I'm missing or if this is a bug?
I've also tried turning off the filter so that all sources should appear in the listings and it still doesn't show up.
Huh, okay, it seems to be just affecting this character. Weird. 'cause I'm not checking 'proficient' so the item should still show up. It's a warlock without heavy armor proficiency and the item is plate armor. I'm not trying to equip it, just add it to inventory, and it refuses to show up in searches. That definitely seems like a bug so I'll move this to support.
wait what's your qualm with divine smite
hex and hm I understand but what did divine smite do
it sticks the entire offensive output of a martial class into a single mechanic
They are all extremely basic mechanics that don't really do much.
Like, they roll dice and do damage, though technically DS is even worse than the other two because it does nothing else.
and it costs a resource every time you use it
I don't really mind HM and Hex as much because of the fact that they can technically be used for other stuff.
I also think conc is less of a "punishment" and more of a way to refine the gameplay loop.
I think the idea of super charging a cantrip to give a class identity usually falls short.
I don't even like Eldritch Blast >_>
If anyone can take a look later... I intend to use this brew in an upcoming campaign and I'm a little anxious about it haha
Even the DMG guidelines on what to avoid when making a spell are like "Avoid things that are too good to not use all the time"
Concentration to me is a bridge to extending or expanding a spell beyond the instant effect of it
Its a kind of price the player pays thats not a spell slot or a scroll or whatever, but rather a self restriction, for the sake of some ongoing or added effect
do yall think the Ancestor Spirits from Elden Ring would be considered Chaotic Good Undead?
I don't even take hex for most warlocks. /shrug
This is the right play, hex is bait.
Alas, Warlock casting is also pretty damn flawed from a gameplay perspective.
If it had the thin veil of "free use" that HM had, I'd probably use it once in awhile? But naw. It's not a competitor for my concentration much less my 2-3 pact slots/short rest.
My issue with Pact casting isn't about the SR aspect as much as it is the combination of the number of slots and the forced upcasting/fact that upcasting can suck for certain spells.
It does definitely force you into upcastable spells.
I’m not sure if it makes sense or if it’s too wordy.
Master Duelist
General Feat (Prerequisite: Level 4+, Dexterity 13+ or Strength 13+)
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
Redoublement. If you’re holding a weapon in one hand and no other weapons, after you miss an attack with that weapon, your next attack with the same weapon before the end of this turn has advantage.
Riposte. If you use a Reaction against a creature who makes a melee attack against you and they miss, you can immediately make a melee weapon attack against them. Once you use this feature, you can’t do so again until you roll initiative.
yeh, it was DEX only, I forgot I changed it for sword and board
thanks for pointing that one out
Which means you end up saving your spells for very specific moments, ye.
would anyone be willing to help make corrections to my homebrew blocking class
The reaction bit should be more like “…you can use your reaction to immediately…” and not at the start
ok, it seems like there is an issue with the wording
the condition to activate the attack is your Reaction being used
not the attack missing
it’s an additional attack after using Shield/Parry/Silvery Barbs/etc. against an attack and it missing
Ah
Unless you also added a parry to all classes, it’s quite strange for a feat to include such a specific use, especially since most reactions that prevent attacks are spells, and spellcasters generally aren’t fighting up close with weapons
Yes. Warlock would be much better as a design if the "this class loves cantrips" mechanic were built into the class as a whole, rather than layered into a few features and -one- overpowered cantrip that the class has native access to. A lot more varied, too.
Ye.
it’s meant to mainly be used with Defensive Duelist, but a lot of melee attackers do grab the Shield spell or otherwise enspelled Armor with Shield etc.
Seems really narrow overall; two minor abilities for a feat seems weak for 2024 feats.
I'd lock down its usage (decide whether it's for single weapon and nothing in the other hand, in which case it can be a bit stronger, or single one-handed weapon and anything that's not a weapon in the other hand like Duelist style), and try to make it more generally applicable:
First ability: as written it locks out rogues, which is no fun at all. Why not:
You gain the following abilities while wielding a weapon in one hand and no other weapons:
Redoublement: If you miss on an attack, you may make an attack as a bonus action on the same turn, and the next attack you make against this enemy has advantage.
Riposte: Make an attack on an enemy that misses on a melee attack against you (no action). You may only use this once per combat.
Pasata Sotto: Once per combat, you may use your reaction after an attack hits you. The attack automatically misses, and you may make an immediate weapon attack against the attacker if you are in range. You then fall prone.
No, the last one is not actually how passata soto works IRL, but it's close enough and it's hilarious.
why does it currently lock out Rogues?
honestly, I think just removing the requirement of having a Reaction should be fine, I just kept it this way because I was a bit scared it would be too strong otherwise ngl
your Redoublement is my old version of the other feat, I decided to move the advantage there out into this
I might move it back to the other one and add a different effect to this one instead
it’s just that as a standalone effect, that one has a BA attack that’s unconditional with modifier
I might have to add back the missing condition to that one
ok, I see where that happened
This change alone would make the feat pretty balanced, seems comparable to Sentinel
Could do this by removing the single weapon requirement so it can work with light weapons
yeh, although now I don’t really like the advantage requirement since it does lock you into using another HB feat to activate on Rogues
I think I specifically didn’t want it to work on heavy weapons
so I can just say that
Riposte’s actually quite strong on rogues already, since it has the potential to activate sneak attack
yeh, that’s kind of the big use for it
so I don’t want the other part of it to be a complete dud on them
I might completely change Redoublement to something else
Do you guys have any homebrew feat that give you more Dex (more then 2)
It does, which is the point, but they have lots of ways to get advantage so it doesn't need to be that hard for them to get. And yeah; if rogues want to make a second attack on their turn it's generally going to be with a second weapon which the requirements lock out; drop that and that ability is very strong for them.
That's not how feats work; they have to be weaker than a straight +2 since that's what you're trading in for them.
I could see fun with a set of drawback feats that gave a +3 in exchange for a penality, but TBH it would be almost impossible to balance them; the main purpose of such a thing would be to play with drawbacks on everyone since nobody would take regular +2 stat bumps if they could get +3 with a drawback unless that drawback was borderline unplayable.
Ye, I would love something like that, especially with - cons
Hmm.
Blunt Strength:
Your might is slow to get moving, but when it does, it brooks no obstacles.
+3 Str
-1 Dex
You have disadvantage on Initiative Checks
Wisp:
Your resemblence to a ghost may be only superficial, but your body tires too easily
+3 Dex
-1 Con
When you would take exhaustion and have none, take 2 exhaustion instead
Body of Stone:
You are slow in mind and body, but that body can withstand almost anything
+3 Con
-1 to your highest stat of Wis, Int, Cha
-10 to all movement speeds. If this would reduce your base movement to 0 it reduces you to 5 instead.
Someone else can assay the others; these might be a bit broken but if all of them (and int/wis/cha bonuses, which would have to hurt physical stats since casters usually only care about one mental) were options it would probably be ok.
I have a homebrew feat that gives 1 extra but it’s up to 30 
I think you would need to do a -2 for the other stat
and the other stat would have to be CON
not flavor-wise, but for balancing
a +3 is pretty insane
for +3 CON, you can just grab the Tough or Resilient feat 
Always -con would be boring. If you don't want them to be trap feats, there needs to be some variety, but the drawbacks needs to hurt the classes they are best for.
Melee types like speed and casters like their casting stat, which was why I structured it that way, but honestly you could also throw the initiatve penalty onto the con one and it would still be borderline broke. That said...is it actuall more broke than amulet of toughness and minimal con?
