#homebrew
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not a ton of focus on blocks lol (I actually can't find any panels from berserk. Maybe I'm just thinking of cloud, who definitely does this.)
And make it magic, like:
GreatSwordBoard
Very Rare
A sword so great that you can hide behind it, this weapon's magic allows it to be used normally despite its bulk making that seem impossible, but also reduce the damage it does somewhat.
Counts as wearing a shield.
Counts as wielding a greatsword in two hands. (Heavy, Two-Handed, Graze)
[greatsword does an average of 7 damage; longsword does an average of 4.5. So letting this do greatsword damage is more or less the equivalent of a +3 to damage, so...very rare, I guess.]
This does normal Greatsword damage (2d6), but gain a +3 to your to-hit rolls while wielding this weapon.
Additionally you also gain +5 to your AC, including the +2 to AC you would normally get for wearing a shield.
The above is basically a reflavored VR longsword glued to a reflavred VR shield, but it gets a slight hit to longsword damage ("only" 2d6, which is admittedly better on a crit by a considerable margin), and you get to combine greatsword and shield nonsense which is good if you're actually built for that (could get rid of that by just making it a regular +3 longsword, but that doesn't look good). It's better than the average VR weapon I guess because it's two VR weapons glued together, but since you get them as a package deal it's also worse, so ?
@astral scarab is your third hand designed to be used with 2014 rules only? Because I keep getting hung up on your versions that grant extra attacks (aside from that being really, really strong) not working with Nick, which doesn't make bonus action attacks.
What does VR mean?
Very Rare
Right
I should probably sleep lol
No, I simply didn't think about weapon masteries
I'm looking for feedback on these 3 subclasses. The Spiritbound and Nationbound subclasses have existing versions, but I've given Spiritbound an overhaul, resetting it back to 'needs feedback and playtesting' territory. The Nationbound has also seen some minor adjustments that place it in the same category.
The Magnalith is a new subclass I was asked to make for a player in one of my games, and is in its very first iteration as of this post.
All three need thorough, rough feedback that obliterates anything broken or OP, so that we can adjust features as needed until they're balanced and playable compared to existing 2024 subclasses. If there's anything flavorful that could be added to any of the subclasses as well, I'd love to hear about it!
Any feedback at all would be greatly appreciated!
https://docs.google.com/presentation/d/1JDomLFZ9dlk3NToN8d83aSTlNcPJGbkPdpzh6X7fers/edit?usp=sharing
https://www.reddit.com/r/DnDHomebrew/s/aTiLaSvvnb
this is a link to a homebrew wizard subclass I made. Any comments?
The Morning Light (Da Bright Pointa)- A spear which has a slight glow to it constantly, at its base it performs as a normal spear however if it is left in sunlight or a open fire it gains extra damage and gains the burning damage trait. Every 4 hours left in sunlight or every hour left in fire adds a extra +2 to its damage. (When retrieved from a fire the character MUST roll a constitution check to prevent burning themselves, The longer it is left in the higher the difficulty, if failed roll a D3 for damage to self.)
Little homebrew weapon I made, same base stats as a regular spear, any thoughts?
Anyone?
some peop.e might be asleep. it's 4am-1am in the continental states,.
Ah… well since you’re here, can you provide your opinion on it?
Does the extra damage stay if they fail the safe? If not a d3 is a really low punishment. They can leave it in fire for a week, fail the con save and take 1-3 damage then have a +336 to either an attack or all (? Unclear from wording)
Either put a limit on the damage increase or make the character itself take the damage on a failed save
My apologies, it resets every day
Forgot to mention that big detail
Rarity? Even letting it sit in fire over a long rest is +16. Is it one attack or every?
Its completely out of whack in terms of power level
Every attack, didnt assign it a rairty but it was given to a relatively low level party amongst some other gear. Regardless, I have a few other downsides/drawbacks to it. For example if it was left in fire for 8 hours its going to be A- extremely bright as it hrows brighter with the more stored energy and i’ll be upping the damage on a failed roll, so far its only ever been really boosted to +8
My party isnt super focused on squeezing every possible stat to the max
Still, +8 is completely bonkers and the fact that it could realistically become +16 or higher is... wow
Give that thing to anyone with a multiattack and go wild
Sure, in your play group, again the most they’ve done with it is leave it in a fire for 2 ish hours and light for 4, they dont really keep fired going for hours on end
I'm not talking about any particular group, I'm just talking balance
Which in this case, doesn't exist
You could try and rework a flametongue into a spear. As in, if you let it in the fire overnight it becomes one
Not a bad idea
May tweak it a little then
Thoughts on these then?
(Mork And Gork)- Everyday the attuned character awakes they must roll a D6, if they get 1-3 they become brutally cunning (+3 on any wisdom/perception check), if they roll a 4-6 they become cunningly brutal (+3 on any strength/dexterity check). This effect is reset every day. Regardless, the two blades are finely crafted and do 2d8 slashing damage with a additional +1 for every 5 strength the wielder has. You can buy one of the blades alone and get one of the daily effects, but no one knows which is which.
(Each blade does 1d8, the two together do 2d8)
Did some more research and Holy, never free balling a homebrew weapon ever again.
Am i hearing this incorrectly or did u give a +8 weapon to a low level party
Cuz that’s stupid broken
No, you are reading this and yeah, kinda correctly
More "two +4 weapons" instead of "one +8 weapon" though
d3 damage isn’t really a thing
d3 is rarely mentioned and it’s only really used in very specific situations
literally no reason to ever use d3 instead of d4 for damage
that extra +1 damage isn’t doing anything
I would say the description of what the weapon does is very vague at best
even if you say it resets at dawn
why is 1 hour on a fire better value than 1 hour in the sun?
8 hours on an open fire equaled 2 hours in the sun for +2 damage it might work as a probably Rare/Very Rare
resetting at dawn means you can’t LR charge it
so you have to start charging in the morning
I’m assuming it would have to reset at Dusk
Or, you know, d4 -1 minimum of 1
or, you know… 0
there’s literally no difference
d3 damage after a CON save
Can someone teach me how to make my own Stat Blocks?
What specifically do you need help with
I have the enemies themself ready, i just need help with making the stats
What part of the stat block do you need help with
The stats itself like defense and stuff
Unless the creature has natural armor or is wearing armor, the AC is just 10 + dex modifier
I need help with like every other stats aswell
Can you tell us what these enemies are? That helps.
Typically you start with a thing that is as close to the thing you're making as a sort of template. Not always, but whatever descriptive or flavor text you have for these 'enemies themselves' will help.
In general if you're new to making statblocks I'd recommend getting an official one and tweaking it VERY slightly
As in maybe changing an attack from melee to range or switching one of their proficiencies
As if you try to do a full statblock from scratch you might make a mess and end up with an unbalanced fight that pulls you away from homebrewing forever
Reposting from another channel by request.
So you know all those D&D setting guides you see on kickstarter that usually include new races and classes and monsters and stuff?
I feel the itch to make one of those but I don't know where to start.
I guess any tips on homebrewing player options like classes, subclasses, feats, races, etc.?
Look to official content as a reference
Also for this kind of project is it now expected to be compatible with 2024 if I were to release it?
(Ive never played 2024, only 2014)
you can still make stuff for 2014
I currently have a few player option ideas I want to implement as a first step
5 Blessing of the elemental crystal feats
Dragoon fighter subclass
Unnamed INT class based on FF's blue mage
Dragon or Dragoon? Just for clarity's sake (not negging a typo if that's what it is).
Since its FF, definitely Dragoon
Dragoon, a spear welding fighter subclass based around aerial attacks
i saw a subclass from Griffon's Saddlebag that was kinda like that, could use it for inspo maybe
I see
Designing a plant growth alternative. Thoughts?:
3rd level abjuration (school up for debate)
Casting time: 1 action
Components: V, M (a glass bead or marble)
Duration: 1 minute
You conjure a giant, translucent floating eye. Any creature other than you within a 60 foot radius that the eye can see must spend three extra feet of movement per foot moved. The eye has Blindsight within this 60 foot radius.
Upsides:
doesn't require plants
Works on airborne targets
Downsides: much smaller coverage (one third of the total area)
Blocked by total cover, unlike plant growth which goes around walls.
Quick question on homebrew rogue subclass when it comes to damage: generally speaking, what is the average damage output for a level 3 rogue?
#optimization might be better for the math
Thanks, I shall ask there.
Would people enjoy an entire class built around mounted combat called the Rider?
The idea is that you have a mount you can summon and dismiss at will.
I imagine you choose your subclass at level 1 too and that determines your mount.
- The Wyrm (Dragon)
- The Spirit (Elemental, Celestial, Abyssal, Infernal, etc creatures)
- The Beast (Animals)
- The Engine (Motorcycles, Cars, Mecha)
Feels kind of like it's treading on Paladin's toes, since they have a mount summoning feature as part of their core class abilities.
Not to mention level 1 subclasses are a bit out of style these days, what with the rules updates.
i think theyre using 2014 rules?
Even so, stuff like Drakewarden Ranger takes 7 levels to get into mount territory. Having a homebrew class that does the same at level 1 is a bit rude to those players
I personally judge homebrew under the assumption that any other player in the party could theoretically be any subclass. It's a hard sell to look your Drakewarden in the eye and say "Jim is going to be playing my homebrew class: 'you, but better'"
I think it's fine for some things to do something another thing does, objectively better, if the first one is really bad at doing the thing.
But outside of that yeah I agree.
Some subclasses just don't accomplish their goal, like alchemist, so it'd totally be reasonable to usurp them.
Hey guys
Can someone help me? I wanted to know if this homebrew I found is balanced
No, this is very underpowered
Hmm
How sad, apparently I'll have to rephrase then, the idea seemed SO cool to me
Homebrew classes tend to be very poorly tuned, compared to other categories of homebrew.
There are a few good ones but they’re few and far between
yes, but not really, I think the idea of a class that shares among its coven interests me a lot
Druids get a lot of buffing spells
Or a cleric
What caught my attention was the light focus on rituals and the feature of exchanging spells with allies
Druids also get a lot of rituals
laserllama shaman too (has a literal witch subclass)
If you really want to give your allies spells, warlocks get an invocation for it
Interesting
I'll take a look
but maybe I use this skill as a second custom feat (a rule my DM uses)
It’s level 5, but here it is.
Gaze of Two Minds
Prerequisite: Level 5+ Warlock
“You can use a Bonus Action to touch a willing creature and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can take a Bonus Action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. The connection ends if you don’t maintain it in this way.
While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you can cast spells as if you were in your space or the other creature’s space if the two of you are within 60 feet of each other.”
Ah, it has a different "taste", I don't know, but I'll find a way, maybe I'll do this and create a feat or maybe I'll reformulate the witch class
I marked the wrong message, anyway, in the second case I'll send it here
In the first one, I think I would go with a wizard or cleric, since I already have a sorcerer in another campaign and the party already has a druid
either I go as a shaman or a laserllama savant (savant is very interesting because the idea of the class matches the character's ideals, but I would have to find a way for him to have spells, multiclass, subclass, I don't know)
This server does not have any voice channels. If you have questions, ask them in the text chat so we can all help out
-# *apparently we have a stage though for events
It's more of like an open discussion thing but one of my questions is what do you get tired of seeing as a cliche in DND and what do you want to see
That's a really vague question. Can you clarify what you mean?
You know how there's tropes in 80s movies and so on and in DND how there's the typical expected attitude and actions of certain races or classes general things you think need to be cut and also what needs to be expanded on or emphasized or explained etc
Anyone got ideas to spice up the 4 armed gargoyle statue? I wanted it to be more of an ambusher/skirmisher, so i just have it Nimble Escape
I understand what you mean now, but does this have anything to do with homebrew? Or are you just asking about D&D culture in general?
Homebrew mainly I'm entirely new but it wouldn't hurt to know when it comes to culture as well
Well I mean like this I wouldn't want something to be typical and I'm how to do so but also I need people with perspective on how things can be improved cause storytelling is my strongsuit
If you're new, I would recommend that you avoid homebrew for now. You should not be making changes to the rules and game balance before you learn how to play. We can talk about tropes and cliches, but that should probably be discussed in another channel. #dnd-discussion would probably be the best place to talk about that. Sorry if this feels like I'm grilling you a bit, but this doesn't seem to be on-topic for the homebrew channel and I want to help you find the best place to have this conversation, because I do think its an interesting one
I guess if my mounted class idea treads on toes, what srd class would feel the most at home getting a magitech mount like a motorbike, car, or mech?
