#homebrew
1 messages · Page 34 of 1
You say that like it was accidental 😅
whats the rarity we're looking for

Uh like rare max
Like sss or ur rarity?
things that boost hex's damage or the number of targets,
things that increase the crit change on hexblades curse from 19-20 to 18-20
things the increase the damage on hexblades curse
or just plain weapons that work with hexblade
like an attunement longsword that gives you an extra 1d6 damage to your hexblade's curse target, that could be an uncommon item
all of these would have to be attunement items
you could give yourself something that gives you access to certain spells depending on the ability score you impose disadvantage with when using Hex
im shooting ideas into the dark here cmon tell me something sounds good
Uhh I do like some of these sorry haha
Would like an item what lets you choose from a few effects on hexing be too strong?
I do like this a lot tho
yeah I do think it'd be too strong
'ts why I didnt list it
okay, what skill do you most often impose disadvantage on?
Dang I had these ideas up choose one
Thorned Hex: When the target misses you with an attack, it takes 1d6 piercing damage.
Binding Hex: The target’s speed is reduced by 10 ft.
Glimmer Hex: Attacks against the hexed target ignore half and three-quarters cover.
Uh I mean prolly strength for grapples and stuff
oh I thought you meant picking an extra ability score
hm
I think as a 1st level spell its still too much
Yeah but like didn’t they like change hunters mark with ranger or am I crazy
maybe
guarding hex, a creature under the effects of Hex has disadvantage on attack rolls against the caster
not like that
Ooo that’s kinda peak
Well yeah that’s fair
My dm said I get a special magic item that is homebrew and I’m like a hexadin who is really witchy
So I’m just trying to think of a good item based on that
okay cool,
Guarding Hex
Wondrous Item, Rare (Requires Attunement)
While concentrating on the Hex spell, the target of the spell has Disadvantage on attack rolls against you, and you have Advantage on saving throws against spells they cast.
how's that look
if you want it uncommon just scrap the advantage on saving throws bit
That is pretty solid I like that thank you
for sure
anyway i've been procrastinating getting some meal prep done so I gotta head out, but I hope the magic item ends up fun :)
TY
honestly, look at Horror Subclasses UA Hexblade
you can steal stuff from there since they scrapped a lot of it
Hey everyone I'm giving out some magic items to my players wanted to get input on one of them. Our druid got his hands last session on a set of magical prayer beads and I wanted to know if yall had any cool ideas for a magic item? One that's rechargeable and not limited use
Depends on what you want it for
what is the player’s playstyle?
Like there's various kinds of wands/staffs or wearable items
first thing I’m thinking of is a modified spellcasting focus
Does a lot of support healing, some damage spells and summoning some things
I thought they were low level
what’s their level?
so you’re looking for Rare items?
Yes
I would probably go for something like a stacking heal based on spell slots used
to allow them to use spells for other purposes as well
I'm slightly confused
Like
Allowing them to use he'll spells without expending an action
So they can use others?
Is anyone good at making homebrew subclasses look professional on D&D beyond? I have a homebrew subclasses I want designed if so one can help
I’m willing to pay lol
without using spell slots
Ahhh
Ok
That's smart
I'm guessing it would have charges too
so you use spells and this thing charges up
I like that
then you can heal through it without a spell slot
I would probably put a limit to uses per dawn though
Yes
I'll give it charges
And perhaps the use of charges increases per spell level
let’s say it heals as an action, 5 stacks for 5 spell levels being cast to heal 5d8
that’s a free 2nd level Cure Wounds
you can also make it so it can heal either as a Cure Wounds or as a Healing Word using the same number of charges and stacks
so then they can heal and cast a spell on the same turn
I guess that’s basically exactly the same as the item I made to allow Warlocks to use damaging spells
chat imagine a warlock-paladin combo
normal paladin except with pact magic and warlock spell list
divine smite would use smite points generated from pact slots (smite point gain is equal to pact slot level)
you can put up to 5 smite points into 1 divine smite
call it the pact crusader paladin variant
i'll eventually turn that idea into an actual class
eventually is now btw i'm making that an actual class right now
do i have the subclass for you (its hexblade)
you are misunderstanding what i want here
i want a paladin cone
but dipped in warlock
so pact magic paladin basically
i want an eldritch paladin
think profane soul bloodhunter if it was a whole class and also wasn't bloodhunter and was actually paladin
does that make sense or do i sound like a crazy person right now
i know what i'm doing (i really don't but you gotta crack a few eggs to make an omelette)
uhh
i mean i just thought to half the spell progression and give them max 3 spell slots going off of a modified PF BH spell progression
current working idea is 1 slot from 2nd-6th level, 2 slots from 7th-11th, and 3 from 12-20th
you got to find out what a half caster with pact magic gets in terms of spell slots
which i think is a max of 2, you get your 2nd around 7th?
as 3rd caster with pact magic gets their 2nd at ~11th
luckily we already have a 1/3 caster with pact magic so i have something to go off of
well it wouldnt be 3rd casting it would be half :P
oh wait
3rd caster with pact magic get theirs 6th level
yeah, so 2nd level at 6th level at 3rd level at 11th level
lines up well enough for what I'm trying to do
thats, just full casting with pact magic (spell slot wise).....
actually full casting gets 4 slots
if full casting gets 4 and 1/3 gets 2 then 1/2 gets 3
at tier 4 when balance gets thrown out the window
either cap it at 2 (like 3rd caster but eariler level) or give them 3, but the 3rd tier 4/late tier 3
makes sense
in terms of actually flavour and what not
so 3rd at 15th level
ehhhhh celestial patrons and call it a day
that way the theme of holiness and righteousness is still there kinda
is this more just, a paladin that forsakes their oath and turns to deals from patrons, retaining both unholy power (oathbreaker) and the given?
so its a paladin but, warlock
ehhhhhhhhh
thats
i am making a pactladin
so your replacing spell slots with pact magic if you choose this subclass(?)
variant class
paladin and this have 2 very different flavours
it's the same as paladin but with pact magic instead
so from great, to kinda mid?
2 (basically) smites per SR compaired to pally's boat load per LR?
ehhhh i mean i feel like if i crack and readjust the right metaphorical bones i could probably make this work
i actually had an idea for smites
(and more spell slots for other things like healing and other spells)
and it was essentially sorcery points but with smites
each point was equal to a spell level for divine smite
now the fun thing with that is that it uhh
it uses the warlock spell list
yk the more i talk about this the stupider i realize this is
it just seems like, a miss mash of ideas from all the CHA casters (besides bard) rolled into one
i've already sunk too much time into this idea though i can't back out
i mean yeah basically
which isnt good mind you
classes are suppose to be something unique from everybody else, and have a gimmick to match
i mean it's not really supposed to be a thing that stands on it's own
this is literally made to be "paladin if it was a pact instead of an oath"
even tho its a varient class (which isnt a real term in 5e), its just taking the parts of multiple classes instead of something unique
thats, just a warlock lol
listen man if i was here to make anything make sense i wouldn't be sitting here trying to frankenstein a paladin and a warlock into something that can pass as playable
Swapping class features is a pretty functional way to make class variants.
funny enough
its basically a thing in 5e lore, from my small amount of research
Warlock Knights are basically just what your waiting to do
yeah this is actually the base idea of what it is
What's 5e 'lore' >_>
probably FR or Exandria
mb, dnd lore
Okay, what's D&D lore
confusing
usually when people refer to the lore of D&D they're talking about the Forgotten Realms
Do they? Lol.
In my experience they're talking about their table. Because there is no official canon or lore.
bingo
thats the thing im talking about btw
yeah that's what i want
basically they did both make an oath and a pact, but its basically both i think
how would the subclasses work?
is it both pacts and oaths mixed together?
do certain patrons mix with certain oaths (like say, archfey and crown)
now i want to have a stab at it, eldritch based paladin class, I DONT NEED MORE STUFF TO BREW!!!! 😭
for flavor reasons yeah
hold on chat we might be cooking
Hey, I hate to interrupt but I have a homebrew species I'd like to quickly get some advice for
shoot
First I'll just give some of their lore so you understand the reason for the abilities
They're called Winterfolk, they're fey-themed people of the mountains. They're festive and love dancing, and worship a homebrew archfey called the Princess of Frost
Resident of Snow. You have resistance to cold damage.
Winter Dance. When a creature makes an attack roll against you or forces you to make a dexterity saving throw, you may use your reaction to add a bonus equal to your proficiency bonus to your AC or Dexterity Saving throw for that one attack roll or saving throw. You cannot use this again until you take a long rest.
Subject of the Frost Princess. A number of times per long rest equal to your proficiency bonus, you can invoke your connection to the Frost Princess to cast either Misty Step or Fog Cloud. You may also cast these with any spell slots you have of the appropriate level.
