#homebrew

1 messages · Page 34 of 1

weary agate
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Anyone have any ideas for a hex based magic item? Like something that buffs hex or hex blades curse or smth?

wise flame
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You say that like it was accidental 😅

spring tusk
weary agate
wise flame
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Like sss or ur rarity?

spring tusk
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like an attunement longsword that gives you an extra 1d6 damage to your hexblade's curse target, that could be an uncommon item

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all of these would have to be attunement items

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you could give yourself something that gives you access to certain spells depending on the ability score you impose disadvantage with when using Hex

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im shooting ideas into the dark here cmon tell me something sounds good

weary agate
spring tusk
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'ts why I didnt list it

spring tusk
weary agate
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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.

weary agate
spring tusk
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oh I thought you meant picking an extra ability score

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hm

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I think as a 1st level spell its still too much

weary agate
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Yeah but like didn’t they like change hunters mark with ranger or am I crazy

spring tusk
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maybe

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guarding hex, a creature under the effects of Hex has disadvantage on attack rolls against the caster

weary agate
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Ooo that’s kinda peak

spring tusk
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also hex is stronger than hunters mark

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like way stronger

weary agate
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Well yeah that’s fair

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My dm said I get a special magic item that is homebrew and I’m like a hexadin who is really witchy

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So I’m just trying to think of a good item based on that

spring tusk
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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.

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how's that look

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if you want it uncommon just scrap the advantage on saving throws bit

weary agate
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That is pretty solid I like that thank you

spring tusk
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for sure

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anyway i've been procrastinating getting some meal prep done so I gotta head out, but I hope the magic item ends up fun :)

peak inlet
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you can steal stuff from there since they scrapped a lot of it

loud pasture
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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

wise flame
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Depends on what you want it for

peak inlet
wise flame
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Like there's various kinds of wands/staffs or wearable items

peak inlet
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first thing I’m thinking of is a modified spellcasting focus

loud pasture
peak inlet
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I thought they were low level

loud pasture
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Mostly healing and summons

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Nah level 7

peak inlet
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what’s their level?

loud pasture
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They have access to 4th level spells

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And one is to summon an earth elemental

peak inlet
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so you’re looking for Rare items?

loud pasture
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Yes

peak inlet
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I would probably go for something like a stacking heal based on spell slots used

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to allow them to use spells for other purposes as well

loud pasture
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Like

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Allowing them to use he'll spells without expending an action

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So they can use others?

last bolt
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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

peak inlet
loud pasture
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Ok

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That's smart

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I'm guessing it would have charges too

peak inlet
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so you use spells and this thing charges up

loud pasture
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I like that

peak inlet
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then you can heal through it without a spell slot

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I would probably put a limit to uses per dawn though

loud pasture
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Yes

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I'll give it charges

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And perhaps the use of charges increases per spell level

peak inlet
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let’s say it heals as an action, 5 stacks for 5 spell levels being cast to heal 5d8

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that’s a free 2nd level Cure Wounds

loud pasture
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Ok

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Thank you this was good

peak inlet
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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

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so then they can heal and cast a spell on the same turn

peak inlet
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I guess that’s basically exactly the same as the item I made to allow Warlocks to use damaging spells

fast ruin
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Home-brew i did for a class called the Soul Eater

gloomy flower
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chat imagine a warlock-paladin combo

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normal paladin except with pact magic and warlock spell list

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divine smite would use smite points generated from pact slots (smite point gain is equal to pact slot level)

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you can put up to 5 smite points into 1 divine smite

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call it the pact crusader paladin variant

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i'll eventually turn that idea into an actual class

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eventually is now btw i'm making that an actual class right now

true forge
gloomy flower
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i want a paladin cone

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but dipped in warlock

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so pact magic paladin basically

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i want an eldritch paladin

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think profane soul bloodhunter if it was a whole class and also wasn't bloodhunter and was actually paladin

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does that make sense or do i sound like a crazy person right now

true forge
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it does

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but its asking for a whole lot

gloomy flower
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i know what i'm doing (i really don't but you gotta crack a few eggs to make an omelette)

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uhh

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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

true forge
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well

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if you want to give paladins pact magic

gloomy flower
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current working idea is 1 slot from 2nd-6th level, 2 slots from 7th-11th, and 3 from 12-20th

true forge
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you got to find out what a half caster with pact magic gets in terms of spell slots

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which i think is a max of 2, you get your 2nd around 7th?