Sounds like an artificer subclasss
Yeah but artificer isn't SRD
Oh right I missed that part
My thought is maybe rogue?
Uh... well in that case, you'd kinda creating your own flavor here, so it could be anything. The first thing that popped in my head was fighter or paladin since they are the two classes that use mounted combat the most
2024 Paladin has a Mount baked in
they get the free cast level 5
Ive never played 2024
Only 2014
Im looking to make stuff for a homebrew setting guide and I already have a fighter subclass im working on.
It depends on where you’re publishing it but I think you can still mention Artificer, you just can’t mention any of their features.
Also how does one find playtesters for their homebrew?
DM a one shot
Actually the flavor of a greasemonkey/mechanic rogue is really cool.
About an Artificer (Artilarist) exclusive item...
Shell Grenades...
To a certain number of Grenades (according to lvl) can be imbued with your or party members spells...
you can make weapons of [spell] in base game (or is that my own homebrew idek anymore)
It's more like a throwable item... anyone can throw it...
A barbarian throwing a fireball...
How does 2014 barbarian interact with ranged weapons?
I kinda want to make a Pirate themed barbarian subclass that uses cannons and blunderbusses
that would be #dnd-rules
OK after talking there I think the main gimmick of the subclass is that you can apply rage bonuses to firearms
Working on something for one of my players, a barbarian.
Calm after the storm:
If you end your rage early while in combat you can choose to extend a hit die and heal for the value rolled. This can only be used once a day.
Maybe it's hit die plus your level in barbarian
"rage bonus on firearms" is a pretty common homebrew trope. Its a good way to create a character that fits the "Heavy Weapons Guy" archetype like Heavy from TF2. So yeah, I definitely think that could work for a pirate as well.
it’s pretty weak for being once a day
is it a subclass feature?
the drawback is basically nothing for a benefit that’s kinda weak after 3rd level
I guess hitting 0 HP then getting revived is what you’re going for?
but then why not just say that?
It would be cool if there was a "furnace" class (Clash Royale), whose focus is to create spirits that explode on the enem
That seems like it would be a pretty shallow class
A spell would work better for that
maybe using animate object with a bunch of pebbles in the pocket
a spell or subclass, def doesn’t seem broad enough for a class
probably a Conjuration spell honestly
something similar to Tiny Servant
Yep
I think a life based wizard subclass
Kinda like college of creation
It's not related to a subclass. Everyone in this campaign gets an additional little perk that can be expanded upon or developed between them an myself.
you mean school of Conjuration?
I would drop the requirement of ending Rage, it’s such an awkward requirement
So make it more akin to a second wind?
they can end it after 9 rounds or 1 round and get the same effect
I would probably give an emergency heal when they are incapacitated or drop to 0 hit points while in Rage
Hey so im going to be a first time dm and a player asked me if he could earn a teleport item in the future after the first boss around level 3 so I was wondering if anyone would want to take a look at it?
sorry, I forgot that existed
Is anyone interested in help building a world with me I have the base of it down, just need help with classes races and monsters, spells etc
I think that’s the channel for world building
You don’t have to create new classes races and spells for every world
send it in, but teleportation is generally higher level unless it’s very limited
I could just take orchis ferocity and reflavor it if I do that. This isn't meant to be a big ability, not at first anyway.
She's a Tiefling so I was messing around with the idea of self cauterizing wounds but not sure how I wanna do that mechanically.
You'll find that extremely time consuming. You can reflavor stuff much faster @wise kettle
There is no reason a fighter can't be Japanese, Korean, Chinese, or anything else.
Is something that takes months alone
if you’re remaking the whole game system, you’re not going to finish for the next 20 years
creating a single balanced class can take up to a year
Have all time in the world tbf, I was going to use the open game lisence
You want to create multiple you’ll either end up with an unbalanced mess or you’ll finish when dnd 7e comes out
^^^
Use the basic rules of dnd but reflavohr everything
So negative, I've written a whole 40 pages of lore for the world already 😂
Soonest you'll mint a class is, in my opinion, 120 hours of work plus play testing.
Per class
So the open game lisence I can't rename classes and use they're bass stats
Lore is different than mechanics
⚙️ Blink-Link Chain (1 Link Connected)
Wondrous item, uncommon (does not require attunement until additional links are added)
Appearance.
A single dull-silver chain link engraved with microscopic runes. Warm to the touch, it hums faintly when held.
Activation. Bonus Action
Range. 15 ft
Uses. Proficiency Bonus per Long Rest
✴️ Phase Spark.
As a Bonus Action, you teleport up to 15 feet to an unoccupied space you can see.
This movement does not provoke opportunity attacks.
You must have at least one foot on a solid or semi-solid surface.
You cannot pass through a solid barrier thicker than 1 foot of stone or metal.
The ability fails if you are magically restrained or grappled.
Creating a class is something that takes an incredible amout of time
Lore is just creative writing. Mechanics require detailed balance considerations. You also need to check for odd rules interactions, which takes forever.
From brainstorming to balancing
I've spent 2 hours on this spell I'm working on for this class alone and I haven't the foggiest idea if it's balanced.
The number of 5e homebrew classes which are actually good is probably in the low two digits
And we’re talking 11 years with an immense playerbase
You'll see more success if your class, and your spells, mirror an existing one closely, but they need to be distinct enough to justify their existence.
They also need to LACK things another class can do. The control caster I'm working on has zero save-or-sucks and is all ground targeted control, for example.
If your class can do everything an existing class can do and then some, you've gone too far.
classes are really hard to get right, i tried making a cleric that was themed around self flagellation (inspired by the flagellant in darkest dungeon) and it kinda sucked
Honestly if you want to make changes so radical that require the creation of several classes for the world to work, just switch to another system or make your own
I’ve played with self made systems a lot of times
Sure, it’s something only you can use and that requires a lot of communication in every aspect
But it’s better than making a lot of unbalanced homebrew and throw it on an existing system
im still proud of one of the spells i made though
Hello homebrew girls bros and non-binary hoes! I've recently gotten back into D&D and want to make a character I can really connect with. I've begun to make a homebrew class and character but I've realized I might have bitten off a bit more than I can chew.
I'm struggling with balancing at the current moment as I really wish to use this character/class in a homebrew at some point soonish! If anybody has any tips or could help me a bit then it would be very much appreciated!
DM at anytime and I'll reply when I get the chance, thank you for reading this mess of a message :3
my main recommendation is not to make a class
if you wanna play something that feels different, make subclass
I'm writing down my Virialium weapons. How would I specify that they can be weapons made of metal?
Its kinda a sub class ish?
Disable Magic Item
Level: 5th
Duration: 1 minute
Range/Area: 30ft
Components: V,S
School: Abjuration
Damage/Effect: NegationChoose any magic item in range. If the item is attuned, the wielder must make a Charisma saving throw or the item's effect is disabled for 1 minute. If the item is unattuned, this spell automatically succeeds.
This spell cannot disable artifacts or other items created by a deity.
If the spell's target is a potion, the potion is turned into water for the spell's duration. Drinking the potion doesn't affect the spell, but will take effect after the spell ends.
If the item contains a soul, the soul is not negatively affected, but it cannot be released or utilized in other ways, such as communication. This includes sentient items, which are rendered unconscious for the duration.
At Higher Levels.
When you cast this spell using a 6th level spell slot or higher, the amount of items you can choose to affect rises by 1 for each slot above 5th.
Yes, its just how Dispel Magic used to work in pre 5e, im aware
Tbh it really could be a sub class of a fighter
Which is kinda where I've realized it's going
it can change your playstyle a lot and give you the feeling you’re looking for
Like, in that
Weapon (insert weapon), Rarity
part
and yeah dont homebrew classes or subclasses if youre just coming back or new
But making it a sub class kinda feels disingenuous to the character I'm trying to make
I'm working with a very experienced dm to help me
But any information and tips I can get helps
did you check if there are any similar homebrews?
entire classes are quite rare though, dndbeyond doesnt even support those afaik
I did, I looked online and couldn't find much
you can list out all the weapons it can be or you can just write that and make a designer’s note with all the options
Yeah, honestly I’d just stick with the official 12-14 classes (depending on which your count) and flavor it as you like
On that note, one of my class's signature spells is a web variant of sorts (or more like a mini evard's). It draws the web between points, where slot level defines the number of points (slot level +1), 30 foot line between points, and enclosed areas get filled -for example a triangle with three points.
One of the subclasses buffs up this specific spell as one of its features. It makes the distance between points longer (35ft instead of 30ft) and changes the damage die from a d6 to a d8. This is a level 6 feature. Do we feel as though d6>d8 is not enough? I personally think it is enough.
Can you describe the character?
Maybe I could just allow any weapon and just flavour some as being coated in it or made of it
how is that disingenuous?
you could also see if other ttrpg systems have similar ideas and adapt them, ik pathfinder has like 20+
Because a lot of the things this character's "class" contains pertains to her origin and birth
Tbh the dm I'm working with even said it could work as a fighter sub class
but yk, current classes and subclasses kinda cover most what youd be able to do with a character, doubly so with flavor sprinkled in
origin and birth goes into species and background
Yeah that's what they said as well
class is a general direction the character goes into
subclass is specific abilities you wanna add to the character
Can you describe the character?
So I should focus more on species and background and possibly a sub class
I'm in a rush I'm about to have to go to a team meeting, if you're on later I'll be available-
you might not even need a new subclass, flavor can patch up a LOT of things in a subclass to make it fit your character idea
you might not need to homebrew anything
maybe a single feature is enough
or just reflavoring could be enough
two identical characters can feel vastly different if you flavor them properly
I see. Thank you very much!
Please share what you're looking for when you get back though
alright, this is a work in progress for an artificer subclass I am making
I'll just share the level 3 features for now. I would love some feedback or ideas for more curses
Level 3: Profane Infusions
Whenever you Infuse an item with an infusion, you can add a curse effect from the profane infusion table to the normal infusion. The new item always requires attunment if it did not previously. As usual with cursed items, these items cannot unattuned willingly, unless the curse is removed by the remove curse spell or similar magic.
You can, however, end a curse by ending the infusion on the cursed item.
While these curses do have drawbacks for the affected creature, they also come with significant benefits.
The list of avaliable curses increases at artificer level 5, 9 and 15.
Profane Infusion Table (3rd-Level Artificer)
| Curse
| Benefit
| Drawback
| Tortoise Shielding (Infused Armor and Shields only)
| +1 to AC (+2 at level 9)
| Speed is reduced by 5 feet and disadvantage on Initiative rolls
| Weapon of Vengeance (Infused Weapons only)
| +1 to hit and damage against a creature that has damaged you in the last 1 hour (+2 at level 9)
| Disadvantage on attacks against any other creature until the target of your vengeance has dropped to 0 hit points or if more than 1 hour has passed.
| Armor of Vulnerability (Infused Armor and Shields only)
| Resistance to their Bludgeoning, Piercing or Slashing damage (your choice)
| Vulnerability to one of the other two types not chosen (your pick)
| The Need for Speed
| You can take the dash action as a bonus action and you have advantage on dexterity saving throws.
| if you dont move at least half your speed on your turn, all attacks have advantage against you. Furthermore, all opportunity attacks have advantage against you.
Level 3: Curseforger Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Curseforger Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Spell |
|---|---|
| 3rd | Hex, Bane |
| 5th | Blindness/Deafness, Ray of Enfeeblement |
| 9th | Bestow Curse, Remove Curse |
| 13th | Elemental Bane, Compulsion |
| 17th | Contagion, Enervation |
So, I very much like the idea of an artificer that creates cursed magic items, but if this is your only level 3 feature, then this subclass very much has what I call "the alchemist problem."
Artificers, as a base class, have extremely little to do in combat. The three "good" artificer subclasses (Battle Smith, Armorer, and Artillerist) all have a level 3 feature that gives the character something new to do in combat, and redefines their playstyle. Armorer has their special weapons, Artillerist has their eldritch cannon, and Battle Smith has their steel defender plus martial weapon proficiency and int based attacks. The primary reason alchemist is considered to be such a weak subclass is because it doesn't give the artificer anything new to do in combat. Meaning, you have to rely on nothing but your spells, as a half caster. These items are interesting, but all of them are passive effects, and you (or your party members) create/attune to them before combat starts. So once you're actually in combat, you're stuck with very little to do, except throw cantrips
hmm that is a good point
Cool concept tho
Ill have to think about an appropriate feature.
how about this
Level 3: Accursed Woe
Once per turn, if a creature fails a saving throw against one of your Artificer spells, you can either gain advantage on your next d20 test, or inflict disadvantage on the target's next d20 test (your choice).
hmm maybe trigger on hits too?