I'm not sure about these abilities
is the Frost Madien not good enough for you? /jk
Idk who that is <3
the person with an entire adventure based around her.......
Oh yes I remember now
AC on Reaction is beef.
Yeah I wasn't sure about it
I think Misty Step on top is a tiny bit overtuned.
Because it feels like the 'core racial'
But this has some winter court Eladrin vibes
And the LR balances it out most of the way
dont Star elves/shadar-kai get PB amount of what is basically misty step per LR
Ye. They just dont get +2-+6 AC on reaction too.
I'm trying to think of what more to say about them so you lot have enough context to pitch some other ideas for abilties
They're tall, but skinny. They have snow-white skin but colourful hair
Well, if you want a world skill, there's a few things you can do. If you want ribbons, things like manipulating snow or fog in non-combat ways can be fun.
Being able to find feygates could be neat.
Maybe I could give them an innate casting of invisibility instead? They're kinda like tall halflings of the mountains
Ooooh maybe
So maybe fog cloud and invisibility once per long rest?
No misty step
Naw, Misty Step is very fey coded, I like it
The fog cloud could be flavoured as snow, or just have a non-spellcasting version of it that's described as snow
And because its once a day, I dont think its hugely overtuned.
Or, well, once per LR, I suppose lol. Daily v LR are funky in 5e
What about the dance? Maybe it's too crazy
How else can I represent their dance and festivity?
Easiest way would be a performance related thing.
Maybe a few times per long rest bonus to it?
Yeah, or advantage when dealing with fey on socials once a day, or advantage on performance for carousing.
Maybe it could just be a fey magic-themed bonus to all charisma checks in general
Oooh yeah
Ty all
Gonna brew some homes today
They better have concrete stats
I track all stats except for the dexterity, charisma, etc
trying to make an alternative of Oathbreaker for 24 rules
https://homebrewery.naturalcrit.com/share/j2TGEz6-4-HY
https://www.reddit.com/r/DnDHomebrew/comments/1c32n1m/school_of_arcane_athletics/
This is a link to a homebrew wizard subclass i made
any comments?
it was basically my attempt to make the "buff wizard" meme into an actual subclass
I would like to homebrew some Abyss entities.
From 2024 edition, what are some Abyss entities?
Any Abyss entities that synergise with farming?
you mean Demons?
yes, Demons
I’m trying out making a homebrew spell for my first full campaign DMing
I think it’ll be cool
Any comments?
All the comments already on the thread are correct. Nothing more to add
So the hand and eye of vecna are artifacts. What about the other magic items rarities?
Maybe the kidney stones of vecna can be common and the wisdom teeth of vecna are uncommon? Appendix of vecna is rare?
what is happening here?
Appendix of Vecna makes you explode, dealing 10d10 Force damage to all creatures within 30 feet of you. You immediately die and cannot be revived except using True Resurrection or Wish.
Toe-nails or Vecna
Rare magic item
Whenever you hit a creature with an unarmed strike using you legs, the damage is instead 1d6+con slashing. The creature must also make a DC 14 Con save or be poisoned until the end of its next turn.
Curse: Smelly feet
I think it was you that pinged me about the horror hexblade stuff that’s quite a good idea to take from that Ty
Nose of Vecna allows you to smell the future
never use the nose and toenail of Vecna at the same time
Stomach of vecna lets you eat anything without harm (including poisons), but you’re always hungry
And the Achilles tendon of vecna gives +10 feet of movement, but whenever you move you roll a d20. On a 1, you collapse on the ground and become prone forever
Yes
I don’t think so
we’re only doing inconsequential body parts
Ear Wax of Vecna
Awesome
is that an upgrade to the Toe Nail of Vecna?
Damn you guys have the toenail? Amazing
Nervous cord of vecna
Advantage on int saves and checks but your paralyzed
Sounds like Steve Hawking /j
always paralyzed? rip the auto crits
Yup
The other eye of vecna
Basically a free magic initiate (wizard only) with an additional 2nd level spell of choice, but you’re blind
why’s the other eye so much weaker than the first eye
Because
Well his other hand doesn’t seem to be as good
Vecna still has his other hand but he doesn’t have the abilities of his hand
About that…
The other hand of vecna
Your strength score increases by one but you can’t wield weapons or do somatic components for spells or use tools.
Lips of Vecna, Glibness is always active but once per day, you say something out of pocket
Hahaha
Even better
that’s a cursed Common Item
Yes
you gotta take your own hand off
too bad you didn’t pay attention in class to which hand is the powerful one
I’m putting a bunch of those in my Halloween special in the campaign
if my players aren’t crying by the end of the session, I didn’t do it correctly
Funny bone of vecna
Very rare magic item
+1 to spell dcs and spell attacks and +1 to all weapon damage and attack rolls. You can also use any weapon with dex.
Curse: whenever you fail a saving throw or get hit with a crit, the attacker rolls 2 more of that attacks damage dice
the curse should be that you use your reaction to attack a random creature within melee range
Fair
Heart of vecna
Higher rarity than artifact
It probably does something, but anyone who’s tried to have it put it has died from blood loss before the heart was put in.
is that what it says when you use identify?
When you use identify a hand written note from whatever god of death is in the setting that your using appears in your hand that says “Honestly, no idea what the F this does. Here’s 5 gold though”
Wait. If it’s common, does that mean that there’s multiple other hands of vecna? Now I’m imagining a Lich with 1 right hand and arm, and 1000 left hands and arms
I’m making joke magic items. Next on the list: Bikini armour - any suggestions ?
If you want joke magic items, just scroll through what we’ve talked about in this channel recently
A sentient magic item that’s really good but bad mouths you the whole time. Disadvantage on concentration checks and ranged attack rolls.
it doesn’t say left arm, it says “other arm”
one right arm, a buncha other arms
That’s no better
A magic weapon that changes a spell's damage type to something the creature is resistant/immune against unless they get a nat 20 in which the spell just works as intended
wand of firecube
Cheeseburger of gun. Whenever you take a bite you can fire it as if it were a musket from the dmg without the ammunition property. But if you take a number of bites over twice your con modifier between long rests you throw up and are incapacitated until the end of your next turn. Throwing up in this way resets the counter on uses.
So I’m an idiot lol
What?
A while ago I posted a subclass for warlock made around storms
Ok
Level 6 and 10 features involved call lightning enhancements
Sure
Turns out when you use the spell to take control of an existing storm you use that storm’s radius and not the spell’s radius
So I have to revise level 10
Then do that
I may just change it to the radius buffs to 150 feet at level 10 when you make a storm
So the feature is inspired by the storm call shout from Skyrim
That shout has a radius of 150 feet
Which btw is more broken in Skyrim than it is in dnd because of how action economy works differently in both games
May also revise the feature so that the spell doesn’t require sight to lightning bolt your foes too, as if the commune with nature spell was in effect during and within the radius of the storm. Thoughts?
What if it's called cheeseboomger instead
TL DR the feature just buffed call lightning at level 6 to use a BA, the level 10 feature increased radius and damage
This is the best name I’ve ever seen
So, what exactly is the fantasy you wanna achieve?
Not a fantasy as the subclass is basically complete. I’m just revising it to fit with how the spell actually works
Like, the warlock makes a pact with nature entities, I'd guess, and what kind of path would they follow?
Ah ok
Like, when I chose path of the giant, for my barbarian
Yeah basically
I envisioned it big enough to brawl with a tarrasque
Mechanically I liked fathomless for lightning spells but hate tentacle flavoring and mechanics
So this was inspired by that
Flavor wise this is some kind of entity like Talos or a living storm
The subclass mechanically is fairly straightforwardly very damage and destruction focused
And how would it behave in combat? Ideally
I just thought it would be neat to build the features around call lightning, given storm call from Skyrim
If this was a movie, rather than a game, what would it do on the battlefield?
Yes
Levels 1-4, eldritch blast machine gun and an option to change the damage to lightning
5, lay down call lightning if needed
6-20, call lightning and eldritch blast go brrrrr
Lots of lightning bolts
Flying speed too
Let me see if I can find the subclass
I think commune with the nature wouldn't quite be the right call for it
I'd add a feature called "eye of the storm"
"you can see creatures under the area of storms you control, that aren't under complete cover"
It’s more just you no longer need to see them and are aware of creatures
My first thought (and not the wording) was to say “oh like commune with nature”
You’re aware of any creatures within the radius of a storm you create or take control of when concentrating on the Call Lightning spell, and no longer need to see them to affect them with a lightning bolt.