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as 3rd caster with pact magic gets their 2nd at ~11th

gloomy flower
true forge
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well it wouldnt be 3rd casting it would be half :P

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oh wait

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3rd caster with pact magic get theirs 6th level

gloomy flower
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yeah, so 2nd level at 6th level at 3rd level at 11th level

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lines up well enough for what I'm trying to do

true forge
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thats, just full casting with pact magic (spell slot wise).....

gloomy flower
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actually full casting gets 4 slots

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if full casting gets 4 and 1/3 gets 2 then 1/2 gets 3

true forge
gloomy flower
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that's a damn good point

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but what do I do then

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in terms of slots

true forge
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either cap it at 2 (like 3rd caster but eariler level) or give them 3, but the 3rd tier 4/late tier 3

gloomy flower
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makes sense

true forge
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in terms of actually flavour and what not

gloomy flower
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so 3rd at 15th level

gloomy flower
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that way the theme of holiness and righteousness is still there kinda

true forge
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is this more just, a paladin that forsakes their oath and turns to deals from patrons, retaining both unholy power (oathbreaker) and the given?

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so its a paladin but, warlock

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ehhhhhhhhh

gloomy flower
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exactly

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this is a pactladin

true forge
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thats

gloomy flower
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i am making a pactladin

true forge
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so your replacing spell slots with pact magic if you choose this subclass(?)

gloomy flower
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variant class

true forge
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paladin and this have 2 very different flavours

gloomy flower
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it's the same as paladin but with pact magic instead

true forge
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2 (basically) smites per SR compaired to pally's boat load per LR?

gloomy flower
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ehhhh i mean i feel like if i crack and readjust the right metaphorical bones i could probably make this work

gloomy flower
true forge
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(and more spell slots for other things like healing and other spells)

gloomy flower
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and it was essentially sorcery points but with smites

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each point was equal to a spell level for divine smite

gloomy flower
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it uses the warlock spell list

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yk the more i talk about this the stupider i realize this is

true forge
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it just seems like, a miss mash of ideas from all the CHA casters (besides bard) rolled into one

gloomy flower
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i've already sunk too much time into this idea though i can't back out

true forge
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which isnt good mind you

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classes are suppose to be something unique from everybody else, and have a gimmick to match

gloomy flower
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i mean it's not really supposed to be a thing that stands on it's own

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this is literally made to be "paladin if it was a pact instead of an oath"

true forge
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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

true forge
gloomy flower
# true forge 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

wet yarrow
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Swapping class features is a pretty functional way to make class variants.

true forge
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its basically a thing in 5e lore, from my small amount of research

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Warlock Knights are basically just what your waiting to do

gloomy flower
wet yarrow
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What's 5e 'lore' >_>

gloomy flower
true forge
wet yarrow
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Okay, what's D&D lore

true forge
gloomy flower
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usually when people refer to the lore of D&D they're talking about the Forgotten Realms

wet yarrow
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Do they? Lol.

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In my experience they're talking about their table. Because there is no official canon or lore.

gloomy flower
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yeah that's what i want

true forge
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basically they did both make an oath and a pact, but its basically both i think

gloomy flower
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i want warlockadin

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pact magic paladin with sorcery point divine smite

true forge
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how would the subclasses work?

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is it both pacts and oaths mixed together?

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do certain patrons mix with certain oaths (like say, archfey and crown)

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now i want to have a stab at it, eldritch based paladin class, I DONT NEED MORE STUFF TO BREW!!!! 😭

gloomy flower
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hold on chat we might be cooking

primal osprey
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Hey, I hate to interrupt but I have a homebrew species I'd like to quickly get some advice for

gloomy flower
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shoot

primal osprey
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First I'll just give some of their lore so you understand the reason for the abilities

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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

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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.

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I'm not sure about these abilities

true forge
primal osprey
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Idk who that is <3

true forge
primal osprey
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Oh yes I remember now

wet yarrow
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AC on Reaction is beef.

primal osprey
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Yeah I wasn't sure about it

wet yarrow
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I think Misty Step on top is a tiny bit overtuned.

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Because it feels like the 'core racial'

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But this has some winter court Eladrin vibes

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And the LR balances it out most of the way

true forge
wet yarrow
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Ye. They just dont get +2-+6 AC on reaction too.

primal osprey
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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

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They're tall, but skinny. They have snow-white skin but colourful hair

wet yarrow
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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.

