#homebrew

1 messages · Page 33 of 1

void jewel
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I think there's a place for:
Globe
Mass suggestion
Magic jar
(Very niche) arcane gate
Guards and wards
Otto's
Soul cage
True seeing

But if I had to forget any of the above spells or forget WOF, I'm keeping WOF every time.

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Others IMO are just pretty mediocre and not worth the slot.

faint sonnet
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Which reflects on your gameplay style, aye.

scenic urchin
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arcane gate is so funny how bad it is blind, and how bonkers it is if you're replaying a book

void jewel
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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.

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Social days, obviously, are different.

faint sonnet
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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.

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WoF is a reactive spell, not proactive.

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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.

void jewel
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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.

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Except illusions, which I do find work fairly well out of combat. But no relevant sixth level ones for that, outside of programmed occasionally.

faint sonnet
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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
scenic urchin
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there's a big gap after major image for more practical illusion improvements

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big space for brewing

faint sonnet
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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.

void jewel
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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.

faint sonnet
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I'm notably not judging this spell solely from a Wizard standpoint because I find that kinda flawed from the get-go, tbh.

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That's not a truly rigorous metric overall, if that makes sense.

void jewel
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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

faint sonnet
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This isn't a ritual.

void jewel
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Yes.

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But the wizard doesn't need to prep rituals to use them

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And therefore has more prep slots

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Assuming other classes also want their rituals.

faint sonnet
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It also assumes Wizard wants to use their known slots on that stuff, too.

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Kinda two layers of assumptions.

void jewel
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It does, but I'm fine with that.

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My biggest issue with the spell is still double concentration though. On anything, that is absolutely worth the sixth level slot.

scenic urchin
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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

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does nothing for sorcerers though

faint sonnet
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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.

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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.

void jewel
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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.

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You'll take the spells you want to prep via level-up.

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And prepping something for a niche purpose almost always means unprepping something generally important.

faint sonnet
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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.

void jewel
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Though*

faint sonnet
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That's where player skill/system mastery pops up, honestly.

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A "bad choice" that prevented something isn't actually a bad choice.

void jewel
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That's not strictly true. A bad choice can have a good outcome.

faint sonnet
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Which can very well mean it wasn't a bad choice, aye.

void jewel
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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.

faint sonnet
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The difference is not "bad" or "good", but "risky" and "safe".

void jewel
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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.

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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.

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(There are other metrics, such as rough % of plot advancements made)

faint sonnet
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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.

void jewel
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Yes, calcs could be off. But they must be made, or you might as well throw darts at a board

faint sonnet
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I'm not saying you can't/shouldn't make them, I'm just saying that those are different axes.

void jewel
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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.

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Even if it works out, that didn't make it a good choice.

faint sonnet
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The disconnect may be how you define "without indication".

void jewel
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Indication is broad. I definitely think you should constantly hunt for clues something might come up

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I don't expect the DM to feed you that

faint sonnet
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That's where "safe" and "risky" come in for me, yeah.

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Which I think are notably different from "good" and "bad".

void jewel
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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.

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But I get what you're saying.

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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.

faint sonnet
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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).

void jewel
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I agree. I wish I had that experience more

golden temple
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sso- um,, ,, tattoo spell is good or bad or 😭

hexed solar
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whassup

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do you guys ever do joke weapons/items

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i do

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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

scenic urchin
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will post the answer in a lil bit

void jewel
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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.

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Especially if your players don't abuse niche spell interactions, like making a commoner cast it, you'll be just fine.

golden temple
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mhm, , ,

upper tinsel
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Can't characters already craft Spellwrought Tattoos?

scenic urchin
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crafting is by DM permission, and tattoos are only awarded with DM permission

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same with scrolls

hexed solar
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would it be messed up to make healing items spoil

scenic urchin
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i'm worried about the context of why you're asking that

stuck raptor
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not particularly? I would probably do that for lesser potions

upper tinsel
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I mean, everything is with whole-table permission. But crafting magic items wasn't presented as an optional extra rule, just a rule.

white bison
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Like counting arrows

scenic urchin
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is crafting magic items not optional?

white bison
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It’s just a bad mechanic then

hexed solar
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healing items in this campaign are usually dirt cheap too

scenic urchin
upper tinsel
white bison
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I don’t get mechanics made just to pick on players

hexed solar
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yeah i’m not gonna implement it

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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”

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and they low-key don’t deserve allat yet

stuck raptor
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There is a magic item that resembles healing potions but deals poison damage

upper tinsel
white bison
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Honestly