That’s what the wording I think would be
Uh, what about this
"the storm winds you wield grant you unparalleled awareness. You have blindsense within the radius of storms you control, and can affect any creatures detected through it, with a lightning bolt, from call lightning"
Since what you're describing is pretty much blindsense
Imo
Or "you have blindsense when under rainfall or storms, with a radius of x, around you. When you conjure a lightning bolt through call lightning, you can target any creature you can detect"
Prey on the Weak
6th level Way of the Monster feature
:
Your prey beckons you. Once per long rest, when you target a creature, you can mark them as Prey for 1 minute. When you deal damage to Prey, you deal an extra Martial Arts die worth of damage. This extra damage can happen once per turn.
:
You may regain a use of this feature by spending a Ki point (no action required).
Form of Dread
11th level Way of the Monster feature
:
Your Monstrous Form grows, both in scare factor and in appearance. While in your Monstrous Form, you gain the following effects:
- You gain resistance to non-magical bludgeoning, piercing and slashing damage from non-slivered weapons.
- As a action and spending a Ki point, you can let out a cry, howl or any loud noise. All creatures of your choice within 30 feet of you must make a Wisdom saving throw aganist your Ki save DC. On a fail, the creature becomes frightened off you and becomes Prey for a minute.
hmmmm
i think they are fine, right?
Honestly you can remove the once per turn limit on the 6th kevel feature and it’ll still be balanced
with monk?
its basically hunter's mark/hex
you want 4d6 + another 4d6
all for 1 Ki btw
Yea, both of which are really bad
It’s single target, and accounting for accuracy it’s not a very big damage increase
Path of the giant gets to warp his damage into any of 5 elements, gets a mjolnir effect, and gets an additional D6 on every hit, for example
All on level 6
Yeah, also all size increasing subclasses get to double weapon dice damage
At level 3
eh, comparing class subclass x to class subclass y isnt a good practise for brewing :P
Not path of the giant, at least not inherently
as both classes (in this case monk and barb) are very different in playstyles
It's just that a conditional D6 doesn't seem like much, for level 6
Regardless of subclass
this subclass can get 1d4 on all unarmed strikes + awhole lot more cause of the 3rd level feature :P
Yeah, but becoming large allows you to use oversized weapons
Yeah, but level 6 is like, a single D6 per turn, once per long rest, unless you spend a resource
^^
Since ur giving damage at level 3 make level 6 another feature
Rather than making the feature useless
I'd make something else, with prey, like
no official feature is balanced around oversized weapons
Monstrous
3rd level Way of the Monster feature
:
The monster is born. you gain 60ft of darkvision, if you already have darkvision, you instead increase it by 30 feet, and proficiency in the survival skill, if you have proficiency in survival, you can choose another skill to gain proficiency in.
:
As a bonus action or when you roll initiative and spending a Ki point, you can subject yourself to a monstrous transformation that lasts for 1 minute, refered to as your Monstrous Form. When in your Monstrous Form, you gain 1 of the alterations to your body, as seen below. You may choose how these alterations look and how they form from your body.
:
When you reach certain levels in this class, the number of alterations increase: 2 at 6th level, 3 at 11th and 4 at 17th
:
If the alteration requires a saving throw, you use your Ki save DC.
- Fangs. You grow a pair of long, pointed fangs. When you deal damage with an unarmed strike, you can deal piercing damage instead of bludgeoning. Once per turn, when you deal damage with an unarmed strike, you gain temporary hit points equal to the damage dealt + your Wisdom modifier.
- Rot. Your skin begins to rot. You emit a 10 foot aura of rot, when a creature enters this aura, you can force them to make a Constitution saving throw. On a fail the creature becomes poisoned until they leave the aura. While poisoned in this way, the creature takes 2d6 poison damage at the start of their turn.
- Snake. Your body becomes more snake-like. You gain resistance to poison or acid damage (your choice when you pick this alteration) and you become immune to the poisoned condition.
- Claws. You grow a pair of sharp claws on each hand. When you deal damage with an unarmed strike, you can change the damage type to slashing. When you deal damage with an unarmed strike, the target bleeds, taking Slashing damage equal to your Wisdom modifier at the start of each of their turns until the creature takes a bonus action to patch up the wound, up to 1 minute. Once a creature is affected by this, they cannot be affected by this again until they patch up the wound.
- Wraps. Your arms become wrapped in while cloth. Your unarmed strikes gain the Reach property, as you can cause the cloth to unwrap from your arm to attack far distant foes.
- Bone. As an action, you can make a ranged weapon attack against a creature within 30 feet of you, through shooting off a piece of your bones. On a hit, this bone deals 2 Martial Arts dice of bludgeoning damage. Once per turn, the bone can bounce towards another creature within 30 feet of the target, you must make another attack roll against this creature. This bounce deals a Martial Arts die worth of bludgeoning damage on a hit.
- Stalker. Your body becomes camouflaged. When you use your Step of the Wind feature, you turn invisible until the start of your next turn.
- Demon. Your mind becomes warped by hellfire. When you deal damage with an unarmed strike, you can change the damage to fire. When you use Flurry of Blows, you can instead send out two altered Fire Bolts. These Fire Bolts deal damage equal to your Martial Arts die instead of 1d10 and use your Wisdom modifier as the spellcasting ability.
- Deep. Your neck grows gills and your toes and fingers become webbed. When you deal damage with an unarmed strike, you can change the damage type to cold and once per turn when you deal damage with an unarmed strike, you force the target to make a Dexterity saving throw. On a fail, the creature falls prone. In addition you also gain a swimming speed equal to your walking speed and you can breath underwater.
- Winged. Your back sprouts wings made from coloured feathers. You gain a 10 foot flying speed.
- Ogre. Your whole body grows. You grow to the next size class up, you cannot grow beyond Large using this feature. Your unarmed strikes now deal an extra 1d4 bludgeoning on a hit.
- Angel. Your body becomes a beacon of light. You emit a 10 foot radius of bright light and a 30 foot radius of dim light. As a bonus action, you can cause all creatures of your choice within 10 feet of you to make a Dexterity saving throw. On a fail, the creature is blinded until the start of their next turn.
"when you mark a target with prey, you get x extra movement speed when moving towards them, and if you damage them, you cut their speed"
Something in those lines
Just so I don't have to concern myself with numbers
monk, the highest move speed class (without spells), gets more move speed?
Maybe extra move speed is not it, but i’m in line with just changing the feature
its not meant to be good in terms of dps, its like that as you also gain another form option thing at subclass levels
lol, what else was i going to mention? the hells? please, those are boring /jk
Then make the 6th level feature do something else
Rn it’s useless
I don't know how much area monk can cover by level 6, so it might have been bad, too, but it still could be used to catch high range targets
Honestly it doesn’t seem like i will be able to change your mind
Maybe something about having advantage on rolls against prey
now thats how we make it too OP lol
But if you don’t want to make the subclass be a damage monster, make the feature do something different from damage rather than making a feature that’s just bad
im listening, but your point is that it is useless, when it isnt at all
It’s one single extra die per turn
This could be used for non-direct combat rolls, for example
Such as rolls for combat maneuvers, intimidate, and so on
At level 6
yes, if i made it what you said before (aka not once per turn), it would make this subclass way to much way to early
Like, you could have advantage on trip, push and grapple attempts against prey
Since you said you don’t want this subclass to be damage focused, i’ve been trying to tell you to make the feature do smth different from damage
Also it wouldn’t have been too much imo
And maybe even the ability to catch larger targets
i never said the subclass, i said the feature
^
I don't like that the level 6 feature is that limited, because it tends to be a big power spike for many classes, while the extra die per round isn't all that amazing
But idk enough about the fantasy of this subclass to offer suggestions that aren't like, just tossing ideas
Opinions
Universal implement
Conjuration cantrip:
1 action
S
Instant
You conjure a small magical tool in your hand, taking an appearance of your choice. The tool lasts until dispelled or until you drop it. While holding the tool, you may use it to manipulate an object as a within 5 feet of yourself in any of the following ways:
Manipulate:
If a mechanism or object can be manipulated with a skill check using Dexterity, such as if a lock could be opened or a trap disarmed with a Dexterity (sleight of hand) check, you may make an Intelligence (arcana) check with the same DC instead of the normal check. If the mechanism could be manipulated by hand without a check, the implement can also perform this.
Cut:
You may focus the device burn through 1 foot of organic material with 1 minute of continuous casting, or 1 foot of nonmagical stone, glass or metal with 10 minutes.
monk is basically the opposite, only like dragon's and shadow's (and a part of drunken master's) are really useful
I'd make it so it used your spellcasting stat, instead of a straight arcana roll, unless it's meant for int classes
Exclusively on an int class yeah
And the class can opt to take arcana as one of its two skills
I see
pretty sure this is taking directly from artificer's plate
Which arti feature does this?