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Being able to find feygates could be neat.

primal osprey
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Maybe I could give them an innate casting of invisibility instead? They're kinda like tall halflings of the mountains

primal osprey
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So maybe fog cloud and invisibility once per long rest?

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No misty step

wet yarrow
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Naw, Misty Step is very fey coded, I like it

primal osprey
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The fog cloud could be flavoured as snow, or just have a non-spellcasting version of it that's described as snow

wet yarrow
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And because its once a day, I dont think its hugely overtuned.

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Or, well, once per LR, I suppose lol. Daily v LR are funky in 5e

primal osprey
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What about the dance? Maybe it's too crazy

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How else can I represent their dance and festivity?

wet yarrow
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Easiest way would be a performance related thing.

primal osprey
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Maybe a few times per long rest bonus to it?

wet yarrow
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Yeah, or advantage when dealing with fey on socials once a day, or advantage on performance for carousing.

primal osprey
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Maybe it could just be a fey magic-themed bonus to all charisma checks in general

jaunty ibex
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Gonna brew some homes today

loud pasture
jaunty ibex
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I track all stats except for the dexterity, charisma, etc

abstract arrow
native grove
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any comments?

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it was basically my attempt to make the "buff wizard" meme into an actual subclass

keen wyvern
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I would like to homebrew some Abyss entities.

From 2024 edition, what are some Abyss entities?

Any Abyss entities that synergise with farming?

keen wyvern
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yes, Demons

jaunty ibex
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I’m trying out making a homebrew spell for my first full campaign DMing

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I think it’ll be cool

mild cove
karmic sparrow
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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?

peak inlet
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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.

mild cove
weary agate
plush burrow
peak inlet
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never use the nose and toenail of Vecna at the same time

mild cove
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Stomach of vecna lets you eat anything without harm (including poisons), but you’re always hungry

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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

primal osprey
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Woah we making his whole body as a magic item?

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Cool

mild cove
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Yes

primal osprey
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Perfect

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Got his whole head yet?

mild cove
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I don’t think so

peak inlet
primal osprey
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Damn

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Toe of Vecna

peak inlet
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Ear Wax of Vecna

primal osprey
peak inlet
primal osprey
mild cove
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Nervous cord of vecna

Advantage on int saves and checks but your paralyzed

primal osprey
peak inlet
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always paralyzed? rip the auto crits

primal osprey
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Yup

mild cove
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The other eye of vecna

Basically a free magic initiate (wizard only) with an additional 2nd level spell of choice, but you’re blind

peak inlet
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why’s the other eye so much weaker than the first eye

mild cove
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Because

primal osprey
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Well his other hand doesn’t seem to be as good

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Vecna still has his other hand but he doesn’t have the abilities of his hand

mild cove
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About that…

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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.

peak inlet
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Lips of Vecna, Glibness is always active but once per day, you say something out of pocket

primal osprey
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Hahaha

peak inlet
mild cove
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Yes

peak inlet
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you gotta take your own hand off

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too bad you didn’t pay attention in class to which hand is the powerful one

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I’m putting a bunch of those in my Halloween special in the campaign

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if my players aren’t crying by the end of the session, I didn’t do it correctly

mild cove
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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

peak inlet
mild cove
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Fair

peak inlet
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let’s check your reflexes real quick

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slashes at the doctor full strength

mild cove
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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.

peak inlet
mild cove
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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”

mild cove
bitter whale
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I’m making joke magic items. Next on the list: Bikini armour - any suggestions ?

mild cove
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If you want joke magic items, just scroll through what we’ve talked about in this channel recently

mild cove
peak inlet
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one right arm, a buncha other arms

mild cove
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That’s no better

plush burrow
scenic urchin
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wand of firecube

mild cove
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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.

hollow siren
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So I’m an idiot lol

mild cove
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What?

hollow siren
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A while ago I posted a subclass for warlock made around storms

mild cove
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Ok

hollow siren
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Level 6 and 10 features involved call lightning enhancements

mild cove
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Sure

hollow siren
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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

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So I have to revise level 10

mild cove
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Then do that

hollow siren
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I may just change it to the radius buffs to 150 feet at level 10 when you make a storm

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So the feature is inspired by the storm call shout from Skyrim

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That shout has a radius of 150 feet

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Which btw is more broken in Skyrim than it is in dnd because of how action economy works differently in both games

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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?

grand jetty
hollow siren
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TL DR the feature just buffed call lightning at level 6 to use a BA, the level 10 feature increased radius and damage

hollow siren
grand jetty
hollow siren
grand jetty
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Like, the warlock makes a pact with nature entities, I'd guess, and what kind of path would they follow?

