#homebrew
1 messages · Page 33 of 1
Which reflects on your gameplay style, aye.
arcane gate is so funny how bad it is blind, and how bonkers it is if you're replaying a book
I can agree with that. I try to focus on what has the highest % chance to keep the party alive in the most situations. I believe this is WOF.
Social days, obviously, are different.
The thing that I'm referring to with "player skill" is that there are many circumstances that you can bypass entire things via creative play and system mastery.
WoF is a reactive spell, not proactive.
Admittedly, the most proactive spells are often seen as very niche because it requires you the player to set up favorable circumstances to use them.
Oh I agree. I evaluate them from an in combat POV. Where situations can be defused out of combat, that's definitely the best option, and if a spell avoids an entire encounter you got amazing value.
I don't trust spells to reliably have this effect, even when used well, is the issue. Maybe with a DM that let that happen more, that'd change.
Except illusions, which I do find work fairly well out of combat. But no relevant sixth level ones for that, outside of programmed occasionally.
The list of what I mean is stuff like:
- Arcane Gate
- Contingency
- Disintegrate (the secondary usage)
- Find the Path
- Forbiddance
- Heroes Feast
- Mass Suggestion
- Planar Ally
- Programmed Illusion
- Transport via Plants
- Word of Recall
there's a big gap after major image for more practical illusion improvements
big space for brewing
Even if someone just uses it to give someone Wall of Force, there's the opportunity cost of having to full on learn this spell on everything but Cleric.
I was evaluating the wizard list.
Gate does solve some unique problems yes, but is it worth the prep slot? Highly debatable.
Contingency is amazing, but you generally cast it and then unprep it for 10 days.
Disintegrates secondary use has niche applications. But once again, then you need to prep that.
Find isn't wiz list, idk too much.
Forbiddance non wiz
Hero non wiz
Mass suggestion is great, but I find often shut down by DMs.
Planary ally is not wiz
Programmed illusion does solve certain issues yeah!
Transport via plants is outstanding, but druid only.
Word of recall is non wiz.
I'm notably not judging this spell solely from a Wizard standpoint because I find that kinda flawed from the get-go, tbh.
That's not a truly rigorous metric overall, if that makes sense.
That's totally fair, that was just the lens I was using, because the wizard has the most slots uncontested to prep this due to spell book ritual casting
This isn't a ritual.
Yes.
But the wizard doesn't need to prep rituals to use them
And therefore has more prep slots
Assuming other classes also want their rituals.
It also assumes Wizard wants to use their known slots on that stuff, too.
Kinda two layers of assumptions.
It does, but I'm fine with that.
My biggest issue with the spell is still double concentration though. On anything, that is absolutely worth the sixth level slot.
i generally assume that in games where wizard spell picks matter a great deal for skill purposes, theyll prob get opportunities to get more spells, even high level ones
does nothing for sorcerers though
In that case, I've found it's most helpful for the reviewee to be provided a list of implicit assumptions so that they can actually understand the feedback.
Sometimes they'll agree with the implicit assumptions, and sometimes the implicit assumptions are far enough off-base that they don't need to be concerned about what is being worried about.
Wiz doesn't really need spellbook most of the time except for rituals because they can't prep more than what the learn by level anyways.
Like, if you learn spell X, but spell Y is better for the purpose, spell X is entirely worthless and shouldn't even have the gold spent on it to add it to your spell book, because you'll never prep it. Unless it's a ritual.
You'll take the spells you want to prep via level-up.
And prepping something for a niche purpose almost always means unprepping something generally important.
Yes, which is why the most compelling games I find end up involving situations where you are worse off for not prepping something potentially niche.
I agree, tough you need a reasonable amount of warning that use is coming.
If I had no warning I needed a niche prep, and can't take a short rest for it, my attitude is "ah, looks like the DM decided to only reward a bad choice, which I won't make, so it didn't really matter if I had that option anyways".
Though*
That's where player skill/system mastery pops up, honestly.
A "bad choice" that prevented something isn't actually a bad choice.
That's not strictly true. A bad choice can have a good outcome.
Which can very well mean it wasn't a bad choice, aye.
And if you truly had no idea something was coming, but prepped a spell that only helps in that thing over a more general one that helps in more things, it's still a bad idea even if the niche spell helps.
The difference is not "bad" or "good", but "risky" and "safe".
I quantify them all in terms of rough % of situations it helps you live through
A spell with a higher % I consider objectively better. If I know a situation is coming, it might change that % by making that situation more likely.
But if spell A helps me live through 30% of situations and spell B helps me live through 5%, and I have no indication spell B's situation is coming, but it does, it was still a bad idea to prep spell B.
Unless I couldn't cover B's situation with other spells but could cover A's.
If that males sense.
(There are other metrics, such as rough % of plot advancements made)
That's the difficult part, generally. Most creative/skill-based uses are emergent and don't necessarily work with a % because you are defining the % yourself far before you can calculate it.
Yes, calcs could be off. But they must be made, or you might as well throw darts at a board
I'm not saying you can't/shouldn't make them, I'm just saying that those are different axes.
You'll never prep a niche spell without indication its niche is coming unless not covering that niche is devastating (e.g. feather fall). If you do, that was a bad prep.
Even if it works out, that didn't make it a good choice.
The disconnect may be how you define "without indication".
Yeah it could be in a variety of ways (DM hints, knowing the module, getting the vibe, a note under the table, a sneaking suspicion based on patterns, a plot guess, anything).
Indication is broad. I definitely think you should constantly hunt for clues something might come up
I don't expect the DM to feed you that
That's where "safe" and "risky" come in for me, yeah.
Which I think are notably different from "good" and "bad".
I guess it's just a language thing.
My language would mean the risky one becomes safe with high enough an index of suspicion that you'll need it.
But I get what you're saying.
I kind of prep the "safest" spells (admittedly, I do have a huge bias against save-or-sucks unless they are massively influential), and adjust spell safety based on situation.
I will also say I prefer games with a lot more "living worlds" where you have a variety of plot-based things to do that can be entirely navigated differently (for better or worse).
I agree. I wish I had that experience more
sso- um,, ,, tattoo spell is good or bad or 😭
whassup
do you guys ever do joke weapons/items
i do
i made this thing called the throngler and it does 1d4 piercing damage ignoring modifiers. but if you kill something with it everyone has to say you throngled whatever you killed with it, including players. if they don’t say throngled an say killed instead they have to take 1d6 damage
will post the answer in a lil bit
I can guarantee you should make it expire on a long rest to prevent rest casting things that shouldn't be rest cast
Other than that, I consider it very potent. It'll see use. I don't think it'll blow your campaign open, just that it's an S tier pick.
Especially if your players don't abuse niche spell interactions, like making a commoner cast it, you'll be just fine.
mhm, , ,
Can't characters already craft Spellwrought Tattoos?
crafting is by DM permission, and tattoos are only awarded with DM permission
same with scrolls
would it be messed up to make healing items spoil
i'm worried about the context of why you're asking that
not particularly? I would probably do that for lesser potions
I mean, everything is with whole-table permission. But crafting magic items wasn't presented as an optional extra rule, just a rule.
Unnecessary unless you’re running a campaign where scarcity is important
Like counting arrows
nope, just spite tbh
is crafting magic items not optional?
It’s just a bad mechanic then
healing items in this campaign are usually dirt cheap too
yep, there it is
I'd communicate with your players about it
I don’t get mechanics made just to pick on players
yeah i’m not gonna implement it
it’s just pointless and wouldn’t make much sense canonically because a lot of the healing items aren’t things that would be able to “go bad”
and they low-key don’t deserve allat yet
There is a magic item that resembles healing potions but deals poison damage
It is in the same way that feats other than Ability Score Improvement are optional. Or how choosing to cast certain spells is optional.
there’s crafting 😦
I’ve seen quite a few homebrew systems for forging and potion making tho which were very nice
What, crafting?
magic item crafting yeah
Why's that?
I’d recommend just reworking it, even if you implement it i doubt players will use the base system as the rules are eh
thought it was optional for some reason
tbh to whoever mentioned it a campaign based around scarcity is a fun idea
so that I remember to bring it up in session 0
Look up icewind dale, it’s an official module based around survival
Ofc scarcity is a low level thing so it can’t work past a certain level
It's pretty costly so I don't think it's unbalanced. Not to say you're invalid for not liking the ability to craft magic items.
But it can make for a very fun concept for a low lv campaign
reworking it to what
To a better system suitable for ur campaign
The Drill
martial weapon, melee weapon
1d12+1 Piercing
two handed, heavy, burrow
You use your Constitution modifier instead of Strength when making attack rolls and damage rolls with this weapon.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Burrow. You have a Burrowing speed of 15ft when holding this weapon. If you end your turn underground, you take 1d10 bludgeoning damage. If you roll a 2 or below on an attack roll with this weapon (before modifiers), the burrow property cannot be used again until the end of your next turn.
i just wanted to put this here. i made up the weapon but someone else formatted all this. i felt proud of myself making it. one of my players requested a drill weapon so i delivered
oh dear 😭
Is this a magic item?
its mostly a reskinned lance but nobody needs to know that
This allows you to give materials/herbs as rewards rather than magic items or gold, making your players feel like they’re building towards something
i don’t really know man
In the end it’s you, the dm, which decide what gets to them
should it be?
i think that would make the most sense
But with a good crafting system you can create expectations of a powerful item in the future without giving them broken stuff directly
yeah, no, inate burrow speed is a turn off for everybody
You have complete control over what is crafted, you can just say the materials aren't available.
mmore buffs to con in exchange for strength is also not great-
jokes on you neither i or my players know at all how that works
someone just suggested to add a burrow speed so i did
still
what do u think i shoudc hange
burrow speed = basically no damage on the burrowing creature
genuinely i’m not trying to be sarcastic i want to know your suggestions
the problem I have is it takes the magic item pacing out of my hands and puts it in the hands of players, and i dont know what system would solve that
The penalty for staying underground is too low
oh ok, good .... nevermind then ... false alarm
get rid of burrow first off, and 2nd, thats not what heavy does in dnd
there’s no images i want to send but the lack of an ability to send images upsets me deeply
Heavy just means small races cant use it
It wouldn’t
You give your players the materials
bare with me please i am very new to dnd
thats fine then
also burrow is like the big thing separating this thing from just being a lance
if i had a nickel for every new player homebrewing way to soon, i'd be rich
and drill jam ig
i just dont want a system where players spend time and gold and get whatever magic item they want, with no DM required
Exactly, rework the system to make it dependent on time and materials
I do so in every campaign
yeah ykw bro i’m lowkey not interested in your help anymore. you’re too passive aggressive. not tryna start a fight but it feels a bit unnecessary yk. imma keep it as it is
im not?, im just commenting on all the new players homebrewing when they are new/newer to dnd
You can give players a legendary material at level 5, and then give them slowly the rest of the materials until level 17
Boom they have a legendary item at level 17
But you created the expectation early on in the campaign
i mean i could just give them the legendary item lol
It makes the players feel more engaged in the world and more in control
its easy to foreshadow items, especially legendary ones
Also, it takes forever to make a rare item, and it takes an impossibly long amount of time to make very rare or above unless you run years of downtime. It really only works for common and uncommon.