+1 to a stat (over a straight bump) isn't actually that strong except for certain breakpoints, particularly since some campaigns use rolled attrbutes. So in a game where everyone had access to a cycle of these feat sit would probably be ok as long as the drawbacks were well structured enough to make it a choice (plus, of course,you couldn't take more than one targeting a single stat)
Actually, the existence of amulet of health is why you can't just rely on dropping con; as long as con doenst' reach zero, people could abuse the hell out of them and wear an amulet to keep themselves functional. It's the other drawback that needs to be hard to mitigate; I was also thinking target mitigation; something with face blindness so you had to roll randomly when you tried to target a particular person would honestlly not be unreasonable (for a casting stat bonus).
I didn’t mean they would all need to be -2 CON, but if the drawbacks are only to ability scores, then yeh, it would have to be -2 CON
that’s the only thing that would balance it without touching anything else
I mean, Dex is also useful for all characters. Str is...no, str is a dump stat for many characters.
(well, unless the campaign uses encumberance in which case it's only mostly a dump stat)
it’s situational, but the situation isn’t that rare and can be planned especially with Point Buy (afaik the most commonly used way of running 2024)
But stat=19 items are part of why the drawbacks need to have teeth (and why spreading out the stat penalties can be good so you can't get rid of all of them with one item). Also why I think -1 is fine; that keeps that stat total the same as it would be with a regular +2, but you get to rearrange which deserves a hefty drawback.
I actually think -HP per level is closer to what I was thinking than -2 CON
stats cost more the higher they are
keeping the stat total the same isn’t enough, so the drawbacks have to be pretty general
Yeah, that's better--univeral and can't be mitigated
it also means casters can still use it because their Concentration stays intact
Hey, would anyone here be willing to help me look over the traits for my race and Subraces of dwarf for my homebrew world? I just need to get an outside perspective on the traits.
These are the traits.
Dwarf Traits
Creature Type: Humanoid
Size: Medium
Movement Speed: 30 Ft
As a Dwarf you have the following racial traits.
Darkvision. You have Darkvision with a range of 120ft.
Dwarven Resilience. You have a Resistance to Poison
Damage. You also have Advantage on saving throws
you make to avoid or end the Poisoned condition.
Dwarven Toughness. Your Hit Point Maximum
increases by 1, and it increases by 1 again whenever
you gain a level.
Subraces. You are part of a Subrace that grants you
special abilities. Please, choose one of the options.
Duergar. At the 3rd level you gain the ability to cast
Enlarge/Reduce on yourself. Also, at the 5th level you
gain the ability to cast Invisibility on yourself. You can
cast each of these spells once, regaining uses after a
long rest. You may also use appropriate spell slots to
cast these spells.
Azer. At the 1st level you gain the ability to cast the
cantrip Firebolt. When you reach level 3 you gain the
ability to cast Fireball, and again at level 5 you gain
the ability to cast Heat Metal. You can cast each of
these spells once, regaining uses after a long rest. You
may also use appropriate spell slots to cast these
spells.
Vror. You gain the ability to use Tremorsense with a
range of 60ft for 10 minutes. You must be on a stone
surface or touching a stone surface to use this
Tremorsense. The stone can be natural or worked.
You can use this ability a number of times equal to
your Proficiency Bonus, and regain all expended uses
after finishing a Long Rest.
What’s the range of line spells compared to area/cone spells? I’ve noticed cone spells are roughly 1.5x area, but i can’t find a lot of line spells to compare
Gaining fireball 2 levels before full casters is incredibly strong
Also, I'm pretty sure if a spell makes you choose between a line and a cone they still have the same range? I might be wrong of course.
Could u provide an example of a spell that makes you do that please?
Yeah a lot of races give cantrips, btw if this subrace is for 2014, it’s definitely too strong, it has too many abilities
I was thinking of the dragonborns firebreath
I'm pretty sure like spells take up 5ft in width and go out in a straight line from whatever direction you choose for the distance it says in the spell.
I used the duergar from MoM, some traits from the 2024 manual, and homebrewed the azer.
About all my races in my setting have traits comparable to these... save the fireball, I wasn't too sure on that one.
so, a normal dwarf with hill's effect baked in?
Well, the hill dwarfs effect is baked in for any of the 3 subraces ye.
But dwarves are meant to be stout and hardy. I think it makes sense.
giving any class +1 to HP per level is really good, also, 3rd level fireball? that and heat metal should swap places lol
To be fair, they are basically made of elemental magic
It'd be a crime not to give them plenty racial spells.
What about a permanent addition to ac? Is that incredibly strong too?
Addition? Yes, its the main feature for Warforged
Substitution? Depends on the AC amount / modifiers
Then would anyone like to look at my orcs? Cause two have traits that alter ac.
Also, 120ft darkvision is just bonkers
It just feels like you took the best things of several races/subraces, joined them, and made subraces for that chassis that add even more things (wtf fireball at 3rd level)
It's the base Darkvision for all races with it in my world.
Please, refrain from pinging
Oop, my b
Then the rest of the features should be at a lower powerlevel
I'll refrain in the future
That was the base Darkvision in the 2024 guide though, wasn't it?
Don't know about 5.5e, can't be of help there, but in 5e the general darkvision range is 60ft
Only subraces with superior darkvision (duergar and drow) have an increased darkvision range of 120ft
I just checked and yeah, races like dwarves and orcs (the only ones I've looked at so far for my setting from that book) have it out to 120ft.
That's why I was confused lol
But honestly, with the way I plan on running my world, they might need the bit of extra boost with darkvision.
But still, thank you for the warning
Also to answer you earlier from before, I kinda did do that. I took the traits from the 2024 dwarf, homebrewed some traits for the azer, took traits from the MoM for duergar, and I can't remember how I came up with traits for the vror.
Starting at 6th level, your battle experience allows you to study a foe, learning some of its characteristics to target its weaknesses. As a bonus action, chose a number of creatures you can see equal to your proficiency bonus. You may know two of the following features about them:
- Their lowest saving throw.
- Whether or not they are resistant/immune to a damage type.
- If they possess limited/full magic resistance/immunity.
- Their AC score.
- Whether or not they are able to cast spells, their caster level and spell save DC.
- Their lowest ability check.
- Two of their ability check/saving throw bonuses.
Opinions on this?
I was thinking of giving two features at 6th level, this and the ability to add spellcasting modifer to cantrips
For a wizard subclass
did you just steal this from battlemaster fighters know your enemy but change it for wizards?
Gunslinger: Reshoot
Means of violance evolves with humanity, from primative sticks and stones, to swords and shield, and then stopping at fantasical sorcery and martial warfare. You have looked beyond the world of fighting with a sword or axe, you have seen the mechanisms of crossbows and bows, built a stronger frame and added a better driving force, thus a firearm is born.
A Gunslinger's arsenal consists of these firearms, ammo created from metal, mystical wood or any other dense material and a repair kit if anything goes haywire
Your innovation spawns copy cats and look alikes, but your craft is your own, you are the master, while others strive for what you've built.
hehehehhehehhehehe
it has begun
Yeah i took inspiration from that, however this is actually useful
is this 2024 or 2014?
Arcane Knack
Prerequisite: Level 4 sorcerer
Frequent usage of a particular spell has made it your go-to, allowing you to alter it effortlessly.
- Choose one spell from the sorcerer spell list that you know. When you cast this spell, you can use a Metamagic option on it without expending sorcery points.
This feat has a number of uses equal to your Proficiency Bonus, and you regain all expended uses on a long rest.