Heya I'm making a homebrew race based on shadowfell humans. lmk if it's kool or busted
Shadar-Ojo
Born of the Shadowfell’s bleak essence, the Shadar-Ojo are grim reflections of humankind. They are beings trapped in an eternal cycle of decay and renewal. Their flesh constantly tears and reforms, and open wounds are as common as breath. Though their appearance mimics that of zombies, the Shadar-Ojo are alive, their vitality sustained by the morbid energies of their shadowed homeland.
Ruled by the iron will of Kareth, the Goddess of Despair, the Shadar-Ojo live under the weight of divine tyranny. From birth, each is taught that their sole purpose is to prepare for their Offering; a perilous pilgrimage up the jagged cliffs that lead to Kareth’s obsidian citadel. Those who fail the ascent are cast into the Domain of Despair, a cursed realm where body and mind alike disintegrate into hollow remnants, stripped of all memory of what they once were.
This constant cycle of suffering and hopelessness defines life in the Shadowfell. Yet not all Shadar-Ojo accept their fate. Some flee their goddess’s reach, slipping through the cracks between planes to seek freedom, though their escape often comes at a cost. In other worlds, they are wanderers and outcasts, driven by a quiet yearning to understand life beyond the reach of despair.
Age. Shadar-Ojo mature at the same rate as humans but rarely live beyond 100 years.
Size. Shadar-Ojo stand between just under 5 feet and a little over 6 feet tall, with slender, sinewy builds.
SHADAR-OJO TRAITS
As a Shadar-ojo, you have the following racial traits.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered a human for any prerequisite or effect that requires you to be a human
Size. You are Medium
Speed. Your walking speed is 30 feet
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Necrotic Resistance. You have resistance to necrotic damage
Versatile Strength. Your flesh decays and reforms in moments, allowing you to trade aspects of your vitality for others. As a bonus action, you can choose to use one of the following abilities to gain and one of the abilities to loose. You must pick both. The ability lasts until the start of your next turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Legs. You gain or lose 5 x half your proficiency modifier feet of movement.
Arms. You gain or lose a bonus to your next spell or melee damage roll equal to your proficiency modifier
Precision. You gain or lose a bonus to your next spell or melee attack roll equal to your proficiency modifier
Rexles. You gain or lose a bonus to your AC equal to your proficiency modifier
Is this for 2014?
It doesn’t work for 2024
Out of curiosity why not?
Ability score increase
Oh yeah, thats easy enough to ignore if you want to use it in 2024 tho
Sounds good (for 2014 as we’ve said)
The last thing could be worded a little better, but overall a solid race
ah. well if people wanna play it in 2024 they can remove that trait. but i imagine thats a fairly common workaround
i was debating whether to go scale with prof. or make it a small yet noticable bump. But after reading monsters of the multiverse, I saw that they do scale
additionally, whilst the scale of other racial traits may be less dramatic than this, your also loosing that much in other areas
so seemed fair to allow it to be a tad stronger
I liked the original idea, but it just needed some tweaking. Like maybe you can’t drop an infusion to do lots of extra damage, but you take some too.
Awesome Homebrew Idea:
The House Of Madness. Its a place thats just REALLY upset
this would be in addition to the original idea
I’m not sold on this, for two reasons:
- it doesn’t feel very “artificer-y.” It’s more of a mystical power that you have than an invention or magic object you created
- although this is something that you can trigger, it’s still a “passive” effect. It’s just giving you marginal improvements on your rolls. An artificer’s level 3 feature should define your playstyle, like rage or sneak attack.
Well I want to be cursing my enemies. I thought I could just do this as rider on my normal spellcasting but maybe that is not enough
(though the spells are supposed to be inventions/magic objects)
but I get what you mean, its too passive
I think this is the right idea. I think the trigger condition can be “if you hit a creature with an attack using a cursed weapon or if you cast an artificer spell while holding a cursed object” (not exact language). I just think the actual ability needs to be a little more mechanically interesting than advantage and disadvantage
Artificer subclasses should define what kind of things you will be making, be it turrets, a golem, or a suit of iron man armour, and you need to make that apparent at level 3
I think Omegon has that part covered. Their “thing” is cursed items. We just need to find a way to make that “thing” feel more interesting in combat, other than just giving passive stat adjustments
I had only seen the correction they had made, not the whole block, I see that now
What if they have an ability which allows them to essentially throw Cursed items at people and have them latch on
Or the ability to offensively curse items that are being worn
This is right. Just how would you do that?
That is what I meant
I’m not a fan of spells and abilities like heat metal that require the target to wear or wield items in order for it to work. I wouldn’t want a primary class feature to suddenly stop working if you’re fighting a monster instead of a human
I am working on something
a small simple table that triggers an effect of the artificers choice after a hit/save fail
If I could make one suggestion, since it seems pretty clear that this subclass is designed around giving your infusions to allies, it would be fun if your allies can trigger this ability for you by using your cursed items
Although it could lead to pvp in a sense, what about party members being able to curse the artificer for self benefits?
hmm
As a bonus action, after a creature is hit with an attack roll from one of your cursed weapons or a creature fails a saving throw against one of your artificer spells, you can temporarily inflict a minor curse on the target. Chose one Option on the Woe table.
| Woe |
|---|
| The target has to immediately use its reaction move up to half its speed if possible. |
| The target's speed is reduced by 10 feet until the end of its next turn |
| The target has the blinded condition until the start of its next turn |
| The target has the charmed condition until the end of its next turn |
| The target has the poisoned condition until the end of its next turn |
| The target takes extra necrotic damage equal to half your Artificer level (rounded up) the next time it takes any damage. |
maybe charmed is too much?
and not sure about the movement I guess
For the first option, you should define how/where they move, otherwise that is pure beneficial to the target. And for the charmed on, you need to define who it is charmed by (presumably you). I wouldn’t include a damage option here either. Artificers don’t typically get a damage increasing feature until level 5. Your level 5 feature could be that whenever you apply this effect, the target also takes an amount of damage.
i got something else for level 5
Fair enough
i figured the damage increase is minor and not out of line compared to steel defender etc
You probably aren’t wrong. I’m thinking more in terms of precedent rather than balance
as for charmed, that shouldnt be an issue
the 2024 definition is clear who the charmer is
alright, I need to go to bed, but I will leave the current state of the document here.
i still need more curses for the higher levels https://homebrewery.naturalcrit.com/share/W68omiA4IfMs
I would like to recommend a few functionality changes to the feature though. Feel free to respond in the morning. I love this idea and would like to be part of the conversation in the future.
If a creature is hit by an attack from a weapon that contains one of your profane infusions, or if a creature fails a saving throw against a spell that was cast by a creature holding an item that contains one of your profane infusions, you can use your reaction to apply one of the following effects to the target of that attack or one target of that spell. If you made that attack or cast that spell, then you can apply that effect without using your reaction, but you can only apply an effect that way once per turn.
heya! Dwarves up next
SHADAR-BRU
Forged in shadow and soaked in blood, the Shadar-Bru are the Shadowfell’s warped reflection of dwarves. Where dwarves are stoic and steadfast, the Shadar-Bru are fierce and unrestrained. They are hulking, gorilla-built brutes who revel in battle and bellow with laughter amid chaos.
Their bodies are broad-shouldered and top-heavy, their limbs thick and corded with muscle. Many bear the scars of countless brawls, their gray skin marred by blackened veins that pulse faintly with shadow. Their eyes gleam with manic delight, and their bloody grin reveals both their joy and their madness.
Ruled by Kareth, the Goddess of Despair, the Shadar-Bru are bound to serve her through endless conflict. Their sacred duty, known as their Offering, is to wage a bloody battle and celebrate the carnage that follows. For most Shadar-Bru, this brutal cycle is not a punishment but a purpose. They fight, feast, and drink the Shadowfell’s murky brews until they collapse in exhaustion and laughter.
Yet not all are content with Kareth’s endless wars. Some Shadar-Bru turn their backs on her dark revels, venturing into other planes either to escape the bloodshed, or to bring their chaos and revelry to new worlds.
Age. Shadar-Bru mature at the same rate as dwarves.
Size. Shadar-Bru stand between just under 5 to 7 feet tall, with bulky builds and 10ft long arms.
SHADAR-BRU TRAITS
As a Shadar-Bru, you have the following racial traits.
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf
Size. You are Medium
Speed. Your walking speed is 30 feet
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Long-limbed. WHen you make a melee attack on your turn, your reach is 5 feet greater than normal/
Necrotic Resistance. You have resistance to necrotic damage
Shadar-Bru Battle Training. You have proficiency with the battleaxe, handaxe, light hammer and warhammer
Fueled By Poison. You ignore the normal poison effect, instead gaining advantage on attack rolls and ability checks when you are poisoned.
After you are no longer poisoned, you are immune to being poisoned until the end of your next short or long rest. You cannot decide to willingly fail a poison check or save.
Sounds good
do you think that's enough traits
Yo guys im new to everything so i wanted to make a sorcerer but homebrew him i guess
I wouldn’t homebrew if you’re new
If you’re new to D&D I would HIGHLY recommend that you avoid homebrew for now. You should be changing the rules or game balance before you learn how to play
Its that hard to homebrew huh
If you want to make something that is balanced and fits into the game as a whole, then yes. Homebrew is extremely hard to do well
And if it’s done poorly, it can ruin the game
Damn didnt know that i just wanted to make a Sorcerer that fires an Element from the Periodic Table
You can always just reflavor the official game mechanics instead of making your own
Ah cool i thought that was just homebrewing like creating your characters and their spells
For a CR 27 monster, thoughts?
In the Beginning (Recharge 5-6). Constitution Saving Throw: DC 26, Each creature in a 60-foot-radius Sphere centered on a point the archon can see within its Lair. Failure: 78 (12d12) Force damage and pulled 30 feet toward the center of the Sphere. Success: Half damage and pulled 15 feet toward the center of the Sphere. Each creature within 60 feet of the Sphere must succeed a DC 26 Constitution saving throw or take 39 (6d12) Force damage and be pulled into the Sphere. At the end of the archon's next turn, each creature within the Sphere must make a DC 26 Constitution saving throw. Failure: 36 (8d8) Radiant plus 36 (8d8) Fire damage and Blinded. A blinded creature repeats its saving throw at the end of each of turns, ending the effect on itself on a success. Success: Half damage only. The archon does not roll to Recharge In the Beginning until after one use of In the Beginning has ended.
Unwinnably high save without proficiency, high con, and a paladin, or some other bonuses.
If you're fine with that or that was the intent, great
Otherwise, reconsider.
It's the same save DC as the Colossus, nothing that hasn't been put to paper officially.
And this is CR 27, players shouldn't be fighting this unless they're level 20 with epic boons i.e. basically demigods.
SHADAR-CHEE
A warped echo of halflings, the Shadar-Chee wander the Shadowfell as sly tricksters and silver-tongued mischief-makers. Where halflings find joy in community and comfort, the Shadar-Chee find it in cunning and chaos. With lean frames and skin marked by swirling shadow patterns, their wide, gleaming eyes carry both warmth and wickedness often at once.
Ruled by Kareth, the Goddess of Despair, the Shadar-Chee were given a deceptively simple command: to wander far and wide from their home. Many took this as a sacred pilgrimage, roaming across planes to spread the will of their dark goddess. Yet others twisted Kareth’s order into an opportunity for freedom, fleeing the Shadowfell’s gloom to chase new thrills and fortunes in brighter worlds.
The Shadar-Chee’s sharp empathy is their greatest weapon. They can read others with uncanny ease, seeing what someone craves or fears most and turn that knowledge to their advantage. Some use their insight to survive; others, to swindle. To a Shadar-Chee, every heart hides a secret price, and every lie can be the start of an adventure.
Age. Shadar-Chee mature and live at the same rate as halflings.
Size. Shadar-Chee stand between just over 2 to just under 4 feet tall, with typically skinny builds, especially on their limbs
SHADAR-CHEE TRAITS
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
Creature Type. You are a Humanoid. You are also considered a halfling for any prerequisite or effect that requires you to be a halfling.
Size. You are Small.
