#homebrew
1 messages · Page 35 of 1
If a creature that can petrify appears, your party will attempt to send this fighter at them since they'd have advantage no matter what. If the fighter fails, then a main plan just died for the entire party
You'd be giving the fighter their own one shot basically too since unless everyone else are wizards casting thunderclap, none of the others will ever be able to hit
Thematically they didn't even look at Medusa to kill her
That’s true ok that all makes sense
Level 3: summon shield or desummon it as you please, themed after athena and works like a regular shield
level 7: gives advantage against charmed or frightened, depending on what they've faced can give the DM the choice or even the player the options
level 12: gives advantage against aforementioned conditions or the petrifying condition, similar as before depending on what they faced
But this is your suggestion for if only the shield existed correct?
Each item with this difference in level between each effect, at level 10 when they get their 2nd item though it will begin with a beginning level, level 15 they get the second effect, level 20 the last effect. Anything over level 20 as was said would be fitting for a demigod
I’m kind of dead set on getting all 3 with the subclass. I’m fine nerfing them each some to compensate but I do want all 3
for each of them, a difference in what they give, but at a level that's appropriate for the party as a whole
All 3 can be an option, but they stay with it throughout their whole lives, mention how they can LOSE it if treated as another item. Level 3 they get their 1st pick, Level 10 they get their second pick, and level 20 they can pick their last, for again, these will also become 3 ADDITIONAL non-attunement magical legendary items
At level 10 itself most of your players would have their 3 attunement slots taken or at least 2
Yeah 100% I like that. Also probably swap the level 7 and level 10 features from the sound of it
Unless you wanna add since it is a godly gift, they are forever attuned to it since unattuning means disrespecting the gods themselves
That could be interesting. Like they get a 4th attunement slot but these eat 3
As part of getting the last relic
Yes, some classes can give one to themselves or maybe add an NPC who has the power to allow an extra slot at a heavy price
But either all 3 will have this much of a level difference between them, or will take an attunement slot each, showing their devotion to the Gods by giving up an item granted by mortal means
Overall what do you think about the subclass outside of the issues we talked about? This is the first time someone other than me is seeing it
Heavy level stuff, either 100k gold or giving up a powerful item in return(or make the bad guy know how to do it in exchange for sparing their life or freedom)
We've discussed the first part that needed to be changed for sure, i was on Zeus but tried keeping up with answering back first(other than again tweaks, it's awesome, but unless you want an MC in the Party and not just a Party member, it'll shun away the rogue, barbarian, and wizard all at once to being weaker than them)
No I definitely want it to be balanced and not completely outshine others. That’s obviously no fun.
Level 15 is too much, or at least to give an actual opinion, have it be a boon given by the Gods during a dire time during a battle
Similar to the Cleric's level 10 feature tho!
Ok so maybe they pick 1 to upgrade at level 15
That feels a tad bit weak tho
Oh you’re saying a 1 minute buff basically they can use situationally
Baalthus’s Comet Bolt
3rd Level, Evocation/Transmutation
Duration: Concentration, up to 1 minute.
Casting time: 1 turn
Range: Self
Begin channeling as a Bonus Action. At the start of your next turn, (or any turn of your after the turn you cast this spell) you can use your action let loose a helix of chaotic graviturgy and flash-frozen electricity.
The helix strikes in a line 100 feet long and 5 feet wide, blasting out from you in a direction you choose. Each creature in the line must first make a Dexterity saving throw to avoid being knocked prone. Then, each creature must make another Dexterity Saving Throw, taking 4d6 cold damage and 4d6 lightning damage on a failed save, or half as much damage on a successful one.
How do we feel about this quest reward for my Wizard?
We're going to look at it as they chose Athena's shield with permanent advantage to charmed, frightened, or petrification(whichever they chose), and can be summoned to your hand like Find Familiar.
And now it will have an added bonus of being similar to Counterspell, actually working like a Spell being Countered, and not limited to Spells at all but anything that imposes a condition including Prone which most creatures would have the Strength to do with regular attacks at that level.
It is insanity, and that's not talking about how apparently you get a free 4th FREE non-attuned legendary item that gives 2 turns for a creature to not get petrified, but also if they succeeded they still get imposed a condition after
It isn’t really meant to be an item it’s meant to be an ability that flavors like an item. But ok you made your point
The Save DC without the CON mod(which a Fighter would have high for sure around those levels knowing this would be what they will get at that level so just dump everything into plus 2 to CON early on each feat) would be 8+5=13.
Considering at 18th level i would know i get this super powerful item everyone including my Party can get caught up in and lose to somehow, my CON mod would be at a plus 5.
8+5+5=an 18 DC saving throw
You have taken the HEAD(corpses count as items) of a Gorgon, and turned it into a relic(item) of your own making(as if you were a God or DM who planned to not only give this item to this player only so their feature won't be for naught, but make sure no one else could ever have it Day 1)
Alright thank for the help but you’re not sounding helpful and constructive anymore but like you are taking offense to the features. Have a great day
It's called being blunt, and I'm sorry but this entire subclass reminds me of my friend's ai made subclasses that were meant to be similar to Batman(which is how this looked to be but more Greek themed)
I want to let you know so as you know, the others can have fun
Right but I don’t need hostile and rude feedback.
I can find someone who can communicate it nicely just fine. Thank you
If i knew 1 player had all these options from the start, i'd feel sad and unwanted(sorry if its being rude, reading text in your head can make it seem that way)
K
Key and Peele even made a skit of it
Calling it insanity and then typing back the subclass wording like I don’t know what it say to try and prove me wrong instead of saying oh if that’s what you meant then try this wording is rude
It’s not constructive it’s destructive and I’m fine with feedback I was all in till you got to that point
Take off the first saving throw and it should be good, 2 saving throws in 1 spell at 3rd level is too much(damage wise is good since Fireball and Lightning bolt do 8d6
Than comparing it to AI like I didn’t spend hours coming up with all this shit myself is the cherry on top
I can send the subclass if you'd like and you can see what i mean? I'm no stranger to this since i've done it for a while, but after seeing the effects of it during games i told my DM i want my character out and have a new one remade
It's amazing making something homebrewed, but experiencing the power you attain at the cost of making the other's feel offended(or at least the chance of it since heck, they might want someone leading from the front all the time), lets you know how to take off bits that costed friendships
You don’t think the ‘channel time’ and lack of concentration balances it? I’m looking for a way to like upgrade Fireball kind of as my player’s quest reward
Bonus action prep is good, but if something that does 8d6 damage for 1 minute covering a line of the field, your party will suffer through it all together(not counting a creature that tries to grapple you into it
Also counting how any Large or taller creature caught in it will both be hit the initial turn, but take additional damage on its movement away, taking 16d6 total damage more than likely(not counting gargatuan creatures who can't burrow, fly, jump, or swim out of it)
Oh I didn’t consider that, I think I want to keep the risk of friendly fire as an added balancing factor. I definitely miswrote though, you aren’t supposed to be able to re-cast it so to say, as much as “hold” the spell.
Hold the spell as in concentrating or having to stay in place for it to be concentrated and working throughout the 1 minute?
As in as long as you are concentrating you can shoot the helix, but after you shoot, the spell ends.
I'm confused now on how it's concentration
Doesn't that mean its a lightning bolt type of spell?
First you spend the slot on your turn, then you begin concentrating. (As a bonus action) Then on another turn (not this turn) you can shoot the bolt. Shooting the bolt ends the spell and ends concentration.
So then,
Turn 1: I use my action to dash and movement to get far enough from enemies but in a space that has enough of them in a direct line. I'll then use my bonus action to begin my 3rd level spell.
Turn 2 if no enemies hit you: I use my action to shoot the bolt, now i have free movement still and can do another bonus action to use the spell next turn.
Yeah, you could do that. As far as numbers go I think it’s a little inferior to Fireball/Lightning bolt purely because you can’t cast it on your first turn. (3 Fireball damage > 2 Comet Bolt damage)
The concept is that you have to spend some time chanting and channeling for a payout. In my setting spells work by following the equation of time + components = output, I’m trying to find a balanced way to raise the output on one of the lv3 8d6 spells for my Wizard player.
So it's supposed to be a bit nerfed for the setting and power/effect behind the spell(s)?
Yeah. Weak but still usable.
Mkay, that does make it more better then since it's fitting for the setting as you've said and isn't how i initially thought it to be
So I made a rabbit centaur and found this trait block online, I was wondering if it's too much? And what to whittle down if so.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and a different one by 1, or increase three scores by 1. None of these increases can raise a score above 20.
Creature Type
You are a Fey
Size
Your Size is Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this species.
Base weight is 690lb + (2d6 x 1d6) for Medium Lapicentaurs
Base weight is 290 + (2d6 x 1d6) for Small Lapicentaurs
Average height calculator for Medium Lapicentaurs: 5'0 + 2d6
Average height calculator for Small Lapicentaurs: 2'0 + 2d6
Speed
Your Speed is 45ft
Darkvision
Accustomed to life in the warren. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray
Keen Senses
All lapicentaurs have proficiency in the Perception skill. In addition, you have advantage on all Perception checks that involve hearing.
Survivor
You have proficiency in one of the following skills: Animal Handling, Medicine, Nature, or Survival.
Language of the Hedgerow
Through a combination of body language, gestures, and sounds you can communicate simple ideas with Small or smaller creatures native to forests, woods, meadows, grasslands, deserts, wetlands, and any other habitats to which rabbits and hares are native.
Powerful Jumper
Lapicentaurs have extremely powerful leg muscles. You can use your Dexterity score in place of your Strength score in regards to jumping.
Claws
If your feet are unshod, you can use your claws to deliver an extra 2d4 slashing damage on a kick.
Obligate Vegetarian
Lapicentaurs cannot eat meat. If you do so you must make a DC 15 Constitution saving throw or be poisoned until you take a long rest.
Languages
You can speak, read, and write Common, and Sylvan.
Something I do think it ought to have is a burrowing speed, but I don't really know enough about burrowing to know if that's like. OP to give a player race
So apparently i needed to specify fancy crab according to a bot here, weird
Yeaaa you can't have messages that are just emojis in here
Base speed 45 feet is insane. Also, needs clarity if a kick is an unarmed strike to prevent adding 2d4 to all unarmed attacks.
The meat downside is literally irrelevant.
Burrow speed is a guaranteed way to beyond break a race.
A 5 foot burrow speed is better than most whole subclasses in the game.
All races with bonus speed (except legacy aarakocra) are designed to have 35 feet and no more. Exceptions are extremely rare for a reason.
Centaur with 40
If that had a speed of 35 feet, it'd be find.