Is this feat balanced?
there’s 1 issue with it imo
when you use this with 2 meta magics, it only uses 1 use of the feat
idk what 2014 sorcerers do lol
Lemme cross check
check if any meta magics can be paired with another as well
I mean this is effectively +2xPB Sorcery Points
why not just make the feat itself be +PB Sorcery Points or something
Only empowered spell, good catch
That does sound interesting, but having a pseudo-signature spell sounds just as good
I would prefer a Metamagic Adept with PB Sorcery Points
I see
Ring of Hidden Blade
Ring, Rare (Requires Attunement)
As a Bonus Action, You can transform this ring into a +2 weapon (greatsword, longsword, rapier, shortsword, or dagger only) that appears in the hand wearing the ring; if that hand is occupied, the weapon drops to the ground. Similarly as a Bonus Action, you can transform it back into the ring while holding the weapon, which automatically returns to your finger.
Additionally, this ring and the weapon it transforms into cannot be detected by the Detect Magic spell or similar effects, nor does it emit a magical aura.
2014
(I mean that’s how I homebrew Metamagic Adept at my tables but only giving them 1 Metamagic)
yeh, I think you could make it a -1 SP and then give it a bonus when using that spell with Metamagic
Bonus?
I was thinking something like 2024 Eldritch Cantrip bonuses
or something like “that spell gains the benefits of Innate Sorcery when being cast with Meta Magic”
That's from '24 tho
'14 sorc doesn't have that
you could just say they get +1 DC and advantage on attack roll
Ig
No, on level up
I would also think it’s interesting to make it so you get a new 1st level spell that has those benefits
and make it work like a prepared spell
since Sorcerers sometimes feel limited by their inability to change their spells
although that does lock the use of this feature to a 1st level spell
I guess you can make it spells of level PB/2 or something
That feels a little far from the core theme of the feat, using a spell so much it's easier to alter the spell
if that’s the theme you’re going for it won’t work
but increasing accuracy or giving it extra effects should still work
The suggestion is a nice idea though
Guess I'll give it more time
What would you think of a similar feat but for a Metamagic option?
Metamagic Adept already exists, I allow my players a choice between 2 Metamagics or scaling Sorcery Points
decreasing the price of a Metamagic is much more usable, but then it’s still just +PB sorcery points
I see
although if you also want to tweak the Metamagic, then it becomes a possibly very interesting feat
but really long
isn’t Twinned Spell in 2014 a scaling point price?
I just realized using your other thing would be super OP on 5th level spells
or even Haste
I forgot they changed Twinned Spell to be 2 points
Is this language clear?
A veil of mist thwarts mundane attempts to see in or out of the perimeter of the spell, limiting visibility down to 10 feet. The caster may designate areas within the perimeter where visibility is clearer.
I wanted it to be difficult to see in or out of the cloud, but for players to have leeway to make visibility better or completely clear. I didn't specify degrees other than the maximum density of fog, assuming people would understand they could remove it entirely if they so wished.
After the sentence ending in 10 feet, add "further away than this, the area is heavily obscured". This defines it as heavy obscurement rather than " limited visibility"
A better entire phrasing would be "nonmagical attempts to see in the area are limited; a creature attempting to see further than 10 feet from itself within the area treats the area further than 10 feet as heavily obscured".
I suppose so. The whole thing is already a short novel. I also have considered that I need to write a whole paragraph about interactions with stuff like wind
unlike level 1 fog cloud, it's able to continually generate more fog, so I think gust wouldn't do much
Like an ever smoking bottle. Technically, it could be cleared by wind, but so long as the bottle is open this is irrelevant since more just appears.
also, simply putting a clause in there that the weather is stable and pleasantly steamy inside would probably be enough
Agreed. Much like LTH
magically non destructive steam
I considered adding "large musical instruments" to the list of phantasmal objects it could create.
since such an atmosphere would be terrible for the bard's equipment
it'd be terrible for the wizard's books too, but they can't cast this spell.
I find those things generally handwaved away
A DM that destroys my spellbook because it's steamy in the area will find that I have one spell left: "Find Greater Table"
Destroying a wizard's spellbook is like taking away their prepared spells and near all their class features, since most of their features are just adding spells to that book.
yeah, should definitely be discussed or made aware as a potential theme at session 0
Prone?
Hey brewers! For those who like to homebrew species or play as homebrewed species, what makes a unique and desirable species to you? Is it flavor not found in official material, unique mechanics no other species has, or something else entirely?
Slow mastery?
it's supposed to be movement based, you get it from being targeted by something and then you have to make a save of some kind to not like, shift unwillingly - wasting movement and possible falling out of range of your target,,
Sounds like push mastery
something thats both flavorful to the specific character and has interesting mechanics to play with and also uphold that flavour more accurately
it'd also be from the lost in space thing from my wip sanity extension where you lose your grip on your spatial perception so you start stumbling,,
imagine it like getting shuffled, basically-?
i'll need a moment but yes i do need help on figuring it out,,
This sounds a lot like prone
yeah something that's making you stumble 5 whole feet should probably just have in its effects description that you are moved up to X feet if you fail the saving throw cuz that's a decent pushing force too
"stumbles" are usually prone + forced movement yeah
i agree this sounds like Prone but alternatively if you're just losing your footing and thus momentarily disadvantaged, just apply Disadvantage imo
i don't know it's not just falling down 😭 ?
Has anyone ever seen a good summoner class anywhere?
I want my character to have a much stronger creature they can summon to command in combat
it's movement, like, , ,, if a player got the ability to use it, it could be used to cause a frontline creature to stumble into the backline, or a backline creature to stumble into the frontline, but that depends on if they lose the save and which random movement they get hit with,,
tthat latter part is what i'm having trouble with,,
Warlocks make good summoners.
But a summon will not be stronger than an entire PC, that would be absurd.
Oh no, not stronger than a typical PC. Just stronger than the summoner
The summoner is the PC, are they not?
i think you'd have to do some scrounging for it, a lot of the summons in 5e are really underwhelming 😭
Meat shields
This has been my experience
Yeah the summoner is the PC
But you could technically achieve this by building the most garbage PC possible and make them stronger that way
Battlesmith almost feels like a better fit for what I'm thinking
Yeah, a summon stronger than a PC is pretty much unattainable
nnot what someone's already working on,,
Both of what you mentioned
Your summon is definitely not stronger than you as battlesmith
Unless you got a DM that lets you pick some really strong planar ally when you cast it
But it never will be and should not be
But there’ll likely be a big cost
You CAN do summon greater demon and planar binding for this though. Then you'll have one stronger.
I guess there's that
Battlesmith doesn't fully accomplish what I want but it's a step in the right direction
I suppose there’s that. What demons can be summoned by that?
What I want is simple:
PC: weak and sucks
Summon: on par with the rest of the party
You can get permanent slave creatures with summon greater demon, planar binding, and suggestion. But a good DM will say no, because ten thousand balguras tends to make for a boring game.
yyeah that's what i had an issue with, i wanted to portray this like haunted ,, hold on i described it as
Error-prone guardian machine
-# Fighting heedless of its own destruction,,
You can polymorph one of your allies
If you want you could reflavour things so that your PC is the summon
Polymorph should be weaker than your allies. A PC should be stronger than a giant ape.
Built at all well
And I'm not asking how you get it with the current options in the game. I'm asking if anyone has seen a good homebrew/3pp summoner class
PF2e hits the fiction well, but I want to see what happens when you try to make it work in 5e rules
Btw, quick question: What Wild shape add-on sounds better for a time-themed druid subclass:
An evolution aspect (changing movement speed, resistances, etc bit by bit
Or
A season aura
Sorry, meant true polymorph
Are there any permanent enchantment spells?