hollow siren
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Ah ok

grand jetty
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Like, when I chose path of the giant, for my barbarian

hollow siren
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Yeah basically

grand jetty
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I envisioned it big enough to brawl with a tarrasque

hollow siren
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Mechanically I liked fathomless for lightning spells but hate tentacle flavoring and mechanics

So this was inspired by that

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Flavor wise this is some kind of entity like Talos or a living storm

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The subclass mechanically is fairly straightforwardly very damage and destruction focused

grand jetty
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And how would it behave in combat? Ideally

hollow siren
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I just thought it would be neat to build the features around call lightning, given storm call from Skyrim

grand jetty
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If this was a movie, rather than a game, what would it do on the battlefield?

hollow siren
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Lots of lightning bolts

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Flying speed too

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Let me see if I can find the subclass

grand jetty
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I think commune with the nature wouldn't quite be the right call for it

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I'd add a feature called "eye of the storm"

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"you can see creatures under the area of storms you control, that aren't under complete cover"

hollow siren
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It’s more just you no longer need to see them and are aware of creatures

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My first thought (and not the wording) was to say “oh like commune with nature”

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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.

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That’s what the wording I think would be

grand jetty
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Uh, what about this

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"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"

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Since what you're describing is pretty much blindsense

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Imo

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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"

true forge
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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

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i think they are fine, right?

white bison
true forge
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with monk?

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its basically hunter's mark/hex

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you want 4d6 + another 4d6

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all for 1 Ki btw

white bison
true forge
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this doesnt require conc

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it just, a set and forget thing

white bison
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It’s single target, and accounting for accuracy it’s not a very big damage increase

grand jetty
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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

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All on level 6

white bison
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Yeah, also all size increasing subclasses get to double weapon dice damage

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At level 3

true forge
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eh, comparing class subclass x to class subclass y isnt a good practise for brewing :P

grand jetty
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Not path of the giant, at least not inherently

true forge
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as both classes (in this case monk and barb) are very different in playstyles

grand jetty
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It's just that a conditional D6 doesn't seem like much, for level 6

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Regardless of subclass

true forge
white bison
grand jetty
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Yeah, but level 6 is like, a single D6 per turn, once per long rest, unless you spend a resource

white bison
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Since ur giving damage at level 3 make level 6 another feature

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Rather than making the feature useless

grand jetty
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I'd make something else, with prey, like

scenic urchin
#

no official feature is balanced around oversized weapons

true forge
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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.
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  • 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.
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  • 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.
grand jetty
#

"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

true forge
#

monk, the highest move speed class (without spells), gets more move speed?

white bison
#

Maybe extra move speed is not it, but i’m in line with just changing the feature

wet yarrow
#

Yay hellfire mentioned.

#

The other Spellfire.

true forge
#

its not meant to be good in terms of dps, its like that as you also gain another form option thing at subclass levels

true forge
white bison
#

Rn it’s useless

true forge
#

its not useless

#

added damage is always welcome

grand jetty
#

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

white bison
#

Honestly it doesn’t seem like i will be able to change your mind

grand jetty
#

Maybe something about having advantage on rolls against prey

true forge
white bison
#

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

true forge
white bison
grand jetty
#

This could be used for non-direct combat rolls, for example

#

Such as rolls for combat maneuvers, intimidate, and so on

white bison
true forge
grand jetty
#

Like, you could have advantage on trip, push and grapple attempts against prey

white bison
grand jetty
#

And maybe even the ability to catch larger targets

true forge
grand jetty
#

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

void jewel
#

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.

true forge
grand jetty
void jewel
#

And the class can opt to take arcana as one of its two skills

grand jetty
#

I see

scenic urchin
void jewel
#

Or do you just mean in terms of flavor

#

(This would also be added to the arti and wiz lists)

grand jetty
#

"you can replace a sleight of hand or tinker's tools check with arcana" sounds like a cleaner description

void jewel
grand jetty
#

Yeah

scenic urchin
#

The Right Tool for the Job conjures tools

#

and then boosting your ability to use tools--- Tool Expertise

void jewel
grand jetty
#

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

gloomy prairie
#

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?

void jewel
#

Or deal 3d6

#

And is there a target limit?

gloomy prairie
#

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

analog lynx
#

Guys what do you think about the witch of valda's spire of secrets?