Or do you just mean in terms of flavor
(This would also be added to the arti and wiz lists)
"you can replace a sleight of hand or tinker's tools check with arcana" sounds like a cleaner description
That's better yeah. There are no dex checks that aren't sleight of hand that would ever be used for object manipulation.
Yeah
The Right Tool for the Job conjures tools
and then boosting your ability to use tools--- Tool Expertise
That's a different enough function to call it not the same to me.
I have been considering to do a revamp of the path of the giant focused on the size part of the fantasy, which would likely significantly change the level 3-6-14 options from this path
I feel path of the giant lacks some mechanical things that make it more about being a giant and less about bouncing weapons, which imo is a mechanic for an entirely different subclass
Unless I'm missing something about giant lore
Which I'm far from an expert, on
Real quick
I'm currently reworking Swashbuckler based on the UA that released in 2023
Do you think a cunning action for 3d6 to force a wis save against the charmed condition on any chosen creatures within 30ft is balanced?
You give up 3d6 off of sneak attack?
Or deal 3d6
And is there a target limit?
No target limit it seems
and yes you give up 3d6
I'm considering changing it to "Choosing an amount of creatures nearby equal to your charisma mod"
But then again, it's only charmed against YOU. Meaning they cant attack YOU. but they can still attack everyone else
Charmed states they cant attack the charmer
Within 30ft of you is a big radius.
True
For target all creatures
Though, it just means they cant attack you if they fail
It's why I'm hesitant to say that it's busted
Also, remember, you're a swashbuckler, you should NOT be fighting several opponents
As is it has no end condition. Repeat save at end of turn?
Until the end of your next turn I think?
let me double check
End of next turn
It's a decent feature but I dunno how much I'd use it, but then again you can keep using it against one opponent to stop them from attacking you
Anyone looking to help me with a idea(s)?
Sure
Dms or here?
Here
hm,,
i need some aid,,
it could potentially go in #dm-discussion but like, how would you say you could add tanking,,?
in the sense of like, taking the hit over dodging, and taking hits from others,,
tthis would be without feats and would largely just be baked into subclasses and other indeterminate features,,
So I'm working on a server that has multiple different power systems and races, based off of anime, but I'm having trouble making a sub race category.
It's different from normal Subrace's bc you have to acquire it, example is the demons from demon slayer. There's a certain way to unlock the demon subrace but you need to find a demon or demon king yk
Bracing: Use your reaction to take a defense stance. take xd4 reduced damage where x is your level
Random idea idk if it's good lmao
I've never watched an anime, so is it like in Ninjago when they learn spinjitsu (im so sorry that's all I could think of)
Well honestly kinda, like you have to go through a ritual to unlock it or a curse etc, just an obtainment method for each subrace but it's hard to obtain bc it provides buffs on top of your race buffs
Ok that makes sense
I was gonna show the demon subrace here, but idk if it's allowed lol
So what exactly are you having problems with?
Guys what do you think about the witch of valda's spire of secrets? Is it balanced?
honestly Just figuring out how to implement more than the demon subrace. My co admin is trying to help but she's more of a "I want it to be as powerful as possible" type of person whereas I want everything to have ups and downs so talking to her about everything is hard lol
Does it have any sort of fire resistance or immunity yet
Well that's the thing, demons burn up in the sunlight lol
how would you all flavor a legendary spear focused on a god of blood? im using Messmer an an overall base for the boss, but i dont want them to feel to samey
Bonuses to bleeding targets, attacks above a 15 or something cause bleeding? Stuff like that
well to give like, slightly more context of the god and the boss, is that it isnt native to the planet, having originated from somewhere far beyond. and due to this innate strength without the need of believers, worshipping them actually gives you significantly more power than typical gods, at the cost of sacrificing one's own self to their overwhelming power, twisting mind and body.
this boss believes that the consumption of sinners is their form of prayer, causing their body to morph to horrid proportions, to match their now twisted mind, posing as a preacher in white, practicing objective evil.
hope that it gives more context to the magic item's themes
Sacrificing hit points to deal more damage?
As an action you can enter a defensive stance that halves all incoming damage until the start of your next turn.
Or you could change it that it only gives resistance to certian damage types until the start of your next turn
i could see that
now should i be merciful and have it as a flat hp loss and a flat dmg increase as a bonus action before an attack?
or should i not be merciful, and have hp loss equivalent to extra damage after hit, and as much as they want up to a certain amount?
I wanna play a chimera character, but I'm not sure how to go about designing one, the idea is that I want a snake tail but otherwise humanoid look except with lion claws and ram horns
could use dragonborn as a basis, then give them some natural weapons
I see, alright, simpler than I thought
biggest part is if you decide to give them flight, that eats a lot of species power budget
nah, no flight
can i run an idea by yall and get you r opinions?
Depends how much your DM is willing to give you
And what abilities you want to earn by levels
better to ask than ask to ask
thats fair
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.
Can I get an opinion?
I know I've posted it several times but this is recently my final version, so I'd like to know if it's too strong
specifically regarding deft strike
Deft strike feels like it shouldn't be usable while holding a shield, but it is
Because a shield isn't a "weapon"
Try "and nothing in the other hand"
It should be usable with shields
Typically, fencers would use bucklers (shields) so I think it fits
Then it is far too strong. The downside of a shield is you deal less damage. This damage is comparable to dual wielding, but with the shield.
Shields are extremely powerful
I'll probably reduce it to just half prof rounded up then
Duelling sitting in the corner
could I give my dragonborne the attacks of a chimera, but the damage die scale off of proficiency bonus
that's what Im saying
or is that too much
Ye. Unfortunately, dueling is bad.
i would just give them D6s for damage
The point of the feat though is just so dueling is actually a viable playstyle
i mean, PAM poke and board is like, only some points behind GWM
Pam poke and board is not bad yeah
I see
This feat is secretly for paladins with a quarterstaff tbh lol
But remember, deft strike only works when you have advantage on the attack
Well, I guess vengance paladins can take advantage
but that's one subclass
Maybe upgrade to d8 at a later level
i remember when one of my players wanted to work on a duelist class with me for a while,,,
also the feat only levels up dex
Right. That's fair.
I mean. It won't really hurt. Its a martial feat.
Its not game breaking
So either way, you're not gonna be using incredibly damaging weapons in the first place, the whole point of the feat is to put the dueling playstyle on par with other fighting styles
Hmm, interesting. I may consider this
Riposte is the main draw so I might just reduce the damage of deft strike as opposed to removing it. Riposte only does a d4 for it's damage dice regardless of the weapon though
Doesn't matter, most of the damage is from adding the mod and riders.
That's why PAM is good
Despite the d4
i am making a campaign named the clockwork isles set in a steampunk archipelago that has 3 main towns each ran by respective factions, scrapshore is home to the runts, the worthless who try to make a living doing not so moral work. brasshaven is home to the regular working people, those with higher dreams become adventurers while those think thats to dangerous they stay as fishermen and smalltown merchents. the crown is home to the rich the ones who were born with a silver spoon in their mouths, the ones who never worked a hard day in their lifes they spit on anyone below them and think they are the best of the best. im still working on all this and wanted dome peer review and some other ideas
I might just reduce deft strike's damage then I want both to work in conjunction to one another
Or put riposte on PB/LR so you don't make battle masters, who need to spend a die, cry as hard.
yeah nah
Not happening
Battlemasters can still get like 2d6+1d8 damage off a riposte meanwhile you just get 1d4+mod on this one
Riposte on battlemaster would still be better because you arent reduced to such a low damage die, it does extra damage, and it can be used on any weapon
I think an apt comparison is the feat that gives you a manoeuvre and a couple dice for it.
This is that, on unlimited uses, plus deft strike.
However, once again that's a bad feat so maybe its OK if this is better.
Martial adept only gives you 1 bm dice
on this, i have
+2 spear
1d6 hp regen at the start of your every turn
can extend and retract from 5ft to 15ft
for every 2 hp you sacrifice up to 20, you deal 1 additional hp of damage to a target
flaw that causes the weilder to have their own body and soul rended if they are to fall to 0 hp wielding it
for a legendary spear btw
Yeah
by all means, it is a terrible feat, probably one of the worst
Let's be so real, the finesse thing isn't a downside because all optimized martials hit off dex
But its fine
This is very strong, but not game breaking
I will still probably reduce deft strike's damage though down to PB rounded up
rather than 1 + PB rounded down
Not much but I mean I'm sure a little extra damage could be nice?
the playstyle is starving after all
Yeah if you just say half PB it auto-rounds down due to the rules.