For mind control
Players can only get so bad in 5e.
There's more of a floor. In pathfinder, building wrong is way more punishing than 5e.
I’d use swarm rules with upgradable summons
and then the actual artificer as the weaker one and she totally was for a while until i multiclassed into rogue and got like, any weapons at all,, and then even when i got the chance to use it as i'd liked to (the machine and another partymember against a small army), my summon got beaten bad and the summon continued to suck until the campaign was cancelled,,,
And since players can only get so bad, summons can't usually be better than PCs.
In 2e, I've found the opposite of this to be true
Okay, not here to discuss that though. Regarding your summoning, not sure about a homebrew class, but you don't need it. Played RAW, summon greater demon, planar binding, and suggestion can do this.
Unfortunately, not from an early level
I want a class that is a functional summoner from an early level
Wizards are.
Your summon won't be stronger than an entire PC, but wizards are excellent summoners.
I'd be fine with getting find familiar before lvl 3 and then getting the actual summon as my subclass
Summons power comes from their number, not strength.
anyhow you can probably like, sacrifice con for a similar formula to boost summon health, and then something like the shogun class where you can spend your action giving orders to your summon, allowing it to act beyond just the bonus action-?
Yeah I think you want a wizard here.
Create homunculus does this with the health
Wizard spell
ppermanently and in character creation,,
Also the obvious path, beastmaster ranger in 2024 has a potent summon.
Beastmaster is likely the best ranger in 24 and their summon is underrated.
You could take magic initiate: wizard as an origin feat for find familiar, and get the beastmaster pet at 3
https://homebrewery.naturalcrit.com/share/P5bq92SoM
A quick Google pulled this up. Does this look balanced?
I'll read
ccharisma caster number one squillion,,
Makes sense for the concept
Isn’t there only 2-3?
Constitution caster because the summon is produced from your own blood? Wait that's cool, actually
Sorcerer, warlock, paladin, bard
Do paladins really count
mhm,,
They cast, with charisma
Despite its complexity, that is not more powerful than a PC
still CHarisma Spellcasters
However. For one reason and one reason only. It breaks the game.
It gets a burrow speed. This alone breaks the entire game.
If one more person tells me that I'm looking for a summon that's stronger than a typical PC...
I've said this several times. I want the summon to be as strong as a typical PC
Yeah, burrow speed is kinda OP for players
druids get that too from wildshape,,,
In a massively nerfed form, very slowly. This gets half its speed in burrow while retaining all its abilities.
i still think this would be a flexible fix,,
Even at 9th level?
Why don’t you play a pact of the chain warlock?
Because it's not what I want
Wants the summon to be PC strength
That doesn’t really work well with 5e
What I'm saying.
yyeah something something 5e stinks,,
If you eliminated the very optional burrow speed investment, would my linked class be balanced?
If the summon is as strong as a PC, then the PC is doubly as strong
more so youre trying to play two PCs at once...
The evolutions as a whole need sweeping changes. Some others are overbearing as well. With lots of balance adjustments there, it could work.
those do not make you play two PCs
Maybe they just want them to be balanced in power between summoner and summon, not necessarily a Battle Master familiar?
that is one PC, in two different spaces
Both of these subclasses create an illusory marker, not a creature
No they want summoner to be weak and summon to be PC tier.
Those classes make a spirit with limited actions; you want a full stat block linked to your character with the proportional power of another character
Yes, but it can still act and exude pressure in multiple places just like a second creature
Yeah, Echo Knight and Trickery Cleric are not you playing two PCs
If that is what you want, 5e has many many answers for you.
A little help pls?
No, they quite literally can't
unlike this one
Neither of those are independent beings
mhmm
If I can hit from multiple positions on my turn, I'm putting pressure from multiple places
its still not equivalent to what youre aiming for
Seasonal Aura or abilities would be really cool
Season aura just sounds like Eladrin: The Subclass and not particularly "time" themed in the sense of time as a dimension of reality, if that makes sense. Evolution/Adaptation could be interesting but I think is again a somewhat niche aspect of "time"
I don't think you realize just how vulnerable I want my PC to be
It is a druid subclass, so more nature related in terms of the theme
This thing's spell list is also amazing. The base class is too strong to have a summon this strong. Whoever created this just gave it all the spells it would want.
So to summarize, no. Your base PC is too potent here. And the evolutions need sweeping rebalances.
^^^^°^^^^ this is your answer
Look, boss, you came to this channel to ask "is this balanced?" and the answer you're getting is "I wouldn't even try to do this if it was balanced."
If you still want to do this, the only person who is going to be able to help you is your DM and the rest of your table.
This is what I was looking for.
So play as a Genasi that looks like a regular Elemental, and cast Find Familiar for a CR 0 themostchill. Why do you need a class that makes you weak as hell to have a busted summon if that's functionally equivalent to playing a character and roleplaying as the summon of a weaker creature? I guess I'm just confused
Because I think the concept is cool
So use flavor as I suggested, not everything needs its own class
Its heavily broken
I get what they're going for. It just doesn't interact well with 5e's design.
hell Pointy Hat put out an Awakened Familiar species, play that
Little dude with big dude protector is a very common fiction that I was looking for in a class
The fact that its similar to Find Steed(and in some cases Find Greater Steed) at level 1 would be an interesting boss to give your PCs in a one shot instead, also the fact it can hold magic items and utilize them
You might like the shield guardian magic item set.
D&D classes aren’t really designed like that
Shield guardian magic item does this exact thing
Functionally it is a summon
It is nearing PC power
but it doesn't need a class to exist. your big dude PC can be the canonical summon of a little dude familiar if you want that flavor, or you can look for a regular Summoner class or even a Magic Item as Whisperdice suggested rather than trying to make a super niche concept that doesn't mesh well with 5e, mesh with 5e
D&D classes absolutely are designed around popular fantasy archetypes
Its a CR 7
Its the equivalent of a Druid mixed with a Fighter ally you control(since it'll have the same Hit die)
Idk why you guys are dunking on this guy so hard.
Tbh I'd allow it to happen if i had just the one Player
Ah sorry @brisk holly about that, just wanted to talk on it
This is an archetype of two separate characters. If I wanted to play as a Falconer I wouldn’t make a character who was the falcon and a separate stat block for his master
I do love how it is, but i do wanna mention why it'd be too much for a DM if they'll have more Players
Not tryna dunk but it feels like he's cherry-picking messages to reply to that don't add anything to the conversation except arguing ("classes absolutely are designed based on fantasy archetypes" does not further the discussion of what he wants to achieve, for example)
There do be a LOT of messages tbf.
i know, I get that for sure, that's why I specified it's like he's picking the least productive ones to reply to
A lot of the messages are grossly misrepresenting what I'm asking for
Arguing on it instead too bad, helps in hearing more ideas of how it can be used in another time
I made this based off a Weopon my mom told me about back when she played DND all the way back in like 1st or 2nd edition I think.
Songfilled Sword (Weopon, Rare, Attunement)
This sword appears as a type you choose (Shortsword, Longsword, Greatsword, ect) and radiates with the calm gentle whispers of someone attempting to sing.
Effect: If the Sword is within 30ft of a Musical Effect (Such as a bard playing an instrument to cast a spell or there is just genuine music being played) The sword will sing to the Music being played in the form of a woman Vocalizing. This sword will do an additional 1d12 Magical Slashing damage when it starts to sing.