Yeah, crafting is just another way of doing it
And it works very well
I don't think there's anything bad with new players being excited to test their creativity in a new system that they enjoy. People have to start somewhere, and homebrew can always be tweaked. It's a learning experience.
I don't know that being 'old at brewing' or having consumed a lot of it makes you any better at making it >_>
I had a player work its way up from a +1 to a +2 to a staff to a staff of power to a staff of the magi by merging it with a spell absorbption rod
A lot of the DND Wiki folks have been homebrewing since 5e came out ;)
He was ecstatic when he got the staff of the magi
ik, but most times i see new players brewing, they dont really understand how it works and the rules that go into it
Yeah, that's great though.
most times i see it you get stuff with percentages and what not
Sort of how we ended up with this hobby in the first place, huh
Distant spell is a percentage. 100% increase. It works at times.
distant spell says to double range iirc
yeah
Which is another way to say +100%! Just wording! No need to judge the % symbol in isolation
Not being familiar with language conventions doesn't make it bad homebrew unless it mechanically is bad or is hard to understand.
Must they? What they make is for them and their friends. If anything, homebrew is a good way to feel out the rules and get a good sense of how things become balanced.
Hilariously, Gygax was also against homebrewing lol
Answer: || its real || || I thought the range would throw people off but guess that bothered no one ||
original name: Disintegrate Cannon, https://www.patreon.com/posts/disintegrate-sl8-43972028
if your sharing brew publicly, like here, its best to know what you are doing/are open to being taught/told on what to change
which i said, change this for balance reasons
Yeah, which is made up
Something you figure out once you get some experience with the system.
If someone made an item that made an enemy suddenly go blind and be out of sight of all their allies, one might hear thats too strong.
But somehow burrow has nothing but positives?
Burrow speeds, in ther design, are a monster only thing 9/10 times
The problem isn't to ignore the rules, and I agree you have to understand them. But... you have to understand how theyre applied to brew.
According to you 🤷
D&D is an old game. We've tried many things, lol. Some work all the time, some work some of the time, some rarely work.
I've heard DMs say the same about flight
And that's mainly because they don't like thinking vertical
Or running it.
no no we're not starting the flight argument
Which is fine. But jsut say that.
Not "The balance of the game" or "This is unintended design"
"I dont like it when I cant hit them with axe"
Welp since I'm here already, what do yall think of homebrewed gun mechanics?
Depends on the mechanic and what guns youre using for em
DMG guns are functional but flat.
I allowed a player to keep guns cause I want him to have fun but it seems a little op
Building on top of them gives them texture but theyre tag heavy
They stop being that way around Lv. 12-14
there's guns in the PHB, you'll have to be more specific
When enemies HP balloons and bullet damage doesnt
Basic premise is that:
They deal 2d8 damage, they have 6 shots until they need an action to reload, and if they roll a 1-3 then the gun will jam and you need a reaction to clear it, then if it jams two times in a row, the gun breaks for the rest of the combat encounter and you need a long rest to fix it
that sounds apretty painful
Only if their attack roll rolls a 1-3
So it's a d20
Kinda counterbalance the high damage input
6 ammo is neat.
Its one dice up from a greatsword 🤷
Whats the range on guns again? 60/180?
Or is that the rifle
Yeaah, but its ranged so they can fire at enemies from a safe space and not get damaged
Well, Im assuming theyre also buying and tracking ammo?
i forget if you can dual wield pistols
That tends to counterweight that a bit
40/120 I believe
Thats... not too bad. Run range for a lot of monsters.
Unless they're max ranging it.
They have to craft it cause in my homebrewed world, guns and ammo are relatively scarce buuut the ingredients are craftable
But like, a bullet and a war arrow going through you arent hugely different.
Its just a sharp metal thing at high speed.
Well, if theyre burning downtime for it it seems like a price is paid at least
I made it so that crafting bullets would be done in long rests and that the amount crafted is 2d6 plus your intelligence modifier
Maybe snuff the range a bit. Gives you a chance for them to eventually make 'better' ammo
Mmm, yeah that's something I can do. But I am eventually gonna make them fight a homebrewed boss with a rifle that they can pick up
Random flashback to an NPC hunter I have that always announces himself by clapping after they win a fight and then taking a shot at the cleric.
The rifle is the same as a revolver but you can only load it once so after you shoot, you need to burn another action to reload. And it does 2d10 damage plus dex
Forgot to say plus dex for revolvers
Not WIS?
Hmm... Yeah maybe wis would be better
Like it can be flavored as either being quick enough to hit vital spots or being wise enough to know where to shoot to get the most damage
Ye
My recommended adaptation, in an attempt to keep it as close to your original version as possible (magic item edition):
The Drill
-# Wondrous Item, rare (requires attunement)
The Drill is considered a Martial Melee Weapon with the Heavy and Two-Handed properties, and it deals 1d12 Piercing damage on a hit. While attuned to The Drill, you may use your Constitution modifier instead of your Strength modifier for the attack and damage rolls of this weapon, and you gain a Burrow Speed equal to your Speed.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
There are similar magic items that grant Burrow Speeds so I just compared it to those
If you were to make it more accessibly (Rare is a pretty high rarity for a signature weapon), I think I'd just tag on a 5 ft. Burrow Speed onto a polearm weapon, letting them Dash if they want to move faster in the earth. I can't see that being too overpowered since a Druid can Wild Shape into a Giant Badger.
(Would definitely still have to be a magic item though)
Alright, I have one idea for a homebrewed enemy that I want my characters to face at some point
A "supersoldier" that's been powered up by a mix of Ki and magic, giving them extra health and flight. They get 4 unarmed attacks that deal 1d10 plus dex each attack, have 95 health, and has the deflect attacks reaction
This is a sort of a boss/miniboss btw so I had to beef it up
Yeah uh this is OP
It’s basically free total cover forever
Not much different from other Burrow Speed items 🤷
Like what
Delver's Claws
A pretty recent one from Glory of the Giants
Even came out post-2024-philosophy-introduction (background feats)
Yeah and that’s game-breakingly strong
its pretty strong yeah, especially on a monk
It is a Rare item
Why not just attack, burrow at the end of your turn for total cover, and come back at the start of your next turn
Yeah uh most rare items don’t make you immune to 90% of attacks while on dirt
Apologies if I've missed someone say this before, but... Wouldn't adding "this ability can be used x times a day" to burrow fix a lot of the balance issues?
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 in one hand and no other weapons with advantage, you can cause the weapon to deal extra damage to the target. This extra damage equals the an amount of d4s equal to your proficency bonus.
I changed Deft Strike's damage to instead scale with proficency bonus rather than just dealing extra damage dice of the weapon you're using.
This is mostly intended for it to be able to keep up with GWM
Oh right, also makes it good for rogues
That's what heavy does in 5.5, unless I somehow copied something wrong
Not really
You could just stay under ground and default kill
Still broken as hell
"Invincibility x times per day" is still extremely strong.
Burrowing is always interesting because it's pretty heavily DM fiat.
It's specifically not that powerful in dungeoncrawling contexts, either.
May I get some thoughts on this?
Stepping on BM toes
barely
With ripost, a major feature
An optional manouver you could gain
This one can only be used with finesse weapons and doesn't deal extra damage, not to mention feat cost
meanwhile Riposte deals extra damage and can be used with any weapon
(Also Dragonlance feats use maneuvers too)
Not picking riposte is trolling
I could see some decent reasons to not pick riposte
Wouldn't Polearm Master's 2nd feature also step on the toes of battle master? Specifically Brace?
Such as?
it depends on what materials you can dig through
Picking other maneuvers
Burrow Speed specifies loose material I believe. Dirt and sand.
Considering this feat is limited to only finesse weapons, I do not believe it steps on the toes of battle master too much
Yeeep.
bypassing walls is top tier
and I wasn't aware that battle master had a monopoly on specific manouvers, such as attacking when an enemy enters your reach or attacking when an enemy misses you
It doesn't, obviously.
However. Still stepping on toes IMO.
Feel free to disagree
Polearm master still does the exact same thing as the Brace maneuver
letting you attack when an enemy enters your reach
Sure. But brace is mid. Riposte is mandatory.
Not matter how you slice it, burrowing is strong
But it's still limited to finesse weapons only
It's not like you can riposte with a greatsword
with this feat, I mean
The duelist riposte wasn't really what I was concerned about in terms of balancing because it's mostly an okay feature
what I'm more concerned about is whether or not Deft Strike is balanced or if it's too strong
The only note I have is that I think the extra damage shouldn’t be in dice. Just Proficiency Bonus works fine for Great Weapon Master.
The two benefits might be a bit much, compared to similar feats. Maybe if one or both had limited uses.