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5e crafting rules are dogshit

hexed solar
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there’s crafting 😦

white bison
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I’ve seen quite a few homebrew systems for forging and potion making tho which were very nice

scenic urchin
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welp

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guess i'm adding that to the ban list then

upper tinsel
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What, crafting?

scenic urchin
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magic item crafting yeah

upper tinsel
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Why's that?

white bison
scenic urchin
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thought it was optional for some reason

hexed solar
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tbh to whoever mentioned it a campaign based around scarcity is a fun idea

scenic urchin
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so that I remember to bring it up in session 0

white bison
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Ofc scarcity is a low level thing so it can’t work past a certain level

upper tinsel
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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.

white bison
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But it can make for a very fun concept for a low lv campaign

white bison
hexed solar
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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

golden temple
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oh dear 😭

hexed solar
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its mostly a reskinned lance but nobody needs to know that

white bison
hexed solar
white bison
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In the end it’s you, the dm, which decide what gets to them

hexed solar
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i think that would make the most sense

white bison
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But with a good crafting system you can create expectations of a powerful item in the future without giving them broken stuff directly

true forge
void jewel
golden temple
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mmore buffs to con in exchange for strength is also not great-

hexed solar
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someone just suggested to add a burrow speed so i did

true forge
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still

hexed solar
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what do u think i shoudc hange

true forge
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burrow speed = basically no damage on the burrowing creature

hexed solar
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genuinely i’m not trying to be sarcastic i want to know your suggestions

scenic urchin
white bison
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The penalty for staying underground is too low

scenic urchin
true forge
hexed solar
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there’s no images i want to send but the lack of an ability to send images upsets me deeply

true forge
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Heavy just means small races cant use it

white bison
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You give your players the materials

hexed solar
scenic urchin
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thats fine then

hexed solar
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also burrow is like the big thing separating this thing from just being a lance

true forge
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if i had a nickel for every new player homebrewing way to soon, i'd be rich

hexed solar
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and drill jam ig

scenic urchin
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i just dont want a system where players spend time and gold and get whatever magic item they want, with no DM required

white bison
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I do so in every campaign

hexed solar
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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

true forge
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im not?, im just commenting on all the new players homebrewing when they are new/newer to dnd

white bison
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You can give players a legendary material at level 5, and then give them slowly the rest of the materials until level 17

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Boom they have a legendary item at level 17

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But you created the expectation early on in the campaign

scenic urchin
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i mean i could just give them the legendary item lol

white bison
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It makes the players feel more engaged in the world and more in control

scenic urchin
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its easy to foreshadow items, especially legendary ones

void jewel
white bison
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And it works very well

upper tinsel
wet yarrow
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I don't know that being 'old at brewing' or having consumed a lot of it makes you any better at making it >_>

white bison
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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

wet yarrow
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A lot of the DND Wiki folks have been homebrewing since 5e came out ;)

white bison
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He was ecstatic when he got the staff of the magi

true forge
wet yarrow
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Yeah, that's great though.

true forge
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most times i see it you get stuff with percentages and what not

wet yarrow
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Sort of how we ended up with this hobby in the first place, huh

void jewel
stuck raptor
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distant spell says to double range iirc

true forge
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yeah

void jewel
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Not being familiar with language conventions doesn't make it bad homebrew unless it mechanically is bad or is hard to understand.

upper tinsel
wet yarrow
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Hilariously, Gygax was also against homebrewing lol

scenic urchin
true forge
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which i said, change this for balance reasons

wet yarrow
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Yeah, which is made up

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Something you figure out once you get some experience with the system.

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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.

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But somehow burrow has nothing but positives?

true forge
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Burrow speeds, in ther design, are a monster only thing 9/10 times

wet yarrow
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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.

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According to you 🤷

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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.

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I've heard DMs say the same about flight

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And that's mainly because they don't like thinking vertical

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Or running it.

scenic urchin
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no no we're not starting the flight argument

wet yarrow
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Which is fine. But jsut say that.

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Not "The balance of the game" or "This is unintended design"

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"I dont like it when I cant hit them with axe"

patent wasp
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Welp since I'm here already, what do yall think of homebrewed gun mechanics?

wet yarrow
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Depends on the mechanic and what guns youre using for em

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DMG guns are functional but flat.

patent wasp
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I allowed a player to keep guns cause I want him to have fun but it seems a little op

wet yarrow
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Building on top of them gives them texture but theyre tag heavy

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They stop being that way around Lv. 12-14

scenic urchin
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there's guns in the PHB, you'll have to be more specific

wet yarrow
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When enemies HP balloons and bullet damage doesnt

patent wasp
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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

wet yarrow
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It jams 50% of the time?

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Oh, d8.