Archetypes that are intentionally broad as possible; there are numerous specific ways you could achieve “big guy who protects little guy” with simpler tropes
Fundamentally, 5e PCs are extremely powerful and its also hard to make one weak enough to justify tagging a second alongside it.
For a bit, a good chunk of y'all were telling me I shouldn't want a summon that's stronger than a typical PC which I specifically said I wasn't asking for
And then the rest of you were naming existing summon spells which are also not what I'm asking for
Sadly these aren't necessarily possible unless the DM allows it, like for a hardcore game that they want you to be monsters in

You'd have to REALLY gimp the base class to balance it. It could work.
However, the problem then is that you as a player are gonna get obliterated. It is hard to protect a specific person in 5e.
Your summon will live, you'll get curb stomped.
Flock of familiars does this well
Would you like to design such a class? I'd be down to help honestly. A "guardian spirit" centered class could be cool.
Like, I'm in a homebrew channel and I'm being told something isn't "possible"
My point has just been that the conversation hasn't been very productive recently
Pretty neat, for a rare weapon tho I'd change it to 2d6 instead
Since its timing specific
Other very similar systems have been able to pull it off successfully. I'm pretty sure 5e could do it too
Its possible in the sense of only your DM can make it possible
I think, at least to me, it wasn't entirely clear you were looking to homebrew something. It seemed more like you were asking if you could do this thing and you can without homebrewing something that might have been unnecessary, but in the end it's not that serious and indeed you could homebrew whatever you wanted if you tried hard enough
The series of features you’re asking for are much easier with just asking a fellow player or picking a standard class
It wasn't clear I was trying to homebrew something in the homebrew channel?
You control the type of fun you have, not us
It's not necessarily a fact that everyone who comes here wants to homebrew something. Some are looking for existing homebrew to fit their idea or feedback on their own homebrew, etc. As I said, to me it seemed more like you were looking for homebrew that [a] didn't really exist and [b] could be easily replicated vanilla, so people were confused.
I would take you up on this, but I don't have the time to homebrew the entire class
Best case they allow it and you could have fun with it, but another thing that might open up more conversations is talking to the group you're in to see how it might fare?
You have a deadline? What's keeping you from working on it a bit every once in a while?
But, if you're just looking for existing homebrew, the consensus seems to be that there isn't a good option without practically rebalancing or rewriting something
Yeah this is another option is just talking to your DM if it's for a game you're actively planning
I came here because I figured you've seen a lot of homebrew content out there and might have seen a respectable attempt at building a class that is widely represented across fantasy games
Easy fix, have spells come early and the summon at level 2 or 3
Thank you
What other games, if I may ask? What is your inspiration here
Pf2e they said iirc
Summoner
Cause then your own character will still be squishy compared to it, but it'll at least be more fair to the other Players to have time to shine as well as you will with the summoned
Mostly Fabula Ultima and Path/Starfinder
So two out of the vastness of options?
Inspiration could be just one thing and that'd be fine
Lots of JRPGs do it too, but that's video games
And I don't know how many systems you expected me to name when very few people in this hobby have played more than 3
I'm not looking for a second turn every round
When you’re saying something is a standard archetype, I kind of expect it to be reflected in more than two places from this decade
I would argue it's a common trope in media, even if not specifically fantasy. Don't think it's worth arguing about the inspiration personally
Okay, I was looking to ttrpg, but I can also name plenty of superheroes and other fantasy characters that fit this theme
I was working on a Summoner class for a while, doesn't entirely fit your description but if you're interested In an give you a bullet point overviee of the mechanics
Feel free to DM me
Nice!
i still need to work on that stumble condition-
A lot of people complain about companions not scaling with level well. A class that centers on a companion that does scale well with level sounds a lot like a summoner class. Don't even let the class be a full caster. Take away the spell list entirely for all I care
I have a full caster class I made, with one of the subclasses having a scaleable, somewhat customizable golem.
which is why mine is a martial 
That casts some of your cantrips
However the golem is definitively caster oriented and not stronger than you, and only knows some cantrips.
The problem with giving a summoner class spells is that you’d make a second druid imo
Tbh also kind of broken with how certain types have resistances to magic or powerful attacks at level 1 still
Druids aren't summoners anymore really.
Idk i don’t play 24
Trying to come up with more bespoke "Fighting styles" for my class, but all i got is this:
Tamer Style
You have dedicated yourself to a certain style of bondkeeper, something you developed as your own or through your bond with your Kasama. Pick one of the following options:Cavalier. You have advantage on saving throws against the Prone condition or any effect that would move you against your will.
In 2014 summons allow druid to outdamage most pure martials while still having the cc and crowd control of a full caster
Making a summon oriented class will run into the same issues if you make the base class too powerful imo
Because you have a base pc which is very strong and then the summons push it over the top
I understand that this class would have to work very differently from most other classes to be balanced
i feel as though just having the choice to modify your summon at character creation would fix this,,
Which is why spells are a big nono imo
I've already said that I'd be fine with dropping spell lists
DM'd
I was agreeing with you
Sorry if that was hostile
Reading your DM now
It wasn’t dw
druid or ranger subclass that summons thugs instead of animals lol
or just reflavor.
This is barry the bear.
New Yorker growl
a real human man who is size large and protects me. He multi-attacks with his claws, which is what he calls his various blades.
Summon Beast, but its just Wolverine
Barry, leave those bees alone, you're gonna get stung! Barry!
He wears a bearskin, but that’s just because he gets cold easily
i'm trying to figure out some sort of stumble condition,,? it's supposed to be movement based, you get it from being targeted by something and then you have to make a save of some kind to not like, shift unwillingly - wasting movement and possible falling out of range of your target,, it'd also be from the lost in space thing from my wip sanity extension where you lose your grip on your spatial perception so you start stumbling,, imagine it like getting shuffled, basically-? it's movement, like, , ,, if a player got the ability to use it, it could be used to cause a frontline creature to stumble into the backline, or a backline creature to stumble into the frontline, but that depends on if they lose the save and which random movement they get hit with,,
it's not just advantage on attack 😭
it sounds like a helluva push to move a Frontline to the back and vice versa, I don't think it fits a "condition" as conditions are ongoing effects until cleared, the push sounds like an instantaneous effect that moves a creature
it does last multiple rounds but that like, depends-?
it happens when the turn comes up for the one with stumble,,
and will randomly move again depending on the length of the condition,,
Starting at 6th level, your battle experience allows you to study a foe, learning some of its characteristics to target its weaknesses. As a bonus action, chose a number of creatures you can see equal to your proficiency bonus. You may know two of the following features about them:
- Their lowest saving throw.
- Whether or not they are resistant/immune to a damage type.
- If they possess limited/full magic resistance/immunity.
- Their AC score.
- Whether or not they are able to cast spells, their caster level and spell save DC.
- Their lowest ability check.
- Two of their ability check/saving throw bonuses.
Opinions on this?
Chat got kinda flooded
Most of these things should be known to the players, roughly, with a good DM anyways.
This feature gets better the worse your DM is and the less they communicate though
So. English is hard.
Im making a homebrew Rogue subclass. For the 17th level feature, Im thinking of having the rogue allow to make two cunning action. So, 2 questions
- Is this good?
- How do I word this?
what determines which direction they stumble in? what if the frontliner just stumbles forward?
anyway what you described seems fine then if it's just a condition. pick a saving throw, a DC, specify how many feet they move and in which direction, and when they make the save (start of turn presumably). is that not it?