Yeah but that extra damage only applies once per turn, and whenever you have advantage
Alternatively, I could just revert it back to "Extra damage equal to the damage dice of the weapon"
Like a pseudo crit
but I felt it lagged behind other feats
Ah, didn’t see the Advantage part. But dice can stack like crazy with critical hits. Would be powerful on a Rogue.
I also kinda didn't want to give it extra damage that works exactly like GWM because in my opinion that would've been boring
On average, a 1d4 is 2.5 dmg
I think you could get away with not doing any extra damage if you just had a Riposte feat.
Ehhh but it still wouldn't quite be good enough on it's own
I think maybe reverting it back to just "extra damage equal to damage dice of the weapon" may be better
wouldn't go past a 1d8 since you'd assumedly be using a rapier
Might as well make it a flat +1d8
It'd scale with the dice of the weapon but i dunno about flat + weapon damage dice
I just don’t see a lot of bonuses based on weapon damage dice these days
I didn't think the 1d4 x prof would be so bad since
Well, if we use a fighter for example
4 attacks at max with gwm would be 24 extra damage
But the highest this would reach is 15.5 (I believe?)
Though it's important to account that that's a specific case for fighter, at the same level En Garde would have better damage when used on classes with only two attacks such as rangers and paladins
The idea was to create a feat that accomidated the playstyle of one-handed finesse weapon users who dont have enough strength for shield master and are short a weapon for Dual Wielder
Perhaps Prof + Weapon Damage Dice would be a decent middle ground
Hey guys! I've got some questions about 2024 wording:
- should you capitalize "simple" or "martial" when describing Simple or Martial melee weapons?
- should you capitalize the names of weapons or armors, such as if you had a bonus proficiencies feature, do you gain proficiency in "medium armor" or "Medium Armor?"
- is it absolutely required to alphabetize features in classes/subclasses or is there precedent for breaking that pattern to have a select feature listed first or last for its level?
- with Bonus Proficiency and Fighting Style features, and other misc bonus features, are they required to be distinct and named as such, or could they be condensed into one, more thematically-named feature?
GAH every dnd beyond homebrew has a ability score increase
trying to find a good Vampire spawn for 2024
- Simple and Martial are capitalized
- Medium Armor is also capitalized
- Yes, treat those as proper nouns.
- i dont quite understand
For an example of #4, rather than the features "Bonus Proficiencies" and "Fighting Style," could I have one called, like, "Blademaster" that says "you get these proficiencies and a fighting style feat"? Or does a feature that grants a fighting style feat need to be distinct and called Fighting Style?
Thank you for 1-3, much appreciated :)
okay because it says "you gain a Fighting Style Feat" but the feature isn't called "Fighting Style" is all
(unless I have to change that lol)
ahh, right forgot how 2024 changed up the FS
Okay How about this for balance- would it be more balanced if the Riposte only did 1d4 damage, similar to pole strike?
I worry the feat wouldn't be very good on non-rogues with that
Something like this
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. The weapon's damage die for this attack is a d4.
Deft Strike. Once per turn when you hit a creature with a weapon that has the Finesse property in one hand and no other weapons with advantage, you can cause the weapon to deal extra damage to the target. This extra damage equals the an amount of d4s equal to your proficiency bonus.
That way it shouldn't step on the toes of BM fighter so much
I use this https://www.blogofholding.com/?p=8463
I have a couple of Duelist feats
oooh
Neat, thanks! My biggest concern now is point 4. Now sure if a feature that grants a Fighting Style Feat must be called "Fighting Style" or not (since I believe they are all called "Fighting Style" in official content + the FS Feats prerequisite is like "Fighting Style feature" or something)
Offensive Duelist
General Feat (Prerequisite: Level 4+, Dexterity 13+ or Strength 13+)
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
When you are holding a weapon in one hand and no other weapons, you gain the following benefits:
Feint. If you miss with a weapon attack, you deal damage equal to the ability modifier used to make the attack roll. The damage dealt is the same type dealt by the weapon. The amount of damage can only be increased by increasing the ability modifier.
Fléche. If you use your Attack action while you’re not holding a shield, you may use your Bonus Action immediately after an attack to make a single weapon attack with the same weapon. If the attack missed, you gain advantage on this attack.
Master Duelist
General Feat (Prerequisite: Level 4+, Dexterity 13+ or Strength 13+)
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
When you are holding a weapon in one hand and no other weapons, you gain the following benefits:
En Garde. If you aren’t holding a shield, you gain a +1 bonus to your AC and +1 to your damage using that weapon.
Riposte. When a creature makes a melee attack against you and misses, you may make a melee weapon attack against the attacker (no action required). Once this feature is used, you can’t use it again until you finish a Short or Long Rest.
I think trying to get Riposte on a feat will always be a bit awkward
Yeah, though mine is a bit different
it's similar to PAM's Pole strike where it automatically does 1d4
I do think it’s better off working with Defensive Duelist though, otherwise it limits you quite a bit
While I may be inclined to agree, I like the choice it imposes
if you want to have it at full strength, you could add another limit to it
I think the choice it gives is interesting if you can have it at full strength
right now I only really see it being used for Rogues and weird Druid Gish or something
Wait, Mine?
I'd disagree
Deft Strike gives it a damage boost somewhat comparable to that of GWM
Even though it may be only when you have advantage
and while Riposte isn't much, it is in fact extra DPR, and Deft Strike does work with it
Deft Strike is similar to a pseudo sneak attack, so if you have advantage on the reaction attack it'll deal the extra damage
are you trying to carry Vex over from your turn?
Vex lasts every single time you hit
So as long as you continue targetting the same enemy, you'll always have advantage against them
yeh, but you don’t have as much control when it’s not your turn
I feel like it needs some playtesting
if the advantage doesn’t end up being an issue, it’s pretty good imo
I just think Vex is more reliable within your turn
yeh, I know, I’m just saying other stuff is moving on the field, I’m not so sure whether or not this works out well
but if it does, it’s really good
and yes, I do like the choice it allows
Vex works within and outside of your turn
It is a tad bit unfortunate though that this feat is limited to really vex weapons for maximum effectiveness
Though, I suppose other builds that can consistently get advantage (Darkness + Devil's Sight bladelocks, those who use familiars, etc.) could still make use of it
important to note you will keep getting the advantage from vex if you keep attacking the same target HOWEVER if you miss, it goes away so that's important to keep in mind
I could see the difficulty of how this would play out in a normal game though
I know how it works mechanically, what I’m saying is I’m not sure whether or not it plays out that way when you’re actually fighting. If you’re toe to toe with 1 opponent and no teammates, it works
Vex doesn't give teammates advantage, just you
otherwise, it definitely could, but in my experience it doesn’t
I know, that’s not what I’m saying
I'm sorry I'm not sure I follow
I’m not sure how to explain it, but I’m just saying it could definitely work, but it needs to be playtested like everything else
yeah, true
make sure it actually works out the way you want it to
my biggest concern is Deft Strike's damage being too high really
and make sure the damage isn’t too high or that the second part does actually activate usually
It's build dependant I'd say
yeh, I’m definitely worried about that part too
on average a 1d4 does 2.5 dmg
at level 4 it'd deal around 5 dmg on average, which is technically higher than GWM
Actually now that I think about it, it kind of outpaces GWM a bit
but I will say, from making my things, I did calculations and Dueling damage is really low compared to other other builds
Yeah, that's kinda why I wanted the damage to be somewhat high
but there’s the other issue you have which is shields
This works with shields, just not with dual wielding
you can probably deal equivalent damage with a shield, which is the reason why Dueling sucks right now
it’s to balance out that you’re using a shield
Shillelagh can also use shields
that’s still lower than all other fighting styles
even at 2d6
Yeah true
even assuming Extra Attack
but I still think this feat helps with dueling builds
I'm a little hesitant to say the extra damage makes dueling deal TOO much damage, because in all fairness the build REALLY needs the damage
imo you might wanna go for d6 + 2d6 flat
yeh but the issue is high damage and high AC
an extra amount of damage
number of d6s equal to half your prof rounded down, perhaps?
that definitely could work
round up though
that’s not standard design, but balance-wise it’s fine
or you can make it PB-2
so at level 4 you only get the Riposte
once you hit level 5 you start scaling Deft Strike
but that’s also not standard design
PB-2 (min 1) the Lawful Evil option
idk, think through the scaling and do some calcs
Does a level 15 Paladin having access to Planar Ally once a day sound too strong when compared to most official subclasses?
Hmmmm
Keep as standard but halve the result?
so, d4 x PB / 2
That feels a bit neutral evil
that’s neutral evil, def not standard and too much maths
but scaling-wise, it works lol
Alternatively, I could just state "d6 damage at level 4, 2d6 at 5, 3d6, at 11, 4d6 at 17"
that’s just PB/2 (round up) with an extra bit at 17
I think just drop the increase at 17
also, calculating damage averages
with a d6 it's 3.5 dmg each
7 dmg average on it's 2nd upgrade, ends off at 10
Proficiency bonus is nice since it changes at a number of levels but cantrip scaling it nice and simple
nah, keep it at d6
def not d8
the Riposte gives a decently reliable way to attack more times
you use that with a magical weapon or Shadow Blade or a magical weapon + CME
Hex and Hunter’s mark as well
I still think the extra damage should come online when you get the feat, not having to wait until level 5
oh yeh, that was a bit of an unserious suggestion
half prof round up would still give you a 1d6 when you get the feat I suppose
so eh
it’s the same as the scaling you mentioned but without the 17th level upgrade
if you want the 17th level upgrade you can maybe do PB/2 + 1 (round down)
giving the 2d6 at level 4 instead of 5
the extra damage would cap out to about 10.5 which is unfortunately quite disappointing...
HOWEVER.