#

Is it balanced?

gloomy prairie
#

Charmed states they cant attack the charmer

void jewel
#

Within 30ft of you is a big radius.

gloomy prairie
#

True

void jewel
#

For target all creatures

gloomy prairie
#

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

void jewel
#

As is it has no end condition. Repeat save at end of turn?

gloomy prairie
#

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

short locust
#

Anyone looking to help me with a idea(s)?

jovial kernel
short locust
jovial kernel
#

Here

golden temple
#

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,,

short locust
# jovial kernel Here

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

short locust
jovial kernel
short locust
jovial kernel
#

Ok that makes sense

short locust
jovial kernel
#

So what exactly are you having problems with?

analog lynx
#

Guys what do you think about the witch of valda's spire of secrets? Is it balanced?

short locust
# jovial kernel So what exactly are you having problems with?

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

jovial kernel
short locust
#

Well that's the thing, demons burn up in the sunlight lol

jovial kernel
#

Oh

#

Is there a way to give it fire resistance outside of sunlight

olive urchin
#

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

molten wing
#

Bonuses to bleeding targets, attacks above a 15 or something cause bleeding? Stuff like that

olive urchin
# molten wing Bonuses to bleeding targets, attacks above a 15 or something cause bleeding? Stu...

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

molten wing
#

Sacrificing hit points to deal more damage?

gloomy prairie
#

Or you could change it that it only gives resistance to certian damage types until the start of your next turn

olive urchin
# molten wing Sacrificing hit points to deal more damage?

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?

tawdry junco
#

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

stuck raptor
tawdry junco
stuck raptor
#

biggest part is if you decide to give them flight, that eats a lot of species power budget

tawdry junco
#

nah, no flight

hazy bridge
#

can i run an idea by yall and get you r opinions?

molten wing
#

Depends how much your DM is willing to give you
And what abilities you want to earn by levels

stuck raptor
hazy bridge
#

thats fair

gloomy prairie
#

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

void jewel
#

Because a shield isn't a "weapon"

#

Try "and nothing in the other hand"

gloomy prairie
#

It should be usable with shields

#

Typically, fencers would use bucklers (shields) so I think it fits

void jewel
#

Shields are extremely powerful

gloomy prairie
#

I'll probably reduce it to just half prof rounded up then

stuck raptor
#

Duelling sitting in the corner

tawdry junco
gloomy prairie
tawdry junco
#

or is that too much

void jewel
stuck raptor
gloomy prairie
stuck raptor
gloomy prairie
#

That true

#

with shillelagh especially

void jewel
tawdry junco
void jewel
#

This feat is secretly for paladins with a quarterstaff tbh lol

gloomy prairie
#

Well, I guess vengance paladins can take advantage

#

but that's one subclass

molten wing
golden temple
#

i remember when one of my players wanted to work on a duelist class with me for a while,,,

gloomy prairie
#

also the feat only levels up dex

void jewel
#

Its not game breaking

gloomy prairie
#

yeahhh that's what I was thinking

#

It also only works with finesse weapons too

void jewel
#

Riposte could be removed and it'd still be worth taking.

#

That PLUS riposte is a lot

gloomy prairie
#

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

hollow siren
gloomy prairie
# void jewel That PLUS riposte is a lot

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

void jewel
#

That's why PAM is good

#

Despite the d4

hazy bridge
#

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

gloomy prairie
#

I might just reduce deft strike's damage then I want both to work in conjunction to one another

void jewel
#

Or put riposte on PB/LR so you don't make battle masters, who need to spend a die, cry as hard.

gloomy prairie
#

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

void jewel
#

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.

gloomy prairie
#

Martial adept only gives you 1 bm dice

olive urchin
void jewel
#

Yeah

gloomy prairie
#

by all means, it is a terrible feat, probably one of the worst

void jewel
#

But its fine

#

This is very strong, but not game breaking

gloomy prairie
#

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

void jewel
#

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

gloomy prairie
#

1 + PB rounded down maxes out at 4

#

4d6 extra once per turn

#

PB rounded up maxes out at 3d6 extra once per turn

void jewel
#

Oh I missed the 1+

#

Eh. At those high levels, that's inoffensive.

gloomy prairie
#

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

olive urchin
#

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

scenic urchin
#

its eh

olive urchin
scenic urchin
#

for a legendary i've seen beefier

gloomy prairie
grand jetty
#

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?

olive urchin
molten wing
olive urchin
molten wing
#

I’d probably up the d6 healing a bit

olive urchin
tawdry junco
olive urchin
tawdry junco
#

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?