All numbers round down unless stated otherwise
But it'd be helpful to clarify
1 + PB rounded down maxes out at 4
4d6 extra once per turn
PB rounded up maxes out at 3d6 extra once per turn
Just a reminder though
Deft strike still applies on the reaction attack
if it has advantage
and if you're constantly fighting only one foe using vex, then chances are you will have advantage on the reaction attack so long as you have kept hitting them
so it does buff the reaction's damage
Considering that, I think I may just lower it down to PB rounded up
The Spear of Sanguinus
Weapon(spear) Legendary (requires attunement)
A cast iron spear with red undertones. On closer look, those red undertones are a complex weave of sinew and muscle. Pointed at a triangle, and with hundreds of tiny barbs around the point, this spear was made to puncture, tear, and leave nothing to heal.
You have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 necrotic damage.
Horrid make: you gain the following benefits while you hold The Spear
• You regenerate 1d6 hp at the start of your every turn
• You can choose to extend the spear up to 15 feet long, and shrink it to 5 feet without changing it’s weight
Life siphon: After landing an attack on a creature, you can choose to sacrifice Hp (Up to 20) to deal additional Necrotic damage against the target, for every 2 points of Hp sacrificed, you deal 1 additional damage.
Flaw: Upon falling to 0 HP, your soul is absorbed into the spear and is immediately devoured, by the weapon, your body starts to rot quickly afterwards. Your soul can only be brought back by the use of a wish spell.
How balanced does this seem, this is for a villan by the way, so its focused around such
its eh
under or overpowered?
for a legendary i've seen beefier
but then againnnnnnnnnnnn 4d6 extra damage at like level 17 is still kinda pitiful that's like 14 average extra damage. It's definitely stronger at lower levels but man the falloff is hard
If path of the giant's growth gave strength bonuses (and dex nerfs), as well as oversized weapon benefits, how much of elemental cleaver's power budget should be taken away to make up for that?
perhaps a buff to life siphon?
What stats does the villain have at base? Like health and ac
~ 350 due to a second phase, and 19 ac.
i like giving my players good stuff so they have very good ability to hit those numbers
I’d probably up the d6 healing a bit
2d6+4 perhaps?
there's a feat from Tal'Dorei Campaign Setting Reborn that does a sacrifice 1d6 hp for a 2d6 necrotic damage increase as a bonus action
so a 1 to 1 since 20 extra damage is beefy, but this is a legendary magical item
the hp loss being a choice seems strange, but that might just be cuz i like rolling for damage taken
are you planning on giving this spear to your players?
not exactly, they work with an organization that has a high bounty on their head, with bonus cash for their weapon, that paired with the fact that he is an underling of one of the campaign's main villans, i would imagine they want the spear and that main villan as far from each other as possible
it says it does 2 instances of bonus damage, but what's the innate statblock
just a spear statblock?
magical piercing, the enemy at one point was a death cleric before they had evolved into the monstrosity they are, so they keep the Inescapable Destruction cleric feature
1d6 piercing + 2 + 1d6 necrotic + life siphon?
yes, looking at the damage now, im probably going to nerf the AC to make it a high agression, fast boss,
What level are they
5 players at level 10, with plenty of magic items, so they can handle quite a bit
Cuz if they’re like level 7-9 they can definitely hit an ac of 19
true, however they are at the point of the game where i cant throw in truly devastating attacks without worry that they wont have the hp to survive
I see, what classes are you dealing with
ranger, druid, fighter/barbarian, sorcerer, rouge/warlock
the rouge has stupidly high move speed, the fighter does insane dps whenever they feel like using all the tools they have at their disposal
I see
How about give the boss with the spear the polearm master feat as like an ability
Have it extend the weapon 15 feet and then it has that large of a denial radius for melee users
well im already giving them spirit guardians, so the spear would make it downright evil
Yeah, it would be a crazy combo
U could do that tho, but nerf the bosses hp maybe?
I did see u had it pretty high
On top of regen
well it is also a 1v5, so they are heavily outclassed in the action economy
Yeah, but u can definitely play with auras for this boss
fair, plus they wont have counterspell
As written, infinite heal out of combat
Are you basing this boss off like a class
Yeah lol
cleric
Short rest infinite heal for anyone in the party since they can attune on a short rest just for that as well.
Maybe clarify the rule as ‘round in combat’ then
Is it cuz of lore reasons
well again, not exactly for the players, for a boss
yes
I feel statsheet wise, you could probably work with oath of crown paladin
If you give the villain a super cool magical spear the players are definitely going to try looting it
i mean, i could be that guy and have the spear just, dissapear as it no longer has a user and technically belongs to an outer god
It’s like dangling a treat in front of a puppy, and then throwing the treat in the bin
perhaps, i might just sleep on it
I do not advise sleeping on the barbed spear
Lol
Yeah the players will expect it.
If you want the boss to have an ability but don't want the spear to, just give it to the boss.
if I were to make a dragon that used a breath attack on consecutive turns that got stronger each turn they used it, how would I do such
my initial idea was to have it use a breath attack that generated a recharge die, and using the generated recharge die, it could generate a stronger breath attack
Are you wanting it to use it's breath weapon, then use it again on its next turn and have it be stronger?
Here's an example I have of a statblock where the breath weapon gets stronger the more the dragon is damaged
Maybe it could act as a base for- whatever you're trying to do :)
yes
oooh
Heat Charge
(Breath Attack): The user exhales fire in a 30-foot line that is 5 ft. wide. Each creature in that line must make a DC 10 + Constitution + Proficiency Modifier Constitution saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one. This attack generates one d6 recharge die.
Blazing Chamber
(Recharge 10-12): The user exhales fire in a 60-foot line that is 5 ft. wide. Each creature in that line must make a DC 8 + Constitution + Proficiency Modifier Constitution saving throw, taking 32 (6d10) fire damage on a failed save, or half as much damage on a successful one. Save the recharge die used on this attack and generate one 1d10 recharge die. User must use the three attacks in succession, and can not skip straight to Fiery Eruption.
Fiery Eruption
(Recharge 20): The user exhales fire in a 90-foot line that is 5 ft. wide. Each creature in that line must make a DC 8 + Proficiency Modifier Constitution saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one. After using Fiery Eruption, User loses all recharge die rolls.
this is what I had come up with
Actually, I just recently made a magic item with this concept

its for the tail of a chimera that forces the user to stay stationary to use the attack
shin godzilla style
Maybe when you use the breath weapon, on the next turn you can re-use the breath weapon, when you do you don't have to recharge, and the damage increases, but then once you're done recharging, you have a -1 to your recharge rolls equal to the number of rounds you used it for, to a maximum of like.. 3 uses
And that -1 depletes by 1 each round
I was thinking the breath attack has a round based cooldown instaid of a recharge die, so it can't physically use the huge attacks until waiting a few rounds, and has to attack with melee
Ah, okok, then...maybe just make it that
You can't use it for a number of rounds equal to the number of rounds you used it
yeah
okii

Thank you kindly for the direction.
So is this where i can send my homebrew ideas?
or ask for homebrew advice, yes
Ok ty imma send my homebrew dagger here in just a sec
Simple Melee Weapon, Rare
Hermes Dagger
𝘼𝙩𝙩𝙖𝙘𝙠 𝙩𝙮𝙥𝙚: Simple Melee Weapon
𝙍𝙚𝙖𝙘𝙝: 5 ft.
𝙍𝙖𝙣𝙜𝙚: 20 ft. / 60 ft.
𝘿𝙖𝙢𝙖𝙜𝙚: 1d6
𝘿𝙖𝙢𝙖𝙜𝙚 𝙩𝙮𝙥𝙚: Piercing
𝙋𝙧𝙤𝙥𝙚𝙧𝙩𝙞𝙚𝙨: Finesse, Light, Thrown, Nick.
𝙒𝙚𝙞𝙜𝙝𝙩: 1lb.
𝘾𝙤𝙨𝙩: 300 gp.
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack role you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that let's you use it.
𝙉𝙞𝙘𝙠. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
𝙃𝙚𝙧𝙢𝙚𝙨 𝘽𝙡𝙚𝙨𝙨𝙞𝙣𝙜: If you throw this dagger you can teleport to where it landed as a reaction anytime during this turn. If you do teleport to the dagger you will deal 1d4 slashing damage to a target within 5 feet of you after you teleport. You can not add proficiency bonus to the previously mentioned attack. You can only use this ability once per turn.
Hermes Dagger
Weapon (Dagger), Rare
On a hit this weapon deals 1d6 Piercing.
What's attunement?