The extra damage would still apply on the reaction attack
so, in my opinion, it's A okay
I think this is better actually ngl
use the wording of Eldritch Smite
but I would like the feat to be similar or the same as others in 2024
you deal 1d6 damage plus an additional 1d6 damage equal to half your PB rounded down
that’s a slightly earlier upgrade at 9 to 3d6 and 4d6 at 17 which I think is fine
it does make Rogue 1 level dips useless though
actually, it still gives a buncha skills
so it’s not obsolete
erm
I dont really think people do a 1 level rogue dip for sneak attack lol
Typically those who do take more than just a level
Usually fighters after level 11, rangers similarly after level 11 (for martial rangers), etc,
atleast, according to my optimization knowledge
but if anything I'd say it makes the level 1 rogue dip better
I mean it’s usually 1 level until level 8 or so then they give it more
Also, the riposte can proc sneak attack twice
I know that sounds bad, but do keep in mind it requires an enemy to make an attack roll against you and MISS
Rogues dont really have very good AC and typically you'd wanna avoid the prospect of an enemy making an attack roll against you in the first place
I don’t think it’s OP, but it’s definitely strong for Rogues
it does remove their ability to use Defensive Duelist or Shield, so I think it’s fine
the reason mine is very limited is because it doesn’t remove that ability
Does Planar Ally on a level 15 Paladin sound too strong?
you practically trade your defense in exchange for theoretical double damage, and to me that's actually a pretty decent trade
you use Uncanny Dodge against attack rolls?
No, just an example
oh wait you mean they can’t protect themselves afterwards as well
I'd never use it against attack rolls unless it's like a crit or something
yeh that too
That's really the truth of rogue's double sneak
you always sacrifice your defensive options to do so
even worse so since this is melee, you cant disengage either
for general use, yes. Half-casters getting 6th level access is pretty powerful
although I did allow my half-caster class to use Contingency as a capstone feature
Alright I'm quite satisfied with this
Let me make the adjustments
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. The weapon's damage die for this attack is a d4.
Deft Strike. Once per turn when you hit a creature with a weapon that has the Finesse property in one hand and no other weapons with advantage, you can cause the weapon to deal extra damage to the target. This extra damage equals 1d6 and additional d6s equal to Half your Proficiency Bonus rounded down.
Final version
Deft Strike feels like a bit of a pseudo-sneak attack but I feel it's fine considering Dueling as a playstyle still lags behind all the others
Oh yeah, and I'm sure cunning strike is probably easier to use
I decided it would be fun to make a Custom race based off the Huzzombies in the Ren Faire campaign I am Revamping. So here it is (One of the Racial traits is since I'm making two other versions aside the base one). I did kinda use Reborn as a base since that one is the Closest to a Zombie
# Huzzombie Traits
Ability Score Increase - Increase one ability score by 2, and increase a different one by 1.
Creature type - You are a humanoid but count as an Undead.
Languages - You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Size - You are small or medium size.
Speed - Your walking speed is 30ft
Huzzombie's call - You and your kind can communicate with each other over long distances by using one simple word; “Huzzah”. You can hear this simple word even at distances over 120ft away but you can ONLY hear this word. Other Huzzombies of your kind can also hear this simple word.
Unique biology(Optional) - You have a unique ability that separates you from an average Huzzombie. You choose one of the Following effects to choose your difference from the Average Huzzombie.
-Magic stone infusion; You were turned while holding a magical gem from the fairy shop, it Fused with your hand giving you some small abilities. You learn a Cantrip of your choice from the Wizard spell list, you may cast it a number of times equal to your proficiency bonus and your spellcasting Modifier used to cast it is Wisdom.
-Drunken Build; You were turned when drunk or actively Drinking some Hearty ale. Your body has developed a high tolerance to it. When you drink any form of alcohol you have a +2 to the Con save to not become Intoxicated. In addition to this you gain a +1 to Strength and Dex when you are Intoxicated.
Deathless Nature - You have been transformed into a death like state due to Ren Faire magic, a fact represented by the following benefits:
-You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
-You have advantage on death saving throws.
-You don’t need to eat, drink, or breathe.
-You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
I did this because 1; I wanted to make a Huzzombie Variant that did dress up that would have something unique like a player would have (The idea was scraped) and 2; I think it would be cool to have a player turn into a Huzzombie but still be a player instead of just being a basic Ren Faire themed Zombie
(Typing up notes as they come to me while reading.)
- Creature Type. I’d just make it Undead or Humanoid. The big question is: do you want them to be affected by Humanoid-based effects like Hold Person? It wouldn’t be out of the question to make them Undead outright seeing as the devs are branching out with their use of creature types in playable species.
- Ability Scores/Languages. These are from a character’s origin and not their species nowadays, but this is more of a nitpick.
- Huzzombie’s Call. Locking players out of verbal communication can be extremely punishing, but if the whole table is in it for the meme, this is a funny trait. “Even at distances over 120 feet” makes 120 feet sound like a lot when loud exclamations can be audible for a much farther distance. If the huzzombie has a supernatural affinity to be aware the word “huzzah” being spoken around them, no matter the volume, I’d specify that instead.
- Magic Stone Infusion. The cantrip should be free to use without limits, and the casting ability should be the player’s choice of Intelligence, Wisdom, or Charisma. By design, cantrips are meant to be reliable magic available at all times. The casting ability choice aligns with other innate spellcasting traits.
- Drunken Build. This option is not as useful considering Deathless Nature. Intoxication tends to use the Poisoned condition which the huzzombie already has Advantage on saving throws against. Also, having a buff that appears only while affected by a condition that you’re resistant to is contradictory. I’d either keep the Advantage against the Poisoned condition, or provide a more meaningful buff while being affected by the Poisoned condition. An example could be gaining Temporary HP equal to your Proficiency Bonus at the start of every turn you have the Poisoned condition. Still, this example isn’t very good due to the Poisoned condition’s effects. Another option is negating the Poisoned condition’s effects while providing a buff, but at that point I feel like you could just keep the saving throw Advantage against it.
Overall: I like your goofy li’l thing. I wish you luck in perfecting it.
Thank you for the feedback, when I run it I want it to be balenced and actually playable. Let me add the changes and maybe some other stuff
whats a popular monster, classical or fantasy, that im missing, heres what i got
- vamp
- zombie
- werewolf
- mummy
- gorgon
- invis man/invis stalker
- skeleton
- demon
ig a merman
Ogre?
hmmm, could be possible, but it could be annoying
True
From what I see like DND wise, ogre is rare
They're usually replaced with orcs or Hill giants
I don't even think there is a ogre statblock because of that
is one size class up + 1d4 damage on unarmed strikes too much for a monk?
Does it cap out at large size or?
If it doesn't I'd cap it at large size cuzz ya wouldn't want a Huge sized monk lol
Also I fixed my Huzzombie Race
# Huzzombie Traits
Ability Score Increase - Increase one ability score by 2, and increase a different one by 1.
Creature type - You are an Undead
Languages - You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character.
Size - You are small or medium size.
Speed - Your walking speed is 30ft
Huzzombie's call - You and your kind can communicate with each other over long distances by using one simple word; “Huzzah”. You can hear that simple word from any source within 120ft of you and so can other Huzzombies. In addition to this you gain advantage when tracking down the source of the word.
Unique biology(Optional) - You have a unique ability that separates you from an average Huzzombie. You choose one of the Following effects that will act as your difference from an Average Huzzombie.
-Magic stone infusion; You were turned while holding a magical gem from the fairy shop, it Fused with your hand giving you some small abilities. You learn a Cantrip of your choice from the Wizard spell list, your spellcasting Modifier used to cast it is your choice of Intelligence, Wisdom, or Charisma.
-Drunken Build; You were turned when drunk or actively Drinking some Hearty ale. Your body has developed a high tolerance to it. When you drink any form of alcohol you gain benefits from it.You gain a +2 to Strength and Dex rolls when you are Intoxicated, but you will lose -1 to Intelligence and wisdom rolls.
Deathless Nature - You have been transformed into a death like state due to Ren Faire magic, a fact represented by the following benefits:
-you have resistance to poison damage.
-You have advantage on death saving throws.
-You don’t need to eat, drink, or breathe.
-You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
yeah
Ogre. Your whole body grows. You grow to the next size class up, you cannot grow beyond Huge using this feature. Your unarmed strikes now deal an extra 1d4 bludgeoning on a hit.
Not grow beyond huge would mean you could still be huge
Okay boom:
A rinky dink crew like black lagoon. An interdimensionary spell jammer dreadnaught ship
Adventures throughout the different dimensions. Multi campaign dm
Thoughts?
that's the start of an idea for sure
Yay! Ty dodge, I was thinking that they were hunting a bounty of an infamous antagonist that crossed everyone on board. Which ties them together, from razing home villages to unaliving loved ones
Maybe the spell jammer ships nav systems get thwarted by something or someone and now their trying to fix the ship to get back home
I wanted to do Myth Draynor. Using it like a way to explore the lore in time. Maybe even a way to visit People like Drizz't Du'urden nd the companions
You are allowed to say kill here
Yall, is a homebrewed enemy with 4 attacks and has the deflect attack reaction okay for a boss fight?
Awesome, c thanks for that
Depends on what actions they can use in my opinion
Yes I can have alot of actions, but it's about WHAT you can do with them
Well I imagine them as super solider monks so they can grapple, shove, and do damage depending on what they wanna achieve on their turn
What level are your players and how many
We need to see the entire statblock to judge it
Well thry will be level 10-12 when they reach these guys
Can we see the statblock?
I kinda just buffed a martial arts adept and gave it one additional attack plus the deflect attacks mechanic
Here are my homebrewed stats for it:
Str 10
Dex 18
Con 16
Int 8
Wis 16
Char 12
Oh and uh... They can fly. That's like their whole thing cause they are super soldier monks
It sounds fine to me, this sounds like a annoying in a funny way fight lol. If anyone gets close or the Monk gets too close then your Grappled or shoved lol
Dude they just leap up and "Fall with style" towards the party 🤣
Or they grapple a party member and fly away with them 
That's way better, just a little scoop up 
alright guys, working on a subclass that enchants weapons with different colors, and each color has a different effect.
my question is, would you rather your enchantments be named "Red" and "Blue," or something like "Rose" and "Azure," or switch from colors to patterns like "Lattice," "Damask," and "Fleur-de-lis?" or maybe combine them, like "Rose Basket," "Azure Lattice," "Golden Damask?"