Yes, which is why I said there are exceptions, and the centaur gets almost nothing else as a result
Like I said, I found it online so I had my doubts it was balanced lol
I figured burrowing was OP though, just needed confirmation thanks 👍
Ye no worries. Lower the speed to 35 feet and clarify the unarmed strike and you're fine
Most natural weapons features allow you to deal an amount of damage INSTEAD of the attack, rather than in addition to
35 feet is still a huge advantage because you outrun most monsters with the standard 30ft speed unless they dash
Mhm
I think I'd still argue for 40ft of movement though, it really doesn't have many more features than the base centaur & as stated the vegetarian trait is kind of pointless (but I think it's funny so I'm keeping it)
You could. A centaur doesn't have dark vision, which is a major thing, and this gets two skills. Instead of one.
True.....
I'm not like overly adamant about the speed so I'll take your advice for it lmao
Ye 35 is still fast
Remember, you can change racial skills to whatever you want if the table is using Tasha's rules, which most are
I'd say the weight might be too much for either, unless its only for flavor and not something that could be used mechanically(i only remember Warforged having a weight calculator to them and at most could reach maybe 380)
Cause then easy choice(since having the Small Size wouldn't give benefits considering the weight and size of you and anything you're carrying) would be Medium creature, minimum 690 pounds and could just sit on any NPC not necessarily important without a saving throw(or even do the same to a normal shaped party member who chose to be small who'd have disadvantage to saving against something twice their size and probably triple their weight, wizards be ded)
Hey, is this the place where I can ask about my D&D character and an issue I've been having with the homebrew subclass i've been trying to use?
Ye, long as people be up and awake to answer(i finally got done with hmwk so been free today)
ok bet, I got a warlock that subclasses into a homebrew "Master of Hex & Blade (Hexblade 2025 Remake)". The problem I have is that the subclass has a feature that gains me proficiency with Martial weapons, and training with medium armor and shields. Unfortunately no matter what I do I can't get the proficiencies to work and it only gives me proficiency in light armor and Simple weapons. Is there anything im doing wrong? https://www.dndbeyond.com/characters/154334729/vvNuE5
There's a DND beyond support channel iirc
ah ok mb
How do I make this as useful as possible in the cantrip tier without allowing abuse. A "heat" option under another cantrip.
You ignite a small nonmagical flame on a flammable surface no larger than a campfire, or heat an object no larger than a 1 foot cube. This heat is sufficient to melt wax, but not deal damage.
Maybe give it bright light for 10 feet and dim for another 10? What else is on the cantrip?
Another function it has is being half of a bullseye lantern.
It can also allow you to use intelligence (arcana) instead of dexterity (sleight of hand) when interacting with mechanisms. It's a multitool
Okay, so my understanding is that this is a simple fire/light cantrip then? As far as that ability, technically lighting nonmagical fire can deal damage at the DM's discretion, as campfires can burn people, but the heat part I think is plenty for thematics. Like I said, maybe give the flame ignite ability a specified light radius, but someone else would have to tell you about more.
What's the opinion on this feat? Since I don't like the new MM's lycanthropy rules, I made some for my setting. Classed as "Special Feat" to indicate it falls under no specific feat categories (so it cannot be taken naturally).
Lycanthropy
Special Feat (Prerequisite: Get lycanthropy or therianthropy)
You have been blessed or cursed, which one is unclear. You gain the following benefits.
Bestial Boon. Your Strength, Dexterity, or Constitution scores increase by 1. Gain one of the following benefits, based on the selected score.
- Strength. When you make a melee attack, you deal 1 more damage on a hit.
- Dexterity. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- Constitution. When you take damage from a nonmagical attack, you can choose to expend 1 hit die and roll it, reducing the damage by the number rolled.
Lunar Shift. As a bonus action on your turn, you may transform into a beast-humanoid hybrid. The beast aspect of your transformation is derived from the type of lycanthrope or therianthrope from whom you contracted your condition, or is chosen when you take this feat, but is often related to the option selected for Bestial Boon. While transformed, you gain the following benefits.
- When you make an Unarmed Strike, you can choose to deal 1d6 + STR or DEX damage instead of the normal damage, and can choose between bludgeoning, piercing, and slashing for the damage type.
- Your movement speed increases by 10 ft.
Additionally, you gain the following benefits while transformed, based on the option you selected for Bestial Boon. - Strength. Immediately after hitting a creature with your Unarmed Strike, you may make a Shove attack on that creature.
- Dexterity. Immediately after hitting a creature with your Unarmed Strike, you may make a Grapple attack on that creature.
- Constitution. When you take damage, that damage is reduced by half your CON.
I want balancing notes, but I understand that may be difficult since ultimately DMs decide whether or not to give this to players.
EDIT: As a note, this is using the definition that therianthropy and lycanthropy are variations of the same condition, both of which manifest as this feat in players.
Dex boon feels unrelated to dex and the constitution ability should probably be a reaction to activate
*Con boon
Okay, I can see that. That was partially derived from Keen Hearing and Smell, but looking at it again none of the new lycanthropes even have that. I'll change those up rq.
its fine thematicly, just think it would be more conected if it was like use dex instead of wis for perception checks or something using their dex stat
So for Bestial Boon, I swapped:
Dexterity. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Constitution. When you take damage from a nonmagical attack, you can choose to expend 1 hit die and roll it, reducing the damage by the number rolled.
For:
Dexterity. You can add half of your Dexterity modifier to Wisdom (Perception) checks that rely on hearing or smell.
Constitution. When you take damage from a nonmagical attack, you can use your reaction to expend 1 hit die and roll it, reducing the damage by the number rolled.
nice
That makes me wonder, should I make the Strength option scale now that both the others (technically) scale with leve?
make it half pb maybe?
Well that's what I was thinking, but that might make it scale too well?
might be a bit strong on monk though, extra 12 damage per turn
True. Maybe make it deal half your Strength mod (min. 1) extra damage?
yeah that could work, as it makes monks have to both dex and str to break the game with
Yeah. So that would be exchanging:
Strength. When you make a melee attack, you deal 1 more damage on a hit.
For:
Strength. When you make a melee attack, you deal extra damage on a hit, equal to half your Strength modifier (minimum of 1).
you might want specify not spell, unless you want some wierd combos to come out it
Do you have any notes for balancing the during transformation buffs? Because you get benefits based on the increased stat from there too.
they all feel tame as long as impose a limit of times you can enter the form
I kinda agree kinda don't, because I want all options to be viable. Keeping in mind that players don't "take" it like other feats. This happens when you contract lycanthropy.
fair
True, as written you stay in the form forever lol. Let me write something up for that.
So here's what I put at the end, just after the list:
The transformation lasts for 10 minutes, or until you revert your form as a bonus action. You can only transform into your hybrid form a number of times equal to half your proficiency bonus, and regain the ability to do so at the end of a long rest.
nice
Also planning to include a box in the book about DMs having the transformation trigger automatically at moon phases, but even then it will be up to the DM if they want that to happen.
cool
Here's what I came up with, for anyone wondering:
Lunar Transformations <-(This has formatting in the actual version)
Lycanthropes are notorious for unwillingly transforming at a full moon. As a DM, when the player gazes upon the full moon (or new moon if they contracted the condition from a therianthrope), you can optionally have them black out, then transform based on Lunar Shift’s rules. If you have the player black out for this, you control their character for the duration of the shift.
Do not be excessive with forced transformations, especially ones where the player blacks out. That’s a quick way to get on your players’ bad side. Offer a chance for your player to learn to control these shifts, or perhaps even receive a cure.
#dnd-heroforge-etc message Need more ideas for what he can do. As a legendary action he can already make anyone he chooses in a select make a strength check or they're disarmed
Wind power stuff
Already thinking about the ability to rob air in your lungs to take damage
TRUUUEEE I'll have to look at weights for other pc races, especially centaurs- I feel like these would weigh less than a horseman
As far as I can find, centaurs ARE in the 600lb range? I think 500 for the Lapicentaurs might be good, then.
Andre the Giant was 500lbs after all, it's very humanoidedly possible
Having an entire giant rabbit lower half makes it extra possible
I've been considering a path of the giant rework, mostly due to how I wish the class could benefit from growing. Is this a feasible framework to begin with? I plan on removing elemental cleaver, later on
Level 3
Giant's havoc: while you're raging, you gain the following benefits: you increase your size by one category, along with anything you're wearing. You gain a +4 bonus to strength, along with a -2 penalty to dexterity. Your weight increases by a factor of 8 and your reach increases by 5 feet. If you don't have enough space to grow, you don't get the aforementioned benefits.
Humanoid typhoon: If you aren't using weapons or shields, you can throw any object under your carry weight limit as a 1d6, 20/60 ft thrown weapon. If the object is heavier than the target, the target makes a strength saving throw, being knocked prone on failure
not a fan, especially of the dex reduction.
I plan on making it weight less later on, but overall I really felt like it made little sense that a grown character couldn't get past the peak of human strength
Which the +4 does
But giving + str bonuses that bypass the 20, even if temporarily, sounds like an exceedingly rare thing
So the -2 dex was placed to compensate
Could make it -1 AC instead
So dex saves are preserved
But from the way you've talked, I think that isn't the only issue
thats their capstone
barbs also already ave adv on str checks and saves, and they get reckless for attack rolls
as one of the newer subs too, i really think out of all of them it needs the rework the least
I find the growth part of the path of the giant kinda hard to find uses for
At best it can be used for carry weight shenanigans up until level 10
Otherwise any barbarian would be doing exactly the same thing as a 4+m tall hulk
the growth part is flavor and also helps with grappling
I find it bad that the path of the giant has giant being like, the flavor part, rather than the core
Elemental flinging sounds like another path entirely
giants are elemental in nature
storm, hill, fire, frost, stone, cloud
path of the giant also leans on the tossing aspect that all giants did
Tossing for me is less about being Thor and more about finding random stuff to throw
Tavern brawler, but for dragons
i never said anything about thor?
the problem with random stuff to throw is that it... relies on random stuff to throw
I reference their ability to throw a weapon and have it come back
From elemental cleaver
Suddenly you have a purely elemental weapon with bouncing mechanics, and a thrown range
yeah, cuz giant?