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Thats still pretty rough

scenic urchin
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that sounds apretty painful

patent wasp
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So it's a d20

wet yarrow
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Oh, attack

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That's... still 15% but less bad

patent wasp
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Kinda counterbalance the high damage input

wet yarrow
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6 ammo is neat.

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Its one dice up from a greatsword 🤷

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Whats the range on guns again? 60/180?

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Or is that the rifle

patent wasp
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Yeaah, but its ranged so they can fire at enemies from a safe space and not get damaged

wet yarrow
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Well, Im assuming theyre also buying and tracking ammo?

scenic urchin
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i forget if you can dual wield pistols

wet yarrow
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That tends to counterweight that a bit

patent wasp
wet yarrow
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Thats... not too bad. Run range for a lot of monsters.

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Unless they're max ranging it.

patent wasp
wet yarrow
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But like, a bullet and a war arrow going through you arent hugely different.

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Its just a sharp metal thing at high speed.

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Well, if theyre burning downtime for it it seems like a price is paid at least

patent wasp
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I made it so that crafting bullets would be done in long rests and that the amount crafted is 2d6 plus your intelligence modifier

wet yarrow
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Maybe snuff the range a bit. Gives you a chance for them to eventually make 'better' ammo

patent wasp
wet yarrow
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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.

patent wasp
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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

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Forgot to say plus dex for revolvers

wet yarrow
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Not WIS?

patent wasp
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Hmm... Yeah maybe wis would be better

wet yarrow
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I could see either one.

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Kind of a snap shot vs an aimed shot

patent wasp
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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

wet yarrow
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Ye

upper tinsel
# hexed solar **The Drill** martial weapon, melee weapon 1d12+1 Piercing two handed, heavy, bu...

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.

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There are similar magic items that grant Burrow Speeds so I just compared it to those

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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.

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(Would definitely still have to be a magic item though)

patent wasp
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Alright, I have one idea for a homebrewed enemy that I want my characters to face at some point

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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

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This is a sort of a boss/miniboss btw so I had to beef it up

remote lance
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It’s basically free total cover forever

upper tinsel
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Not much different from other Burrow Speed items 🤷

remote lance
upper tinsel
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Delver's Claws

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A pretty recent one from Glory of the Giants

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Even came out post-2024-philosophy-introduction (background feats)

remote lance
stuck raptor
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its pretty strong yeah, especially on a monk

upper tinsel
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It is a Rare item

remote lance
remote lance
quasi mesa
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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?

gloomy prairie
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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.

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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.

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This is mostly intended for it to be able to keep up with GWM

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Oh right, also makes it good for rogues

quiet osprey
quiet osprey
void jewel
void jewel
faint sonnet
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Burrowing is always interesting because it's pretty heavily DM fiat.

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It's specifically not that powerful in dungeoncrawling contexts, either.

gloomy prairie
gloomy prairie
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barely

void jewel
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With ripost, a major feature

gloomy prairie
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An optional manouver you could gain

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This one can only be used with finesse weapons and doesn't deal extra damage, not to mention feat cost

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meanwhile Riposte deals extra damage and can be used with any weapon

upper tinsel
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(Also Dragonlance feats use maneuvers too)

void jewel
gloomy prairie
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I could see some decent reasons to not pick riposte

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Wouldn't Polearm Master's 2nd feature also step on the toes of battle master? Specifically Brace?

scenic urchin
gloomy prairie
upper tinsel
gloomy prairie
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Considering this feat is limited to only finesse weapons, I do not believe it steps on the toes of battle master too much

scenic urchin
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bypassing walls is top tier

gloomy prairie
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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

void jewel
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However. Still stepping on toes IMO.

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Feel free to disagree

gloomy prairie
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Polearm master still does the exact same thing as the Brace maneuver

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letting you attack when an enemy enters your reach

void jewel
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Sure. But brace is mid. Riposte is mandatory.

true forge
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Not matter how you slice it, burrowing is strong

gloomy prairie
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But it's still limited to finesse weapons only

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It's not like you can riposte with a greatsword

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with this feat, I mean

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The duelist riposte wasn't really what I was concerned about in terms of balancing because it's mostly an okay feature

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what I'm more concerned about is whether or not Deft Strike is balanced or if it's too strong

upper tinsel
gloomy prairie
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Alternatively, I could just revert it back to "Extra damage equal to the damage dice of the weapon"

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Like a pseudo crit

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but I felt it lagged behind other feats

upper tinsel
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Ah, didn’t see the Advantage part. But dice can stack like crazy with critical hits. Would be powerful on a Rogue.

gloomy prairie
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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

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On average, a 1d4 is 2.5 dmg

upper tinsel
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I think you could get away with not doing any extra damage if you just had a Riposte feat.