Yo who wants to help me make a stat block for circie???
5 players 4 can make it to the session
All level 8
Quickstep rouge
Lore bard tiefling
Autognome fighter
Wizard dark elf Necromancer
Unable to make it
Aaracockra warlock Hexblade (they don’t know they prone exploit so I said yes)
Whoever can please let me know and @me
The Greek goddess Circe?
I mean, if you want something for your players to fight that's inspired by her, find a decent CR creature and give them an archfey makeover: misty step, some charm and illusion effects.
"In Greek mythology, Circe (/ˈsərsiː/;[1] Ancient Greek: Κίρκη, romanized: Kírkē, pronounced [kírkɛː]) is an enchantress, sometimes considered a goddess or a nymph.[2] In most accounts, Circe is described as the daughter of the sun god Helios and the Oceanid Perse. Circe was renowned for her vast knowledge of potions and herbs. Through the use of these and a magic wand or staff, she would transform her enemies, or those who offended her, into animals."
Oh, and throw a polymorph in there, I guess.
Yes the Greek goddess I’m putting my bard to the test
Cr12 probably what should I use as a base block and edit charisma mod obviously
@midnight chasm ?
Well, a quick look offers the erinyes or the archmage at CR 12, so maybe mash elements of the two together?
Or add some hit points to an efreeti, give it some appropriate powers.
What did you find in your research?
I can’t find any high cr fey to base off
The whole point of talking about it in homebrew is to find something close enough and change it to your needs. It doesn't have to be based on a fairy statblock.
hey fellas, i'm trying to put together in dndbeyond a homebrew spell i typed up in discord and i'm not quite sure how to use the homebrew maker.
here's the spell:
Cast Iron
4th level evocation
Casting Time: 1 action
Range: 100 feet
Target: A point you choose within range
Components: 1-12 pounds of Iron or any metal with a melting point of 2,800° Fahrenheit or lower
Duration: Concentration, up to 1 minute
Classes: Artificer, Sorcerer, Wizard, Spellblade, Warlock
You take an amount of metal and melt it down with your bare hands. One charge is generated per pound. Make a ranged spell attack against the target. On hit, the target takes 4d6 blunt damage and makes a dexterity saving throw. On a failed save the target takes an additional 4d6 fire damage, and on a success the target takes no extra fire damage. The damage for both increases by 1d6 for each charge / pound of metal used beyond the first. On each of your subsequent turns, you can take a bonus action to hurl up to a pound of metal. This lasts until you run out of charges / metal or until the spell ends.
The molten metal remains burning on the floor for one round, five feet in radius for every two charges / pounds of metal used. A creature that enters the molten metal takes 1d6 fire damage unless the creature stepping over the metal has taken the dash action to do so. A creature that ends its turn in the molten metal takes 1d6 fire damage.
The amount of metal you can initially melt down, plus the amount of metal you can hurl on a bonus action, increases by two pounds for each spell slot level above 4.
i feel like most of this will have to be like. up to the player to manage. i don't know if you can add charges to spells.
I also don’t have many books could I change something from the free rules?
i dont know much about dndbeyond but wow thats a bonkers amount of damage for a 4th level spell
melt down 12 pounds of iron and do 15d6 bludgeoning and 15d6 fire damage ... and even more damage if you hit a target that can't move on their turn
meteor swarm gettin nervous
Change archmage? Please @ if you are responding
Sure you can! You can use filters on DDB's search to only show you creatures from the Free Rules.
Would 2024 or 2014 one be better to base off we are playing 2014
Really not going to make that much difference from your side of the screen.
Got it
I like rose and azure
Thank you! I ended up going with that and coming up with some other names for the other colors.
How are these color names? Do you know what most of them are without clicking the spoiler tag to reveal the associated "basic color?" I don't want the names to be overly obscure haha. The different color options will say in the description what the basic color is (i.e. under the Azure header it says "blue" in the description) but I'd still like your opinion:
- Azure (Blue)
- Coral ||(Orange)||
- Emerald ||(Green)||
- Fuschia ||(Pink)||
- Gold (Gold)
- Mauve ||(Purple)||
- Obsidian ||(Black)||
- Quartz ||(White)||
- Rose (Red)
- Silver (Silver)
- Topaz ||(Yellow)||
- Umber ||(Brown)||
I’ve never heard of Mauve (maybe violet, but idk if that’s to basic. Coral for orange is iffy because coral comes in many colors, but it could work. The rest is good
I was thinking the same thing for those colors. Thanks!
Anyone know a good revanent on dnd beyond
Hey, I’m making a homebrew half-caster sorcerer class and I’m struggling to think of unique spells for their spell list. Does anyone have any good ideas?
Something equivalent to paladin’s smites or ranger’s hunters mark or ensaring strike
Signature spells of sorts
What’s their focus? Heavy weapons like a paladin, ranged like a ranger, or something else
I think medium armour at most, except for a few subclasses
The theme is like you’re amazing at fighting, but from something innate
And innate fighting prowess
I could say a few subclasses as examples
I got a vampire subclass, they’re naturally fighters because of their vampire abilities,
I got a dragon subclass, an Angel subclass, etc
It’s really a lot of the warlock and sorcerer subclasses
How do people feel about a homebrewed feat that grants a use of channel divinity and maybe a selection of cleric subclass to use that in the non traditional way?
If you take that feat at level 1 from any race, and then take cleric, you automatically get 2 uses, something that multiclassing specifically stops so that you can’t do it until higher levels. So no
Laughs in 2024 feat system
I play 2014 so I was going off of that
What if it’s a mini wild magic table? Like “for the spells duration, whenevr you hit a creature with an attack with a simple or martial weapon, roll a d6 and consult the following table”
Yeah I mean you could just give it a level prerequisite or say for non clerics
My condolences /lhj
Oooh, yes. Maybe
I play with 2024, and a three level dip for a specific divinity is a hard ask
If you specify for non-clerics, what if you take a cleric dip after getting it?
Then I would say you have a bad dm
What?
They’re just saying what happens if a cleric picks this feat?
What are you talking about here?
I’m saying if you put a pre-requisite on something for non clerics, and try and skirt around that it feels more like a rules as written vs intended thing
But you could also just word it differently
Say something like, if you gain a channel divinity use from a separate source then that replaces this feature and you instead gain another use of your divinity
That way you can’t stack multiple uses for it
Otherwise I don’t think granting another use is very game breaking, there are items that do that
I weren’t talking about that I was just wondering why you for some reason told CheeseGorilla that they have a bad DM
You didnt read the context. I essentially was saying as a dm it would seem like a bad call to allow a character to take a feat not intended for clerics as a cleric
I assure you, I did read the context (because I was there when it happened). It is you misunderstanding as they were simply asking what would happen if you did take the dip into cleric, asking on how it would interact with have channel divinity as a cleric
Yeah, the context is "what if there was a cleric that specified that clerics couldn't take it". No such feat does (other than homebrew) or should exist.
If someone does design a feat that specifies exclusions, then they need to homebrew a rule for it, for which the obvious rule would be "if you ever have a feat that is disallowed by your build, you immediately lose that feat and can take a different feat/ASI as if you were making the choice at the level and from the choice that granted you the feat."
Yeah all I was trying to say was it seems like if something seems to have a clear intent to work a certain way and you try and get around it, thats on you as a player and your dm for letting it happen. There are lots of loopholes in the game where you can do stuff raw that don’t exactly have the designers intent in mind.
Talking about the feat tho I think there are a lot of wordy work arounds. You could just say channel divinity options from previous or gained sources override it when selecting from a subclass. And just so it’s not excluding clerics you could just bump up the number they get.
Obviously that could be taken advantage of too with the already really busted options like twilight, but if you’re allowing that in your game to begin with it seems fine to me. And again, for clerics there are items that already bump the number of uses
College of Spellbinding Bard main subclass feature. How's it look? Anything I missed?
Level 3: Spellbind
You gain the ability to bind spells to your weapon when you cast them, called Spellbinding.
When you cast a non-damaging leveled spell with a range other than Self and a duration of Instantaneous, you can expend a use of Bardic Inspiration to instead bind its magic to your weapon. Your weapon becomes Spellbound, imbued with the spell’s effects until you lose Concentration on this effect, up to a number of rounds equal to the number you roll on the Bardic Inspiration die.
When you hit a creature with a Melee weapon attack using a Spellbound weapon, you deal the weapon’s damage as normal and the bound spell is cast with a range of Touch targeting the creature hit by the weapon. If the bound spell has different options to choose between when it is cast, such as the Command spell, then the Spellbound weapon casts the spell exactly as you cast it when you bound its magic. If the bound spell would restore a creature’s Hit Points or grant Temporary Hit Points, then the Spellbound weapon does so instead of dealing damage to the creature hit by the attack.
Spells cast by Spellbound weapons are cast at the lowest possible level.
In a game, I'm planning to replace the Foul Odor characteristic of dretches with Mocking Laughter. Same DC check, applies psychic damage and affects d20 rolls. Similar in tone, I believe, to a bard's Vicious Mockery cantrip. But like Foul Odor, a successful save makes you immune from further use.
tryin to figure out the wording for a monster ability of "Choose a target and roll 3d6 down the line, your rolls replace the target's stats until they get a remove curse"
Why would you want that in the first place
That sounds like hell to actually resolve and roleplay
Sounds tedious
yyyyep
which class?
Making curve based on an archmage for reference what spells should she have?
Ps I have 2 hrs to get this done
Big magic missile is a classic
For the Greek goddess circie?
How would.. anyone know that's what you were talking about
I know it's been some time since then so it's probably too late but I'd go with enchantment and transmutation spells
Polymorph, charm person, stuff like that
Maybe a little conjuration
polymorph/true polymorph only targeting males and turning them to pigs :P
I really wanna make a joke off that but I'll get muted and I think the mods are getting tired of muting me for things they don't even disagree with
https://www.dndbeyond.com/subclasses/2620533-elijahs-peace-domain Thoughts on the balance of this homebrew version of Peace Domain for the 2024 rules?