olive urchin
# tawdry junco 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

tawdry junco
#

it says it does 2 instances of bonus damage, but what's the innate statblock

#

just a spear statblock?

olive urchin
#

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

tawdry junco
#

1d6 piercing + 2 + 1d6 necrotic + life siphon?

olive urchin
olive urchin
tawdry junco
#

Cuz if they’re like level 7-9 they can definitely hit an ac of 19

olive urchin
tawdry junco
olive urchin
tawdry junco
#

I see

tawdry junco
#

Have it extend the weapon 15 feet and then it has that large of a denial radius for melee users

olive urchin
tawdry junco
#

U could do that tho, but nerf the bosses hp maybe?

#

I did see u had it pretty high

#

On top of regen

olive urchin
tawdry junco
olive urchin
void jewel
tawdry junco
tawdry junco
olive urchin
void jewel
# tawdry junco Yeah lol

Short rest infinite heal for anyone in the party since they can attune on a short rest just for that as well.

molten wing
#

Maybe clarify the rule as ‘round in combat’ then

tawdry junco
olive urchin
olive urchin
tawdry junco
#

I feel statsheet wise, you could probably work with oath of crown paladin

molten wing
tawdry junco
#

Fr lol

#

Hoarders instinct

olive urchin
#

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

molten wing
#

It’s like dangling a treat in front of a puppy, and then throwing the treat in the bin

tawdry junco
#

Nah, maybe nerf the spear when it becomes playable

#

Or adjust it

olive urchin
#

perhaps, i might just sleep on it

molten wing
#

I do not advise sleeping on the barbed spear

tawdry junco
#

Lol

void jewel
#

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.

tawdry junco
#

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

spring tusk
#

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 :)

tawdry junco
#

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

spring tusk
#

Oh that's interesting

#

Mm

spring tusk
tawdry junco
#

its for the tail of a chimera that forces the user to stay stationary to use the attack

#

shin godzilla style

spring tusk
#

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

tawdry junco
#

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

spring tusk
#

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

spring tusk
spring tusk
vivid finch
spring tusk
bitter minnow
#

So is this where i can send my homebrew ideas?

spring tusk
bitter minnow
#

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.

spring tusk
spring tusk
#

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

spring tusk
#

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

bitter minnow
#

Fair enough but i thought the ability would balance it out

spring tusk
#

omg I so missed that part hold on

bitter minnow
spring tusk
#

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?

bitter minnow
#

Round as in entire combat encounter?

#

Or like round of combat

spring tusk
#

round of combat

bitter minnow
#

Ohh ok ty!

#

You made it like 100x better loo

#

*lol

spring tusk
bitter minnow
spring tusk
#

you throw it at a creature, you teleport there, you make another attack,

spring tusk
#

naur

#

Sneak Attack requires Advantage

bitter minnow
#

There is MANY ways to get advantage

#

Especially as a rogue

spring tusk
#

thats true, but you don't get Advantage from teleporting next to a creature

#

now

bitter minnow
#

Yea but if you teleport while an ally is within 5 feet you'll get advantage for the sneak attack

spring tusk
#

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

bitter minnow
#

Also when it means "can't add proficiency bonus" does that include the ability or just the damage?

bitter minnow
#

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

spring tusk
#

good thing you wouldnt be getting that at level 1

#

its a rare item

spring tusk
#

so no +dex, no +pb

#

but thats only on the attack roll

bitter minnow
#

Ok so basically it's still kinda op to have at lvl 1 or 2

gloomy flower
spring tusk
gloomy flower
#

once per round makes it look like crappy dandwiki brew

spring tusk
#

wompwomp

gloomy flower
spring tusk
#

I think it looks fine, and it works as intended

gloomy flower
#

though a reaction does need a trigger

#

consider making that a bonus action or adding a trigger (eg taking damage)

scenic dew
#

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).

quiet falcon
#

Pretty awful

scenic dew
#

Good

quiet falcon
#

I can’t think of any reason id logically choose that cantrip

scenic dew
#

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.

spring tusk
gloomy flower
#

then just have it teleport you when you make the attack to an adjacent space to the target

spring tusk
#

I could, but the item given specified having the option to teleport to the knife at any point during your turn

plush burrow
white bison
amber hollow
#

+5% crit chance is not going to be worth a 10% chance of taking all of a spell's damage yourself 😭

tropic stratus
true forge
#

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

white bison
true forge
#

changed it slightly

plush burrow
true forge
halcyon hemlock
#

Advice for some of the math

#

How much do I modify a monster's HP when I give them a Vulnerability?