gloomy prairie
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Ehhh but it still wouldn't quite be good enough on it's own

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I think maybe reverting it back to just "extra damage equal to damage dice of the weapon" may be better

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wouldn't go past a 1d8 since you'd assumedly be using a rapier

upper tinsel
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Might as well make it a flat +1d8

gloomy prairie
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It'd scale with the dice of the weapon but i dunno about flat + weapon damage dice

upper tinsel
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I just don’t see a lot of bonuses based on weapon damage dice these days

gloomy prairie
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I didn't think the 1d4 x prof would be so bad since

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Well, if we use a fighter for example

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4 attacks at max with gwm would be 24 extra damage

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But the highest this would reach is 15.5 (I believe?)

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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

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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

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Perhaps Prof + Weapon Damage Dice would be a decent middle ground

strange surge
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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?
compact timber
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GAH every dnd beyond homebrew has a ability score increase

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trying to find a good Vampire spawn for 2024

stuck raptor
strange surge
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Thank you for 1-3, much appreciated :)

stuck raptor
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it would need to reference the FS yee

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ill check with 2024 Champion though

strange surge
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okay because it says "you gain a Fighting Style Feat" but the feature isn't called "Fighting Style" is all

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(unless I have to change that lol)

stuck raptor
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ahh, right forgot how 2024 changed up the FS

gloomy prairie
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I worry the feat wouldn't be very good on non-rogues with that

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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

peak inlet
gloomy prairie
strange surge
# peak inlet I use this https://www.blogofholding.com/?p=8463

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)

peak inlet
# gloomy prairie oooh

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.

gloomy prairie
#

Interesting

#

What do you think of Mine?

peak inlet
gloomy prairie
#

Yeah, though mine is a bit different

#

it's similar to PAM's Pole strike where it automatically does 1d4

peak inlet
#

I do think it’s better off working with Defensive Duelist though, otherwise it limits you quite a bit

gloomy prairie
#

While I may be inclined to agree, I like the choice it imposes

peak inlet
#

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

gloomy prairie
#

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

peak inlet
gloomy prairie
#

Vex lasts every single time you hit

#

So as long as you continue targetting the same enemy, you'll always have advantage against them

peak inlet
#

yeh, but you don’t have as much control when it’s not your turn

#

I feel like it needs some playtesting

gloomy prairie
#

Vex states your next attack specifically

#

not a teammate's

peak inlet
#

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

peak inlet
#

but if it does, it’s really good

#

and yes, I do like the choice it allows

gloomy prairie
#

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

peak inlet
gloomy prairie
#

Vex doesn't give teammates advantage, just you

peak inlet
#

otherwise, it definitely could, but in my experience it doesn’t

peak inlet
gloomy prairie
#

I'm sorry I'm not sure I follow

peak inlet
gloomy prairie
#

yeah, true

peak inlet
#

make sure it actually works out the way you want it to

gloomy prairie
#

my biggest concern is Deft Strike's damage being too high really

peak inlet
#

and make sure the damage isn’t too high or that the second part does actually activate usually

gloomy prairie
#

It's build dependant I'd say

peak inlet
gloomy prairie
#

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

peak inlet
#

but I will say, from making my things, I did calculations and Dueling damage is really low compared to other other builds

gloomy prairie
#

Yeah, that's kinda why I wanted the damage to be somewhat high

peak inlet
#

but there’s the other issue you have which is shields

gloomy prairie
#

This works with shields, just not with dual wielding

peak inlet
#

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

gloomy prairie
#

Counterpoint

#

Shillelagh is a spell that exists

peak inlet
#

Shillelagh can also use shields

gloomy prairie
#

You could get a 1d10 one-handed weapon and still wield a shield

#

up to 2d6

peak inlet
#

even at 2d6

gloomy prairie
#

Yeah true

peak inlet
#

even assuming Extra Attack

gloomy prairie
#

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

peak inlet
#

yeh but the issue is high damage and high AC

gloomy prairie
#

an extra amount of damage

#

number of d6s equal to half your prof rounded down, perhaps?

peak inlet
#

round up though

gloomy prairie
#

Could give it cantrip scaling

#

Well, yeah that would actually be rounding up then

peak inlet
#

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

stone fjord
#

Does a level 15 Paladin having access to Planar Ally once a day sound too strong when compared to most official subclasses?