A lot of what you added was redundant, in base game magic weapons are considered just variants of their base weapon, and so get all these base stats that a dagger would normally have
Sry i didn't rlly know that
so having Finesse, Light, Thrown (20/60), Nick, dealing Piercing damage, having a reach 5 feet, and being a Simple Melee Weapon is all already built into the weapon as long as you specify its a dagger
you're all good i'm just informing :)
I will note, A dagger that does nothing but increase the damage from 1d4 to 1d6 is.. way underpowered to be a rare item
it'd be uncommon at best, it lets you cap your damage out higher but its technically no better than a +1 dagger when it comes to the averages
Fair enough but i thought the ability would balance it out
omg I so missed that part hold on
Lol np!
Hermes Dagger
Weapon (Dagger), Rare
On a hit this weapon deals 1d6 Piercing.
Hermes Blessing. When you make a Thrown attack with this weapon, you can choose to teleport to it as a reaction at any point during your turn, and then make a Melee attack with it against a creature within range. Do not add your modifier to this attack roll unless the modifier is negative. You can use this ability once per round.
How's that look?
round of combat

Imagine if a rouge aarakocra used this
you throw it at a creature, you teleport there, you make another attack,
Yea sneak attack :D
Yea but if you teleport while an ally is within 5 feet you'll get advantage for the sneak attack
if there was another creature next to the target, thats a different story
oop, just checked
sneak attack is only once per turn
multiple times per round though
Also when it means "can't add proficiency bonus" does that include the ability or just the damage?
Unfortunately 😭
Cus 2d6 + an additional 1d6 for nick would go crazy at lvl 1
Now all that with like +5 acrobatics and now you have hornet from hollow knight silksong
you dont add your proficiency bonus to damage either way, but it doesnt say you don't add your proficiency bonus, it says dont add your modifier
so no +dex, no +pb
but thats only on the attack roll
Ok so basically it's still kinda op to have at lvl 1 or 2
change it to once per turn and it's lookin good
more then kinda, just go by the usual standard for rare items
once per round makes it look like crappy dandwiki brew
wompwomp
also reactions can't be done during your turn
I think it looks fine, and it works as intended
false
ah, this is wrong, I was wrong about a thing
though a reaction does need a trigger
consider making that a bonus action or adding a trigger (eg taking damage)
How bad of an idea would this be as character specific spell ?
Warp Conduit
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You focus your perception and brace yourself, letting your body become a conduit for bending force. Make a melee spell attack against a creature within your reach. On a hit, the target takes 1d12 force damage.
If the attack misses, the warped energy lashes back into your body and you take half the damage rolled (rounded down) as psychic damage.
This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
Pretty awful
Good
I can’t think of any reason id logically choose that cantrip
Then it's perfect.
If it doesn't make sense to take it then it's exactly as I wished it to be.
and I made it even worse.
Critical Overcharge
Eldritch Invocation
Prerequisites: Level 5, Warp Conduit cantrip
You have refined the dangerous technique of pushing warped energy to its absolute limit and riding the blade’s edge between brilliance and ruin.
You score a critical hit on a roll of 19–20 when making a melee spell attack with Warp Conduit.
You also critically fail on a roll of 1–2. On a critical failure, you automatically suffer the full rolled damage of the spell as psychic damage instead of half.
the trigger is making the attack
then just have it teleport you when you make the attack to an adjacent space to the target
I could, but the item given specified having the option to teleport to the knife at any point during your turn
Does CME add to the self damage taken
Who are you making these things for 😭
+5% crit chance is not going to be worth a 10% chance of taking all of a spell's damage yourself 😭
you can exclude yourself from the emmanation or include yourself at your choice when you cast the spell
Prey on the Weak
6th level Way of the Monster feature
:
Your prey beckons you. Once per long rest, when you target a creature, you can mark them as Prey for 1 minute. When you deal damage to Prey, You deal extra damage equal to your Wisdom modifier. When you make a Charisma (Intimidation) check or a Charisma (Persuasion) check against Prey, you can roll it with advantage, but only if the creature is a CR equal to or less than your Wisdom modifier.
:
You may regain a use of this feature by spending a Ki point (no action required).
so, changed it
DPS is higher and added a RP effect
Way better than what it was, really like it
changed it slightly
Oh I see, pairing this with Absorb Elementals would be awesome
https://homebrewery.naturalcrit.com/share/fn4svlkkI6SA
https://docs.google.com/document/d/1yIsJLFaYVhMQ3PdkZDV8EWwJN7p3x6x8NTxOPmhm_3k/edit?tab=t.0
both a docs and homebrewery link to the Way of the Monster Monk, feedback is welcome
Advice for some of the math
How much do I modify a monster's HP when I give them a Vulnerability?
Uhhh I think you double it
Or not modify it at all
That's always been confusing to me, why give a monster vulnerabilities or resistances just to give them more or less health
Because I got a Wraith boss fight
Or atleast like, an equal level to the CR health
I go by 2024's method of no more BPS resistances mostly, but I want to keep the weakness to silver; I wish to give him vulnerbility to Silvered Weapons.
Ah
It might be a bit too much of a vulnerability, but if you think you're up for it then yeah I'd say just like.. 150% the health, but typically it's closer to 200%
This feat is actively worse than no feat at all
Extended critical hit range offers you almost no damage gain, but making you take a ton if damage 10% of the time you attack is an awful downside
Invocation* not feat
I mean if a player wants to actively gimp themselves by reducing the turns they could survive, just dump con and dex.
Easier than a homebrew feat, same effect.
the Reaction implies once per round
just completely remove that part
A couple messages up this person directly says the point is that they want the invocation to not be chosen
I was just reformatting someone else's magic item, but that's fair yeah I didn't even think about that
Ah. Then yeah. Make it "taking this invocation kills you immediately" or something else bad. I, too, could easily make something I didn't want to be picked.
In all fairness in most of my homebrew games I use a multiple reactions system
Tons of easy ways to do that
Cool
Mission accomplished in terms of designing a feature that isn't worth reading
it might be a bit strong for a Rare item, but since you need to use it on your turn and you have to commit your Reaction from the beginning (it doesn’t reproc Sneak Attack) it should be fine
it’s a teleport as a Reaction
up to 60 feet
Pretty much yeah
I still think it’s strong, but Rare should be fine
Do you wanna tell the person who made it, or
The teleport is excellent, but I think low key more notable is weaoonizing your reaction every turn with no resources. Even without adding your mod, accounting for all your other riders this is a lot if damage.
This is, in my opinion, at least an exceptionally strong very rare.
Gang again I didn't make the item
hopefully whoever did will see it.
nah, I think Very Rare would be stronger, at least getting a +1
Personally I think rare makes the most sense
I'm not sure a +1 is better than an entire modifier-less weaoonized BA and an every turn teleport.
it’s definitely in limbo between Rare and Very Rare
In terms of DPR this adds way more than a +1
I meant +1 in addition to the current effect

for reference, Very Rare weapons are +3
I'm fairly confident this adds more than a +2 in DPR alone ignoring the teleport is the thing.
the impact of the +1, +2, and +3 is not linear
getting a +2 is way more than 2 +1s
Yeah it gets worse the higher it is. Every additional number adds less DPR.
it’s the other way around
Going from +0 to +1 adds more relative DPR than going from +8 to +9.
if you’re only talking damage, they both give the same DPR
DPR isn’t checked based on percentage increases
the enemy’s HP doesn’t scale with your weapon
Going from 50% to hit to 55% is a 10% increase. Going from 90% to hit to 95% is a not as high of a relative increase.
Ok
I'm talking about damage in terms of % increase rather than absolute.
hi everyone i am new here were can i look to find some ppl to d&d with
If you're new to D&D then #dnd-newcomers
alr much apprecaited acacyn
:3
if you weren’t using this weapon, you wouldn’t be using a regular dagger
Hey Lemon what do you think of the statblock I just posted
Yeah, you'd be using a +2, since it's rare I presume.
so I don’t really get why you would be checking it against the baseline of a regular dagger
I'm not. I think it is significantly better than a +2 dagger.
Hey Whisper what do you think of the statblock I just posted
Tbh judging high cr monsters is not in my skillset yet so I don't think I'd have much to offer
Fair enough
I’m not really good at Monster stat blocks and def not good at 2014 design
This is 2024 design
especially high CR monsters
then the resistances don’t make sense
Yeah nonmagical attacks don't exist in 24
What about these then?