^
fire giants throw flaming hammers, storm giants spears of lightning
The element part might be alright, it's just that making your weapon become this boomerang along with that kinda breaks the fantasy for me, even if the flavor can be made in a reasonable way
nothing is also forcing you to throw the weapon, it gives giant barbs a ranged option
if i were to rework giant barb, i would probably just let them deal damage using mighty impel without having to toss upwards
if they hit something when tossed, they take damage
A massive part of the classes' power budget is put on range, while being big in itself does little
because size itself doesnt actually do much
except for maintaining a larget area of control
but that in of itself is already good
It's offset heavily by allowing more enemies to clump on you while not giving you much to deal with them
Since even mighty impel doesn't allow you to toss a guy into another
yeah, thats the only part id really change
To knock both prone
you can toss the initial creature in a way so that it falls on top of the other one, causing potential damage and both to fall prone too though
Or just grab one of them as a weapon to hit other enemies, which is a very giant thing to do
It becomes a geometry problem in order to bypass what's written
what?
You have to toss the enemy diagonally in a way that respects the range, just so it can fall on the same occupied square meter of an enemy
you already use geometry with aoes and los, so im not even sure what thats supposed to be a point for
it using geometry is like, minimal
But it doesn't use 2d geometry like aoes
You need a third axis for doing that kind of throw
And Cubes, and Emanations 
game already came with geometry
It still says the target has to land on an unnocupied space
hell, 2d shapes are still geometry
does not.
you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself... If, at the end of this movement, the thrown creature isn't on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.
you can toss someone into the air
It opens a can of worms with how damage is calculated, since you don't simply throw the target 30 ft up, you throw it in a diagonal line that will end up being less than 30 ft, by an unknown amount, depending on where it has to land, you also have to consider if having someone fall on top of them also causes that fall damage and landing prone part
All because you can't just throw someone in a straight line
again, probably the thing i would change about giant barb
im with you for wishing mighty impel just did damage whn you toss them no matter what if you chose to
(since it still good for repositioning allies)
I still don't like that being big is such a minor part of the class all the way until mighty impel is even online
Also, elemental cleaver doesn't seem to fully support the kind of gameplay envisioned in DND 24 combat
Barbarian has weapon masteries and all the incentive to swap weapons
eh, i played and sen many 2024 giant barbs, i disagree with big bing minor
But despite being able to swap elements once per turn, you can't imbue another weapon
i mean, it was before 2024
bigby's was released before the 2024 ruleset
I know, it doesn't change that there are things to deal with, if it has to stay as is
The rage damage on thrown attacks was also added because it wasn't a thing in the 2014 barbarian
It is on 24
i still dont think your initial changes to the size change make being big more substantial
all it does is just also add malus
and also give them the capstone of the class at level 3
Then there has to have something else that makes a giant have feats of strength that a non giant barbarian couldn't pull off as easily
Without adding a capstone
i dont think it "has" to
increasing your size already increases carrying capacity after all, *2 for each size above medium
assuming 20 str, a level 14 giant barb can carry 20 * 15 * 2 * 2 * 2
any other barb is just 20 * 15
It multiplies twice, not thrice
ah, right, doesnt go to gargantuan
Also
but still. 4 times more than normal barbs
It doesn't allow for combos like growing before raging through any means
like what
Since it sets your size to large
yeah?
both of those set your size to large, its very much intentional
It's kinda a known issue with size, considering that there's little incentive to actually grow larger.
if nothing else, narrative
Growing gargantuan doesn't seem to be anything more than a bit chaos inducing
and also controlled area
You can't even kick a house any easier than a normal barbarian would
Since you can't put more weight to your kicks
Imo, there's a difference between not being a physics sim and immersion breaking mechanics
If I had to give an idea for something that relates to size, it would be something relating to enemies within a small radius of you and the ability to do something to creatures of a size smaller than you, with giants possibly focusing on the latter.
If they had oversized weapon rules baked in, then well, they likely would have been too damage heavy, but still lack in flavor
Alright, I have a question for yall. How would one go about making rules for large characters? I'm making a race guide for my homebrew setting and a few of the races have options to be, or already are, large sized creatures. The rules I currently have in place is that, unless specifically stated to be for large creatures, they cannot use armor for creatures smaller than them. Furthermore, weapons meant for smaller creatures incure disadvantage on attack rolls. But, they also get advantage on Strength checks for items that are size small or large (as decided by the dm.)
Would yall add or remove any of these?
Small or medium, typo
Items size small or medium.
Well, equipment for large creatures is bound to be more expensive, since it uses more material, while also being rarer
It's a bit of a lose-lose, aye, considering that size is a relatively small part of the game for PCs, while being really common for NPCs.
That's balanced out by some of the most populous races in my setting being large sized creatures.
Like the ogre kingdoms, or ettin villages.
So it wouldn't change anything that much?
I was gonna suggest it also has to be stronger
To compensate it's price
And rarity
Not particularly, but it would mostly mean that random weapons or armor from most random enemies wouldn't be useful. They'd be stuck buying equipment from mostly shops.
Cause like, goblins won't have armor for someone that big
Orcs might tho.
And what would you suggest?
Orcs are medium
In my setting they can be medium or large
In fact, one subrace of orc is large only
Well, DR for armor, stronger dice for weapons
DR? I'm not familiar with the acronym.
Damage reduction
Ahhh, that's fair
It's used as damage resistance on DND, but damage reduction makes sense here
Like taking 1~3 less damage per hit
well, D&D uses a 50%, neutral, and 200% method.
So it's a scale, and not a flat alteration
That's a great idea actually
Other than that, it's heavy armor master
There was another homebrew rule I wanted to hear an opinion on though while I've got y'all. It's for ettins. So, ettins are two headed and all, so I thought it fair there should be an optional rule to let two players be the singular ettin. They each get a character sheet, and can be different classes, but their HP, AC, and Stats are the exact same, with them taking the higher hit die out of the two classes chosen.
That sounds amazing
Yeah? No changes there?
always been a fan of connected pcs, but not sure how id implement them
That is true
its more meme than dream
basically combat eco
biggest problem is if you dont have two players either
It's only an optional rule. If the player wishes to play an ettin by themselves, it would also work just fine. The roleplay would be funny though lol
ic
Thanks for the help guys, the outside perspective really helps me think
Alright so, I would like someone's opinion on how I'm doing Centaurs in my world. Now, we all know centaurs as the half horse men from Greek myth. But there are so many creatures in fantasy that are top half man, bottom half four (or more) legged animal. So, I've decided to make centaurs have subraces.
Kentauros - Half Horse Half Man.
Dracon - Half Dragon Half Man.
Mammon - Half Mammoth Half Man.
Drider - Half Spider Half Man
Lamia - Half Lion Half Man
Does this make sense? Doesn't sound stupid, does it? Part of the reason I'm doing this is that, in my world, centaurs are mutated forms of humans, born from the same cataclysmic event that threw humans, elves, dwarves, ect out of their places of power and paved the way for orcs, goblins, ogres, ect to take over.
dracotaur induced ptsd
Lol
I'm also considering doing the same with minotaurs, but I'm less sure of them. Cause minotaurs already skirt the line of beast folk.
Hey, once again looking for feedback for my Lizardfolk subraces. I just wanna know if I made both equally tempting to choose, instead of one being better than the other
Greenscale Lizardfolk. Choose a druid cantrip, you always have that cantrip prepared and can choose Intelligence, Wisdom, or Charisma as its spellcasting modifier. Whenever you take a long rest, you can choose a different cantrip. In addition, as an action you can summon a Hail of Stone at a point you can see within 60 feet; all creatures in a 5 foot-radius, 20-feet tall Cylinder centred on the point must make a constitution saving throw (DC = 8 + PB + the modifier you use for the druid cantrip). On a failed save the creature takes a number of d8 equal to your proficiency bonus of bludgeoning damage and is knocked prone. You cannot take this action again until you finish a long rest.
Bloodfang Lizardfolk. When you use the Hungry Jaws ability and gain temporary hit points, you can double the amount of hit points you gain. In addition, your speed increases to 35 feet and your Lizardfolk bite attack has the Sap weapon mastery property.
Hello! I have recently made a homebrew Warlock subclass with a list of additional spells exclusive to this subclass (some homebrew, some base game). But I have ran into the issue of my homebrew spells that are in the additional spells list are automatically being added to my character sheet when I haven't used a learned spell slot on the spell yet. I want it to be like any other Warlock subclass where I have to use a learned slot for them so I don't have a crazy number of spells. If someone can help with this it would greatly appreciated!! Pls either DM me or ping me so I see it
all subclass spells are auto prepared in the 2024 edition, whereas 2014 subclasses only add them to your list.
Oh okay, what can I do to change my subclass so it follows the 2014 way
Try #ddb-support
make a copy of a 2014 subclass and see how its set up
Hey, so there's a trait I'm making for the race of Fomorians in my homebrew setting and I'd like to put it here and see what y'all think of it.
Deformity. Due to your appearance, Charisma checks you make against creatures that are not fomorians have disadvantage. However, any Charisma checks other creatures that aren't fomorians make against you also have disadvantage.
Does that apply to spells?
It's meant to be for like, skill checks and rp events. So no.
That’s a good downside to a race, yeah
Nice, but I should definitely specify that it doesn't apply to spells lol
No saving throws, just checks it specifies
There aren't any spells that make charisma checks
Oh good
Sometimes people say checks and just mean anything to do with it, I was simply asking
If this isn't the right place for this then let me know please
But if I were to want to like
Combine aspects from 2 or more backgrounds
Like for example
A Nobel that had become an Outlander due to circumstances
How would one go about doing that?
I’d say take one skill proficiency from each and pick which feat would be more prominent
Ah Oki!
I'm converting the Phane from 3e and 4e to 2024, do y'all think it being able to cast the Time Ravage spell as a Recharge ability would be too much? If not should I make Recharge on a 5-6 or just 6?
Planning for it to be CR 24.
I personally don't think a 9th level spell that turns you old and can only be cured with wish or a 9th level greater restoration should have even a 1/6 chance to recharge
I think that should be part of a Spellcasting trait, like.. once, maybe twice a day
@rapid latch
Gotcha, thank you for the sanity check.
So i got a homebrew campaign with elemental perks. One player is a Rogue though and they are about to get fire magic. Currently they can only imbue their weapon with flames but id like to give them a range ability like [chromatic orb]. This would be like a ranged weapon attack where they need to successfully hit the target yea? Jw if I should let their spell casting stat be dex or if it should be cha
It is what you want it to be.
Casting stats generally aren't physical stats, but they can be if you want them to be
If it’s a ranged weapon attack, it’s generally not spellcasting
It could just be conjuring a flaming throwable weapon and being finesse, instead of basing it on a spellcasting modifier, that way it fulfills the normal sneak attack requirements without needing to add a new clause
Oh dam. I didn't even think of the sneak attack bonus. Thanks!
What other names are there for a Gish or Spellsword?
There should be a channel called "Just gotta tell someone" for DM's to dump their hilarious/dumb ideas to mess w/ player.