spring tusk
#

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

halcyon hemlock
#

Because I got a Wraith boss fight

spring tusk
#

Or atleast like, an equal level to the CR health

halcyon hemlock
#

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.

spring tusk
#

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%

void jewel
#

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

spring tusk
#

Just to make sure we're all on the same page

#

I do believe, that's the point

void jewel
#

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.

peak inlet
#

just completely remove that part

spring tusk
spring tusk
void jewel
spring tusk
#

In all fairness in most of my homebrew games I use a multiple reactions system

void jewel
#

Tons of easy ways to do that

spring tusk
#

Cool

void jewel
#

Mission accomplished in terms of designing a feature that isn't worth reading

peak inlet
#

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

spring tusk
#

Pretty much yeah

peak inlet
#

I still think it’s strong, but Rare should be fine

spring tusk
#

Do you wanna tell the person who made it, or

void jewel
#

This is, in my opinion, at least an exceptionally strong very rare.

spring tusk
#

Gang again I didn't make the item

void jewel
#

hopefully whoever did will see it.

peak inlet
spring tusk
#

Personally I think rare makes the most sense

void jewel
peak inlet
#

it’s definitely in limbo between Rare and Very Rare

void jewel
#

In terms of DPR this adds way more than a +1

peak inlet
spring tusk
peak inlet
#

for reference, Very Rare weapons are +3

void jewel
#

I'm fairly confident this adds more than a +2 in DPR alone ignoring the teleport is the thing.

spring tusk
#

Very Rare +1 weapons are +3

#

It would add around a +5 to damage yeah

peak inlet
#

getting a +2 is way more than 2 +1s

void jewel
peak inlet
void jewel
#

Going from +0 to +1 adds more relative DPR than going from +8 to +9.

peak inlet
#

you break through limits the higher you go

#

you’re forgetting accuracy

peak inlet
#

DPR isn’t checked based on percentage increases

#

the enemy’s HP doesn’t scale with your weapon

void jewel
spring tusk
#

Ok

void jewel
untold obsidian
#

hi everyone i am new here were can i look to find some ppl to d&d with

spring tusk
untold obsidian
#

alr much apprecaited acacyn

spring tusk
#

:3

peak inlet
spring tusk
#

Hey Lemon what do you think of the statblock I just posted

void jewel
peak inlet
#

so I don’t really get why you would be checking it against the baseline of a regular dagger

void jewel
spring tusk
#

Hey Whisper what do you think of the statblock I just posted

void jewel
#

Tbh judging high cr monsters is not in my skillset yet so I don't think I'd have much to offer

spring tusk
#

Fair enough

peak inlet
spring tusk
#

This is 2024 design

peak inlet
#

especially high CR monsters

peak inlet
void jewel
#

Yeah nonmagical attacks don't exist in 24

spring tusk
#

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

peak inlet
spring tusk
#

Also puts you in melee range of a creature which isn't always bad but definitely puts you into danger

peak inlet
#

both options do that though

spring tusk
#

Fair point

peak inlet
#

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

spring tusk
#

All very good points

void jewel
peak inlet
#

this is obviously an attunement item because it literally cannot work without attunement

void jewel
#

A +1 is easy to get alongside this

spring tusk
#

@bitter minnow

peak inlet
#

so a Rare attunement item vs. a non-attunement item

peak inlet
void jewel
#

You don't need to be in melee range of the creature, you could thrown attack an object or the floor

#

As written

peak inlet
void jewel
peak inlet
#

that part is powerful, but the DPS I don’t think is the issue

spring tusk
#

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

void jewel
#

Any form of resourceless teleport is excellent

peak inlet
#

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

spring tusk
#

I think the teleport is the big thing but I don't think 1d6 with an extra attack is nothing

strange surge
#

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 :)

void jewel
#

It's worth a solid amount when you consider the riders that will be there

strange surge
#

Yes

#

sorry about that

peak inlet
void jewel
#

That's the main DPR increase.