"On your turn, you can take two of the following actions as a Bonus Action: Dash, Disengage, and Hide"?
This is fine, very late feature and made obsolete by a mount anyways so it isn't broken.
It's not exceptionally strong for a 17th level feature. Note that Monks can do nearly the same starting at level 2, but at a resource cost.
They can't do 2 of the same one, can they?
This feature would allow you to double dash for triple movement which is the obvious use case.
I forgot about double dashing
They can indeed Dash and Disengage with a single bonus action.
But they can't double dash
Ye then bad feature, too weak.
If no double dash
Remember, all movement options are ribbons if players choose to get on a mount
Which optimizers will. So they aren't too powerful
The theme is making a ninja. So double dashing could work out
Rouges are pretty low power so it can't hurt
Dash + hide is also situationally useful
Honestly i don’t think they should be known by the players by default unless they can be very clearly observed, the creature is a commonly seen one or they spent time researching it
What I mean is they are swiftly figured out.
AC is obviously known within a small margin of error after the first few attacks. You know about a resistance or immunity as soon as you hit it (unless your DM is godawful and gives no indication the damage was halved), you know about saving throw bonuses for the same reason (if the creature is +8 to the save, the DM will make this clear in their narration)
That WOULD allow you to get that info earlier. But it's not amazing, the PLAYER generally suspects what these things are regardless (I ain't using hypnotic pattern on a bunch of undead).
And on top of player metagaming, which will always be there, the DM should help out a lot
What happens if I include steady aim as well (I have copied the feature where your movement speed isnt reduced to 0 for using it)?
@void jewel
yyeah that's what i'm trying to figure out,,,
Still not bad.
I feel like all those details are small things that are entirely up to you and your system.
- Saving Throw related to whatever stat most relates to "misperception of space" or just Dex for footing
- make the DC depend on what causes the condition. pretty standard
- i mean, how strong are they stumbling? 5 ft if it's slight, more distance the more severe the stumble, just depends how debilitating of a condition you want it to be
- direction also depends on you. you made it seem like they will always stumble inconveniently in the opposite direction they want to be. could also just roll a d4 for the cardinal directions or d6 if it includes up/down, idk
- making the save at the start of your turn makes the most sense for a condition
besides those, what are you trying to figure out?
Yeah, the point is to get that info before wasting an action/spell slot
I was thinking of giving two features at level six, this and int bonus to cantrip damage.
Like sure you’ll know a creature is resistant to fire after you fireball it
But wouldn’t it have been better to know it before that?
While this is true, most of the time you just know from the vibe
Most creatures with fire resistance telegraph that for example
That hasn’t been very obvious in the games i’ve played
How does this sound for a homebrew martial (maybe a half caster) class? Rather than training their mind (like a barbarian), or their body (like a monk), the train their soul
I feel like it would fall dangerously close to monk, maybe it’d be better as a subclass
If you get, like, the foggiest description of the creature, you can usually guess.
"Hey DM, what does this creature look like" since looking at them is a free action.
This is most vital to discern immunity types, which can also usually be figured out by creature type.
AC, also, would normally be something you could visually estimate
"How hard do I think this creature would be to shoot"
^^itd be extremely strange for the DM to not at least answer this question with an estimate, since your character most definitely has a rough idea of how hard it would be to hit something
Boom, you know their approximate AC.
Free action.
Again, we’ve probably played very different games
Do you not think you could ask your DM how hard your character thinks it'd be to hit something? Genuine question.
I can see you getting an approx ac after a few shots, but asking how hard is it to hit is ehh, AC is both a combination of armor and speed/reflexes etc.
I doubt your character can judge that just by looking at a creature
I, as a dm, wouldn’t give that info, nor would any of the dms i’ve played with
As for resistances/immunities, a lot of times they aren’t obvious by the way the creature looks
Really? I have a good idea how hard it'd be for me to hit an animal. I can get the vibe of how fast they'd be looking at them.
Because you’re familiar with animals
Now imagine something you’ve never seen before
Like an alien
Na, there are ones I don't know and see for the first time still.
Can you judge something like that? Hell no, you don’t know their level of tech, their reflexes etc.
Eh. Cherry picking. Unless the campaign is super odd, just like I've heard of animals, my character probably knows what a kobold is.
But regardless, it works on most things.
You still have an approximate idea based on comparative knowledge
Precisely.
Unless you’ve fought something similar to what you’re fighting, this doesn’t apply
I don't agree. Even if I never personally fought a troll, in a universe where trolls can and do kill and eat villagers, the fact they hate fire is likely common knowledge.
Even if you haven't fought one.
This is because you’re thinking about common creatures
I've never personally fought a zebra, but I as a person know they're fast.
Yes. That's my point. You can invent uncommon creatures that don't work with this all day, but it works most of the time
Especially ANY humanoid.
Of a race you know
Well the thing is
Outside of the level 1-4 range
I don’t see common creatures used a lot
Nor do i use them as a dm
Idk man. I think the adventurerers have much more info about the world around them than you're giving them credit for. That's all.
Plus, even if the DM won't let you estimate their defenses, you can usually just ask for a detailed description and make an educated guess.
Which is precisely what your character would be doing in every combat - looking at them and guessing how to proceed.
But it sounds like in your games that ability is useful
Our DM gave us an in-game monster manual, so we can look up creature’s stats out of combat
Again, for known/common monsters, this doesn’t apply
But we’ve rarely fought those in our campaigns
Ye its less knowledge and more just assessment IMO. That's all.
Imagine a giant amalgamation of bodies of several creatures sewn together, how would your char be able to estimate/know anything about that? You’ve never seen something like that nor is it common knowledge for sure
Sure, roughly how large is it, how fast is it moving?
Let's play the game
I’d assume if it’s slow, it has an AC of about 11-14
If it is made of only human-looking flesh and is slow, I agree.
Since it’s made of flesh
If the flesh looks thick like a hide, I'd increase that
AC was 18 btw
What monster?
Is it a slow monster or a fast monster?
Homebrew, it was the boss of one of the arcs of my campaign
Ye if fast then that makes total sense.
Well if it’s homebrew that’s irrelevant
What I'm hearing is that the assigned AC was arbitrarily assigned, rather than being based on reason, which of COURSE makes a reason-based assessment inaccurate.
You cannot tell me it'd be hard to shoot a large wall of human flesh with no apparent other defenses.
Never said flesh, i said several creatures sewn together, including part of a dragon so scales
It had weak points where it took more damage but part of the body was covered in scales and thanks to a ring it absorbed it had an invisible magic shield increasing ac in other places
???
Then I'd change my assessment. You gave us poor information.
We asked if it had thick skin and you said no
Well, we didn’t explicitly ask, but we said if it had thick skin our guess would be higher
Find the message where i did say no
Let's try again kimbk. Make another creature: what does this creature look like, I.e. what do we SEE when we look at it.
It's not that you said it didn't, its that you didn't say it did when the creature obviously would visually have them.
Pick an obscure one from the monster manual
Bro i don’t care about the monster manual 😭
Don't tell us what is is, just describe it.
I’m making this subclass to use with my group, most of the things we fight are homebrew
No, another homebrew one is fine, but just actually tell us what it looks like this time.
It's worth noting that there is an existing, official feature (I think for a Fighter or Rogue subclass) that did this in 2014 (revealed monster stats), so it can be turned into a feature for your homebrew for sure @white bison
No let's do another homebrew monster, but with a good description of what it looks like.