On today episode of "Just gotta tell someone" - Ive given one of my player a curse item. The curse is inconvenient but not game breaking. And the benefits the item provides the team has made him keep it. But what he doesnt know is that item curses another item either he has or that a party member has. First is was a common item, then 2 uncommon items, and so on. Now to get rid of the curse you have to destroy the original item and all items its cursed.
Its kinda my answer to players hoarding items lol.
Sounds pretty un-fun!
Thoughts on a final boss lowering proficiency bonus on a fail of 10 or more? Half damage on save. The Party™ will be level 13 at the time, with an already challenging fight(CR18 Cosmic Horror) ahead of them.
Sounds tough to keep track of.
oh theyll be fine... they have a cache of weapons they theyve stolen or killed. its a literal safehouse so as long as they dont take the cursed item back there its a minor inconvenience
its the final boss, so ... sure ...
facts, but we play on r20, so it does all the math for us
youve got the license to do it
Does Roll 20 have an easy automated way to reduce Proficiency Bonus? I'm not familiar with it. I know on Foundry there's no simple way to change it in one go.
actually, im not seeing any way to do it on the sheet, so maybe this is a nonstarter?
no but realistically you can just say "-1 to all rolls you're proficient in"
you can probably track it as a DM unless this final boss is SPAMMIN
This is a much better way to express it, thank you
I think there's a magic item you can add to modify prof bonus
if you have r20 magic item code writing skills
yee, ioun stone
(I do not)
I mean it's gonna be what, 4-5 rounds for a final boss? I don't think there's going to be a meaningful difference between
- -1 to all rolls
And - -1 to all rolls you're proficient in
sure, its mainly just a flavor diff
cosmic horror be eating yo proficiency bonus
same flavor as old school undead eating your levels
yea, the idea is that the Cosmic Horror whispers incomprehensible knowledge and it affects their ability to focus
the DC is 21, but on a fail of 10 or less, the prof gets lowered
One of my upcoming bosses is a modified abberant spirit beholder type, a black ooze with lots of eyes, sharing traits from the gray ooze with corroded metal and pseudopod traits.
I'm so excited for them to unseal the containment chamber with a hundred different warnings not to, and be completely unprepared lol
Sorry if this is a stupid question
But am I able to give my character just random skills
For example, being able to make arrows with stuff they find in the forest? (The character I'm working on is a character that lives in wilderness and uses a crossbow to hunt)
Like obviously the arrows ain't gonna be high quality
Just good enough to get the job done
I think crossbow bolts tend to be metal but why not. If you want to give them that option its up to you. Tbh, i don't even keep track of basic arrows, only the special kind
Ahhh oki
I mean
It should work with a regular arrow right?
I searched it up and it doesnt
:(
Ask your DM if you can craft some or offer a shop. They'll help you out!
I don't have a DM
yet
I am just now getting back into dnd after awhile
It sounds like having ammunition is important for your character and if your background is hunting and survival I'd imagine you'd be resourceful with them. I'm sure your future DM would allow it
Yeee
anyone willing to give me feedback on a monster i made ?
https://imgur.com/a/bGL3jcb its an arch night hag
afraid that claw of unrest deals too little damage tho
should i make it 3 attacks ?
its inspired by the 2024 arch hag statblock
Looks pretty damn scary and strong. I think instead of adding more damage on her specifically, introducing some adds or environmental stakes could help with the damages. Or give her the sea hag ability to just insta kill someone if they are frightened
Do you have any suggestions for lair actions ?
Depends on the setting. Idk much for lair actions but I recently ran an aboleth with psychic and water turbulence which was fun. If she's shadowy you could do blindness or if it's in like a swamp, poison gases
got a homebrew ability for a race. whats your thoughts?
Conman’s Empathy. Your sharp insight into others lets you exploit their emotions.
Choose one creature you can see and are currently conversing with. The creature must share at least one language with you, and the conversation must last at least 2 minute. Afterward, for the next 10 minutes, the next ability check you make that directly involves that creature (such as Persuasion, Deception, or Insight) grants you advantage, proficiency in the roll, and you add double your proficiency bonus instead of your normal proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Her lair is in the roots of a gigantic tree in a druidic ruin
I am looking to make a homebrew weapon for my monk, need some help with a few spots
I have an idea for a homebrew weapon for my monk.
For background, he was left at a monastery as an infant and the monks raised him. When he was old enough, he reworked his basket into his hat, which he uses as a weapon.
I am thinking it does 1d4 or 1d6 (could scale with him, or upgradable).
The hat has 3 attacks:
- Standard attack, hits once, returns to him. 20/60
- Hits twice, one from front, one from back. He throws it at a target, the hat continues forward regardless of hit or miss. Then returns to him, hitting again. 2 charges per short rest
- Throws it in a 20ft diameter circle, originating/starting on him. Once per long rest. Kind of like a boomerang, you don’t throw a boomerang and be in the center of it. He is on the line.
The parts I need help on are damage die, thoughts on range for standard attack, and if it should be an attack or a DEX save. If it should be a DEX save, how should it be figured out?
Could it use the standard boomerang stats? It's a DEX attack, 1d4 damage.
Works for me, just didn't know what to go with, and I didn't want to use an attack roll for one then DEX for another
Not really sure how to calculate it
I'm thinking something like 10 + DEX mod + proficiency bonus
Struggling with deciding on a dungeon design to fit within a single 3 hr session. The party has traveled to the underworld in search of a legendary weapon only to find it's missing. They already tracked it to the tomb of the BBEG of this short adventure. The next session will see them work through this tomb to recover the weapon. Curious if anyone has advice on making something short and sweet that is fun for a party of three lvl 3 players (ranger, fighter, barbarian). Combat is secondary to them, but like multistage fights/second objectives in battles. I haven't really designed a dungeon/map with a time frame in mind, so any advice or resources would be appreciated.
Right now, I'm thinking: 1. Very linear tomb with a few rooms before hand that are more "realistic" in regards to some halls of statues for those that died, etc. and ends with the resting chamber of the BBEG. 2. A small zelda like dungeon with a couple puzzles and the goal of gathering 2 burning eyes that when placed into a door, opens the way to the chamber of the BBEG. 3. A void in the ground that when jumped into, the party descends further beneath the eart and enter a more twisted version ofhte room they were in and deal with some challenge, find another void, jump down, and the next area is even more twisted. Rinse repeat and find their way to the chamber of the BBEG.
Is this an okay weapon?
https://docs.google.com/document/d/1JxZPMx6OcWe8ZnZCBRj3r8H6B3gdSAQC5dxxKDUnpE0/edit?usp=sharing
for what
idk I just made it cuz I was bored
if youre bored and want a challenge, try your hand at making a weapon for the first dungeon master
The DC for saves is (8 + key stat [Dex] + proficiency bonus).
Ok
Yup yup, it's how all the saves on your sheet are autocalculated so makes sense to keep it consistent; it can get weird on some items, though. Cheers.
Im wanting to play a moth character but Thri-kreen being the closest option seems kinda…unappealing
Vorbote (german for Harbringer) is a low impact deity with a small cult following. This cult mainly revolves around sacrifice and punishing others into behaving correctly. The cult with hang, whip, scalp, ect. members for misbehaving or making any mistakes. They gain members by seeming like a nice, holly place of worship to this deity but once your inside it's completely different. It's extremely difficult to escape as there are guards all over the perimeter to keep members in and outsiders out. The people who have escaped are either killed, threatened into silence, or if they do talk they're never believed.
This is my work in progress deity, not really looking for criticism but it is still welcomed
Crimson Lash
As part of casting this spell, you must expend one Hit Point Die or the spell automatically fails. A writhing lash of coagulated blood springs from your hand with the following properties:
It counts as a Simple weapon with which you are proficient.
It has the Light, Finesse, and Reach properties.
You can use your spellcasting ability modifier instead of your Strength or Dexterity modifier for the attack and damage rolls with this weapon.
Its damage die is the same as the Hit Point Die expended to cast the spell, and the damage dealt is Necrotic.
Each time a creature takes damage from this weapon, its Hit Point maximum decreases by an amount equal to the damage taken.
Just confirming, does the wording for the end clause mean that sneak attack would also work for reducing a creatures Hit Point maximum?
Its from the grim hollow spells
Question, is it easier to use a class and rename etc and re imagine or just make up a class entirely
Much easier to just reflavor existing material
I'm making the 4 Links as a monster statblock. What would you call each one to hide the suprise?
Wizards of the coast kind of encourages you to just reflavor existing monsters. Even for moe advanced stuff you may as well copy a monster or class and then improve upon it.
At the same time, if you know it's compeltly different then just make it from scratch so you don't have to work within the confines of premade stuff.
https://www.reddit.com/r/DnDHomebrew/comments/1nv4j9m/mutagenist_artificer_subclass/
This is a link to a homebrew artificer subclass i made
any comments?
tastes like barbarian at home
Would you make a full heal potion just take a whole minute to drink or just say you can't drink it in combat?
Would you ever ealistically be able to take a whole minute in combat to drink it?
Oh hey Elden Ring. Lemme take a gander
no, no, and no
what are we talking about? whats the context here
I'm giving a homebrew full heal potion a restriction. Should I make the restriction cannot be used in combat or just make it take a long time to drink?
Thinking about the last one yeah 10 rounds to drink a potion hell no
Yeah, all your hit points
I think.. make it take 30 seconds to drink,
so if someone really wants to drink it in combat they have the option to try, but its still gonna be way easier out of combat
I dont know about a full minute though
ehh actually
yeah make it a minute
Yeah a minute would highly discourage someone to drink it in combat
Thanks
The no combat thing just sounds silly
Where's the death rune effect where they remove max hp?
i think you could increase the black knife and pierce through attacks by another d6
For CR8 at least
for a CR 8 average damage output is around 51 - 56,
mm.. I think I'll add an extra d6 to the Pierce Through but I think if I gave an extra d6 to the black knife it'd be way too much
cause thats not just 1d6 or even 2d6, thats an extra 5d6, or 17avg damage
Realistically it doesn’t take that long to drink something, you could make it give you an extreme debuff for 30 sec-1 min so it discourages use in combat heavily
realistically dungeon dragon game
creating a debuff when you could just make it take a really long time is so.. unnecessary
what would even be the debuff?