Speed. Your walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Necrotic Resistance. You have resistance to necrotic damage
Shadar-Chee Outwit. You can move through the space of any creature that is of a size larger than yours
Game Knows game. You have advantage on saving throws against being charmed
Conman’s Empathy. Your sharp insight into others lets you exploit their emotions.
Choose one creature you can see and are currently conversing with. The creature must share at least one language with you, and the conversation must last at least 5 minutes. Afterward, for the next 10 minutes, the next ability check you make that directly involves that creature (such as Persuasion, Deception, or Insight) grants you proficiency in the roll, and you add double your proficiency bonus instead of your normal proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
A CR28 silver greatwyrm has a 25 Dex save, which is a much more common stat to have higher than con, i’d lower the dc by a bit tbh
Maybe 23 or 24
Hmm, two people saying the same thing, there's probably something to it. I'll drop it to 24.
I agree, but I stand by what I said.
Precedent doesn't make it good design
Fair. I've reduced it to 24.
Also keep in mind the party - do they have con saves?
At these levels party capability matters a lot
This isn't for an adventure I'm currently running, this is for an Archon as part of my Celestials project.
Ah, fair.
Can someone please look this over? It's a recent idea of mine and I'm worried it's stupid.
https://docs.google.com/document/d/1u93ZnfIm5GavUuj3AbH17c48yvi0bfk4t4OgSP6k_vU/edit?usp=sharing
It's called "The Satchel of Chromatic Quacks"
I need wording help
Image the following:
Summon six panels ala wall of force, CHA save to pass through. This is where I need the wording help:
"If the panels fully enclose an area, the resulting structure gains a floor and a roof made of the same panels"
I want to be clear that if it has four walls, it also gains a roof and floor.
that seems fine as is
A wall of contiguous panels springs into existence at a point you choose within range. The wall consists of six panels. Each panel is 1 inch thick and 10-foot-by-10-foot large.
The wall is solid to creatures. If a creature attempts to move through it, it must make a Charisma saving throw. On a failure, the creature can't move through the wall this turn.
If the panels fully enclose an area, extra panels are created at a size that fully forms a floor and roof for the enclosed area.
Yeah my main concern is someone being pedantic and claiming "fully enclosed" implies all six sides, meaning it already has a wall and roof
hmm
(The spell does more than wall of force but cha save, but this is adequate for the wording purposes)
maybe 'fences off an area' would work then
"If the panels fully fence off an area, extra panels are created..."
What about "form a continuous line around an area"
That in my opinion removes any semblance of "fenced" or "enclosed" arguments
makes sense to me
Yeah I'll go with that. Hard to argue that a square, rectangle, triangle, ect does not "form a continuous line"
"If the panels form a continuous line around an area, the resulting structure gains a roof and floor composed of additional panels at a size that fully encloses the structure"
The tl;Dr is the spell will provide panels that:
-function as 3/4 cover.
-can be moved through with a CHA save (fail: take radiant damage and don't move through)
-if they box in a creature in the above manner and that creature did not make a saving throw to try to leave and is still in the box at the end of its turn, take damage.
So the spell has two modes: funny wall of cover + inhibit movement, and microwave.
hey is a mundane (but very expensive) weapon that deals 4d8 + dex mod damage balanced out with the stabilizing property? i'm making a heavy MG for my gun expansion pack using the Matt Mercer Gunslinger firearm rules
i see dandwiki in a question about balance, i say no
it's a weapon property that requires you to set up a weapon using an action before you can actually shoot it, and that you can't move it without spending another action
weapon is 1000 gp and it costs 100 gp to top off the ammo
This seems to clunky to use in combat
Once it deployed, your teamates will have already killed to enemy
it's a heavy machine gun it's not supposed to be up and about
Yeah, but it’s too heavy to be used at all
it's intended for fights where the enemies are just gonna be there
whether that be a bossfight in a room or a warzone or the like
it's not really intended as a primary weapon
i see it as siege equipment intended for use against people
I wanna try posting a brew puzzle again, I have another attempt
I've taken some brewed content from 3rd party published material, and I've modified the names a bit to make them harder to look up, and I may have modified the mechanics of the content. Can you figure out if I've modified the mechanics? Is this published content, or is it impostor content? (trying to look it up is cheating)
I'll post the answer in a few hours
Earthen Fling
4nd level transmutationClasses: Druid, Sorcerer, Wizard
Casting Time: 1 action
Components: V, S
Range: Self
Duration: Concentration, up to 1 minuteYou choose three inanimate Small or Medium sized rock-sized objects within 10 feet of you, causing them to float up and slowly encircle you. While all three stones orbit you, you have three quarters cover, and with at least one stone, you have half cover.
As a bonus action, you can magically fling a stone in orbit around you at a target within 60 feet. Make a ranged spell attack roll. On hit, the target takes 4d10 bludgeoning damage and is knocked backward 5 feet.
Answer: #homebrew message
Mega magic stone
That's a joke
this doesn't feel real solely because the damage die is 4d10 for 7th level PCs
It gives cover tho
Wait, 4d10 single target you think is too much for a fourth level slot?
That's not too much at all
Its 3x 4d10
Once per turn that is
Tiny servant + magic stone deals more damage, for 8 hours, without concentration, with a slot of the same level
oh also not to mention it's a sorcerer and wizard spell which doesn't make sense
Why not?
it's very obviously a bigger version of magic stone, it should be druid warlock arti
Magic stone should be wizard change my mind
no it absolutely should i agree
"Rock sized"
Sensible
Now. This could be modified, because too much jank. But this could also be third party published, because too much jank.
hmmmmm
searching for that jank sweet spot
oh and I said this before, I should have said it again, typos and formatting quirks are not meant to be part of the challenge
Hello, I wanted to recieve feedback about some monsters. Can I send them as images or has to be written?
Written or a link
Written or send a link to a shared document following server rules
Ok, lets see.
I think this should work.
Im dming a campaig heavily related to the shadowfell and decided to make my own take on the shadow elementals.
Yesish - but please provide an explanation of any shared links (what is it?)
Ah shadow elementals
I used as templates the basic elementals and the genies from the new monster manual and the myrmidons from monsters of the multiverse. I wanted to make them in line with the new designs.
Yeah - that helps keep these pretty well balanced. Nice job.
Thanks, I think they are good, but Im not sure on the "special" abilities (darken from the elemental, disrupting strikes from the myrmidon and conjure shadows from the khayal).
anyone have ideas for special ammo?
I feel like ranged characters are really shunned when it comes to cool weapons
https://drive.google.com/file/d/1bp_mg5UUa_P0P8O5dc1cDsqGoONGS6Pu/view?usp=sharing
Homebrew I mde for the spooky month
i've already started thinking up some damage type ammos (namely fire, necrotic, and bludgeoning) but that's boring
Add riders. Such as:
-glows for a turn and cannot benefit from invisible
-push back 5ft
-must remove the projectile as an action or take (residual damage) each turn
-explodes, hitting creatures within 5 feet for half of initial damage (or set damage)
Dex save of course for that one
yeah for the dex save on exploding i would think it'd be like the hand mortar
-CON save or poisoned condition (this is a good one though be careful)
i mean i wanted to avoid poison ammo because like.. you can just put poison on the bullets
could be a poison cloud bullet
I called something "singed" once. It was fire flavored poison.
this is just putting drow poison on that baby
Steal from bg3 in the following ways:
-Double damage to specific creature types
-ice in 10 foot radius, dex save or prone
-chain to a nearby target
-cannot heal for a turn (bone chilled)
-lower target AC for a few turns
-leave a cloud of darkness (ala darkness spell) (make this one rare)
-AoE push back from target
i specifically like this
maybe i could have it like this for evil creatures since my campaign's main enemy is a cult
-teleport the user to target (niche but usable, can probably target objects)
-this arrow deals its damage in healing instead of damage
-this arrow causes spellcasters to roll concentration saves against it at disadvantage
oh my god this is actually perfect since the group i dm for has a cleric with a gun
(yes he is in fact the "Priest with a Shotgun" character trope)
-this arrow replicates effect of (insert first level spell), save DC set by you. Same rarity as a scroll.
-this arrow cannot have disadvantage when fired at a target
-this arrow cannot miss (rarer)
I'm assuming these break/become nonmagical.
-this arrow's damage ignores resistance, immunity, and vulnerability of all types (straight damage)
they're gonna be bullets for guns, i rule you can't salvage bullets
juust could steal the Arcane Archer/Gunslinger options
-grease arrow, ala ice arrow above.
arcane archer works
not so much gunslinger because my party has two and i don't wanna render their main subclass gimmick useless
https://homebrewery.naturalcrit.com/share/9OlxsmJVFJ2s
if you want some cooler things, i have a ranger subclass for it
steal away, idc
i like this
thank you
(its abit old so reword as needed ofc)
hm, , , ,
hhow do you feel about vates as a dnd subclass or class,,
hhow would you go about that,,
wdym vates?
^ this. what's a vate?
tthey're the third like, priest class in celtic religion,,
alongside druids and bards,,
okay. what is the difference between them and the other two, ish?
assume i understand or can at least am close to what the druid and bard do.
tthey're diviners and natural philosphers,,
sseers, prophets, that general area of augury,,
so a bit of "blessed arcane" type, augurs and the seers
did they use specific implements for their divination? like, bones or the like
as well as in charge of sacrifice, possibly,,
for D&D its probably best to gloss over things like sacrifice; your table may vary of course.
would you say it's a full caster class? sounds like it so far
[establishing enough info to make suggestions]
cchristian and roman sources insist upon them performing human sacrifice but that;s the whole like thing they were trying to defame celtic religious practices,, , ,
uhhhh yeah i mean "getting the snakes out of ireland" meant "murdering pagans"
so i'm with you on the christians-as-unreliable-narrators about anything from that era
it kind of sucks how this one book that is also one of the Only primary source literature for the topic but also it was written as propoganda for the romans to comply with the war on the celts,,
-# warning that IRL religiontalk is against the rules here
while it's a lot of tragic stuff that happened, i think that you need conceptually to get a couple of 'roles'
it's history talk i'm not getting to that 😭
for what you want a class like that to do, then form some ribbon features, etc.
mhmm, you're right,,
oh that still applies
but methinks the landmines 'bout all that are successfully avoided, so @golden temple, are you thinking of a class like this because you're running or want to run something set in a world like that? or just ruminating about it, etc.
oh sorta,,
mmmh, it's a bit hard to get into depths on, , , ,
i'm working on a campaign that has a lot of catholic and muslim influence,,
yeah this is probably a bit too specific for discussion here, heh.
bbut lately i've been getting into stuff like, druids, that sort as a faction, which led to me to researching celtic culture, anddd,,
i've just been thinking about that a lot lately 😭!
i had the idea of making my first ever actual dnd character celtiberian (she's from that world's version of the iberian continent as well,,, ,,, but portuguese instead of spanish, , ,) to at least some degree, it works well with the belief system i had for her,,
i find it much more relaxing to build fantasy worlds that are not based in locations or on cultures that feel like real world places or peoples. and yes, i did that well before any changes to this game re: alignment, etc.
hm,,?
but i like that it inspires you; that's the best part of games like this. each world can be its own thing; infinite staircase and all that.
ah mhm- :3 thank you, , ,
oh something i had thought of,,
it occurred to me that druids are wisdom-based and bards are charisma-based, it would be nice for the vates to be intelligence based, hm,,?
ssort of like another 'category" the same as clerics and paladins are of the divine,,
mmight be another bishop moment, , , ,
What do you guys think are the most important playtest levels to gauge the strength of a homebrew class and subclass?
ttwenty, ten, nine, , , ,
ssometimes fifteen,,
llower ones around 1-3 are important though too,,
3rd, 7th, 14th, 18th
subclass level/tier 1
tier 2
tier 3
teir 4
what does that last subclass half mean?
twenty?? 😭 I thought most people kinda threw balance out the window at 20
yyeah that's the part i dislike it for-
hhold on i have this like trademarked message i send people,,
oh my
, , , ,
It's a fair point but I think there's a reason that most tables don't get to that high of a level and that balance sort of becomes less important at such a level. Such games are highly tailored to the characters playing, so a lot of balance (and challenge) largely comes from the DM in the form of magic items and monsters meant to complement/oppose that particular party, often homebrewed for that effect
i suppose,,
i still don't like it when classes have something like that though 😭
yyou can say that to anything and, personally, i just wanna like, , , remove,, that 😭
I agree it's kind of silly and that effort should still be put in to balancing the high level features, but I don't think playtesting at level 20 is a priority is all haha.
i suppose so-!
oh and ten was just because i despise monk's level ten feature,,
llike to an unreasonable degree,,
you still wanna playtest a class to level 20
Originally I was thinking 3/10/15 but Bobble suggested 3/7/14/18 which probably makes more sense ...
it does,,
just because nobody gets to level 20 (which isnt really true), doesnt mean anything goes
when most classes get their subclass
for sure but i was asking the most important levels to do so and said 20 is probably a lower priority is all
20 is the absolute capstone, the epitome of a class
even if its not a priority compared to the more played levels sure, its still important for a class' narrative and progression
otherwise you get ranger or most of the 2014 class capstones
I agree, and I'll playtest it. I just don't have adventures for every level ready and was wondering the most important ones to start with to catch overarching, glaring flaws in design
id do one at every tier. 1-5/11/16/20
1-5 because thats most played and also sets the stage for the rest of the class
yeah, makes sense. thanks :)
class identity/feel is important to lock in at tier 1
rrepost number five squillion,,
Dagger
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.