gloomy prairie
#

Hmmmm

gloomy prairie
#

so, d4 x PB / 2

#

That feels a bit neutral evil

peak inlet
#

but scaling-wise, it works lol

gloomy prairie
#

Alternatively, I could just state "d6 damage at level 4, 2d6 at 5, 3d6, at 11, 4d6 at 17"

peak inlet
#

that’s just PB/2 (round up) with an extra bit at 17

#

I think just drop the increase at 17

gloomy prairie
#

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

stone fjord
#

Proficiency bonus is nice since it changes at a number of levels but cantrip scaling it nice and simple

gloomy prairie
#

Comparitively, GWM maxes out at 24

#

Perhaps d8 instead of d6?

peak inlet
#

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

gloomy prairie
#

I still think the extra damage should come online when you get the feat, not having to wait until level 5

peak inlet
gloomy prairie
#

half prof round up would still give you a 1d6 when you get the feat I suppose

#

so eh

peak inlet
#

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

gloomy prairie
#

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

peak inlet
gloomy prairie
#

Wouldn't that overcomplicate things a bit though?

#

I mean, it's not complicated

peak inlet
#

use the wording of Eldritch Smite

gloomy prairie
#

but I would like the feat to be similar or the same as others in 2024

peak inlet
#

you deal 1d6 damage plus an additional 1d6 damage equal to half your PB rounded down

gloomy prairie
#

Hmmmm

#

Okay actually yeah that works out

peak inlet
#

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

gloomy prairie
#

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

peak inlet
gloomy prairie
#

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

peak inlet
#

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

gloomy prairie
#

and uncanny dodge

#

Dont forget that

stone fjord
#

Does Planar Ally on a level 15 Paladin sound too strong?

gloomy prairie
#

you practically trade your defense in exchange for theoretical double damage, and to me that's actually a pretty decent trade

peak inlet
gloomy prairie
#

No, just an example

peak inlet
#

oh wait you mean they can’t protect themselves afterwards as well

gloomy prairie
#

I'd never use it against attack rolls unless it's like a crit or something

peak inlet
#

yeh that too

gloomy prairie
#

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

peak inlet
#

although I did allow my half-caster class to use Contingency as a capstone feature

gloomy prairie
#

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

tardy crown
#

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

upper tinsel
# tardy crown **# Huzzombie Traits** **Ability Score Increase** - Increase one ability score b...

(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.

tardy crown
true forge
#

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

tardy crown
#

Ogre?

true forge
#

hmmm, could be possible, but it could be annoying

tardy crown
#

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

true forge
#

ogre does have a stat block i think

#

they do

true forge
#

is one size class up + 1d4 damage on unarmed strikes too much for a monk?

tardy crown
#

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.

true forge
#

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.

mild cove
true forge
#

ah fair enough

#

wording sounded cooler in my head :P

main cliff
#

Okay boom:

A rinky dink crew like black lagoon. An interdimensionary spell jammer dreadnaught ship

Adventures throughout the different dimensions. Multi campaign dm

#

Thoughts?

tropic stratus
main cliff
#

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

remote lance
patent wasp
#

Yall, is a homebrewed enemy with 4 attacks and has the deflect attack reaction okay for a boss fight?

main cliff
#

Awesome, c thanks for that

tardy crown
#

Yes I can have alot of actions, but it's about WHAT you can do with them

patent wasp
remote lance
#

We need to see the entire statblock to judge it

patent wasp
remote lance
#

Can we see the statblock?

patent wasp
#

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

tardy crown
#

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

tardy crown
remote lance
tardy crown
#

That's way better, just a little scoop up dndLol

strange surge
#

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?"

sonic ledge
#

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)

sonic ledge
midnight chasm
# sonic ledge 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.

sonic ledge
sonic ledge
sonic ledge
#

@midnight chasm ?

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.

midnight chasm
sonic ledge
midnight chasm
#

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.

frozen leaf
#

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.

sonic ledge
scenic urchin
#

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

sonic ledge
#

Change archmage? Please @ if you are responding

midnight chasm
sonic ledge
#

Would 2024 or 2014 one be better to base off we are playing 2014

midnight chasm
sonic ledge
#

Got it

strange surge
# mild cove 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)||
mild cove
#

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

strange surge
#

I was thinking the same thing for those colors. Thanks!

compact timber
#

Anyone know a good revanent on dnd beyond

primal osprey
#

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

mild cove
#

What’s their focus? Heavy weapons like a paladin, ranged like a ranger, or something else

primal osprey
#

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

agile schooner
#

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?

mild cove
primal osprey
#

Laughs in 2024 feat system

mild cove
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I play 2014 so I was going off of that

mild cove
agile schooner
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Yeah I mean you could just give it a level prerequisite or say for non clerics

primal osprey
agile schooner
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I play with 2024, and a three level dip for a specific divinity is a hard ask

primal osprey
#

I say make it a general feat then

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Prerequisite: Level 4

mild cove
agile schooner
primal osprey
#

What?

primal osprey
primal osprey
agile schooner
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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

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But you could also just word it differently

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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

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That way you can’t stack multiple uses for it

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Otherwise I don’t think granting another use is very game breaking, there are items that do that

primal osprey
#

I weren’t talking about that I was just wondering why you for some reason told CheeseGorilla that they have a bad DM

agile schooner
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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

primal osprey
#

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

sick valley
#

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.