Cool, watch your players find a simple way to just drink it in a microsecond lmao
No moving, attacking, forcing a save, or casting a spell
congrats, your players wanted to do something so they found a way to do it, welcome to dungeons and dragons
Maybe all of this but still allow movement
Oh wait you’re the cr dude
Hell nah i’m not arguing with you
its not like "drink the health potion REALLY fast" is exactly a niche game breaking move mate, sometimes you just wanna let the players do their thing and theres nothing wrong with that
What
Not you obv
I've been DMing for 7 years and most of my homebrew experience is in monster statblocks, but this other guy has a grudge on me because I dont agree with him on the fact that a single CR 9 creature is going to be a low difficulty encounter for a party of level 9's
What do you mean by cr guy
I don’t have a grudge with you, i just feel arguments with you are pointless and lead nowhere
Oh
And i don’t like arguing for the sake of arguing
and so because of that disagreement- which, though needless as it is for me to mention, I was right about, he's refusing to have a conversation with me where I dont agree with him
I remember several people arguing with you about that, but sure, you were right
so when you make your decisions about ap erson based on the previous percieved negative actions of that person that is called holding a grudge
???
Anyways i won’t continue this childish stuff
So uh
2 people arguing with me at the same time, one of them was you, and the other guy just didn't understand what I was saying about increasing CR's for single combat encounters..
"this conversation is childish, but I'm right and you're wrong and I refuse to talk about it"
whatever dude,
Anyways, i think you should impose a debuff rather than slowing down the drinking rate
Is it a bad time to mention that I was thinking of making the potion also heal all spell slots
and I think that imposing a debuff is extra work and extra punishment for no reason
At this point, just make it give all the effects of a long rest
Cuz it's literally just this
Hi guys! I want to homebrew a myconid species that can enhance weapons with poisonous mushrooms and turn a dead creature into a small myconid minion as their main abilities. How do i balance this? This is for 2024 btw
Thats a Baldurs Gate thing I think no?
You know that's a good point
Extremely rare long rest potion
?!?!?! 2 turns for a long rest?!
so you're giving a level 0 player half the abilities of a level 6 Spore Druid
With something like this in your game, either make it incredibly scarce or give it a penalty for use
Why is this classified as a "common" in BG3?
Keep in mind baldur’s gate is a video game, it has a different balancing policy
Yeah it's a legendary
Because it is a video game, stuff like that is common
similar enough balancing policy but yeah,
These abilities could come with levels. I'm new to dnd so idk how to make this work well but i really want to play a fighter myconid
"its a video game" isnt really a good reason considering its a video game based on D&D but yeah sure
so one big downside to playing a Myconid is that you die from being out in the sun
additionally, animating spores is a trait reserved only for Myconid Sovereign's,
it'd be easy enough to trade off for sunlight sensitivity but it is just flat if you're out in the sun for an hour you die
Could be a somewhat evolved myconid then
So this ability could come with levels perhaps?
+2 to any stat and +1 to any other. Give yourself the ability to cast sleep once per long rest. At 5th level you could get animate dead once per long rest. Add a trait similar to the drow’s sunlight sensitivity and you should be good.
dude thats sick as hell
Alrighty
Actually, I just reread your original message and I’d suggest adding magic weapon at 3rd level.
It is spell heavy, but does what you want
Myconid Traits
Creature Type: Plant
Size: Medium (about 5 - 7 feet tall)
Speed: 30 feet
As a Myconid, you have these special traits.
Rapport Spores. You and creatures within 20 feet of you can speak to each other telepathically.
Pacifying Spores. Once per long rest as an action you can cause a creature within 10 feet of you to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + your Constitution modifier, being effected with the Stunned condition for 1 minute on a Failure. The creature remakes the saving throw at the end of each of its turns, ending the effect on itself on a Success.
Animating Spores. At 5th level, you always have Animate Dead prepared, and can cast it once per long rest without any material components and without expending a spell slot.
Sunlight Sensitivity. You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
@mild cove @wheat kindle
how do we feel about this?
Too strong, and sunlight sickness doesn’t really work on PCs
Also should be a humanoid
Specify pacifying spores to be an action. Change animating spores (animate dead works fine), and just replace sunlight sickness with drow sunlight sensitivity
thats a fair point, I always forget the timing clause
I was thinking about the sunlight sickness as a way to even out the lore accurate sun sickness that myconid's get with a playable species, but I was also thinking about that when I was imagining adding in a necrotic damage boost to melee attacks
so thats fair, change it to sunlight sensititivty, add the timing clause for pacifying spores
The issue with that is PCs kinda have to be in sunlight if the rest of the party is
So it’s almost permanent disadvantage
how do we vibe with this?
I went ahead and made those changes
Looks good
It’s on the stronger end of PC races, but with sunlight sensitivity it seems fine
dope
@wheat kindle
while people are here I dont suppose I could get some insight into this statblock I just crafted
also just finished this, CR 8 Blaidd, The Half-Wolf
Am I not allowed to post PDFs? I've got a class revision I'd like a second opinion on
no idea if this is fair
Eldritch Ruby of the War Mage
Wondrous Item, Rare (requires attunement by a Warlock)
Ruby of the War Mage. Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Eldritch Empowerment. The Eldritch rune on this stone is a more complex one than a usual Ruby of the War Mage. When using a Pact Slot to cast a spell with an attack roll or to activate Eldritch Smite, you can use your Bonus Action before the end of the the turn to heal a creature within 30 feet of you. The creature you choose regains Hit Points equal to 1d8 plus d8s equal to half your Pact Slot level (round down).
Eldritch Enrichment. When using a Pact Slot to cast Cure Wounds, Mass Cure Wounds, Lesser Restoration, or Greater Restoration, you can use a Bonus Action to cast a Warlock Cantrip with the casting time of an Action before the end of this turn.
just post a link that contains the PDF or document
Got it
Well, here goes:
A while back, while exploring Roll20, I'd come across a class that, while I loved the intentions, and flavor behind it~~---being somewhat unassuming, yet with a brilliant mind and talent not for the arcane, or artifice, but strategy and analyzation---~~I found it somewhat disappointing.
Yet, while I'm aware that it's intended class identity is to be strongest when keeping a party directed (such as fighting in better sync with one another), it felt as though it couldn't really do much of anything unique, without the party, as even bards make for just as good (if not better) "skill monkeys" than the tactician did. Dare I say, the original class felt somewhat inept, on it's own.
So, to help give it some viability even on it's own~~---while still (hopefully) fulfilling that same fantasy, and bringing a bigger, more unique punch to it's flavor---~~I painstakingly went through and revised the class, ranging from not only the base class itself, and its original subclasses, but also a subclass of my own creation: The Lorekeeper!
However, I'd like to get some outside, unbiased input on my revision of the class; this way, I can ensure that it hasn't become over-tuned, in comparison to the other, core classes (such as artificer, bard, barbarian, and so on). Now, mind you, I don't think it has been, but I'd rather be safe, than sorry.
Original, as reference, for those that may be interested:
https://roll20.net/compendium/dnd5e/Classes:Tactician/#h-Tactician
My own, revised version (the subject of my query):
https://docs.google.com/document/d/1K_5pEdlXmt4jPftCBJR2eZ6IdGD2sRZ-UfuWkQyZ2gs/edit?usp=sharing
This seems very celestial warlock flavored. My instinct is that its effect on action economy would warrant being rarer, but I don't know if anyone's going to toss something this specific into loot pools anyway
For crafting purposes it may matter?
the reason I had it at Rare rather than Very Rare is because you have to use your Pact Slots for the stuff you usually don’t use them for in order to activate it
P.S. I'm attempting to present it in a fairly PHB-style prose, so if there's anything that anyone would suggest~~--to help better achieve that--~~feel free to let me know!
Regardless, please feel free to ping me with your responses; I may not see them, otherwise. 🙂
Do you? It didn't read like it made you use an extra slot
not an extra slot, but you have to use your slot specifically for Attack Roll spells
as a Warlock, you’re usually trying to use Concentration spells and Saving throws
I read this as while you use this, "every leveled spell attack adds this heal, and every leveled heal adds an attack cantrip"
Were these spell attacks meant to be melee specifically, btw?
specifically using Pact Slots and specifically attack roll spells
that’s not a limitation I meant for it to have
for the spell attack I was thinking of stuff like Chromatic Orb or Eldritch Smite
for the second part I was thinking probably Eldritch Blast or whatever your empowered cantrip is
I’m obviously not 100% sure this is balanced, I feel like it could be too strong, but I was trying to gauge if the limitations were sufficient or not
I'm not suggesting it must be this way, but I am now wondering if there's pre-existing language in any rules where you're allowed to do something free of charge the next time you act.
I.E. next turn or next action if you're hasted or a fighter
I know there’s third party stuff
I think there are a few things that have (no action required)
on an actual effect
I mention it, because it'd be weaker, but still incentivize dipping into those less efficient spells
Whether it'd have to be the next action or if the item would hold charges.
what I was looking for there is kinda the effect of casting 2 spells on the same turn
Which starts sounding like a MTG card effect.
Wither. Tap, remove one bloom token, yadda yadda yadda
so making it a separate turn would kinda pull it away from the main point of making it
I'd just say that 2 spells per turn does seem rarer than rare
I could decrease the heal to d4s, it would be a casting of 3rd level Healing Word basically
Uncommon Magic items can already do that
Which were you thinking of?
If you were hasted or action surged
Not in revised, no
I think the enspelled item might fall under magic action and rules dictating those, too
it doesn’t
it’s under casting a spell
pretty sure it just says that you can cast the spell using the charges
which could be a Magic Action or Bonus Action
my other draft for this was “When you cast a leveled spell using your Pact Slot, you can cast another leveled spell on the same turn”
just as a completely general thing
the issue there is it’s completely useless unless you have some levels as another caster
but then it makes Sorlock completely too OP
with Quicken Spell, that’s pretty insane
your ruby also doesn't have charges like those items
yes, but it’s limited by Pact Slots
which is usually 2-4 uses per dawn unless you’re level 11+ at which point it’s 3-6 per dawn
at 17+ I honestly don’t think this matters
I guess the cantrip part could be too strong at higher levels
I might have to just make it a smaller effect
or remove it
I can share the Very Rare version I made, which is probably more balanced
I can’t find it, but it’s basically a Quicken Spell and allows you to use another Pact Slot to cast a spell
Could someone go over some stuff for fighters I’ve made? The 1st and 3rd thing are whole subclasses, whereas the 2nd one is additional options for rune knight. Here: https://docs.google.com/document/d/1xMsvMVksNSVMl-A4E85LAuPkl_UsvBCAwonSDBjG9ns/edit?usp=drivesdk
How so?
How interesting does this subclass feature (14th level Barb) sound?
You can capture the darkness of other creatures and channel it yourself, momentarily transforming into that creature to borrow its strength.
When you defeat a creature, you can use this feature to capture its Essence. You can have up to two Essences at once, and you lose your captured Essences at the end of a Long Rest. You can capture a creature's Essence this way a number of times equal to your Proficiency Bonus per Long Rest.