- Open Vein (Bonus?). After a successful weapon attack that targets any single creature, you may use your Bonus Action (still unsure) to force that creature to make a DC 8 + Proficiency Bonus Strength Saving Throw or begin bleeding, taking 1d6 [ i dunno what type ] damage at the start of each of their turns for three turns, this damage cannot be stacked until level 3. On a successful save, it takes half damage from the initial attack and is not affected otherwise.
ccould i get some feedback on this-? balancing and otherwise-?
You may only use a tactic if your class (usually isolated to martials) is noted by that tactic
No class is noted for this Tactic, only the weapon Dagger
... a DC 8 + Proficiency Bonus Strength Saving Throw ...
I believe official wording is usually closer to "... a Strength saving throw. The DC is equal to 8 plus your Proficiency Bonus and X modifier" (if any). This just helps clarity during reading.
1d6 [ i dunno what type ]
I'd probably recommend Slashing simply because it's the most "bleed"-y of the physical damage types imo, and the Dagger deals Slashing.
at the start of each of their turns for three turns
"at the start of their next three turns" might be better, but also, this is a liiiittle bit of a pain to keep track of, especially when you add ...
this damage cannot be stacked until level 3
which is kinda vague but to me implies you can add additional "stacks" of bleed that are each on their own 3-turn-timer, which would be a huge pain to keep track of. also better wording for clarity would really help because it isn't defined what the damage being "stacked" means---does it mean the remaining turns of bleed do stacking damage, or each stack of bleed has its own timer, or the timer refreshes and adds damage, or...?
Other than those not-really-balancing things, it looks good to me :) my only question would be how it works with Weapon Masteries or if it's meant to replace them or something
(oh and Bonus Action seems fine to me if you can do it infinitely once/turn, yeah)
yyeah admittedly i haven't worked much at all on the class-specific parts of these 😭
it started when everyone started using examples of scenarios of warlocks using the reap tactic and i am still quite unsure what i want to do,,
maybe the tactics could be class-locked feats? if that's not what they are already
ik i wanted reap to at the very least be a paladin-specific tactic but i dunno,,
the feat prereq could list all compatible classes, if more than one
ffeats as in,,? 😭 sorry there are multiple definitions of feat in 5e - -
probably General Feats but Fighting Style Feats could work too. is that what you'er asking?
mhm it is,,
tthey're supposed to be a separate thing though, alongside masteries, and probably multiple weapon tactics per weapon,, ,,
I think they could work as one of those types of feats. If you made them Fighting Style Feats, you could potentially specify that any time a "Tactic" is selected when you gain a Fighting Style Feat, you also gain a second "Tactic" Fighting Style Feat? Or you can just make them very similar to Weapon Masteries where you have a certain amount that differs by class, and can make them class-exclusive by denoting that in the Tactic description as you would now, and potentially could change them during a Rest as with Masteries.
mmaybe, i don't wanna be too restrictive with them, but i understand that given that they're based on what weapon you're using rather than class and such as masteries are, , , , i have to think about it,,
i'll fix the wording now,,
oh and by the way there is no ability modifier added to the DC, , , ,
hm,,
tthe stacking thing, , ,
i'd thought of just making it so it just resets the timer on reuse but i'm unsure of that now,,
Dagger
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.
- Open Vein (Bonus). After a successful weapon attack that targets any single creature, you may use your Bonus Action to force that creature to make a DC 8 + Proficiency Bonus Strength Saving Throw or begin bleeding, taking 1d6 [ i dunno what type ] damage at the start of each of their next three turns, this damage cannot be stacked until level 3. On a successful save, it takes half damage from the initial attack and is not affected otherwise.
sstill needs some work, , , ,
will be revealing the answer in ~20 min
no upcasting? (also seems not wizard like but :P)
i can verify that there is no upcasting in the spell
well, the answer: || its fake || || the real spell does 3d10 damage per attack, not 4d10 ||
the published name for the spell is "Orbital Stones", found here https://www.gmbinder.com/share/-MNCb8aGYVO_NBsP3v2Q
no idea why it woudln't be a wizard spell
I think the person was asking why it wasn’t just for the same classes that get Magic Stone
I def felt like the damage was higher than it should be, but homebrew isn’t always balanced
although I would say that it’s an Action and you can’t cast it on the same turn otherwise you lose 3 AC immediately
+5 AC for 1 minute is pretty good in itself honestly that idk if I would use the BAs
and I for sure won’t be using the last stone to keep up that +2 AC
I think the person who made this HB was probably thinking of it more as a Minute Meteors than Magic Stone
If it didn’t require concentration it’d be crazy strong
without concentration, you can take away half the stuff in there and it would still be too OP
Real
Had to open my fat mouth and ask if this requires attunement, DM responded "yes, but can be stolen."
Which lowkey curbs my enthusiasm for the game, for the DM to hand out OP items and then threaten to take them away
Took them two days to get back to me about it in the first place
almost any attuned item can be stolen
I'm aware of that, it's more them making a point to specify that
honestly, it’s too strong for even a Legendary item
it should just be BA to drink and the next attack or spell is affected rather than 5 minutes
That would be more balanced for sure
tie it to your hip
I would also straight up say you make a death save every time you drink it
Yeah, that would also be a fair drawback
but remove the exhaustion
As it is, I can drink twice a day with no penalty, or up to 30 times a day before nearing the death threshold
And bc '24 Exhaustion doesn't affect spell saves, I'm hardly affected aside from Eldritch Blast getting less accurate
2024 Exhaustion affects all d20 tests
Spell saves aren't affected tho
I'm not the one rolling the target's saving throws
I could drop to 10 feet of speed (35 base as wood elf) and take a -10 penalty to all d20 saves, but my Synaptic Static would still have a save DC of 17
Stealing magic items is kind of a killjoy thing though. I don't blame this person if it curbs their enthusiasm, it'd do the same thing to me.
oh, yeh I meant when you make a save that’s affected
I get it, I mean I have stolen magic items from my crew, but usually only for a limited duration
... the DM just told me the death saves aren't affected by anything, they're just flat DC 10 checks
I like stuff where they’re thrown in prison or something and must deal without their usual tactics
So no Adv/Disadv, no bonuses or penalties
getting back to level 1 play but without the fragility
that’s true, but it’s not a death save if the result is only Exhaustion
that’s called a flat roll
Yeah, his wording is confusing me
there are 2 camps regarding death saves in 2024, some say it’s still a saving throw and thus a d20 test, I don’t think anything affects death saves unless it specifically specifies it
He mostly DMs Pathfinder 1e and Shadowrun 3e
because otherwise the more exhaustion you have the higher the death saves DC is and I don’t think that’s something I wanna run
The only things I know for sure apply to death saves are Exhaustion, the Poisoned condition, and the Durable feat
I don’t apply Exhaustion or Poisoned to them
Poisoned gives Disadvantage, Durable gives Advantage
Generous
I don’t think anything should affect it unless it specifically states it
it also means that Lucky can’t be used there either
Heroic Inspiration can
I agree with lemon. If it doesn't say it does, it doesn't.
Imo if you're rolling a d20 for it, it's a d20 Test and things that apply to those would apply to death saves
Lemme double check on the Poisoned condition
Okay so Exhaustion would definitely apply to death saves
can someone let me know if i am doing the math for this weapon right btw
my weapon does around 16 damage by default, great weapon fighting style for 6 minimum, then strength gives me +4, then i add my proficiency for +3 and since i'm profiecent with martial weapons thats another +3, along with it being a +3 weapon so thats 19? that's also not including it's effects
this is the wording on the weapon BTW
This platinum weapon was a gift from a divine dragon to one of her loyal knights and has been passed down for generations. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit an evil-aligned creature with the weapon, that creature takes an extra 1d6 radiant damage.
The maul has 10 charges and regains 1d6 + 4 expended charges daily at dawn. When you hit a creature no more than one size larger than you with the maul, you can expend up to 3 of its charges as part of the attack. When you do, the target must make a DC 17 Strength saving throw. On a failed save, a creature is launched 10 feet away from you for each expended charge, or half as far on a successful one. If the target hits a solid object by being launched in this way, it takes 1d6 bludgeoning damage for every 10 feet it had left to travel from the impact. If the solid object is a creature, that creature takes the same amount of bludgeoning damage from the impact as the target of the attack.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Poisoned would not
Why are you adding prof twice
You don't add proficiency to the damage rolls, only the attack rolls
okay so it can't stack twice,
Yes
okay, i will update my sheet then, thank you for the help
It would be minimum 16 with those numbers, yeah
Np
3+3+4+3+3
Reboot Code could be implemented as a Legendary action though it wouldn't be fair to cast Haste only for Stephen to outright remove it without at least refunding the spell slot
Pretty sure you replied to a comment almost a year old 
Oh shi, didn't realize that
I tried to lend a the dude a hand cuz no one responded to it lol
Plus i like the idea of superbosses existing in DnD
going off of my universalized potent spell (YMMV for sure), ive begun revising base game features of subclasses/classes and homebrew variants thereof to push the power spike by some combos to a more appropriate level. im also massaging some of the phrasing on various features that i was happy but not satisfied with previously
some basic ideas so far:
-druid/cleric potent spell feature @ level 7 now adds either the modifier a second time and/or a bonus damage die to cantrips, and a modifier to all DRs of cleric/druid spells one time. i may rework tempest in particular on this 1) to be able to work with my lightning cantrips and 2) to support a spell based build instead of only melee. i may also make arcana cleric's potent spell level 7 unique too, because its a cleric of hecking mystra
-my variant of storm sorcerer's cha mod bonus to lightning and thunder damage is pushed to level 6. i have concerns about the new level 6 feature doing too much (+cha mod to all DRs one time for spells and cantrips that deal lightning and thunder damage, meaning cantrips get it twice which is fine if thats ALL of the feature, but it also lets you bypass resistances and treat immunities as resistances. then again aberrant mind gets 2 level 6 abilities in 2014 and 2024, one of which deals w resistances. so WIP) and level 1 doing very little in comparison (just a push back effect only).
-draconic sorcerer more or less remains the same, except it is buffed by adding a bonus damage die progression at level 6. however, i may move this to 14 or even put it at 1. idk
-evocation wizard (my 2024 backported and revised variant for 2014, which also fits for 2024 still anyway) is tricky. i used the 2014 version of potent cantrip, but revised it to add int mod to one DR of all evocation wizard cantrips at level 2, with empowered evocation revised to add it to all DRs of levelled evocation spells and again to wizard evocation cantrips at level 10. With universalizing potent spell, i think removing the level 10 cantrip buff and keeping the level 2 int mod bonus is too much. i tentatively have it revised in principle to add a bonus damage die progression to wizard evocation cantrips, and a second int bonus at level 10 for one DR of all wizard evocation cantrips
a side thought i had was revising abjuration wizard, divine soul sorcerer, druid, and cleric to all have spellcasting mod to healing rolls as well in this same vein
would love thoughts. YMMV on universalizing this for cantrips, but the feature has limits and im trying to now account for power curve issue concerning subclass features that let you add spellcasting mod to DR(s), specifically not with successive/multiple additions (ideally wouldve loved to cap these at 2 anyway globally but thats messy at worst and overly punitive at best so it is what it is), but rather instead with when they come online
sorry for the wall of text, but feedback would be deeply appreciated
i probably shouldve put it in a doc
heya final of my Shadar playable races
what's your thoughts
SHADAR-VO
Clever, ambitious, and utterly unhinged, the Shadar-Vo are the Shadowfell’s twisted reflections of gnomes. Where gnomes are driven by curiosity and delight in discovery, the Shadar-Vo are driven by obsession — their creativity a fevered compulsion rather than a joy.