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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."

agile schooner
#

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.

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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.

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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

strange surge
#

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.

left sphinx
#

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.

scenic urchin
#

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"

nova basin
#

Why would you want that in the first place

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That sounds like hell to actually resolve and roleplay

scenic urchin
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It's for a boss

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it makes sense in context

remote lance
#

Sounds tedious

scenic urchin
#

yyyyep

analog lynx
#

Guys

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What do you think about valda's witch class?

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Is it balanced?

scenic urchin
#

which class?

sonic ledge
#

Making curve based on an archmage for reference what spells should she have?

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Ps I have 2 hrs to get this done

scenic urchin
#

Big magic missile is a classic

sonic ledge
#

For the Greek goddess circie?

spring tusk
#

I know it's been some time since then so it's probably too late but I'd go with enchantment and transmutation spells

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Polymorph, charm person, stuff like that

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Maybe a little conjuration

true forge
#

polymorph/true polymorph only targeting males and turning them to pigs :P

nova basin
#

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

willow frigate
nova basin
#

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

nova basin
#

Best control effect in the game bar none

willow frigate
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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.

nova basin
#

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

sick apex
nova basin
#

Grappling isn't an attack or damage or a spell

willow frigate
#

Noted. Saving throw will be added to the effect. Thankyathankya

nova basin
#

You give sanctuary to the barbarian and suddenly you're locking down large creatures for free

willow frigate
#

Also what about the Emissary of Peace feature do you find lacklustre?

sick apex
nova basin
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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

sick apex
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The save buff is great tho?

nova basin
#

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"

sick apex
#

average +3,5 to a chosen save can easily be a lifesaver

nova basin
#

True, but still only the first time unless you allow yourself to keep getting shot at

sick apex
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True

nova basin
#

The issue with keying your subclass off sanctuary is that you really don't want sanctuary up that much

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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

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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

sick apex
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Sanctuary is the thing you cast at early lvls when a guy in the party is just spending most of their turns getting destroyed

willow frigate
nova basin
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At the cost of action economy

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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

willow frigate
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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.

nova basin
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Anybody dual wielding, anybody with a familiar

nova basin
#

Once per round, then it falls back to the target to give up their bonus action

willow frigate
sick apex
nova basin
#

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"

sick apex
nova basin
#

Reaction has way less opportunity cost

willow frigate
nova basin
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That's what I thought it was intended to be

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It should definitely stay under the cleric's control tho

sick apex
willow frigate
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But the feature being too clunky action economy-wise is input I'm grateful for.

nova basin
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I wonder if there's a way to let the cleric control it consistently without breaking action economy

willow frigate
#

How about this

nova basin
#

Like more than one reaction

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But

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Not

willow frigate
#

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.

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As the level 3

sick apex
nova basin
#

I think it still needs to be a reaction of some kind

sick apex
nova basin
#

Targeted defense instead of making calls

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It might be better to have the pansy stick be a pansy boomerang

willow frigate
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and then at 6 the utility widening and the ability to be transferred when a creature is directly targeted comes online

nova basin
#

Throw sanctuary at an ally as a Reaction until the start of their turn, then it comes back to you

nova basin
#

Defense benefits without hurting their gameplan

willow frigate
nova basin
willow frigate
#

But then it couldn't remain on that creature

nova basin
#

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

willow frigate
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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?

nova basin
#

Oh there's also the issue that sanctuary only lasts a minute

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So you should probably specify that it sticks around until used

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Like the effects of sanctuary last on you indefinitely, but only persist for 1 minute after you roll initiative

nova basin
#

Anyway I've been up too long I got a big day tmrw bye bye

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By tomorrow I mean in 3 hours

willow frigate
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Lol good night. Thanks for the feedback.

wise kettle
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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

white bison
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Dnd didn’t invent the d20

primal osprey
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I finally got some good abilities for unique spells for my sorcerer-half caster class

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There was an idea of one that was summoning a magic arcane bow and being able to use it for a minute

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Although I still need more

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What would be a good name for this class?

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A sorcerer X fighter blend, similar to paladin and ranger.