As a Magic Action, you can use a creature's captured Essence to momentarily transform into it and use one of the creature's Actions, Bonus Actions, or Traits as part of your Magic Action. Once you use an Essence, it is no longer available to you.
The wording is a little confusing, but it's a solid idea and I would love to have it.
Thank you :) what parts are confusing? I'll try to fix it
It says there's a two essence limit but then switches to being your proficiency bonus once per long rest.
Yes. You can capture more than two, but you can only have two at once, so you would need to use some to capture more (or just replace them)
Okay, that makes more sense.
Is this better?
You can have up to two stored Essences at once. You must replace one stored Essence with another if you try to store a third Essence, and you lose your stored Essences at the end of a Long Rest.
Yeah
sweet :)
I was thinking of making it so that you can use Essences without actually expending them during your Rage, maybe a limited # of times to prevent cheeses and spam. What do you think?
I could make it a fragmented blade where you have to find and reunite the pieces to get it back.
YES
Channel Divinity name which one sounds cooler
Madness of the Raven. Songbird's Mad Invocations.
Madness of the Raven
I'd say madness of the raven
Thanks
What are some of you lots' favourite elf subraces?
So I made every fragment be a mini-arc with a special challenge
Working on a homebrew boss based off an abberant spirit. For a level 6 party of 4. Think it'll be too strong?
https://imgur.com/a/ydJHgqd
Probably
Good lol. I kinda want them to run and return more prepared
It sounds very interesting, imo you could also make it not consume the essence, since it’s very similar to how magic jar works and it is permanent
What’s the party composition?
I made it to where you can use Essence without consuming them twice per Rage as well, but infinite uses could result in some very silly cheeses I feel
Check out how magic jar works
It results in some cheeses at well, but yours is a capstone rather than a random spell wizards get
Also base wizard is far more powerful than base barb so i think it deserves that
Rogue, Cleric, Wizard, Ranger. I've given them some homebrew element boons, which could expand a bit right before this
How optimised is it? Also i feel the monster is kinda weird stat-wise, did you make it?
Sure, what is Magic Jar? Where do I find it?
Wizard spell that allows you to get all the features of a creature
I think it’s in the base phb?
They have rolled over quite a few things already, like vrock and aboleth were too easy for them. Spirit guardians kinda busted rn. Yeah I added the stats, but still in progress. Might be a 1 or 2 sessions til they reach it. Any suggestions?
I think its saving throws are weird
Like it has -2 to cha but -4 to saving throws
Same for attack/damage bonuses
Also it doesn’t specify how many eyes it has nor how to destroy them
Those would be like adds. Projections of itself that can make an eye attack. I haven't decided yet how many will start off with. Might revise that part or just make multi attack = eyes
Why don’t you try nerfing a beholder statblock to suit ur needs?
Your monster looks a lot similar to it
Thats kinda the idea. But beholder is not in my roll20... closest I got is the abberant spirit. I could copy some stuff tho
It’s in the monster manual
I’m fairly sure you can get the statblock on beyond for free?
This monk subclass is a little ambitious ig. How balanced is it?
https://docs.google.com/document/d/1yQhw9jnSjq5jqr-bG2eNobV0Hbdz4iXyHuz8ZH89RKw/edit?usp=drivesdk
Where does Magic Jar say you get their features?
Once you possess a creature’s body, you control it. Your Hit Points, Hit Point Dice, Strength, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics.
Also, this subclass feature is pretty different as it lasts one round and mimics an ability but does not change any of your stats. I don't think Magic Jar is an amazing comparison point
Thanks! I'll copy some of its stats, maybe make em a little lower. This is like an introduction to a beholder but it's an ooze creature with multiple red eyes from blood orbs that cultists summoned and couldn't control, only contain. It doesn't like water
Is this 24?
In 14 you get all of its features minus legendary actions/resistances
Here's a rogue subclass I've been working on. It's meant donrwhat as an alternative to the swashbuckler, rather than focusing on the pirate themselves it focuses on giving you a cool ass ship and cannons
Ah, yeah I was looking at '24
dealer's choice
why does it look like AI made it :X
I don't know.
its like 80% bullet points
That's how I organize my rough ideas.
I was watching the most recent D4 video about a character designed to make single and big attacks.
Here's an off the cuff, back of the napkin idea:
Here's an easy way to make bigger and better single attacks in 5e.
Forfeit your move or minor action to again advantage on your next attack.
Narratively, you are biding your time and waiting for the best opportunity to strike.
If you really want to make this spicy, let that advantage die stack with other things that grant advantage.
Right now it's really similar to (& better than) Rogue's Steady Aim. If this feature is supposed to be universal you'd probably want to buff Steady Aim as well.
Also not sure what you mean by "let that advantage die stack." Did you mean this advantage would overrite the rule on advantage/disadvantage stacking?
Yeah, so you could roll three dice and keep the highest.
has anyone made any interesting tavern games or sports for dnd? im building up a few options.
I’m still wondering if anyone knows a good homebrew race that’s basically a playable humanoid moth
Looks great! Could pacifying spores theoretically be replaced with something like +[some amount] of poison damage to damage rolls with weapons you're proficient with, or something similar
has anyone made a "voodoo"/witch doctor class?
no, but i would be incredibly careful with that considering voodoo is a closed practice and can only be practiced black people
and it can be incredibly insensitive and offensive if portrayed incorrectly.
and this form of magic would have to specifically be in a homebrew where black american slavery exists due to the fact that voodoo and hoodoo was developed because of it
https://docs.google.com/document/d/12XrgYx95FWfcMIXlSMAIL3aA7Q6YonBZii1yKMf6V34/edit?usp=drivesdk
Something im slowly working on, something ya'll can maybe try. Also please give advice :]
(Least I think this is where this goes)
I havent heard of this but i'll be careful thanks :)
im starting to design a monster to throw at my players.. a chronophage(time eater)
what would be a good base creature for something like this? im looking for something animalistic and beast-y, and with a swallow ability
I haven't heard of one, but I could help make one. I have made races before and I'm very careful with game balance.
I have a shaman. Is that close enough? If not I can help make something similar.
It’s up to you
sent you a few options in dms. lemme know if you want to make something different.
Who here is interested in a d&d thing that has anime powers/races and doesn't feel like d&d at all 😀
did you make your own system?
Yep, I'm actively working on it as well. Still as awhile to go bc I'm trying to balance everything but it has a lot of content so far
i would love to see the finished product when your done. also willing to help playtest if needed. i made my own system for a star wars theme and ended up having a foundation i could adapt to any theme. so im not bothered by homebrew systems.
May I DM you? I'd like to explain and ask questions if possible 😁
absolutely
Does anyone know how to add a image you downloaded to Homebrewery
Is this subclass balanced?
https://docs.google.com/document/d/1yQhw9jnSjq5jqr-bG2eNobV0Hbdz4iXyHuz8ZH89RKw/edit?usp=drivesdk
how do i download the pdf i got the image done but
alright guys, are we feeling an Arcanist Fighter (arcane archer but weapon-neutral and done right), or a Spirit Commander Fighter (command three unique human spirits during combat and channel their skills for exploration)?
Arcanist seems cooler imo
(2014e) thoughts on mixing mutant bh, bladesinger wizard, and battlesmith? thinking of doing bladesinger 2 / battlesmith 3 / mutant x
but keeping mutant at 3, and doing battlesmith x also sounds nice.
Does anyone build a pandafolk? I got one but it's not too optimize for being a tank
For the Bag of Holding contest.
Amplifying Lute
Wonderous item, uncommon (requires attunement by a Bard)When you cast a Bard spell that has a range of at least 5 feet, its range doubles, and if the spell has a range of Touch, its range becomes 30 feet.
Curse. Roll a d20 whenever you use this lute. On a 1, you are pushed back 10 feet.
Could use clarification as to what you're pushed away from. And if you mean the instrument, what direction from it
how op is 3 + charism modifier in temp hp at 3rd level?
not much, seeing how twilight does it better
would it turn op if that effect was given to all creatures of your choice within 90 ft?
90 ft range is a lot at level 3
I was thinking of changing it to 30
also, is it op to have a 1 in 649,740 chance to basically kill anyone of your choice within 90 feet instantly at 14th level?
I would love to, but the contest has a word count limitation.
Mm, you could try replacing it with
Toxic Spores. As a Bonus action on your turn you can coat your armaments for extra damage. For the next minute attacks you make deal an additional 1d4 Poison damage on a hit. You can use this trait a number of times equal to your proficiency bonus per long rest.
made a mean prank item for my party that never seems to identify items
Wand of Icarian Flight
Wand (arcane focus), uncommon
While holding this wand, you can take a Magic action to teleport to a random unoccupied space 100 feet into the air. If an object such as roof or a cave is above you, you instead teleport as high as the roof allows.
Once triggered, the wand cannot be used in this way until the next dawn.
Alrighty, sounds great! Thanks a lot!
https://homebrewery.naturalcrit.com/share/Pvvu9kCOonNM
I made this boss based on one I saw here a while ago, may I have some imput on it? I would like to tweak a few things like it's CR, and maybe tone down or buff some abilities.
Counterquestion: Why include it?
It will not happen, most likely, so including it is pointless and if it e er does happen it's completely unbalanced.