#

How effective that is depends on the build though admittedly

peak inlet
#

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

peak inlet
#

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

strange surge
#

Barbarian Berserker has an "attack back" feature but it's unlimited (though I also think it's tenth level)

peak inlet
#

either way, this is a saveless reaction without attack rolls, it’s pretty OP

strange surge
#

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

peak inlet
strange surge
#

Ah

peak inlet
#

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

strange surge
#

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)

peak inlet
#

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

strange surge
#

oh, do you mean "full feature" as in "that's the entire feature and nothing else?"

strange surge
peak inlet
#

saving throw with half damage on a save

#

you could go for something like Hellish Rebuke

strange surge
#

ah

peak inlet
#

you could also make the damage equivalent to 2d12 + STR if you want it to feel more like a weapon

peak inlet
#

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

strange surge
#

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?

peak inlet
#

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

strange surge
#

fair, it slipped my mind for a second that Rage has its own progression. thank you Lemon!

coral merlin
#

Roll to reduce and deal that much back at the enemy or maybe they take damage equal to what you take after reduction

peak inlet
#

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

coral merlin
#

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

void jewel
#

Consider that armor of agathys is static damage 5 per spell level and still sees good use

smoky mica
#

Is there a full list of snippet codes? I'm still new on this part

primal osprey
#

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?

midnight zinc
#

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

primal osprey
#

It’s not really meant to be magic I just wanted to use the same wording as the prosthetic limb item

void jewel
#

Balance wise it's inoffensive.

#

Solid early game monk damage

#

But otherwise not too notable.

primal osprey
primal osprey
#

I might bump it’s rarity down to uncommon

midnight zinc
#

for a rare item its a bit underwhelming i think

midnight zinc
void jewel
#

It should definitely be uncommon

#

And non attunement imo

#

It requires you to literally be missing an arm

#

That's a slot.

primal osprey
#

It doesn’t need attunement

void jewel
#

Oh solid then

#

Ye I'd say uncommon

primal osprey
#

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

wraith carbon
#

How do I put my own post for looking for a dm

primal osprey
#

But Ty all for the advice

primal osprey
#

It’ll tell you how

midnight zinc
vale ingot
#

Could also be it gains a plus 1 to attack and damage rolls through the amount of souls its harvested

primal osprey
#

Oooh good ideas. Ty

vale ingot
#

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

midnight zinc
#

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

olive urchin
#

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

coral delta
#

Mechanically hard to interact with. Better to have a setup on the boss's turn, and then the resolution as a legendary action.

frank berry
olive urchin
#

Safe to say we got offered a slice of humble pie

midnight zinc
coral delta
#

No, that certainly sounds like a bad idea, and doesn't really work in the fiction of a 6 second round.

olive urchin
#

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

coral delta
#

Yes, this sounds extremely unnecessarily complicated.

#

Simplicity is king, with homebrew.

olive urchin
#

I think that second one is a UA thing, i also might be misremembering the second one because it was 4 years ago

void jewel
#

I always do either one minute (the entire combat), until start/end of (creature) turn, or until (condition)

#

Running turn timers gets old fast

main trellis
#

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.)

void jewel
#

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.

main trellis
#

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.

white bison
#

Considering the amount of free homebrew, it’s very hard to break into this field

coral merlin
#

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.

vale ingot
vale ingot
#

Cause then you have a Fighter with a plus 2 to their armor all the time

coral merlin
#

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

vale ingot
coral merlin
#

It limits the weapons you can pick as a caveat also

vale ingot
mild cove
vale ingot
coral merlin
#

I mean in essence they are legendary items that part of the point but I could limit the conditions to balance it.

main trellis
vale ingot
#

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

coral merlin
#

It does say while it’s equipped

vale ingot
coral merlin
main trellis
vale ingot
coral merlin
#

Ok that could work as that’s when the buff for them comes in anyways

main trellis
coral merlin
#

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

vale ingot
#

Then each one will have to be nerfed heavily for them to gain 2 of them

main trellis
#

Well, however much we joke about it, even 20th level characters aren't even really demigods like Perseus is.

coral merlin
#

I think I can drop the advantage on conditions and keep the reflection

vale ingot
#

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

coral merlin
#

But then the shield doesn’t have a feature so maybe just again 2 conditions

#

Petrified which is thematically correct and maybe incapacitated

vale ingot
#

It can be it gives advantage against charmed and frightened in later levels, since greek had scary and seducing stuff

vale ingot
#

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)

coral merlin
#

You think frightened is better then?

vale ingot
#

Immensely

coral merlin
#

So frightened and petrified

vale ingot
#

Greek lores showed fighting against scary stuff, needing bravery for it

coral merlin
#

That fits gorgons well

vale ingot
#

Charmed, not petrified

coral merlin
#

Can I ask why you say that