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Their lore is that they have something that they were born with that naturally makes them good combatants

remote lance
primal osprey
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Hmmm, maybe

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It is a pretty cool name, and it fits

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But I still think there's a name that could easier explain what the class is

primal osprey
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Oh yessss

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Ty

rapid latch
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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?"

stone zodiac
mild cove
rapid latch
torn zephyr
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Are there any precedents for elemental paladin subclasses?

stuck raptor
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theres a genie paladin UA

torn zephyr
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But no homebrewed ones? Kinda stopped following the UAs during covid

stuck raptor
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thats like asking if theres a crumb in a food factory

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its homebrew, it exists out there somewhere

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i have my own paladin subclass though that plays with some elemental damage

torn zephyr
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I know. Sorry, you guys where my first stop

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Would it be rude to ask you to post it?

stuck raptor
midnight elk
wet yarrow
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Okay for who? The most interesting part to me is the rubber lol.

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But otherwise, they seem like a nifty ranged weapon with masteries/cantrips

fresh hatch
scenic urchin
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for a subclass ... yes

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subclasses shouldnt be 10+ pages long :\

fresh hatch
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Was thinking maybe adding all the additional recipes was too much

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It’s because I added example recipes

wet yarrow
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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.

stuck raptor
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Battlemaster does have around 4 pages, but its mostly just maneuvers

faint sonnet
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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.

wise berry
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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.

sturdy knoll
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Persuasion seems pretty on point. Maybe even history.

faint sonnet
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Persuasion and Intimidation are generally the two skills that relate to resolving an argument, though they both take very different pathways.

wise berry
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thanks yall

faint sonnet
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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.

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Oooh, and the practical usage would basically be Thaumaturgy's voice thing, yassss.

faint sonnet
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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).
loud pasture
midnight elk
midnight elk
mild cove
faint sonnet
willow lagoon
#

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

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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

faint sonnet
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It's meant to be the only lightning damage cantrip, and doing lightning damage via spells is locked behind learning it, too.

mild cove
#

That’s actually a really cool idea

faint sonnet
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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.

faint sonnet
#

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.

willow lagoon
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I mean that's why elemental adept exists

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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

wet yarrow
#

I tend to think of it more as "They have to use the rest of the sheet"

faint sonnet
#

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".

faint sonnet
wet yarrow
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Yeah. Set something on fire, belittle a guard, push over some rocks, whatever it is.

faint sonnet
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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.

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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.

wet yarrow
#

Ive been toying with the idea of making 'spells' a 'class' thing and 'cantrips' a 'origin' thing.

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Though Ive been considering origin to be more of a pre-class than a separate thing.

faint sonnet
#

Considering cantrips used to not exist (in their current form), I can see it.

wet yarrow
#

It just takes this mechanical pressure off of them to be like, combat-useful as a base.

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And leaves some more leeway for things like wand mastery as a weapon mastery, etc

faint sonnet
#

My existing framework on heavy restrictions kinda aims to take the pressure off in a different way, but I definitely agree there's pressure.

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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).

wet yarrow
#

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.

mild cove
#

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

faint sonnet
# mild cove The question I have is, how would this work? Like is it a skill tree where if I ...

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.

flint marsh
#

oh gosh I was zoomed up

sturdy brook
#

Path of the outcast monk is a good homebrew subclass for monk

#

Because it can be tied to your character lore

rapid latch
sturdy brook
#

And also it's balanced for a homebrew subclass

spring tusk
#

hello evernyan

#

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

stuck raptor
spring tusk
#

NAU

stuck raptor
#

hp seems to be low for a CR 16

spring tusk
#

yeah but it has resistances and immunities

#

should I raise it?

#

ehh actually I guess it having resistances and immunities is kinda the point

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its harder to kill thats the point, having it even out doesnt make a lot of sense

stuck raptor
#

i mean, its resistance to nonmagical BPS, so its essentially wet paper resistances

spring tusk
#

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

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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

stuck raptor
#

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

spring tusk
#

mm?

#

i'd never even considered that,

#

how do we feel about 303 (18d20 + 108)?

#

or should I max the HP out?

#

468

stuck raptor
#

id say max it out

wise flame
#

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

hidden delta
#

mechanicaly

wise flame
#

Sentient item? Maybe?

hidden delta
#

ok, so item

wise flame
#

I honestly don't know but me and the dm have been talking about it, and he's been vague about it so

hidden delta
spring tusk
#

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

wise flame
# hidden delta why do you need stats, what are they being used for?

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

hidden delta
#

so its supposed to be quite powerful, i assume

wise flame
spring tusk
#

oh you imprisoned him??