At a glance, they resemble gnomes, but their hair hangs in wild, stringy clumps, and their large eyes glow with a hollow, ghostly white light. Their skin carries the ashen tone of the Shadowfell, and their movements often jitter between bursts of focus and manic energy.
Ruled by Kareth, the Goddess of Despair, the Shadar-Vo were given an Offering that borders on divine mockery: to create inventions worthy of her admiration. Most took to this decree with feverish glee, capturing creatures from distant planes and scavenging materials from strange worlds to fuel their mad innovations.
Within the Shadowfell, vast iron arenas known as Cages of Conception host brutal tournaments of invention, where Shadar-Vo display their creations before Kareth’s shadowed gaze. The least impressive inventors, and sometimes their contraptions, are offered up as sacrifices to her despairing will. Yet through this cycle of creation, competition, and destruction, the Shadar-Vo’s mania only deepens, each seeking to outshine their peers and claim that fleeting, impossible moment of their goddess’s approval.
Some Shadar-Vo, however, find their ambition stretching beyond the gray borders of their realm. They leave the Shadowfell in search of rarer materials, stranger ideas, or inspiration that even Kareth’s domain cannot provide. Others flee not for discovery, but for sanity, hoping that by escaping their goddess’s oppressive gaze, they might finally create for themselves rather than for her. Whether driven by obsession or rebellion, a Shadar-Vo outside the Shadowfell is never far from the pull of their mania, or the whisper of Kareth’s despair.
Age. Shadar-Chee mature and live at the same rate as gnomes.
Size. Shadar-Chee stand between 3 to 4 feet tall, with typically scrawny builds
SHADAR-VO TRAITS
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
Creature Type. You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.
Size. You are Small.
Speed. Your walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Necrotic Resistance. You have resistance to necrotic damage
Shadar-Ojo Cunning. You have advantage on all Intelligence, Wisdom and Charisma saving throws against magic.
Dark Creations. You can create or summon a small construct or shadowy manifestation of your design. As a bonus action, you conjure one creation and choose one of the abilities below.
As a bonus action, you can hand off one of your creations to a willing ally within 30 feet. That ally can then use a bonus action on their turn to activate one of the listed abilities as if they were you. When the effect ends, the creation dissipates.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Straight Slashes. You launch your creation forward in a straight 5-foot-wide, 30-foot-long line. Each creature in that line must make a Dexterity saving throw against your Spell Save DC, taking 1d6 + your Strength modifier slashing damage on a failed save, or half as much on a success.
Damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th.
Nimble Aid. Your creation attaches itself to you. You immediately gain the ability to take the Dodge action as a bonus action and do not provoke opportunity attacks until the start of your next turn. The creation then fades away.
Disorienting Explosion. You detonate one of your creations at a point you can see within 30 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw against your Spell Save DC or be blinded or deafened (your choice) until the end of your next turn.
Chat I lowkey need help, I wanna make a homebrew class, but I'm like really bad at this since it's the first time I do that
the answer is don’t
99% of people who are planning on making a homebrew class shouldn’t be making a class
if you haven’t made any homebrew before, start simpler with a few spells and magic items, then you can tackle some subclasses, and then maybe you can make a class
Monsters are also a simpler way to get started with homebrew
Classes are about the most difficult thing you can homebrew
to balance the class, it’ll probably take you an extra year or so with feedback which is extremely difficult to get for a full class to begin with
and playtesting is very difficult
https://homebrewery.naturalcrit.com/share/W68omiA4IfMs @native gale I continue working on the Curseforger Artificer. My main focus today would be the level 5, 9 and 15 features.
Level 5: Potent Curses
When you cast one of your Curseforger spells that targets only one creature, you can target a second creature you can see within 15 feet of the first target.Level 9: Deeper Hexes
Your control over curse effects increases. You gain an additional attunement slot for every Profane Infusion you have attuned.Furthermore, if you take damage from a creature you can can see within 60 feet of you, or if you hit a creature with an attack roll, you can, as a Reaction, force said creature to make a Charisma Saving Throw against your Spell Save DC or be under the effect of the Bane spell for 1 minute.
You can use this Reaction an amount of times equal to your Intelligence Modifier and regain all expended uses when you finish a long rest.
Level 15: Heightened Malediction
You can cast the Eyebite spell as an Curseforger spell without a spell slot once. You regain your ability to cast it after you finish a short or long rest.Additionally, you can now swap the curse affecting an Infusion once per short rest, and one of your infusions can bear two curses at once.
Anything standing out as problematic or too weak?
advantage on all INT/WIS/CHA saves and Resistance to a powerful element are already overfilling the specie
Aight no Kamen Rider for me yet then 💔
thanks tho
it's a base gnome ability in 2014, so had to put a bit of gnome in there
But you have way too much on that race
the bit of gnome is everything else, what should happen here is you swap the defensive feature it used to have with another defensive feature, which is the Necrotic Resistance
and then you can power up the construct
first off, it needs AC and HP, probably around 10-15 and 1-5
it can't be hit though, it's not technically an entity, just can be flavoured to be one
it’s either a buff or a construct
don’t call it a construct if it can’t be deactivated by attacking it
the HP and AC aren’t for putting it on the field, it’s for allowing enemies to dispel it
i've removed where it says construct
the difference is “you grant an ally one of your dark creations, sending a shadow to them that they can control…” vs. mentioning “small construct”
Im looking to make a dragon/elemental vibe of a race for 5e and need some ideas
but yeah it's not technically an entity. I want players to be able to flavour it however they want whether it's a small spider, mechanical tiny thing or a shadowy figure
Nimble Aid sounds horrible. It says “use a BA to use a BA next turn to activate the Dodge Action”
good point
it's so others can activate it
yeh, but the way you worded it, it needs 3 turns
you BA to give it to an ally, then they BA to attach it, then they have to BA again to activate it
I would probably say make it a BA from you to give them a buff then when they BA the next turn, they get an additional effect
Dark Creations. You can create or summon a small mechanical entity or shadowy manifestation of your design. As a bonus action, you conjure one creation and choose one of the abilities below..
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Straight Slashes. You launch your creation forward in a straight 5-foot-wide, 30-foot-long line. Each creature in that line must make a Dexterity saving throw against your Spell Save DC, taking 1d6 + your Strength modifier slashing damage on a failed save, or half as much on a success.
Damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th.
Nimble Aid. Your creation attaches itself to you or a willing creature within 30ft of yourself. You or they immediately gain the ability to take the Dodge action as a bonus action and do not provoke opportunity attacks until the start of your next turn. The creation then fades away.
Disorienting Explosion. You detonate one of your creations at a point you can see within 30 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw against your Spell Save DC or be blinded or deafened (your choice) until the end of your next turn
how about now?
makes you feel more useful and less passive
it’s fine to give them all to your allies
just make it so your BA also buffs them
Nimble Aid could just make it so attacks against them until the end of their next turn have disadvantage and while the effect is active, they can use BA to get d6+CON tHP and they don’t provoke Opportunity Attacks until the end of the turn
Dark Creations. You can create or summon a small construct or shadowy manifestation of your design. As a bonus action, you conjure one creation and choose one of the abilities below. You can then use this ability for yourself or give to a willing ally within 30ft. When the effect ends, the creation dissipates.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
If they don’t use the creations by the end of their next turn, the creation dissipates (rn it doesn’t have a duration that I can see)
Nimble Aid. Your creation attaches itself to you. You immediately gain the ability to take Dodge as bonus action and do not provoke opportunity attacks until the start of your next turn. The creation then fades away.
also
After one minute or the use of the effect, the creation dissipates.
that works, I still think you wanna give them a bonus for you just giving it to them to begin with
allows you to dodge the BI curse
BI?
Bardic Inspiration
it has to be given before actually being used, which a lot of time ends up making it completely useless because the players save it for when they “really need it”
oh i know that one from guidance
Guidance is usually used right before the skill
because you have to mention the ability check you’re using it for
and it kinda just activates when you use that ability check
So firstly, I’m not a fan of how you separate out “Curseforger spells” from the wider category of “Artificer Spells.” This is a bit of antiquated design. Clerics used to do something similar with their Domain Spells, but that was because they specifically had a class feature that defined Domain Spells as their own separate mechanic, so other game-rules could reference them. That was removed in the 2024 version of cleric, and artificer never had that, so it feels out of place for your subclass to treat its subclass spells differently from how a normal artificer would treat theirs.
Secondly, I am still very concerned about how this subclass will feel in combat, because its damage output is extremely low. I totally understand that you want this to be a very support and preparation based subclass, but I do need to reiterate that artificers are half casters with no martial weapon proficiency. Their damage and utility is extremely low as a base line, so they need subclass abilities to make up for that. Their subclass abilities should either increase their damage dealt by existing features, or give them something totally new to do in combat. These three features are passive, reactive, and conditional, which means the player using them still has extremely limited options of what to do on their actual turn
@peak inlet i had an idea. Ima reword it so you make these things during a long rest (up to your prof mod) and then can divy it however you wish before a fight
then however has it can use their bonus action to activate it
prep needed but that's a good trade off for a racial trait
that’s actually good I think
because you already know what your character’s playstyle is
and now it only costs 1 BA so it’s good
or you can choose the path the creation takes when you create it and they last until your long rest, but it takes 1 minute to make
that way you can make it when you know the threat you’re facing instead of when you wake up in the morning
Well the reason for separating curseforger spells is that they are kinda mid, so It felt okay to let the artificer twin most of them from level 5 onwards. I get your concern about unusal design but its kinda important to my idea that the "cursey spells" get special treatment.
Dont you think putting a bunch of conditions on the enemies every turn basically makes up for the lack of damage? The Alchemist has the misfortune of being a support based subclass, which is the easiest to feel not impactful in combat. I figured that a CC heavy subclass would not have the same issue
During a long rest, you can create up to a number of small constructs or shadowy devices equal to your proficiency bonus. Each creation is a Tiny magical object that hums with shadowy energy and is considered a magic item for all purposes.
As a bonus action, you (or another creature holding the creation) can activate it to use one of the following abilities. When a creation is activated, it disintegrates and cannot be used again.
doesn’t Lunar Sorcerer also do this?
also i kinda like the trade off being you have to make your toys in the morning. Bare in mind, it's a racial trait
it’s fine to have effects that only apply to your subclass spell list
2024 Moon Druid also calls out subclass spells
call them gadgets or something instead of constructs, and they’re probably Tiny not Small
number of creations
so does aberrant mind if i recall
yeap
that also works
i'll add a section on creation suggestions, such as spider, shadowy figure or whatnot
yeh, there are quite a few subclasses that do that
I don’t really get the nitpick
unless I’m misunderstanding the argument
say “that looks like a shadowy figure, spider, or other similar thing of your choice”
instead of saying that you create a spider, because then it’s a creature
and you don’t want it to be a creature
although even Chronurgy Beads have an AC and HP
The creation disintegrates after activation or 24 hours and cannot be used again.
so do peppers
not 24 hours, it has to go on a Long Rest
falvour is entirely the players choic
so if they want to flavour it as a mechanical spider they can. it still will count as a magical item
you can make it last 24 hours, but when you finish a LR they disappear early
since that’s when you’re making the new ones, you don’t want them to accidentally overlap
The creation disintegrates after activation or a long rest and cannot be used again.
Warlocks 2014 can have a second Long Rest if they’re not doing much for example
so you’ll just have 12 creations
so technically they can forgo a long rest to have multiple creations but that doesn't seem like a good trade off to me. so they probs wont
depending on the level thats fine
it’s not by skipping long rests, it’s by taking extra long rests
but then it would go again
yeh that’s why I was telling you to add that part
'The creation disintegrates after activation or a long rest and cannot be used again.'
yeh I know you added it, I was just pointing out why I suggested it
oh i see. yeah appreciated
so you know why you’re adding it instead of just listening to me yap
nah i do apreicate it. I want these races to feel kool but still be balanaced
so
final version
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1.
Creature Type. You are a Humanoid. You are also considered a gnome for any prerequisite or effect that requires you to be a gnome.
Size. You are Small.