Anyway thoughts on this item with loose wording? Mostly "is it cool" and "how do I word this"
Tattoo with x amount of charges, spend a charge(s) to replace an attack and place an explosive rune on an object or creature (dex attack roll if unwilling), bonus action to detonate, rune stays active for a duration scaling with charges spent
Way too strong, pacify having no save is ridiculous
Best control effect in the game bar none
Yeah I figured it would be but I was stretching since it was like an almost stasis effect where that creature couldn't be harmed either and since it ate concentration.
Emmissary isn't great and it doesn't get much better, but automatic boss fight wins are no nos
There's a lot of stuff you can do to a creature outside of pacify's parameters that still end the fight
You are still freezing and disabling an enemy, and it just allows the party to prepare actions, maybe even set up bombs or similar if they have them
Grappling isn't an attack or damage or a spell
Noted. Saving throw will be added to the effect. Thankyathankya
You give sanctuary to the barbarian and suddenly you're locking down large creatures for free
Also what about the Emissary of Peace feature do you find lacklustre?
It might be an attack, technically. Though depens on interpretation.
"this is an Unarmed Strike—a melee attack that involves you using your body to damage, grapple, or shove a target within 5 feet of you." - 2024 PHB
It seems to be an rp feature with combat applications, and it's fine out of combat, but there aren't many things you can do with a buffed skill check in combat without breaking your sanctuary
The save buff is great tho?
It kinda gets better at 6 but it still ends up being "you might get one roll buff out of this in combat before it's not worth it to hold onto sanctuary"
average +3,5 to a chosen save can easily be a lifesaver
True, but still only the first time unless you allow yourself to keep getting shot at
True
The issue with keying your subclass off sanctuary is that you really don't want sanctuary up that much
It's a good effect, but the tradeoff is too severe
As for as your enemies are concerned, you're out of the fight while sanctuary is up
It can be good with prep time, leading enemies into your area, so you can contribute while staying in sanctuary rules, but that's super rare and probably not worth missing out on attacks and spells
Sanctuary is the thing you cast at early lvls when a guy in the party is just spending most of their turns getting destroyed
The idea with the feature and especially the level 6 buff to it is that you sort of juggle it between the most assailed person in the party since having at least one target (potentially a downed or disabled ally) being very hard to hit, and being able to pass it off to another creature in order to fight without really losing the effect since it just gets handed over to someone else.
At the cost of action economy
If you, the cleric, could move it between people on your own, that would be cool, but currently the rogue, monk, ranger, paladin, and sorcerer never want this
At level 6 you can start using it as a reaction to a friendly being targeted by an attack or spell to basically impose a saving throw for them to be able to even target your friend, which I think it the key part of that feature.
Anybody dual wielding, anybody with a familiar
They can it says
Once per round, then it falls back to the target to give up their bonus action
Actually the idea was that the person with Sanc on them can pass it
"Additionally, you or another creature benefitting from a Sanctuary spell originating from you may touch another creature as an action,"
I can see the vision, and it's better than I initially thought bc I forgot about moving it around, but it still turns into "who gets to hold the pansy stick this turn"
Or reaction, which is still bad for some, but might be worth it at times
Reaction has way less opportunity cost
By that I meant that basically whoever has it is the one that can pass it
That's what I thought it was intended to be
It should definitely stay under the cleric's control tho
Oh you meant it like, you too need the benefit of sanctuary, alright
But the feature being too clunky action economy-wise is input I'm grateful for.
I wonder if there's a way to let the cleric control it consistently without breaking action economy
How about this
The Cleric or a creature affected by Sanctuary can use their reaction to pass the pansy stick when another creature within 30ft of them starts their turn.
As the level 3
Move at the start of their turn, no action required maybe?
I think it still needs to be a reaction of some kind
Maybe both?
Targeted defense instead of making calls
It might be better to have the pansy stick be a pansy boomerang
and then at 6 the utility widening and the ability to be transferred when a creature is directly targeted comes online
Throw sanctuary at an ally as a Reaction until the start of their turn, then it comes back to you
Does that sound better?
Defense benefits without hurting their gameplan
Hm true.
I think so
But then it couldn't remain on that creature
You can still action or ba hard pass it, but reaction for a quick save
I think the reaction part should stay only for the cleric though
What if the cleric or a benefitted creature could also pass it off at the start of their turn? Maybe without needing a reaction, so it only would require that if you're transferring it to another creature outside your turn?
Oh there's also the issue that sanctuary only lasts a minute
So you should probably specify that it sticks around until used
Like the effects of sanctuary last on you indefinitely, but only persist for 1 minute after you roll initiative
Other guy brought this up, it's certainly an option, but I think that makes it too flexible
Anyway I've been up too long I got a big day tmrw bye bye
By tomorrow I mean in 3 hours
Lol good night. Thanks for the feedback.
Question I can use the open game lisence and use d20 and abilitys like strength or do I also need to rename them too aswell as classes races etc
Dnd didn’t invent the d20
I finally got some good abilities for unique spells for my sorcerer-half caster class
There was an idea of one that was summoning a magic arcane bow and being able to use it for a minute
Although I still need more
What would be a good name for this class?
A sorcerer X fighter blend, similar to paladin and ranger.
Their lore is that they have something that they were born with that naturally makes them good combatants
Dreadnaught could work depending on their mechanics
Hmmm, maybe
It is a pretty cool name, and it fits
But I still think there's a name that could easier explain what the class is
Battleborn?
Somewhere down the line I plan on doing my own rehash of the 2024 Ranger (I don't think its too bad but I do find it underwhelming), do y'all think it would be a good idea to move Relentless Hunter to Level 8 and change it to just say "no longer requires concentration" instead of "Concentration cannot be broken?"
@primal osprey your pfp looks great, just wanted to say that, i'll leave you alone now
Only change it if you can tell me a situation in which that would change what happens
Cause you the Ranger can use its other concentration spells without having to drop the damage from Hunter's Mark, some of the Ranger's best spells require Concentration, Spike Growth for example, so always having to choose between one of them and Hunter's Mark feels like being given a toolbox and only being able to have one out at a time no matter what the job requires.
Are there any precedents for elemental paladin subclasses?
theres a genie paladin UA
But no homebrewed ones? Kinda stopped following the UAs during covid
thats like asking if theres a crumb in a food factory
its homebrew, it exists out there somewhere
i have my own paladin subclass though that plays with some elemental damage
Is this an okay homebrew? It's just a bag of infinite weaponized rubber ducks.
https://docs.google.com/document/d/1u93ZnfIm5GavUuj3AbH17c48yvi0bfk4t4OgSP6k_vU/edit?usp=sharing
Okay for who? The most interesting part to me is the rubber lol.
But otherwise, they seem like a nifty ranged weapon with masteries/cantrips
Hey everyone 👋 I would love some thoughts on this subclass…did I go too far? Is it too much?? https://www.dndbeyond.com/subclasses/2127967-college-of-culinary-arts
Was thinking maybe adding all the additional recipes was too much
It’s because I added example recipes
Well if you wrote out subclasses to include all their spells in full they'd probably be a little bloated too. Though I think a subsystem like that could be tied to a Proficiency/Expertise over the class chassis.
Battlemaster does have around 4 pages, but its mostly just maneuvers
Fiddling with Air's cantrip because I don't really like how it was purely based on electricity and not actually focused on air at all.
Just posted an image of some homemade Obstacle Cards in #dnd-arts-and-crafts. I'm trying to make it so each card has two skills/saves that can be used to resolve the obstacle card. For something more RP/diplomatic based, what would be two skills to resolve an "Argue" obstacles (ex: you suddenly are asked at a party when you're just drinking some ale, to decide or resolve an argument with two patrons" or maybe you are arguing with someone.
Persuasion seems pretty on point. Maybe even history.
Persuasion and Intimidation are generally the two skills that relate to resolving an argument, though they both take very different pathways.
thanks yall
Was thinking on air magic having a passive benefit related to sound and I realize that it makes perfect sense with how Thunder would largely be Air magic as well.
Oooh, and the practical usage would basically be Thaumaturgy's voice thing, yassss.
Dangg, I like the changes compared to this old version: #homebrew message
Pressurize
You increase the pressure of air around you, causing it to swirl around you.
Casting Time: Action
Range: Self
Components: V, S
Duration: 1 hour
For the duration, sounds made within a 10-foot Emanation originating from you are muffled to creatures outside of it. A creature has a -2 penalty to Wisdom (Perception) checks to hear a sound made inside the Emanation.
When you cast this spell, or as a Magic action on a later turn, you can cause one of the following effects, after which the spell ends.
Lightning Bolt (Primal). Choose a space within 60 feet. If a creature is in that space, it must succeed on a Dexterity saving throw or take 1d6 Lightning damage. If you are outdoors, each creature in or within 5 feet of that space takes an additional 1d4 Thunder damage.
Vocal Projection. You can speak up to 10 words, for which your voice booms up to three times as loud as normal.
Shocking Grasp. Make a melee spell attack against a creature you can see within reach. On a hit, the target takes 1d8 Lightning damage and can’t make Opportunity Attacks until the start of its next turn.
Voltaic Lash (Arcane). Choose a creature you can see within 30 feet. The target must succeed on a Strength saving throw or take 1d6 Lightning damage and be pulled up to 10 feet closer to you. If you pull the creature to a space within 5 feet of you, it takes an additional 1d6 Thunder damage.
Cantrip Upgrade. The damage increases when you reach levels 5 (2d6 or 2d8), 9 (3d6 or 3d8), 13 (4d6 or 4d8), and 17 (5d6 or 5d8).
It's perfect don't let anyone tell you otherwise ❤️🩹
I don't even know what I'm thinking when I make these.