The only thing that's inconsistent with 2024 is BPS resistance
But you're right maybe I should scrap the nonmagical attacks aspect anyway, since the point is that it's resistant to all physical damage from anything other than like giant hammers because it's made of metal
really? depending on your build, a dagger/scimitar is attacking up to 3 times with regular extra attack. a +2 weapon is giving you +6 damage on that and not taking away your Reaction. This gives you +3.5 and uses up your Reaction
Also puts you in melee range of a creature which isn't always bad but definitely puts you into danger
both options do that though
Fair point
the teleport is pretty good
could be an issue in RP situations
considering Misty Step is always limited
while this one isn’t
although the requirement of being able to throw the weapon can also be bound just as easily as stopping a Verbal component for Misty Step
All very good points
IMO you're carrying a +1 with this and only using this for the tp/reaction attack.
this is obviously an attunement item because it literally cannot work without attunement
A +1 is easy to get alongside this
@bitter minnow
so a Rare attunement item vs. a non-attunement item
then you’re still using 1 Rare and 1 Uncommon item vs. 1 Rare item only
You don't need to be in melee range of the creature, you could thrown attack an object or the floor
As written
yeh that’s what I’m saying
Eh, when you have a magic item or X rarity I also assume you have a few of X-1 rarity and judge in context of that
that part is powerful, but the DPS I don’t think is the issue
I think scrapping the replacement to 1d6 damage and making the teleport a reaction to the weapon hitting its target would very even this out
That would still be quite potent and more reasonable imo
Any form of resourceless teleport is excellent
the 1d6 is a non-issue imo, I think the limitless stacks of teleport are the issue
are you saying only allow teleportation on a hit?
because I do def agree with that
as I said, the issue is the limitless teleportation at any time
I think the teleport is the big thing but I don't think 1d6 with an extra attack is nothing
I'm working on a Barbarian subclass that has a pretty strong counterattack feature, currently limited to 2 per Short Rest + 2 per Rage, but I'm worried that only twice per Rage without consuming the two general uses isn't enough considering how long Rage can last. here's the feature:
As a Reaction when you take damage, deal the same amount of damage taken back to the attacking enemy as Fire damage, then make an attack against them, the damage of which optionally becomes Fire damage.
Is it too strong in general? Is 2/SR + 2/Rage fair? Thoughts are appreciated :)
It's worth a solid amount when you consider the riders that will be there
Is it as a reaction?
the riders will make the +1 DPR even more inconsequential
What I mean is that it multiplies all the riders that aren't your ability score.
That's the main DPR increase.
How effective that is depends on the build though admittedly
being a d6 multiplies your riders?
what riders are you referring to?
I might be forgetting something, but other than Piercer and Savage Attacker, the rest don’t care about your weapon’s damage. Honestly, those 2 are really weak so I don’t know if they’re an issue
it’s too strong
unless you can refer me to something that reflects damage that players can get to compare to, it seems to me like they’re specifically dodging adding something like that
I was looking to make something that reflects damage and couldn’t find a reference, so either I didn’t look hard enough or the game isn’t designed to withstand something like that
Barbarian Berserker has an "attack back" feature but it's unlimited (though I also think it's tenth level)
either way, this is a saveless reaction without attack rolls, it’s pretty OP
you would make an attack roll to hit the creature back
I should reword it if that was unclear
but the damage reflection is currently saveless that's true. I could add save vs half or just make it halved? originally i had it unlimited during Rage and so phys damage would be halved already anyway but now that this isn't the case I could change it fs
that’s not what I meant, I’m talking about dealing the same damage they dealt back to them
Ah
Reaction to make a full attack on an enemy especially as a Barbarian is really powerful
and should be a full feature
should also be melee
wdym by full feature? because it is one feature rn, and Berserker gets it without limited uses (albeit at level 10 vs this at 6 iirc)
ok, that’s what the Berserker feature is
yeh, that’s what I’m saying
counterattacking is a full feature especially on a Barbarian or Rogue
you say this is limited, but it’s not really as limited as you seem to think
oh, do you mean "full feature" as in "that's the entire feature and nothing else?"
yeh that’s what I meant
that's why I asked if the uses were fair
you could make it something else other than an attack roll since it has limited uses
saving throw with half damage on a save
you could go for something like Hellish Rebuke
what did you think of this? reflect half damage, save vs half, or save vs none, + attack?
ah
you could also make the damage equivalent to 2d12 + STR if you want it to feel more like a weapon
unless you can find a case in the game where there is damage reflection, you shouldn’t add it
it not a case of they didn’t think about doing it, it’s a very obvious mechanic that you would think of and if it doesn’t exist in the game, there’s a reason for it
that's fair. would making it reflect a specific damage die (like 2d8 from Tempest Cleric) with save vs half be fair? maybe upgrading damage at 10th and 14th level if necessary so it stays useful?
yes, that would be fair
I don’t think you need to upgrade the damage with levels, you can use Rage Damage or just the extra number of uses
since you get the extra uses from activating Rage
fair, it slipped my mind for a second that Rage has its own progression. thank you Lemon!
Spiny shield has a semi reflection. I mean it’s reduction that deals damage back so maybe not the same thing but pretty close. Maybe that could work?
Roll to reduce and deal that much back at the enemy or maybe they take damage equal to what you take after reduction
what I meant is more scaling off an attack that hit you, Spiny Shield scales separately, damages separately, and just decreases the damage taken by that amount
so I get what you’re saying, but I think Spiny Shield is exactly the thing I’m talking about where it could make sense to reflect partial damage but they specifically didn’t go for that
if that makes sense
Yeah I agree a straight reflect is pretty broken cause then it turns their biggest success into their biggest fail and that’s a major swing moment. I would also assume there’s a reason they haven’t touched that. I was just hoping to give him some helpful ideas for ways to play with that mechanic in other ways. Especially when he was talking about 4 times per long rest not being enough. I think even 1 time per long rest is really strong for a full reflect plus an attack
Consider that armor of agathys is static damage 5 per spell level and still sees good use
Is there a full list of snippet codes? I'm still new on this part
Hey! I got a magic item I’d love some feedback for! Shamelessly based (slightly) off of Sekiro and other fantasy fiction
Warrior Prosthetic (Equipment)
Wondrous Item, Rare
This magic item acts just like the Prosthetic Limb magic item, but with the additional property:
Bladed Prosthetic. When you make an Unarmed Strike, you can use a hidden sword built into the prosthetic. Your Unarmed Strike with the sword deals slashing damage equal to 1d8 plus your strength modifier. You can also make this special Unarmed Strike as a bonus action on your turn.
Does it fit the rarity? How good would it be in a game?
idk about the rarity bit but you should word this so that it sounds more magical
as its described in the message it straight up just sounds like a customized prosthetic
nothing magical about a hidden blade
maybe the prosthetic turns into a blade as opposed to being a hidden sword
shrug
It’s not really meant to be magic I just wanted to use the same wording as the prosthetic limb item
Balance wise it's inoffensive.
Solid early game monk damage
But otherwise not too notable.
But also let’s be honest, a prosthetic arm that is controlled exactly like a normal arm definitely has a teeny bit of magic
Sweet. Ty
I might bump it’s rarity down to uncommon
for a rare item its a bit underwhelming i think
probably for the best
It should definitely be uncommon
And non attunement imo
It requires you to literally be missing an arm
That's a slot.
It doesn’t need attunement
I could even make a rare upgraded version with more abilities
But I also don’t want to go too crazy and basically make it akin to a class ability
How do I put my own post for looking for a dm
But Ty all for the advice
hardened warrior prosthetic that has an automatic crossbow like the guy from berserk lol
Could also be it gains a plus 1 to attack and damage rolls through the amount of souls its harvested
Oooh good ideas. Ty
How do i make a sort of item in a city town etc. that senses a flying creature? About 10ft in the air is when it would ping them out for a guard to notice
Obvs there would be an item for those allowed to fly over the limit to not get pinged out, which i also don't know how to do if it'll have quantity
good ol classic sauron eye style tower
moment something goes past the limit of flight the eye hones into the flying creature and just does the equivalent of a spotlight on them
Quick question
Opinions on effects that last for turns instead of rounds?
Making a boss based off of something in elden ring, and one of their attacks hangs our for like 3 seconds before it fires, making the dodge timing a bit akward
Short enough to not last a round, but long enough to not activate on the same turn
Mechanically hard to interact with. Better to have a setup on the boss's turn, and then the resolution as a legendary action.
Potentially could be interesting if done right, though one issue that first coems to mind is that with the effect being only some turns rather than full round, it will always be the same players that are gonna be affected by the boss (The ones after the boss in the initiative)
I mean, my inspiration was a homebrew poison that my dm made up. (we were a party of 5 level 15 characters so we were hard to put down) the effect did damage every turn.
Yes we challenged his competence because the previous 2 encounters were too easy
Safe to say we got offered a slice of humble pie
i guess they could do some finangling by making it so whenever the boss uses a charged up move that has that mechanic it needs to use the next turn to (re)roll iniative
What, poison that damages you once on every character's turn? Such that if your buddy summoned a familiar, you'd take even more damage than you normally would because there would be one more turn in the initiative?
No, that certainly sounds like a bad idea, and doesn't really work in the fiction of a 6 second round.