Speed. Your walking speed is 25 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Necrotic Resistance. You have resistance to necrotic damage
Dark Creations. During a long rest, you can create up to a number of creations or shadowy devices equal to your proficiency bonus. Each creation is a magic item for all purposes.
As a bonus action, you (or another creature holding the creation) can activate it to use one of the following abilities. The creation disintegrates after activation or a long rest and cannot be used again.
Straight Slashes. You launch your creation forward in a straight 5-foot-wide, 30-foot-long line. Each creature in that line must make a Dexterity saving throw against your Spell Save DC, taking 1d6 + your Strength modifier slashing damage on a failed save, or half as much on a success.
Damage increases to 2d6 at 5th level, 3d6 at 11th, and 4d6 at 17th.
Nimble Aid. Your creation attaches itself to you. You immediately gain the ability to take the Dodge action and do not provoke opportunity attacks until the start of your next turn. The creation then fades away.
Disorienting Explosion. You detonate one of your creations at a point you can see within 30 feet. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw against your Spell Save DC or be blinded or deafened (your choice) until the end of your next turn.
Opinions of this gnome variant?:
Advantage on intelligence (investigation) checks.
Gnome cunning (advantage on mental saves)
30 feet movement (2024 standard)
Darkvision 60 feet
small
I think the best way I can describe my concerns with the subclass right now is that it feels like you are designing this the same way you would any other spellcaster subclass. Most of the features you’ve created so far are modifications to when you cast a spell, or new ways to cast a spell. But because artificers have less spell slots and lower level spells than other casters of the same level, I think this will end up feeling like “lesser wizard” rather than its own wholly unique thing. Armorer, Artillerist, and Battle Smith all create a completely new mechanic for the artificer that redefines their playstyle. Alchemist is considered to be the weakest because it only focuses on passive benefits to their spellcasting
Wouldnt you say the extra power from the cursed infusions plus accursed woe is the unique thing? are they not impactful enough?
also imo, the passive benefits from alchemists are fine. its just that the potion part of its kit is too undercooked
I would rather make an artificer based on spells and infusions work than to invent a complete new mechanic tbh
I do like your level 3 features. Especially if your allies can trigger woe as well. That does feel playstyle defining. I think it has just a little bit of “homebrew jank” in the sense that you can tell it wasn’t made by WOTC because it doesn’t quite follow the same design conventions as a normal artificer subclass, but that’s an extremely minor concern.
I just think that you should lean into Woe a bit more, and make that the centralizing theme of the subclass, rather than just your normal spellcasting. It kinda feels like you’d be missing the point of an artificer subclass if you don’t include something to make it feel unique, even if you don’t make a brand new mechanic like an Eldritch Cannon or whatever
I will consider it. I dont mind a little homebrew jank if there is precedent anywhere else in official materal, but I do know this one needs a bit of polish still
How do you feel about this rule?
Precision Strike
“If you don’t have Disadvantage on a Melee Weapon Attack Roll, you may instead have Disadvantage on the roll and use one Mastery effect besides Nick in addition to any you already have.”
Seems like it kinda steps on the toes of brutal strike for barbarians. Plus you’d need to rename it because “Precision Strike” is the name of a battle master maneuver
https://drive.google.com/file/d/1J3MrvZTVB9hB-cXwDZT--s-Zu02ar3FD/view?usp=sharing
Current suggested changes:
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make extra psychic damage from channel Divinity 1d8, with it increasing by one die on the same levels cantrips normally do
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Remove the first listed effect of the aura
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Change deep strike's usage # to be equal to PB, and it only resets on long rest
Thoughts on these changes, and any others I should make for balancing purposes?
What about this item?
Assassin’s Eye (Placeholder Name)
“You may take a Utilize action to make a DC 15 Sleight of Hand check on a target within 5 feet. On a success, the target doesn’t notice you place this eye on them. On a failure, they do. Either way, the eye is then attached to the target until they take an action to remove it. The eye has sight but not hearing up to 60 ft, which you can use a bonus action to see through until the end of your turn if the eye is on the same plane of existence of you.”
It needs some rewording, but are the mechanics ok?
I'd target their passive perception instead of a set DC.
Good idea
Or a contested roll vs perception
But do you like the idea?
It's solid
I have a cantrip with a similar mechanic, only that you can't plonk on someone.
Essentially it creates a bug you can place around.
Bit weak actually, since it only lasts six seconds
Nvm I misread
The until end of your turn is unclear though, could be interpreted as the duration of the eye.
If you'd like my recommendation, here's what I'm currently thinking could work:
Level 3- Profane Items & Woe Effects
Level 5- Woe always deals damage in addition to other effects
Level 9- Put 2 curses on a single Profane Item & Woe can be "twinned" to another target within range of the first one
Level 15- New mechanic. Bonus Action: end a curse on one of your profane items, and place a powerful curse on a creature within range
I'd also like to suggest that Woe be renamed to "Contagious Curse." With the effects outlined above, the subclass gains a running theme of not just curses, but also spreading those curses from one thing to another, as if they were contagious.
Hey, I'm currently writing down my Viralium weapons, but I'm struggling to get the mechanics down.
Viralium is a metal with magic-dispelling properties, but I just can't seem to think of how it would actually work in game. Could anyone help me?
Casts dispel magic on whatever it hits?
Also is a +X weapon
That could work, but I also want it to work against creatures actively focusing on a spell. Dispel magic just ends an effect on them
Here's something I have already:
Magic-Dispelling. When you hit a creature that is concentrating on a spell, the DC for their saving throw is not 10 or half the damage, instead it is equal to double the damage you deal with this weapon or 10, whichever is higher.
What if it casts anti-magic field on them for one turn?
I could also add dispel magic
that seems pretty good as is, but tbh when I think "magic-dispelling" I think of like, dispel magic, not concentration busting
It's not really meant to be magic itself
The lore is that is stops magic near it
I imagine that would include concentration
Thank you for the idea though
sure but I mean like if you stab a wall of fire with it, i'd hope it eats the wall of fire
I can just say it has the effect of casting dispel magic but itself is not magical
Like detect magic on some creatures
I can just do both
Although considering its rarity I do think it should have a bonus. I just need to make that bonus not feel magical
Or just not word it as magical
Maybe I could change it so that it absorbs magic
So itself is magical but can keep being anti-magic to sources other than itself
It could also stop it from ending buffs on the wielder
Okay, now I'm trying to word the dispel magic ability
I'm trying to word it so that it says it works on anything you hit, but also gently touch with the weapon (to not do damage in case it's an ally)
But I'm finding it difficult to word it correctly
"Whenever you injure or touch another creature with the weapon, x"
I just remembered the Graze weapon mastery exists
Ty
But now I need to think on whether or not I'll make it so that the graze property works with it
But then it could be absolutely crazy as it's guaranteed to cast dispel magic
Okay, I think I finally have it
Viralium Weapon (Equipment)
Weapon (Any Simple or Martial), Very Rare
Magic Weapon. You have a +2 bonus to attack rolls and damage rolls with this weapon. This bonus extends to +3 until the end of your next turn when you use any of the following benefits:
Magic-Absorbing. When you hit a creature that is concentrating on a spell, the DC for their saving throw is not 10 or half the damage, instead it is equal to double the damage you deal with this weapon or 10, whichever is higher.
Dispelling Touch. The weapon can cast Dispel Magic on an object or creature you hit with it, or use an action to harmlessly touch with the weapon. The weapon casts it at 4th level and the spell save DC is equal to 8 plus your proficiency bonus and the ability modifier you used for the attack.
How is it?
I have also gone ahead and made a Viralium shield
Viralium Shield (Equipment)
Armour (Shield), Very Rare
While holding this shield, you have a +2 bonus to Armour Class. This bonus is in addition to the Shield’s normal bonus to AC.
Spell resistant. Spell attack rolls against you have disadvantage. In addition, if you're subjected to a spell that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the saving throw and are holding the Shield.
Those look awesome!
Aww thank you
I might make it so that people who have the spellcasting or pact magic feats cannot use these
But I'm not certain about that
ooh yeah, or it could disrupt their magic somehow rather than outright negate it?
Maybe it would be too much
I'll just scrap that idea and say that the wielder is unaffected
Fair
Although it did just give me the idea to make a Viralium cuff item, to act like the magic suppression cuffs from the dnd movie
But I might have it be a saving throw instead of just completely not allowing spellcasting
I don't want this to be completely unfair
You could say something like
While holding an item made of Viralium, a creature’s magic is disrupted. A creature that has equipped a Viralium magic item, or is holding an object made out of pure Viralium, has Disadvantage on Spell Attacks, and other creatures have Advantage on Saving Throws caused by a spell cast by this creature.
Never mind, the idea is back. I am taking that. Thank you Sam
Actually I'm torn
Hmmmm
Eh I'll go for it
Ty
Oh god I pity any wizard I'm pitting against a creature that has these
Hey guys, how do we feel about these ideas for a weapon-and-stance-based Monk subclass?
- three stances you can freely swap between, each giving different bonuses so each has its own use cases
- you can spend FP and switch stances when you make the Attack action to gain a certain benefit tied to the stance you just switched from (or to, idk which would be better yet)
- you can use FP to do that same thing except instead of switching stances you switch weapons and do a special attack or get a buff depending on the weapon you swapped to (possibly tied to damage type rather than individual weapon type)
- you can use FP to activate a special feature for each stance as a BA or Action
Stance ideas are:
- High: attack (+DMG)
- Mid: defense (+AC)
- Low: speed (+speed or Dex save)
Also considered having tradeoffs (like High stance having -1 AC as a tradeoff for high damage bonus) but I know that's not typical so I wasn't sure about it.
Thoughts?
It's a cool idea, but if you want your subclass to compete with the other subclasses, then you would want the stances to each outweigh their tradeoffs.
well yes, I didn't mean to imply the tradeoffs make the buffs not worth it, they'd be more to solidify the identity of each stance. but, thinking about it, the opportunity cost of using a given stance probably does that well enough
you think the idea is fine though?
In my vision, a monk wouldn't be the class to utilize a stance-based subclass. It gives me more fighter vibes. To me, a monk would not make themselves vulnerable positioning themselves in such ways or not having the reactiveness necessary to avoid putting themselves at a disadvantage like that. (In terms of thinking of how D&D does AC and in terms of which class does this subclass make more sense for)
But if you are sold on having this be a monk subclass, then I think that it could be a cool concept, however maybe tweak and work on it a bit more
Maybe one thing you can do is flavor the text to hint that the abilities are more martial-arts-like?
And perhaps offer follow-up attacks for certain stances that exponential your monks attack output (whether that be damage, a stunning move, etc)
I did consider Fighter, but Monk has a resource built-in that I can interact with to allow them to use these features as many times as they want (within their FP limit, and potentially recover FP with these mechanics, depending) and represents their mastery of self augmenting their physical prowess with these martial feats, whereas doing so with a Fighter arbitrarily restricts them to swapping stances or weapons a certain amount of times simply because it has to he tied to a limited use feature or expend some resource like an Arms Die.
With that said, I do think I could make a Die system work for a Fighter subclass, so ... I'll consider it and am open to arguments
yeah I don't have any flavor right now since these were just ideas I wanted to gauge the potential of, but indeed it's entirely feats of martial arts
as for follow-up attacks, that's definitely not a bad idea either
what tweaks do you think it would need right now if it were a Monk subclass?
I see what you are getting at, but why are you sold on FP being spent to utilize a stance?
A stance seems like an ability a monk should have access to without using FP
FP is being utilized to get special benefits for switching stances/weapons. stances themselves are free to switch between and redo the benefits of
reap*
but there'd be special "switch moves" in a sense, where you spend FP and switch Stances or weapons in one attack, and gain a benefit for doing so, tied to the stance or weapon you swapped to
Or from
I gotcha
Interesting idea for sure, but I'd recommend giving it some serious thought before you invest your time into the subclass
thought into what? Monk vs Fighter or something else?
I can see fighting stance be utilized more for certain groups of infantry, as if a fighting stance ability was part of a soldier's background
Uniqueness of the effects of the ability mostly and the balancing
Hmm. I think that interpretation of it is better represented with Fighting Style Feats to me.
Definitely plan to flesh out some more ideas before committing and starting writing, was just looking for some preliminary feedback on the core ideas, which you gave so thank you!
I agree. That's why I point out the uniqueness bit.
Yeah, no problem!