Idk I just had an idea and made it
Seems a bit strong for a cantrip, but idk
It's basically part of a thing that replaces all cantrips, so I can see why you'd say that. If it wasn't a "replacement system", it'd be way too much.
Anybody know a good homebrew storm-themed druid subclass? I know Circle of the Sea from 2024 is kinda that but I'm looking for something more focused around specifically lightning and thunder rather than just getting some extra spells of those types and resistance
I've been trying to come up with one myself but the only feature I've really managed to settle on that I'm happy with is basically just adding a little extra splash damage to another target when you hit something with a lightning or thunder spell
Ok
It's meant to be the only lightning damage cantrip, and doing lightning damage via spells is locked behind learning it, too.
That’s actually a really cool idea
I really need to write the introduction for the spellcasting rework, ye. The idea is primarily focused on reducing overlap between casters in the same group and also making investment be required to get powerful spells, while making sure that themes with weak spells are actually supported.
One of the things that I'm actually quite fond of (despite knowing a lot of people hate this type of thing) is that when you hyperfocus into a certain type of magic, you can be useless (or significantly weaker) against enemies that are resistant or immune to your focus. I think it's cool when PCs have to cover for each other in those situations.
I mean that's why elemental adept exists
so casters can use the ten billion fire spells that exist in 5e against the other 5 billion enemies with fire resistance and not be screwed over
I tend to think of it more as "They have to use the rest of the sheet"
I'll have to consider if I want to incorporate Elemental Adept into my rework or not, with me currently being inclined to say "no".
This is kinda part of my goal, yeah. I like the idea that, in some circumstances, the best play as a spellcaster may actually be to shoot something with your crossbow or the like.
Yeah. Set something on fire, belittle a guard, push over some rocks, whatever it is.
Especially because, in the rework, cantrips are the gate behind learning themes of spells, so the idea is that casters will each likely have a primary, secondary, and tertiary (and this isn't even guaranteed) damage type.
I still have to figure out exactly how many cantrip/themes classes get, though, which will likely depend on how I do my progression of spells. I may even make it where at certain levels you have to either choose to advance a theme to the next "tier" or choose to learn a new theme, making versatility a very explicit sacrifice.
Ive been toying with the idea of making 'spells' a 'class' thing and 'cantrips' a 'origin' thing.
Though Ive been considering origin to be more of a pre-class than a separate thing.
Considering cantrips used to not exist (in their current form), I can see it.
It just takes this mechanical pressure off of them to be like, combat-useful as a base.
And leaves some more leeway for things like wand mastery as a weapon mastery, etc
My existing framework on heavy restrictions kinda aims to take the pressure off in a different way, but I definitely agree there's pressure.
That's largely why I made it where there's just one default combat cantrip for each primary damage type and there will be a utility cantrip for each one as well (even if some of that utility ends up being useful in combat more circumstantially).
Yeah. I think part of the effort to create more than one pillar instead of just pretending there's three is going to be diversify by exclusion as much as anything.
The question I have is, how would this work? Like is it a skill tree where if I know spell A, then I can learn spell B, and if you know spell B then you can learn C? Or is it just if this spell heals, then I can learn a spell of one level higher that also heals
It's intended to be more like the former, yeah. Example being that any sort of revival magic will be sorted under the base function of healing, but to learn True Resurrection, you need to first learn Resurrection, which requires you to learn Raise Dead, which requires you to learn Revivify, which requires you to learn hypothetical 1st level spell that may or may not end up existing but revives in a way that makes it significantly weaker than Revivify, which requires you to learn the cantrip that unlocks the theme of healing in the first place.
That means using higher-leveled spells within a theme is serious business, as they reflect mastery of that theme. You don't get to casually learn True Resurrection, and those "perfect" spells for their themes, like True Resurrection, are honestly things that some PCs may never reach due to the investment required.
I'd just get rid of reliance on a spell tbh
oh gosh I was zoomed up
Path of the outcast monk is a good homebrew subclass for monk
Because it can be tied to your character lore
I'll probably end up doing that.
And also it's balanced for a homebrew subclass
hello evernyan
could I get some feedback on this statblock perchance
im trying to see if it feels like it would be accurate to the monster its based off of, but also if it looks just generally fun to play against
-aura
NAU
hp seems to be low for a CR 16
yeah but it has resistances and immunities
should I raise it?
ehh actually I guess it having resistances and immunities is kinda the point
its harder to kill thats the point, having it even out doesnt make a lot of sense
i mean, its resistance to nonmagical BPS, so its essentially wet paper resistances
its also immune to Force.. so wet paper and heavy rock
fair, i'll boost the HP
oh also Meteorite of Astel is a custom spell that i've yet to write out
but i'm thinking it'll be an upcastable meteor swarm that deals force instead of fire but overall does way less damage in exchange for a much broader radius
ehh i'm iffy on increasing the radius actually but whatevs
one thing id also do, if its a named boss you intend to use, is to use maximum values of HP
instead of average HP
mm?
i'd never even considered that,
how do we feel about 303 (18d20 + 108)?
or should I max the HP out?
468
id say max it out
Ok question, how would you go about making the stats and abilities of a mask, with an eldritch god forcibly imprisoned in it, especially if the user of said mask, is a warlock/artificer and the aforementioned eldritch god is the patron of the user
depends is it a magic item or a creature, or both
mechanicaly
Sentient item? Maybe?
ok, so item
I honestly don't know but me and the dm have been talking about it, and he's been vague about it so
why do you need stats, what are they being used for?
great old one warlocks have a niche for their patron not always even knowing they exist,
having one so literally up and in your face might have its own consequences- maybe make it a cursed item.. I mean what kinda relic would be able to imprison an eldritch god and not be cursed, you know? a boring one I say
It will provide stat bonuses and additional powers and whatnot, the first time the party will see it, I'll be wearing it, and be under the control of the god who isn't happy about me imprisoning him, and I'll be handing out divine judgment to the party, and they also think im dead anyway so
so its supposed to be quite powerful, i assume
Oh he definitely knows I exist, theres lore in my backstory for why im his warlock, and why I imprisoned him in the mask
oh you imprisoned him??
interesting
then absolutely make it cursed
theres a god in there
and it HATES you
lmao
And yes there will be draw backs to using it, after the fight in question, its a last resort triumph card, high risk high reward type deal
I hate him so
Definitely and it will scale somehow
giant eovards black tentacles AoE but the cosmic radiation can cause lasting wounds
cool, i would look at existing magic weapons, especaily artifacts, but to my knowledge none of them scale
Me and the dm are thinking more so long lasting "fatigue" on my body, mind and soul, forcing the power of the god out through the mask takes a toll, in terms of long but temporary fits of lower hp, spell slots, and even slight bouts of insanity following usage of the mask, as time goes on all of this fades and all returns to normal, until the next time I use it
I like
very very like, very cool
yeah then- I think make it an artifact, a small excerpt for a lore description, describe what ever the effect that forcing the power of this god out has, and then describe the consequences- maybe in a random rolling table
"using the powers locked within the mask takes a hefty toll on its wearer's body, as such [effect] can only be used once per long rest, when you do, roll 1d6 on the astral consequences table below"
and then like.. I dunno
The lore behind this is im one of the few male drow Lolth ever took an intrest in, the reason she took an intrest in me draws other gods to do so, this god tricked me, disguising himself as Lolth and tricked me into a contract with him, and revealed the truth after the pact was made, and I was cast out by the Underdark for it, so he basically ruined my life, I went around, did some cool shit, met the party, but when we made it out of the hellhole we met in, the were given the option to leave, but they couldn't leave with me, my god wouldn't allow it, amd they had to make the choice
your hit point maximum is reduced by X for X duration
on a long rest you only regain half your spell slots
you gain 1 point of exhaustion
roll for a result on the short-term madness table
roll for a result on the unraveling magic table
an aberration of the DM's choosing appears somewhere you've been in the last 24 hours, and knows your current location

So I learned of the fatal weakness of ALL eldritch gods, (I did a lot of lore research before the mask was a possibility, and I read the lore behind eldritch gods, very interesting if anyone is curious) and by being an artificer multiclass, I made the mask, we've already discussed due to the fact of my pact with him, im somewhat immune to his power, I won't die outright, anyone else, they will die from insanity, the main problem we're having is what the buffs should be, how they should scale, and what the additional powers should be
Also i had to reword this as i got timed out for how I originally worded it
The god itself is Nyalarmoset, the Faceless One, basically a god of trickery and illusion, by choice, he doesn't like lifting a finger if he can help it, but he's 2nd in power only to his father, the Supreme God of Chaos so
He's also the Prince of the Eldritch Gods, the harbinger of his father's will, its unknown if making a pact with me was for his own amusement or some plan of his fathers
Well, eldritch god of trickery and illusion, anything else big when it comes to his domain or powers?
Not particularly, most of what I know is his lore, his domain and portfolio isn't impressive, but his lore on the other hand is very much so
Again he refuses to use force unless he has too, hes more likely to use trickery and illusion to make mortals do it for him, but in lore, hes erased entire planes just because he found them annoying
Hes 2nd in terms of raw fighting power, he just doesn't use it often, in truth if he and his father, the only one stronger than him were to fight, id assume he'd beat his father because his father is all raw strength, nothing else
His father's only domain is Death
We also want the mask to have fighting based abilities
I think I already have some of those spells
Eovards Black Tentacles
I'm more so just giving examples
Maybe it lets you cast enchantment and illusion spells as though they're one level higher, and you can do that another of times equal to your PB per long rest, but when you do it triggers the 1d6 table but like a 1d3
Then you get a once per long rest big combat thing
Ok, what about, hear me out canonically, Nyalarmoset has the ability to know the Language Primeval
Like a giant AoE that effects everyone around you, or a personal transformation that buffs you in battle
Primordial?
Language of the elder elementals?