Does anyone have thoughts on this, yet, perhaps?
so just to start, the formatting you're using is 2024, but you're using 2014 homebrewery styling,
certain pages will have the [Theme] tag, and these pages can be copied
personally whenever I make statblocks I use this 2024 Monster Manual Style Template, up in the top right there should be a button labeled [Source], click or hover over it and a drop down will pop up, of which one of the options is "Clone to New"
then when you're in a homebrewery page, you can go to the Properties tab, (its in the top right of the text-editor, and looks like a circle with an i in the middle), and then on "Theme" you should be able to click into a drop down that lets you choose the Theme you want to go with
its not necessary, but I just wanted to inform you 
okaay, yeah, I think it was u who sent the boss example the other day and i just kinda cloned that one and edited it-
beyond that, the typing I'm guessing is lore relevant but I might suggest simplifying it down to Monstrosity or Monstrosity Construct so it aligns with the monster typing's that exist in game, also certain of these traits could be simplified but thats not necessary- i'm gonna run some numbers real quick but in general it doesn't look too bad at all
oh!- well thank you :D, which one was it if you don't mind me asking?
it has Weak Points 👀
I haven't posted a statblock with Weak Points in ages
ah, I got a homebrew race for her, but Monstrosity Construct works
for sure !
credit to @heady stream lol, mate gave me the basis for Weak Points with their Components mechanics on their Horizon statblocks
Balarauth, Infernus Sovereign
I see!
oh! also, on the CR tab you have it reading as CR CR 13
in 2024 formatting typically its just CR 13
ah, I see
oh also between lines, if you double Return it'll seperate the abilities instead of creating a new paragraph
Like
This
you can also seperate them with a :
I'm not sure how to powerscale, but I based the boss off of a level 11 character and inflated their Con modifier-
oh I just noticed, you also dont have a size on the creature
I see
I’ve been summoned!
oh for sure! in the 2014 DMG there's a table within the "DM's Workshop" chapter that gives you a list of stats that correlate to the different monster CR's
was just giving come due credit for your Components mechanics 
It's so neat 
GASP you're using my Battlefield Actions too
I gotta work on that one though
I didn't even scroll down 😔
I wanted to do a thing where they had a breath action that gave a recharge die to use on a bigger breath attack that they could react to
Thanks, though I didn’t invent the idea either lol
yeahh I felt like I remembered you saying that but I couldn't remember who the original creator was
oh right I remember us discussing that!
yes yes
the basis for Battlefield Actions I got from Pointy Hat and warped a little to my own standards- its essentially just "Telegraphed Attacks" to make bosses feel more souls-like
which is really funny actually because i've been making a slew of Elden Ring statblocks and haven't used Battlefield Actions on any of them
I see!
I thought it was a good idea, but may I ask if your weakpoints work where excess damage is still vulnerable damage to the main body?
in this circumstance it would be no
can there be excess damage done to a weakpoint
or no
is it capped at 30 per weakpoint and it pops
if the hp is fifteen
hm
actually, i'd say yes, excess damage would count as vulnerability against the creature
My take was always that damage carries over to the main body
oh for sure yeah that's what it does in this statblock
I see, I may have to lower the count of weakpoints, cuz my fighter can do like a couple hundred damage in one turn if hasted by my sorcerer

the question is over if the damage beyond the HP of the weak point would still count as being effected by the exhaust points vulnerability- since the weak point is being destroyed at that point
I gave her 1d10 + 20 damage reduction for a reason
like if something deals 10 damage but the vulnerability would carry that to 20, since the exhaust ports only have 15 HP would that extra 5 damage still go through or would it cut down to like 2-3
I mostly avoided giving components points their own vulnerabilities in my homebrew
I can see why yeah, thats fair
For this reason too
fair enough
Medium, yes, but they take up 2 squares
their main body and tail are both 5x5 feet
like one standing in front of the other on board
idk how to explain
half of large width wise, twice of medium length wise 
the sizing on a creature based on Grid Space is usually just about the feet clearance
what if something did like 40 damage though and the exhaust ports have 15 HP-
so Medium- when accounting for appendages with extra range typically its best to just give like an attack with that appendage the extra range
like the reach on an arm
uhhh, I think, i'll leave it up to DM interpretation, but thats a fair point
its complicated
mm.. I say maybe just scrap the vulnerability on the exhaust ports
i'm not actually.. sure why I ever added it
potentially, would you be against me reformatting?
I would not be against it, no
I personally, have no idea what I am doing-
maybe I could reword it so that the 30 vulnerable damage can't be prevented but overflow damage is resisted again, and can be mitigated by their fighting style
It's hard to do dual characters, but technically it's another phrase for True Neutral-
there's 2 people in the character but they have different alignments
gotcha gotcha
Lawful good and Chaotic good
I thought it was kinda funny tho
You have a defined moral code that you must follow but nobody can understand what it is since the rules are so random
okay so there's two ways to do it, in my experience
depersonify one of the two characters, turn their seperate actions into attacks that the one creature can take,
or
make a seperate smaller statblock that shares the initiative with the first statblock
I've done the second one before but I think in this case the first one might be better
It means whoever wrote it doesn't understand the alignment system.
Lawful and chaotic refer to your willingness to follow laws and rules.
Good and evil refer to your morality.
Neutral is an option in between both.
Tbh the alignment system is kinda dumb anyways
the alignment system sucks anyway,
Lawful Chaotic does sound funny,
I agree. I don't use it.
I think in this case Neutral Good would be better
I usually never fill up that part of the char sheet
fair enough
I forgot Neutral was a thing tbh
I was reminded like a few hours ago
Would be probably more accurate. Most people are more situational than the system allows
If I can give some general advice, dynamic and complex boss fights sound fun, but at a certain point a statblock can become too hard to run because there is too much going on and to keep track of
So maybe take another look and see what is really essential for this boss
ooh
I am trying to cram two characters into one boss tho-
Just saying this statblock is a LOT
its hefty
Trying to make two or more characters in one stat block is difficult or just impossible to word well
It’s best to just make multiple stat blocks
(Swarms being the exception)
may I ask if you are open to dm so I could ask for help on formatting
should I make two sheets from scratch
You don’t have to make stat blocks from scratch every time
I got all the abilities on one statblock, I just have never formatted-
When I made my setting’s Vecna stat block I took the noble prodigy stat block and gave it the eye and hand of Vecna
Ez
I remember one of the selling points of the 2025 MM was that there was such a variety that you could take something and slightly reskin it and get really anything you wanted
by all means
okaay
the feature is revolving around poker hands. That's why I included it
op is a strong jump, its fine and fun, but how are u doing that? "pick a number between 1 and a billion" on google?
the odds of pulling a poker hand probably
I'm struggling to figure out two more archetypes for my civil war zombie rpg
I currently have these:
this is what i have so far
The Socialite: A white passing black woman who has managed to rise to the top of her city's elite. Was having tea when the dead attacked and now she needs to return home to her child and /real/ lover.
The Seamstress: A spy for the union army. somethign something
The Nurse: worked in an orphanage..
The Scout:
The Child:
The Runaway: runaway slave.....something oughghg idk
The Undertaker:
The Butcher:
The Salesman:conman type beat....```
Any suggestions?
(None of the main characters will be confederates. They are the antagonists alongside the zombies)
Can someone help me improve twinned spell?
The way metamagic is today, it is only effective for 15 sorcerer spells
- Charm Person
- Jump
- Blindness/Deafness
- Enhance Ability
- Hold Person
- Invisibility
- Spider Climb
- Tasha’s Mind Whip
- Catnap
- Fly
- Gaseous Form
- Intellect Fortress
- Banishment
- Charm Monster
- Hold Monster
Anyone body be interested in playing a small campaign probably 4 sessions to get. A group going where you'll okay as characters from the marvel universe
this is less than 10% of the roscerer's spell list, to be more precise, this is 7.9% of the spell list
besides, some of the affected spells are not even that interesting, most of them are just for movement and some that literally no one uses, like charm person, gaseous form and catnap
“Whenever you cast a sorcerer spell expending a spell slot, you can expend a number of sorcery points equal to twice the spell slots level to treat the spell as if you had cast it twice. This counts as only one casting for concentration and concentration saving throws.”
Allows many more spells, but if you fail one concentration save, you lose the other spell too
No
Thats 2014
Ph
Oh
I understand
It's a good choice, better than making a whole list for just one metamagic
What I had thought, I don't know if it's very strong, is to allow spells like chains lighting, scorching ray, etc. to be upcasted
Do you think it would be very strong to upcast any spell that the upcast doesn't improve the damage?
It would still be relatively good
I’d also add something saying that if it has a range of self, you can instead choose another creature to be the spells target for the second casting.
@analog lynx
would allow the use of spells like scorching ray as well, since it's technically not increasing the spell's damage, but increasing its uses
It's good
I'll talk to my master
I need a name for a group of bandits from the 1850s around the America west.
Define mooks
(Add enlarge/reduce to this)
enlarge/rrduce has no upcast
Oh, by effective did you mean like useful?
Working on a custom weapon for my Path of the Storm Herald Barbarian blue Tiefling. Here's what I've come up with so far:
https://www.dndbeyond.com/magic-items/10754397-zaphammer
Any tips or suggestions are great, its my first time doing a homebrew item.
no, I mean that metamagic does not allow you to use enlarge/reduce
just as it does not allow the use of haste
Could've sworn you could twin spell it
in 2014 yes
2024 no
to use this metamagic you need: to have only one target, to be able to be naturally upcasted, and for this upcast to be specifically about having additional targets
That's such a stupid change
Yup
It doesn't even make sense to call it twinned, because you can upcast as many times as you want
So 2024 twin spell is literally "you can save a slightly higher level spell slot for like 6 spells"
That shit sucks
Yup
Thinking about making a cyberpunk esk campaign but idk where to start does anyone have any suggestions?
start with the conglomeration of power that finally overpowers the consensus of the many
cyberpunk red
So I'm thinking of adding maybe two more of these, but what do y'all think about this concept? Has it been overdone in the homebrew community? Is it unlike anything you've ever seen (doubtful)?
-# There's no art because I am not good at art and I don't want to use AI art.
How strong does this 6th level Monk subclass feature seem? Especially the top option, Running Water: Heaven. (For context, you can change your Stance once per turn with no action required).
As a Bonus Action when you swap Stances, you can spend 1 Focus Point to gain a benefit tied to the Stance you swapped to, described below.
Running Water: Heaven. The next time you make an attack, you can attempt to disrupt the target’s footing with your strike. If your attack hits, the target must make a Strength or Dexterity saving throw (it chooses which) to maintain its stance. On a failure, the target falters and falls Prone.
Running Water: Man. As a Reaction the next time an attack hits you, you can reduce the damage taken from their attack by your Wisdom modifier and place the attacker 5 feet behind you as you parry their blow.
Running Water: Earth. As a Reaction the next time an attack misses you, you can immediately switch Stances and move up to 10 feet without provoking Attacks of Opportunity.
I also thought about changing the FP cost to 2
What's the DC calc on this? Or did new monks get a default DC calculation and I missed it?
Two more ... what?
As for if it's been overdone, I'd say yes and no ... most of the time people can't pull it off well enough as 5e isn't really built for using HP as a resource, or at least that's what most people will say. It would take crazy amounts of effort in balancing and playtesting and editing and all that to make such a concept work, probably especially so for a whole class.
Respect for not using AI art though 💪
(I didn't fully look into what you shared yet, just glanced. Homebrewery isn't kind to my phone.)
There's a default DC for Monks yes, I had to check first too to make sure lol
8 + PB + Wis mod
Sorry, wasn't clear. Two more "Special Classes", basically they don't go all the way to 20th level, and in this case they go to 3rd. As far as HP as a resource, Hit Dice is the only thing I have ever reasonably settled on in my like, 5 tries on it lol. Granted, Haemomancer is not intended to be overly balanced, I just wanted it "completed" to level 3.