For sure gotta differentiate from Fighting Styles. Tradeoffs were one way I considered doing that, but as I said before, I don't think I'll use them. The ability to switch between them on the fly does add some aspect of uniqueness already though, I'd say, since it's not normally possible to switch them at all afaik
Well, you could make them like fighting styles, like much more powerful version of a fighting style unique only to the monk subclass, and then add the weakness. But then you would obviously have to give the fighting stances some great moves and power
I see myself saying this all the time, but if an idea works better as a trait rather than an entire subclass then I would leave it as a trait
yeah, which would only make it more difficult to balance. I'm more likely to try finding some avenues yet unexplored by Fighting Styles, or build upon existing ones, and call them Stances. I don't think the full scope of abilities I have planned involving Stances would fit as just a trait though, to be honest
Got it, thank you :)
aight, you guys have been way better at this than I expected so I'm gonna try a bit harder. I've taken some brewed content that's been published and i've completely rewritten the name and text to make them harder to look up, and I may have modified the mechanics of the content. Text and formatting are not part of the challenge. Can you figure out if I've modified the mechanics? Are these mechanics published as-is, or are they an impostor? (trying to look it up is cheating) If you guess correctly, you get a point.
I'll post the answer in a few hours
Cannon of Annihilation
8th level transmutationClasses: Sorcerer, Wizard
Casting Time: 1 action
Components: V, S, M (a lodestone, and a Huge metal cannon worth at least 1,000 gp)
Range: 300 feet
Duration: Concentration, up to 1 minuteYou imbue a cannon with deadly destructive power. Choose a creature, object, or creation of magical force that you can see within range. An unfocused green ray sprays out from the cannon at the target, affecting it as if you had cast the Disintegrate spell at it.
Until the spell ends, you can use a free hand on the cannon to repeat this effect as an action.
Answer: #homebrew message
That’s kinda OP
3 2024 Subclasses in need of feedback!
https://docs.google.com/presentation/d/1JDomLFZ9dlk3NToN8d83aSTlNcPJGbkPdpzh6X7fers/edit?usp=sharing
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Spiritbound Sorcery connects Sorcerers to a more spiritual background, with access to the druid spell list and unique ways to enhance their summoned familiars.
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Magnalith Sorcery is an extension of more than just blood, but the entire body. The strength of the caster’s spells is dependent on the strength and resilience of their physical form.
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The Nationbound Patron for Warlocks creates a pact that is far less personal and focused on two individuals. You give your soul and your will to an empire, an organization, or as the title suggests, your nation. You fight on their request and live on their behest.
I'm looking for feedback on these 3 subclasses. The Spiritbound and Nationbound subclasses have existing versions that work as play-tested - but I've given both a new overhaul with the same vibes but updated/different features that better suit the actual purpose/vibe of both subclassees.
The Magnalith is a new subclass I was asked to make for a player in one of my games, and is in its very first iteration as of this post.
All three need thorough, critical feedback that helps me delete anything broken or OP, or gives ideas on how to reshape things until they're balanced and playable compared to existing 2024 subclasses. If there's anything flavorful that could be added to any of the subclasses as well, I'd love to hear about it!
Any feedback at all would be greatly appreciated!
10 disintegrations for an 8th level slot?
Realistically, 3 or 4 with combat ending.
i assume thats a vote for fake
No, I vote real
It’s probably beholder themed or something
10 disintegrates for an 8th level spell slot is crazy, but i do love the flavor of turning a cannon into even more of a ‘remove anything in that direction’ machine. my vote goes for real.
En Garde
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You gain the following benefits.
Ability Score Increase. Increase your Dexterity score by 1, to a maximum of 20.
Duelist's Riposte. When a creature misses you with a melee attack roll, you can take a Reaction to make a melee attack roll with a finesse weapon against the creature.
Deft Strike. Once per turn when you hit a creature with a weapon that has the Finesse property with advantage, you can cause the weapon to deal extra damage to the target. This extra damage equals the damage dice of your weapon.
Any recommendations in terms of balancing?
With colossal sized creatures (not the literal size category this is just the best word I could think of) would it make sense to have their "attack" be area of effects instead of regular attacks? Like imagine if godzilla did a tail swipe, I think it'd make more sense to have it be a Dexterity save for creatures in the Cone.
yeah
I’d remove the dex increase if it has a dex prerequisite
it's a 2024 feat
Otherwise good
it automatically comes with a dex increase
2024 GWM has that same thing too
Yeah
required 13 STR, gives +1 STR
all feats are half feats in 2024
Oh. I play 2014, so… 😅
I'm unsure if the feat is a bit weak or not though
The rest seems fine
Alternatively
I could change deft strike to deal extra d4s of damage equal to your proficency modifier
That way it's not quite lagging so behind GWM and whatnot
hmmmm
trying to word a feature for Reach unarmed strikes
but saying just, your unarmed strikes gain the Reach property seems wrong
- Wraps. Your arms become wrapped in while cloth. When you make an unarmed strike, you can cause the cloth to unwrap from your arm, letting you target a creature within 10 feet of you.
like, thats what i got, but it seems wrong
Springman moment
well, i changed it to the Reach property
- Wraps. Your arms become wrapped in while cloth. Your unarmed strikes gain the Reach property, as you can cause the cloth to unwrap from your arm to attack far distant foes.
- Bone. Your bones become projectiles for you to use. As an action, you may shoot off a piece of your bones, which you must make a ranged weapon attack roll against a creature within 30 feet of you. On a hit, this bone deals 2 Martial Arts dice of bludgeoning damage. Once per turn, the bone can bounce towards another creature within 30 feet of the target, you must make another attack roll against this creature. This bounce deals a Martial Arts die worth of bludgeoning damage on a hit.
hmmm, i think thats worded fine
You should add “if you use this attack 206 times, you die.”
no >:3
It would be really funny though
I’d add you can choose bludgeoning or piercing
Well, that's correct. But it's possible that certain bones would just mean death once you lose them.
Or extreme pain
i mean, that all depends if you fire a sharp bit, which this is more a chunck but :P
Monstrous
3rd level Way of the Monster feature
:
The monster is born. As a bonus action and spending 1 Ki point, you can subject yourself to a monstrous transformation that lasts for 1 minute, refered to as your Monstrous Form. When in your Monstrous Form, you gain 2 of the alterations to your body, you may choose how these alterations look and how they form from your body.
:
If the alteration requires a saving throw, you use your Ki save DC.
thats the feature
so a build your own kinda subclass
shooting your bones at someone makes me think of like, launching your wrist bones at someone, and now you have floppy wrists until you go retrieve them
well, you just regrow them (or you just have shoulder bone spikes or something), up to the eye of the beholder on that one
ssomeone made a spell,,
wwhat do you think of it,,
Spell: Temporary Tattoo
Level: 6th
School: Evocation
Components: Somatic, Material (Either; 10 GP worth of Ink (Consumed) and a 2 CP Ink Pen, or 10 GP Calligrapher's Tools or Painter's Supplies which caster is Proficient with)
Range: Touch
Casting Time: 10 Minutes
Duration: 1 Day or Until Triggered
Concentration: No
Ritual: No
Effect: Select one Cantrip or one 5th level or lower spell you know or have prepared; the target, who cannot be the caster, receives a tattoo, and can cast the selected spell once during the duration, using your Spellcasting Bonus, Spell Save DC, and Attack Bonus any time the spell requires any of the three. The tattoo glows faintly during casting and for duration of the spell. When this spell ends, the tattoo vanishes and the spell ends.
(Bard, Cleric, Warlock, Wizard)
it;s an old spell apparently 😭
I read it wrong. This is actually pretty good.
However still many odds things about it
😭 okay 😭
And definitely unbalanced, seeing as the main use will be letting the fighter cast wall of force.
Or letting your familiar cast wall of force
Or letting the party dog cast wall of force. That's also a valid use.
As a service they could receive from someone it could be cool, but not something they have constant access to
Stealing that
tto be completely fair, familiars, dogs, and fighters oftentimes lack the intelligence and ability to perform verbal components in spells,,
The spell doesn't say that.
There isn't any intelligence restriction on casting spells.
mmh i didn't mean literally intelligence stat 😭
i meant like, ability to use verbal-? can't speak and stuff,,
No, I mean there isn't any intelligence restriction on casting spells.
tthe fighter bit was just a joke,,
Yeah if they need to produce components then it may take more work
But the idiot commoner I hired for 2sp can now cast wall of force
And my imp familiar can now cast wall of force
I would scrap it
Giving other creatures the ability to cast spells they shouldn't have is notoriously broken.
See: arcane abeyance feature of chronurgy wizard. Sure, doing it as an action is the main thing, but just the ability to let someone else do that is broken as hell on its own.
i'll send that over but 'scrap it'" is not usually a satisfying response 😭
True, but it's an honest one.
(The main issue here is double concentration)
The spell breaks the base recommendation by effectively letting you concentrate on two spells.
Considering that it has the following restrictions:
- You need to prep it.
- It uses a spell slot you notoriously have one of until basically the end of the game.
- It requires the OTHER spell to be prepped.
I wouldn't be so concerned about it.
it is a long action to prep yes,,
While this is true, the best use of a wizard's sixth level spell slot is generally to cast the fifth level spell wall of force.
And this allows you to offload concentration
Concentration is a general rule, so if something doesn't say you don't need to concentrate, you still need to concentrate.
A lack of contradicting a general rule means the general rule stands.
No but you see: YOU are not casting wall of force. The creature with the TATTOO is
So THEY concentrate on it. Not you.
actually that would be something to mention,,
Sure, which means they are subject to all of those limitations.
They don't care about those restrictions, they're a imp familiar I can dismiss to a pocket dimension to make their concentration unbreakable.
Is this spell good in single encounter days? Definitely. Is a lot of stuff good in single encounter days? Definitely.
The target of this tattoo will not be a caster, it will be someone or something that has no use for its concentration
okay i don't know if that's entirely possible 😭
iirc you can't really cast most 5- level spells from other dimensions,,
It doesn't decrease value at all.
You spend a sixth level spell slot for wall of force, which is exactly what you would have done otherwise.
Also, it lasts 24 hours. This means it can be cast before a long rest and benefit you the next day - after you get the spell slot back.
Effectively adding a fifth level slot.
sso it should be reset after a long rest-? interesting, , ,
Which is why encounter days are important, yeah.
Number of encounters doesn't change the value of that slot, it's still a 6th level slot for WOF.
Spending a 6th level for WoF is not something you always wanna do, especially because there are more impactful spells in many situations.
Wall of force, in my experience, solves a huge amount of encounters.
Wall of force that effectively doesn't use my concentration? That's worth locking the slot into it.
- the 24 hour issue, as is.
Reset it after a LR yeah
Aye, but 6th level spells can often solve encounters even more heavily than WoF.
I disagree, I think WOF is better than every sixth level spell on the wiz list in most situations.
Which is likely due to your playstyle, yes.
You've previously expressed that you don't like stuff that isn't extremely consistent, so the spell is likely not to your tastes.
i think it would make sense for the concentration to pass over to the caster of the initial spell rather than the caster of the secondary spell, hm,,?
Possible exception: mass suggestion. But that depends on your DMs boundaries.
and you can't maintain concentration during sleep right-?
I find WOF consistent if used right.
i'd rather ban wall of force than this spell tbh
if I had to choose one, this one is cooler
😭 fascinating, , ,
wall of force is problematic for unrelated reasons anyway
I'm saying it is, but a lot of the 6th level spells are reliant on playing the game in a differnet sense than that.
I agree.
disclaimer, i've also made a spell that lets you give spellcasting to others, so I am biased >_>
6+ spells are often much more reliant on player skill than direct power, IME.
True, a lot are effectively save-or-sucks. I do think (you're right about this) that decreases their value a lot. If they're not save or sucks, I find they're mid.
Exceptions to things like magic jar, which break the game open if your DM lets you
Like, disintegrate usually is way worse for the damage dealt per damage taken calculation than WOF, for example.
I wouldn't even say just save or sucks, and would more say they are tools to solve a problem in a way that WoF can't be.
They do solve some niche problems better than WOF yes.
Though, given a random situation, WOF is the better bet than all of them I'd say
But whether or not they are niche problems largely relies on player skill.
Which spells are you referring to?
A ton of them. The reason why I say they rely on player skill is because it relies on planning and understanding campaign/gameplay trends and dynamics.
If you knows what's coming, some of them get better, yes.
You don't need to know what's coming, just need to be good enough to make good system predictions.