Older, the Language Primeval is only known to a small select few, not including potentially the Eldritch, the dragon god IO used it to speak the multiverse into existence, he then based dragonic off of it, which the mage Xanad in the 2nd edition era eavesdropped conversations between dragons which is where we got the various Power word spells from, primarily power word kill, and power word stun, the Lady of Pain in Sigil uses it to keep even the gods out of the City of Doors, the Language Primeval is older than the oldest gods, even knowing certain words can make you more powerful than them too, Orcus used one, called The Final Word, which is most likely the origin of power word kill, to kill 4 different gods before a group of adventurers learned it and killed him with it
Its believed Vecna also knew parts of it which is why it took not just the lady of pain, but a few gods, and some adventurers to not end him, but merely cast him out of Sigil
That's really cool
Its also why the Elder Evils are deemed "apocalyptic threats" even the gods cannot stop
I think something like that would probably be like listening to infinity
Infinity?
What do you want the effect to be?
The concept, infinity
Information overload?
It'd be insanity inducing
So yeah
So im thinking, certain stat buffs, my two spell casting abilities are already lv 20, im thinking additional spells, of some kind, short range ( line of sight) teleport, portal to other planes ability, control of all lesser eldritch beings (non god beings) amd only if summoned specifically, or just randomly encountered, either way I have to be face to face and have the mask on at all times when commanding, also, only the fight that will happen when im reintroduced, the only way to win the fight is to "destroy" the mask, all damage is healed at a rate of 300 hp per round(theres a Canon reason for this) afterwards the regeneration isn't really important to me, but i want the mask to scale, i want it to be halfway to full power that fight, be minimal power immediately afterwards, again, Canon lore reasons
What level are you?
I'll be lv 9 when this happens
How do you have level 20 in both stats @-@
At level 9 this is HEFTY
Good rolls, plus racial bonuses, and I multiclassed, at lv 9, I get 2 separate abilities score improvement feats
I think additional spells, a line of sight teleport, access to the etherealness spell, and then either give yourself aberration summons or a dominate monster only for aberrations
Because each class gets ability score improvement feat possibilities (if you choose it) at lv 4
I also get multi attack
How do you have Extra Attack?
They are not going to win through basic dnd combat mechanics, which is fine, we wanted the fight be be role-play heavy anyway
Lv 5 artificer, chose the Battle Smith subclass, idk if its artificer or Battle smith specifically that gave it
Dope
Okay so then,
Yeah,
Hmm
Okay, okay
I want to have it fleshed out to have maximum power possible already detailed, the weakest possible power also detailed, and every possible scaling between the two, amd the fight scene specifically will be one of the scalings somewhere near the middle
Passive ability, you have advantage against being charmed or frightened, as well as making checks to ascertain illusions
When casting an enchantment spell you can choose an additional target, and when casting minor illusion the size is 10 ft not 5 ft
Once per long rest you can enter a new form, that deals extra force damage, gives you access to the etherealness spell, resistance to a bunch of damage types, the ability to pseudo misty step, and a hover fly speed of 60 feet
How does that look?
It last for 1 minute, and when you use it you roll on the table
Im a drow, enchantments already are weak against me
I think? Hold up let me check
Having the mask give you this as a bonus is redundant sure but it's flavorful
Doesn't double resistance mean it's immunity?
resistance doesn't stack, but also it's not resistance, it's advantage against
Here one second
Usually in the tables ive been at, resistance means advantage, if you NATURALLY have resistance to something you have advantage against it, and if you acquire something that gives you additional resistance, that is immunity
Resistance doesn't mean advantage by the base rules of the game, I can't say what you and your table do or don't do
Resistance is half damage
Advantage is two dice rolls, picking the higher roll
But if y'all run it differently then thats just clarifying what I mean when I say Resistance and Advantage
Ok, but what about the fact im probably the only person in the entirety of creation to be able to wear the mask, especially cuz I made it specifically for me
Previewed the entire conversation. I think meaningful feedback on mechanics is going to be hard since you're playing a heavily homebrewed version of 5e.
Being the only one to wear the mask is a fine idea, the consequences of an incompatible person wearing it will make or break it. If as you said earlier they go insane/die then you've just made an instantkill item
That is definitely a much more balanced version
The only thing I have to say is it appears you built it to be a constant use item, not a "last resort only" item
Also are the madness tables in the core rulebooks or are they custom?
True, which is why the mask is a last resort only, the consequences of even putting on the mask will be devastating to a spell caster with the capacity to even survive putting it on, so in other words life or death only (it most likely won't be used often)
Fair enough, if it's a last resort item then make it a consumable
One use
Giant boom
That was a thing from the dm honestly
25% chance of survival
Except it can't be, otherwise the god is free, as per lore, the Eldritch Gods cannot die, unlike literally every other god, because they in truth are not gods
Also we want to be able to use the mask after my reintroduction to the party(they have to fight me and break the masks control of me, I was arrogant when I first put it on, and he took control of me, while under his control I figured out how to prevent it from happening again, but am powerless to stop him until im freed either from him releasing me, which won't happen, or a third party forcibly severing the connection, which is supposed to happen during the fight, amd i return to myself, just weak, and mildly insane at times for a little bit)
The way the dm described it, he wants it to be multiple use capable, but there's a high risk to using it, high reward if used properly, but the situation dictates that there's no other way, if I don't use it, we die, but I do use it, and succeed and we live, the party is left wondering while looking at the state im in, if it was worth winning
Eldritch Blaster
Prerequisites: Ability to cast Eldritch Blast
You have a sharp aim with your Eldritch Blast. You gain the following benefits:
When you miss a bolt from your Eldritch Blast, you can redirect that bolt towards another target within 60 feet using a Bonus Action.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your spell attack rolls.
Your ranged spell attacks ignore half and three-quarters cover.
I found this feat, would it be a good balanced feat for a warlock? It is based off of Crossbow expert / Gunner it looks like
This looks like a legit feat
Would there be any way to improve it or modify it that would be still balanced? Maybe change the first bit so that instead of redirect I add my charisma bonus to attack roles or something?
"lets make eldritch blast better" said nobody ever
Isn't it already?
I'm talking about swapping out the redirect part
Some of the Eldritch Invocations involving Eldritch Blast are pretty fire
As in add the bonus, again, to ensure it hits?
Your charisma bonus is already the + to hit
charisma modifier*
Okay so then it's not a last ditch resort, it's something you can use multiple times,
Hm
Yeah no I was saying like this
Eldritch Blaster
Prerequisites: Ability to cast Eldritch Blast
You have a sharp aim with your Eldritch Blast. You gain the following benefits:
When you hit with an Eldritch Blast, add your Charisma modifier to the damage
Being within 5 feet of a hostile creature doesn't impose disadvantage on your spell attack rolls.
Your ranged spell attacks ignore half and three-quarters cover.
Then I remembered agonizing blast does that
It is a last resort, one i can use as needed, but the cost makes it highly unlikely that I'll use it, unless absolutely necessary, such items have existed
Okay so that's not a last resort
If you can use it as needed that's not a last resort,
Ooooooohhhhhhh ok yeah I see what your saying
Okay so, then
A last resort doesn't necessarily mean "one and done" it means, for whatever reason, you cannot use unless there's no other option, be it because its one and done, or the cost is too much, ect
Using a "last resort" multiple times makes it lose its meaning as a "last resort"
You unleash it, once
Because it's the last resort
By definition
It's the last
Depends on how you define last resort, because technically nuclear arms are a last resort, we can hit that button multiple times, but is it worth hitting it every time someone tries our patience?
Maybe that's the risk, you use it, and there's an 80-90% chance it breaks, releases the god, and breaks you with it
But this isn't a nuclear bomb, it's a character specific magic item in D&D that's intended to be used for storytelling
Irl we define nuclear arms as a last resort (even though for some reason in all the experience of us using them they never end up being) because of the impact that they have, it's where we got the phrase "big red button", but a nuclear bomb isn't used to tell a story
If it's a last resort item then that should mean something
The risk is my health, my hit points decrease, my spell slots decrease, and my sanity is unstable, all of which will fix itself in time, provided i don't die or use it again before recovering, the time can be variable, either by nature, or determined by how long I use it, or both
All 3 debuffs at once btw
Then we scrap the passive benefits, increase the 1 time benefits, and increase the consequences
So instead of using the 1 time benefits once, they are multiple uses while the mask is on?
Keep the anti-attunement clause
Scrap the enchantment and minor illusion buff, as well as advantage against saved.. maybe make the dark devotion an aspect of the form of the faceless one
And no rolling table
Also is there a way to make this Beyond compatible? If I need to export the character to a different character creator I can, the dm isn't picky, I just would rather save the effort if possible, if not, I have like 15 other apps or websites I can use
Me when you can have +10 to damage with eb
There are 5 invocations that buff EB
A range buff, a damage one, a slow and a push/pull
We buff the damage and the abilities, and give you infinite uses of it, but, it only lasts 1 round, you get a consequence, you can activate it for free, and if you attempt to use it more than once per long rest, the consequence gets worse, much worse,
I don't know how to export it over but you could probably copy it over into Beyond manually
Thats acceptable, especially considering the scaling concept we're thinking about
Which make eb very good already, no need to buff it more
Eb is already a broken cantrip anyways, if you think about it
There's a reason why, out of all the warlock cantrips, it is the one with the most variety, because its the most popular, for a reason
Mainly because of the invocations that buff it yes
If they didnt buff eb but another cantrip
It got them because it was the most popular from previous editions
Eb would just be like firebolt but abit better (mainly cause of damage type)
So the basics are fleshed out, and this is for after the fight is won by the party, it is gonna have to be significantly stronger during the fight, otherwise the fight won't make sense, the point of the fight was to reintroduce me to the players that already know my character, and mess with their heads once they realize not just who I am, but what is going on, its also going to be a big plot point in my characters development once the fight is over, and I'd imagine it might create a rift between the characters who know me vs the ones who don't (they pick up a few players since I left the party) and the dm stressed scaling, so perhaps by some measure, either level, or perhaps a one time will check per scaling, i can use it longer or perhaps more powerful?
how do we feel about this
Ok so technically it scales, in the fact that at higher levels I'd have more hp to sacrifice