All we got told last time was flesh
I’ll try to describe it as best as i can:
A giant jellyfish floating in the air made of spectral blue energy. It moves slowly through the air and seems to be distorting the air around it as it moves.
Okay. Does it look solid or ethereal?
I can see through it?
Guess the AC.
Silvertongues are large, leathery-winged beasts with bile sacs on their necks that store the fluids they uses for their cold-cone breath weapon. Their regal appearance similar to a white phoenix betrays their vicious nature as aerial predators.
Yeah i took inspiration from the battlemaster subclass, what’s the rogue subclass?
I was saying it was one or the other, so it might just be Battle Master
Ethereal, you can partly see through it as you would see through a glass bottle
My guess is 18-23
If it’s distorting the air, it would be harder to shoot at
I'm going to go here with a 17-22.
Leather skin and flying around, provably fast, airborne predator. I'm going to guess about 18.
Could be lower.
No less than 16
The AC is 15, the air distortion is one of it’s abilities which allow it to take no damage if a d4 lands on 4
Like it’s very hard to get an estimate even of the AC, and it is the easiest thing to get on that list
Yeah, when you homebrew it badly
I understand that experienced players can guesstimate AC and other details, but I don't think it's worth arguing about the vailidity of a feature that reveals those statistics, especially when an official one exists, unless the question asked was "is this feature balanced for this level" and even in that case I would think they're searching for ways to improve it or balance it more than whether or not it should exist.
honestly i already closed the stat block and forgot, it was a creature i made a long time ago lol. it was probably large though
It’s pretty easy to estimate the AC of official creatures
Ye. It's still a usable feature. I think my main criticism is that discovering and guessing attributes is part of what I personally find fun.
But that's just my tastes.
🤷♂️ i don’t rly care what you think about that cuz my players liked it
And i as a player liked when presented with monsters like this
you have one stat and one feature from a monster and you wanna say it was homebrewed badly? or am I misreading? cuz thats wild if so
You’re right, sorry
You were more or less right: it's AC15 while ignoring 25% of hits, making the functional AC more like 17-19, depending on the player's hit bonus.
Just keep this in mind
I didn’t see this, but yeah i totally agree with this
Sorry for interrupting, should have looked first.
You're good and it's fine to post like that, the reply feature exists so people can talk around it if needed. I will say though I'm no expert at high CR creatures so I can't give much input lol
It had a cool name for the feature though
Oh, you mean AC guessing? lol
Yeah lol
I'd be terrible lowkey
How does this look for my Fixed Stars Archon?
Faithless, Hopeless, Loveless (Recharge 4-6). Charisma Saving Throw: DC 24, Each creature in a 30-foot-radius, 120-foot-tall Cylinder centered on a point the archon can see within 300 feet of itself. Failure: 55 (10d10) Radiant damage, becomes Frightened of the archon, is knocked Prone, and all ability modifiers are removed from any attack rolls, ability checks, saving throws, and saved DCs. If a creature fails this save by 5 or more, its Speed is reduced to 0 and begins incoherently rambling off various sins or regrets its committed throughout its life. A creature repeats this saving throw at the end of each of its turns, ending the effects on itself on a success. Success: Half damage, and a creature only suffers the above effects until the end of its next turn.
I did wanna ask y'all to compare some features I wrote to a spell level though so I can get an idea of their strength and balance around that though, so I'll leave those here in a second (gotta go copy and paste lol)
Players levels and party distribution?
Also i don’t really like the fact that you gain a debuff even on a success, but the ability looks good otherwise
CR 24 monster, not for a specific party, made as part of my celestials project.
You see a cobble of stones joined together by arcs of electricity, almost as if its using the energy to carry each one. Standing approximately at 10ft tall, its shape is that of a rabbit, the biggest stones centered on the tips of its ears.
Actually the debuff to saving throws means the player is extremely unlikely to pass the st to end the effect
Around what spell level would you place each Talisman?
Cursed Earth Talisman
You can activate this Talisman via touch. When activated, the Talisman lasts for one minute. During this time, the ground in a 30-foot Radius around the Talisman becomes Difficult Terrain and hostile creatures that enter this range or start their turn within range take Necrotic damage equal to a number of Exorcism Die (equivalent to Martial Arts Die; 1d10 at lvl 13) equal to your Intelligence modifier.
Pure Heaven Talisman
You can activate this Talisman via touch. When activated, the Talisman lasts for one minute. During this time, allied creatures who enter or start their turn in a 10-foot Radius around the Talisman gain Temporary Hit Points equal to your Exorcist level, while hostile creatures that enter or start their turn within range instead take Radiant damage equal to a number of Exorcism Die (equivalent to Martial Arts Die; 1d10 at lvl 13) equal to your Intelligence modifier.
Windwhip Talisman
You can activate this Talisman via touch with a range of Self, or remotely (within 100ft of you) with a range of a 10-foot Radius surrounding the Talisman. When activated, the Talisman lasts for one minute. During this time, ranged attacks that deal Bludgeoning, Piercing, or Slashing damage have disadvantage against creatures within range of the Talisman.
The one think I appreciate about this is that when players have complete information, the DM can crank the difficulty.
Should I remove the debuff to saving throws or add a caveat that the debuff doesn't apply to the saving throw against this ability?
Do they break after use?
No, but you have a limited amount of total Talismans perpared per Long Rest, equal to your Int mod.
I mean, yes, they have a limited duration and are expended afterwards if that's what you meant
But you can have more than one and they aren't permanently lost in the sense that you can make more
Windwhip is best if facing that type of damage, otherwise cursed earth is best. Heaven is not as good due to radius. Cursed earth is a pretty huge area of terrain, no sooner than lv 5 IMO. Heaven could be 3. Windwhip also 5.
I was hoping for comparisons to spell level so I could use the variant rule spell points system to determine how much each should cost of the class resource haha
I agree, but i like giving/receiving info when it makes sense or an effort is made to obtain it in game
60ft difficult terrain with a non-save-for-half small damage rider is at least third level. Windwhip also third because it neuters certain encounters.
Maybe remove the debuff to saving throws entirely
Gotcha
I feel like cursed earth is higher than 2nd but lower than 3rd level
Because plant growth is an improved version in every way
I feel like that's selling short 60 foot square of difficult terrain
Plant growth is highly situational.
Requires plants.
100 ft square of double difficult terrain
Only on plants
Not raw
Windwhip will have a different cost for Self compared to the Radius, with the latter being more expensive because yeah.
You get Pure Heaven and Cursed Earth in Tier 3, Windwhip in Tier 2, and you get them alongside other features (as well as them actually being entirely optional, technically) which is why I was trying to balance them irrespective of context and just based on effect strength to determine resource cost. I don't necessarily need them to be high spell level in power, I just need to determine a reasonable cost for the effect, and if they seem too weak for their tier I could buff them and increase the cost accordingly, if that makes sense.
24
Then count me out idk shit about it
im sure it would work in 14 but, im using 2024 language
lmao. how i felt at first too
Heaven could occur earlier. It is most comparable to protector cannon
Plus a small damage rider
what is protector cannon? sounds wild
it's like, 4d10 per turn when you unlock Pure Heaven
well, 2d10-5d10 depending on int mod
i usually assume 3 or 4 esp by that level
since int is the class stat
Oh then t3 minimum
60ft of difficult terrain and that much damage with no save is bonkers
yyyeah. i think i thought about reducing the damage, or i just forgot to incorporate a save, not sure which lol.
so you think it fits in tier 3 as relatively balanced even without a save?
Do y'all think it would make sense for a Cold damage spell to be able to inflict the Petrified condition? Like freezing something solid Mr. Freeze style.