#

interesting

#

then absolutely make it cursed

#

theres a god in there

#

and it HATES you

#

lmao

wise flame
#

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

wise flame
wise flame
spring tusk
#

giant eovards black tentacles AoE but the cosmic radiation can cause lasting wounds

hidden delta
wise flame
spring tusk
#

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

wise flame
#

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

spring tusk
#

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

wise flame
#

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

wise flame
# spring tusk <:shrugs:240813604469735424>

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

spring tusk
#

Well, eldritch god of trickery and illusion, anything else big when it comes to his domain or powers?

wise flame
#

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

spring tusk
#

Alright, mm

#

Then, something relating to illusion, enchantment,

wise flame
#

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

spring tusk
#

Mm

#

Dissonant Whispers

#

Command

#

Suggestion

wise flame
#

I think I already have some of those spells

spring tusk
#

Eovards Black Tentacles

spring tusk
#

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

wise flame
#

Ok, what about, hear me out canonically, Nyalarmoset has the ability to know the Language Primeval

spring tusk
#

Like a giant AoE that effects everyone around you, or a personal transformation that buffs you in battle

spring tusk
#

Language of the elder elementals?

wise flame
# spring tusk Primordial?

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

spring tusk
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That's really cool

wise flame
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Its also why the Elder Evils are deemed "apocalyptic threats" even the gods cannot stop

spring tusk
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I think something like that would probably be like listening to infinity

spring tusk
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What do you want the effect to be?

spring tusk
wise flame
spring tusk
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It'd be insanity inducing

wise flame
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So yeah

wise flame
# spring tusk What do *you* want the effect to be?

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

wise flame
spring tusk
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How do you have level 20 in both stats @-@

wise flame
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I left the party at lv 3, they are 4-5 ish

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Rn

wise flame
spring tusk
wise flame
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Because each class gets ability score improvement feat possibilities (if you choose it) at lv 4

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I also get multi attack

spring tusk
wise flame
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They are not going to win through basic dnd combat mechanics, which is fine, we wanted the fight be be role-play heavy anyway

wise flame
spring tusk
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Dope

spring tusk
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Yeah,

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Hmm

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Okay, okay

wise flame
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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

spring tusk
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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

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How does that look?

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It last for 1 minute, and when you use it you roll on the table

wise flame
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I think? Hold up let me check

spring tusk
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Saving throws against being charmed

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And you can't be put to sleep against your will

spring tusk
wise flame
spring tusk
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resistance doesn't stack, but also it's not resistance, it's advantage against

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Here one second

wise flame
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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

spring tusk
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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

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Resistance is half damage

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Advantage is two dice rolls, picking the higher roll

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But if y'all run it differently then thats just clarifying what I mean when I say Resistance and Advantage

wise flame
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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

restive tusk
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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.

restive tusk
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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

spring tusk
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how's this look,

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tell me what you want changed

restive tusk
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That is definitely a much more balanced version

wise flame
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Also are the madness tables in the core rulebooks or are they custom?

wise flame
spring tusk
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One use

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Giant boom

wise flame
spring tusk
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25% chance of survival

wise flame
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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)

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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

broken anchor
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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

broken anchor
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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?

true forge
broken anchor
wise flame
wise flame
broken anchor
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No

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No I am dumb

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I forgot agonizing blast already adds your damage to the blasts

wise flame
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Your charisma bonus is already the + to hit

broken anchor
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charisma modifier*

spring tusk
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Hm

broken anchor
# wise flame Your charisma bonus is already the + to hit

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

wise flame
spring tusk
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Okay so that's not a last resort

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If you can use it as needed that's not a last resort,

wise flame
spring tusk
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Okay so, then

wise flame
spring tusk
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You unleash it, once

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Because it's the last resort

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By definition

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It's the last

wise flame
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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?

spring tusk
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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

spring tusk
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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

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If it's a last resort item then that should mean something

wise flame
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All 3 debuffs at once btw

spring tusk
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Then we scrap the passive benefits, increase the 1 time benefits, and increase the consequences

wise flame
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So instead of using the 1 time benefits once, they are multiple uses while the mask is on?

spring tusk
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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

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And no rolling table

wise flame
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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

true forge
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There are 5 invocations that buff EB

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A range buff, a damage one, a slow and a push/pull

spring tusk
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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,

spring tusk
wise flame
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Thats acceptable, especially considering the scaling concept we're thinking about

true forge
wise flame
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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

true forge
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Mainly because of the invocations that buff it yes

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If they didnt buff eb but another cantrip

wise flame
true forge
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Eb would just be like firebolt but abit better (mainly cause of damage type)

wise flame
# spring tusk I don't know how to export it over but you could probably copy it over into Beyo...

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?

spring tusk
wise flame
spring tusk
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cool

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built in scaling