There was a rule that all summons shared initiatives with the caster, and the enemies shared their turn, so it was 6 initiatives, making it in universe its 1 tick of damage a second
At least it wasnt the fight where every 5ft of movement caused a counter to tick up that would damage everyone like, 1d6 lighting per counter at the tip of the round
Yes, this sounds extremely unnecessarily complicated.
Simplicity is king, with homebrew.
I think that second one is a UA thing, i also might be misremembering the second one because it was 4 years ago
Annoying to track from a DM perspective.
I always do either one minute (the entire combat), until start/end of (creature) turn, or until (condition)
Running turn timers gets old fast
I was going to make a Reddit post, but then figured you guys would be better to ask this.
Working on converting my homebrew setting into a book for people to purchase on like DM's Guild, DriveThruRPG, etc. and I want to see what is more popular: the formatting I've done in Google Docs or Homebrewery. Got them both in the Google Drive folder linked below, and I would send images (since I understand caution regarding links) but it looks like this channel doesn't allow that lol.
https://drive.google.com/drive/folders/1lfXROZ3Jsei6FLrPAEHGSXOF3Uo9hQnW?usp=drive_link
In either case, the Docs version has more pages despite them having basically the same content, but that's mostly because of weirdness with tables and having a 12pt font, and doesn't bother me much. Like I mentioned, I'm planning on selling this (even if it is a bit below market value), so if y'all have any suggestions feel free to give them. I do plan on some revisions anyways, and will include art (cover art included) that I will commission eventually, but wanted to check on formatting first.
(Also, if anyone wouldn't mind telling me what the market rate on this sort of book is, if any, that would be appreciated.)
Market rate depends on your reputation I think. I'm willing to pay $0 for most content, but would pay for the content from someone I know makes good stuff
It highly depends on the seller.
Might pay a little bit for content from a new seller if it gets excellent review from trusted sources.
There is far too much free homebrew to bother risking it, since by its nature you can't see what it is before you pay.
Okay, yeah, that's fair. My brain was thinking like $5-$10 for a no-name, but you do have a really good point. Also requires someone who wants to use another DM's world lol.
Problem is, this is 100% not the thing I'd want to put out there for free to get name recognition, so I guess I'll have to make some other things while I write the other chapters that I haven't finished yet.
Considering the amount of free homebrew, it’s very hard to break into this field
I’m currently working on an Olympus themed set of subclasses and was curious what you guys might think about one of the subclasses I finished today. It needs some tweaks but I love the flavor and overall feel of the subclass.
Fighter Subclass. The Gorgon Slayer (Perseus)
They train not only in steel, but in the art of reading their enemies, turning monstrosity against itself, and protecting mortals from the darkness.
(Level 3) Divine Relics - You have been gifted sacred relics by the gods to overcome impossible odds. When you gain this feature, choose one of the following Divine Relics. You gain its benefits while it is equipped. At 7th level and again at 10th level, you gain one additional relic of your choice from this list.
Athena’s Polished Shield - +2 to armor class. You have advantage on saves against spells or effects that would impose a condition.
Hades’ Helm - You learn the Invisibility spell. You can cast it once per long rest without expending a spell slot or requiring material components. In addition, when you roll initiative, you can choose to cast Invisibility immediately without expending this feature
Hermes’ winged sandals - Increase your movement speed by 10ft. As a reaction when taking damage you may move up to half your movement speed without provoking opportunity attacks.
(Level 7) Hero’s intuition - Your divine insight grants you flashes of your enemy’s intent before they act. As a bonus action, choose one creature you can see within 60 feet of you. You immediately gain a brief awareness of that creature’s intentions for its next turn, learning its planned movement, action, and bonus action, if it is able to take them.
You can use this feature a number of times equal to your proficiency bonus, regaining one expended use on a short rest and all expended uses when you finish a long rest.
(Level 10) Slayers Precision - Zeus guides your weapon, you strike where monsters are most vulnerable.
Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d10 damage. This damage increases to 2d10 if you have advantage on the attack roll or the creature is affected by a condition. The extra damage is radiant or lightning your choice.
(Level 15) Relic’s ascension - You have mastered all of your divine relics, and their power ascends to match your legend. Each relic’s true potential awakens under your command.
Athena’s Polished Shield - Once per long rest as a reaction when you succeed on a saving throw that would impose a condition you may reflect the effect or spell back at the creature causing them to make the save as well against their own save DC.
Hades’ Helm - While under the effects of invisibility, your first attack deals an extra 2D8 necrotic damage.
Hermes’ Winged Sandals - You have advantage on dexterity saving throws. Additionally once per long rest when you fail a dexterity save you can choose to take half damage instead. (No action needed)
(Level 18) Gorgon’s Glare - You have taken the head of the Gorgon and turned it into a relic of your own making.
As an action, you can unleash the petrifying power of the Gorgon’s Head. Each creature of your choice within 30 feet that can see you must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier).
On a failed save, a creature is restrained as its body begins to turn to stone. It must repeat the saving throw at the end of its next turn. On a second failure, the creature becomes petrified.
On a successful initial save, the creature is frightened of you until the end of its next turn. Once you use this feature, you can’t do so again until you finish a long rest.
The thing is i want it to be something smaller to be in areas similar to a crossroads. Want the chance for them to be destroyed somewhat if needed, a giant tower in the amount of places i have in mind isn't gonna be possible
Make the relics be 2 not 3, Hermes is good but the other one from the other 2 can be dropped due to being OP already(no matter what i would only see people choosing Athena's at low levels then taking Hades', even reverse is too much with one dip in Rogue)
Also add a timer, a minute should suffice and have it be once per short or long rest
Cause then you have a Fighter with a plus 2 to their armor all the time
It’s just a shield. They get all 3 items through the course of the subclass
You can just get a shield as a fighter anyways I don’t think that’s overturned
Level 7 needs rework into being something else or maybe at a level over 14, it's immediately too meta and ruins the DM's moments for baddies if they have to say how the enemy will Fireball, run away, and hide
It limits the weapons you can pick as a caveat also
Ok this I can see for sure
So it'll be a regular shield that gives advantage against all conditions includng petrification, paralyzed, incapacitated? Too OP again since not even racial features at level 1 give more than 2 which are mostly charmed or frightened
Permanent +2 ac and advantage on spell saves (for conditions) is insane. That alone would be a legendary magic item. And then you get more stuff
For Zeus', it's pretty good overall, but switch the condition for wearing or wielding metal
I mean in essence they are legendary items that part of the point but I could limit the conditions to balance it.
At the very least you should tweak the levels you get them at. 10 is too low for getting all 3. Also perhaps make them do some form of scaling? (Edit: I mean start them at lower power to get more powerful over time.) Or lock them to an "intended" order. (Like Hermes->Hades->Athena or something.)
There's also nothing that states it loses the power if not in your grasp which is why its more powerful, so if it's dropped(or stolen) they lost the one thing that was part of their level class up which(unless the DM goes against bad rolls in getting it back) will cost them an entire feature
It does say while it’s equipped
They get 1, at 10th they can have 2(which again would only be all except Hermes)
I did have this originally and changed it just due to having flexibility
TBH, I think it should be somethimg more along the lines of one at 3rd, one at 7th, and one at 15th or something. (Numbers impercise, but 10th is way too early to have all 3 if he sticks with all 3.)
Have it be similar to an item that levels up with the player, so at 3rd it can be summoned to aid the fighter and in a future level gain the bonuses(plus 1 shield, then plus 2) then the legendary effect)
Ok that could work as that’s when the buff for them comes in anyways
Well perhaps, but they are different levels of feature. Like the Shield is a silent tank IMO, and frankly Hade's Helm which is kinda just really weird for a Fighter but otherwise busted.
I mean I don’t wanna go to 2 because Perseus had all 3 items and I wanna keep the flavor of it.
Yeah I mean those are basically what the items did in traditional lore so I really focused on that part
Then each one will have to be nerfed heavily for them to gain 2 of them
Well, however much we joke about it, even 20th level characters aren't even really demigods like Perseus is.
I think I can drop the advantage on conditions and keep the reflection
The player will be going through this with other players, giving them Perseus treatment would make it not as fun for them too knowing this
But then the shield doesn’t have a feature so maybe just again 2 conditions
Petrified which is thematically correct and maybe incapacitated
It can be it gives advantage against charmed and frightened in later levels, since greek had scary and seducing stuff
This means he's able to resist looking at the eyes of Medusa, which again would make sure to get eye contact as much as possible
And incapacitated would be they're winning against dying itself, since you either get it by being downed or through a powerful spell(or Sleep)
You think frightened is better then?
Immensely
So frightened and petrified
Greek lores showed fighting against scary stuff, needing bravery for it
That fits gorgons well
Charmed, not petrified
Can I ask why you say that