Yeah that could be pretty cool, as long as it's clearly ice-petrification and has a way to cure it since iirc Petrified specifies it's stone and a cure (I could be wrong though)
Petrified suggests a material and cure
Ah okay, then yeah ice petrification would definitely work as just Petrified
Yeah that’s cool
Maybe add a repeating save if it’s low level
Maybe something like "taking fire damage while Petrified in this way allows a creature to repeat its saving throw with Advantage, ending the Petrified condition on itself on a success." ?
I made this Artificer subclass a while back
https://docs.google.com/document/d/1itCIKI_5kINi910XEiBUNEdZtV6FyXCE2zRCnQAb1Tw/edit?usp=sharing
the idea is that you have these crystal drones that you can use to do some area control, with proper planning and positioning
you can redraw spell AoEs, but the area needs to be as big or smaller than the OG spell, so no making bigger Fireballs
plus you can also use the drones to deal some elemental damage within a drawn shape or just in a line between two crystals
or give temporary hit points to allies
expending spell slots to empower them
then you can at level 15, basically sacrifice some to power up spells, but then you have to spend time to recover them
what do you think?
What if
there was an reaction you can take to put yourself in harm's way to defend an ally from danger?
Like when an ally is hit by an attack or forced to make a Dex Save against an effect (such as a spell/trap), you coudl use your reaction to take the damage yourself or push them out of the way, giving yourself disadvantage on the save but your ally gains advantage or something?
Take the Hit. As a reaction, when a creature you can see would hit by an attack and you're within 5 feet of them, you can interpose yourself between the attacker and your ally, taking all the damage instead of them. You must also be able to be targeted by the attack within range and line of sight.
Shove Aside (Dexterity Saves Only). If the saving throw is against an area effect (such as a fireball or dragon's breath) and you can reasonably shove your ally 5 feet to a space outside the emanation, you push them to safety. Your ally gains advantage on the saving throw, but you must make the saving throw with disadvantage. This option requires the ally's space to be adjacent to yours and the destination space to be unoccupied and safe.
Level 6 Peace Domain wizard?
Depends on uses
Forgot this existed
As in number? All Talismans count against a total equal to your Int mod so you could prep btwn 1-5 of these depending
Looking for feedback ^^^
Take the Hit is like a worse version of the a Fighting style
and Shove Aside... idk I think I saw something like this among Battle Master maneuvers
Same amount regardless of strength?
I was thinking of making this a core feature instead a fighting style you take
What do you think?
That doesn't make it better?
Yeah. You optionally gain Talisman an options at certain levels. Because of this, later ones may be stronger in some cases, and you can stop preparing earlier ones entirely if you wish to prepare more of the higher level ones. Some lower level ones are neat too though, there's Telepathic Bond-adjacent and Clairvoyance-adjacent Talismans that may still see use, for example
Warlock spell slots in function, then (same resource for things of varying power)?
would anyone want to talk for a bit to help me figure out my homebrew class?
I think that's accurate, yeah. I can link the class itself if you're interested and wanna get a bigger picture.
With making subraces, do they override the base races features or are they just added?
added
No; Autognome and new Warforged are both Constructs
You can take a look at those for how the designers built around the creature type
yeah, if yer running 2014, you would need to specify they can be healed with certain spells
anyone?
if a race does make you a construct, wouldn't that mean they could be healed from the Mending spell?
No
Autognome specifically specifies that something special happens when you cast mending on them
Would that mean in order for a construct race to be effected by it, it has to be mentioned by name?
yes
Oh
I just put "For purposes of spells, magic items, and other things like that, you are considered a Construct."
yeah, that would cause you to be unable to benefit from stuff like Healing Word in 2014
dang
how do we feel about reload taking an action/attack?
i've had big negative feedback from stuff like that, even for like siege weapons
well its for a Gunslinger remake im making (the sub)
so i wanted to see everybodies views on it lol
a big part is actually figuring out what stat i'd put for the lost in space mental thing, but yes you've mostly got it, i need to figure out how to define what length of movement they'd be stumbling, and how to define what direction of movement they're stumbling- tthe length of movement is probably the hardest to figure out since that depends on like, the strength of it-?
so what is applying stumble?? because that would dictate the "force" and probably the DC too. I'm still confused because I think you have everything for a condition already and just need to word it. Is that what you need help with?
ttrying to figure out how to calculate how much movement you're forced to spend and how to calculate what direction the forced movement takes you in- - -
Would a bourd with a nail in it do piercing or bludgeoning damage
yyou can have it do both i think-?
If you're hitting with the sharp end of a nail, piercing. any other part would be Bludgeoning
jjust two different damage types if you split the damage,,
Ok if its a regular bourd with a +1 nail in it is the whole weapon magical or just the nail part
- movement cost = amount you're forced to move
- d4 for cardinal directions, d6 includes up and down
I'd argue just the nail but that it extends to the board it's attached to, just that if the nail was removed it would be magical and the board wouldn't be
Would the same apply if its fliped
I'd say so. Why?
So if my player pry oak of a magic tree I know what to do with it lol
Lol. Well if it's just a board, maybe it'll be fragile too, so they might have to watch out for that
mmmh, pardon- i meant i'm not sure how to calculate the movement forced to move, like, , , i'm not sure about it always being a set amount,, , , , ,
Instead of extra attacks, fighter should get a damage multiplier. Add a +1 damage multiplier at levels 3, 5, and every 3 levels thereafter.
Goes up to x8. Fighters can make multiple attacks, dividing the multiplier by the number of attacks. Can't make more attacks than your multiplier.
If you target multiple different creatures, add +1 to the post-division multiplier.
wwhy though, , , ,
What applies the condition?
context would help
Because it's cool.
Fighters deserve better. I'm here to give it to them.
😭 i am working on something to make martials better as well, , ,
Real. This is why I will one day design the Ultimate Fighter Subclass (probably not actually but it would be cool)
tthere's the lost in space thing as aforesaid, you lose some number of mind and one of the afflictions you can get is No Longer Have A Grip On The Three Dimensions We Depend On,, ,, something more active, like an action a creature can make, , , pprobably confusion spores,,? wwhere the target breathes in some spores that ,,, ddo the same sort of thing 😭 imagine stepping out of a car and you feel like you fall right out through the road, that;s the sort of thing i'm depicting with that, , , ,
So whatever causes it should have a set DC and a Severity. "Environment" could be one category, or each creature can have its own DC and Severity rating, or they can be linked
I have an idea
So this is canon but in Star Wars there's basically a sniper that uses lightsabers for ammo. What if I made that for DnD?
Or is it dumb?
could use the antimatter rifle ig
So already kinda a thing.
Dang
What about an arsenal of weaponized, color-coded rubber ducks?
I think my brain hates me
...Rogue, is that you?
But you could make it better. Color-coded, special effects for each, special ammo and rules perhaps, rather than just "big gun do big damage."
Rogue damage multiplier should go up to x12 and be single target only.
Ah
Maybe
okay now i'm just thinking of my martial weapon tactics,,,
Idea:
satchel of infinite color-coded weaponized rubber ducks.
I call it:
The Satchel of Chromatic Quacks
rarity?
ssomething something,,,
Tactics: Weapon Tactics are specific actions, attacks, bonus actions or reactions which particular weapons get access to. You may only use a tactic if your class (usually isolated to martials) is noted by that tactic, and you may only use any specific tactic once per turn.
Probably very rare
i think the next one i'm focusing on is like, the bleed one,,?