For that, Heaven is probably not horrible. As long as Focus Points are still "you get a number equal to monk level" like Ki Points were, that can be good. It also only applies to the next attack, so if you miss or they save, kinda whiffs. Meanwhile that doesn't make the feature pointless, as the other stances are more reliable, if less effective.
Huh. Yeah I just read the Special Classes blurb. I've considered something similar, kind of, but that would go on top of the Max Level of 20 as like a "superclass." I think for your intents, levelling Feats may be a better idea, but it would also force a degree of streamlining and simplification to keep things smooth considering the complexity of these Special Classes, at least by the looks of it. I guess it would also depend how you would gain this feat or level it up if it were one (would it just be a normal feat you could grab in place of an ASI?) or if there are any requirements to multiclass into it (imo, with a concept like this, there should be mechanical or narrative requirements).
Overall though, I like the idea of being able to dip into little mini-classes that are a bit more complicated than just feats and have considered something similar before. I think giving them requirements or restrictions would be important, however, and that it would also be crucial to keep them relatively simpler than full-fledged classes if they are purely designed for 1-3 or even 1-5 level dips. And also, they'd still require crazy amounts of playtesting if you wanted to publish them as a good and balanced product haha, but the idea has potential I feel.
Focus Points are indeed like Ki Points. Thanks for your input :)
1st Level
- Charm Person
- False Life
- Fog Cloud
- Jump
- Magic Missile
- Distort Value
2nd Level
- Air Bubble
- Arcane Vigor
- Blindness/Deafness
- Enhance Ability
- Hold Person
- Invisibility
- Scorching Ray
- Spider Climb
- Tasha’s Mind Whip
- Vortex Warp
3rd Level
- Dispel Magic
- Flame Arrows
- Fly
- Gaseous Form
- Intellect Fortress
- Major Image
- Melf’s Minute Meteors
4th Level
- Banishment
- Charm Monster
- Confusion
- Dominate Beast
- Gate Seal
- Spirit of Death
5th Level
- Creation
- Dominate Person
- Hold Monster
6th Level
- Chain Lightning
- Globe of Invulnerability
- Mass Suggestion
7th Level
- Crown of Stars
- Etherealness
good god, formatting
holy wall of text
lmao
It would be like this if it were just those who didn't increase the damage
I would also have to add other level 1 spells because of magic initiated and cleric spells because of divine soul, but I'm not going to do that, because this is for a specific character and he is wild magic
I agree that Haemomancer probably needs more prerequisites than the plain "have a 13 in the Primary Ability" the game gives for all multiclassing. But you did hit on the point: these are supposed to be more complicated than a feat, less expansive than a class, for a multiclass dip. Other Special Classes will probably be better examples lol. Any special prerequisites aside, these would be something that (post-balancing of course) would be a thing that the DM decided if they functioned like feats, or if players could take them in place of other class levels.
Thank you for the feedback!
90% sure most of the confusion came from the fact that I sent this mostly because I was putting it down for a bit to work on the other classes another day lol.
Lol. I'm excited to see what other Special Classes you got cooking up! My take on Superclasses started with an Archon superclass that was tied to a campaign and so essentially had its own milestone leveling alongside the characters' regular 20-level progression, but it was a long time ago and I never finished it.
I don't know if this is too much, or if I should do it another way, or if I should make a list just for this
No 8th or 9th level spells?
Hear me out - a Hollow Knight race & class
👀
Instead of a subclass you get charms
You should still get a subclass but it should be like a specialization instead of an actual class.
The charms are where the subclasses actually shine.
And Shaman's Stone remains the best charm, because naturally.
Subclasses: Way of the Weaver, Way of the Knight
Way of the Shaman
Warlock Patron: THE RADIANCE
Patron Spells: Infestation
insect plague
One of the starting cantrips is light
Gives you a toe into Swarmkeeper Ranger as The Radiance infects the bugs around you.
Idea for another subclass: Way of the Nailmaster, focuses on the nail arts
Sickening Radiance
Nailmaster gives you some Battlemaster maneuvers
Knight gives you...?
Spells
vengeful spirit, DDark, abyss shriek, etc.
unless that's shaman
exclusive spells sound fun
Shaman would give you spells too.
Knight would be generalist while Shaman could empower the spells further.
what about focus?
My original thing was this https://www.dandwiki.com/wiki/Hollow_Knight_(5e_Class)#Sharp_Shadow
Focus should be a thing all SOUL subclasses could do.
Im just thinking of other options
The Knight, Shaman, and Nailmaster could all use Focus, but Weaver should use Bind.
You can turn the shield into an animated shield, but if you don't order it around it orbits around you.
This may or may not grant the bonus AC (Dreamshield isn't a good charm)
Joke Subclass: Follower of the Precepts
Literally just Zote
I made it a chance to block ranged attacks (roll a d20, on a 20) and when it does the attacker takes 2d6 psychic damage
It's a Paladin-style subclass where if you fail to follow the 57 Precepts you lose it forever and must choose a different subclass.
oh my god it's perfect
A paladin of great renown
none of them are suitable, and level nine can't be upcasted I think
I could honestly see room for a Zote where you can charm creatures and whenever an effect would read your thoughts, that creature falls unconscious instantly and must 1v1 a cr30 gpz
Channel divinity: Summon Zoteling
Forgot about the upcasting thing
YES
The GPZ starts out as a CR10 creature but you can challenge it again to add 2-5 for every rematch.
Every rematch adds a title to the announcement intro.
I’m going to add this to my class
Speaking of which, does this look good
100%
Wait, hear me out
Subclasses for Bard: College of the Defender, College of the Stage
Dung Defender & Trobbio
dangit, I can't use gifs 😭
Hornet would make a perfect ranger
true
Critique the balance for options for this ability. This is a class staple ability. Wording is not exact, looking for balance:
As a bonus action, you may manifest a floating rune at a point you can see within 60 feet of yourself. The rune's effects take place within a 15 foot radius of the rune. The rune lasts for one minute, and is immune to all damage but can be destroyed with dispel magic.
Protection: allies within the rune gain an amount equal to half your proficiency bonus, rounded down, to their armor class and saving throws.
Speed: an ally that starts its turn in the rune's radius gains +10 feet of speed that turn and allies within the radius have advantage on dexterity saving throws.
Precision: allies within the rune add 1d4 to their attack rolls.
Focus: allies add an amount equal to your proficiency bonus to constitution saving throws made to maintain concentration on a spell
Relay: as a bonus action, allies inside the radius may teleport to any unoccupied space within 5 feet of the rune.
Looks good
looks good to me.
I dunno Ogrim doesn't feel very bardic to me. He feels more Fighterish.
Trobbio is the most bardic, however.
TROBBIOOOO!
One of the spells gained is false death
📀 💥 📀 Poshanka!
one of the Monk subclasses 100%
Absolutely.
The soul sanctum enemies are sorcerers
At least most of them.
minus the mistakes
Mistakes are just dudes.
what would be wizards tho?
They're pretty obsessed with the Void, tho.
Subclass: Soul Domain
Which characters would be closest to rogues?
I know greenpath/fungal waste enemies would 100% be druids
I said hornet as ranger, but she could just as well be rogue. Another good one could be mantis lords. Or querril
After Silksong, Hornet is 100% a beastmaster ranger.
She even has a familiar now.
It's a standard 52 card deck, to activate that effect it would require you drawing a royal flush, which according to google is a 1 in 649,740 chance to do from a randomly shuffled deck
What familiar
Bell Beast
speaking of Silksong
IM FINALLY GETTING IT
I only finished 91% of the original but its fine
Get112
cant beat pantheon 5
ohhhhhh
perfect cool
the entire subclass revolves around "hehe, what if bard gamble to do magic"
OOO
Hi (sry to interrupt conversation) I’m doing the BagOfHolding2925 event this year and I wanted some feedback of my homebrew item. Thank you! (It’s called “Staff of Seed Growth”… which is basically what it does in a nutshell)
Well, go ahead and post it
I want to, but none of mine are short enough.
is it this thing? https://www.dndbeyond.com/magic-items/10756085-staff-of-seed-growth
Yup
it could use a bit more jazz
Ok
I’ll make it more interesting… might be a while though
Oh…
I just realized u can’t edit it once it’s posted
whoops
It’s fine, and thanks for the feedback
You can't edit once it's posted. However you can make a new version of it and edit that.
https://www.dndbeyond.com/magic-items/6511073-bag-of-pelting
Anyway here's a homebrew of my creation. I'm really proud of it, it's dumb.
Sometimes really dumb things are really great (especially in dnd)
The really dumb things are the most fun.
are the apples this bag produces edible? unlimited food sounds pretty great
Let me get back to you on that (Read: I didn't expect anyone to ask.)
dang, 50 words is actually a really tight word count
Goggles of Protection
Wondrous Item, uncommon (requires attunement)
These thick transparent goggles are surprising flexible. You have Advantage on saving throws against the Blindness condition. Whenever you take damage from a critical hit, reduce the damage dealt by 1d12, unless its acid damage.
Psychic?
psychic?
Ima c if I can make another entry
I at one point made a teddy bear ring, all it is is a ring that turns into a teddy bear, and it required attunement.
Not bad. Is getting thrown out pretty quick though.
Like, I'll take it if I have noting else to attune to
But -6.5 damage on a crit is an expected -0.35 damage per attack, and blindness is a condition that is both rare and not super debilitating.
At one point I made a Market Gardener.
It is a shovel. If you fall a distance, you can make an attack that deals 2d10 per 10 feet you fell. Does not negate your fall damage.
I’m asking why glasses would block your brain
magic
The eyes are the doorway to the soul(brain)
yea
i'll take that as a win lol
would it be out of lore bounds to make a heroic aasimar npc be stronger than usual because he has the ancestry of a Solar?
Homebrew it into not being out of lore?
The lore is what you pick and choose for your campaign
the only limit here is whatever you or your DM can handle
yeah but I'd like to be entirely possible within the forgotten realms
I'm less concerned of being able to handle it and moreso keeping it within the realm of possibilities within the lore
i mean, i dont see any issue with it
Protect the Pack
1st-level Wolf King Bloodline feature
Your beast-like instincts cause your innate magic to call out to any wolves, dead or alive, to protect your pack. As an action, you can summon 2 Wolves which appear beside you. These wolves can look like normal wolves or as spectral apparitions of wolves.
These wolves understand you and any commands you give them and they are friendly to you and to any allied creature. In combat, these wolves share your initiative count, but they takes their turns after yours (you decide which wolf goes first). These wolves can use their movement speed and reactions themselves. You can, as a bonus action, command a wolf to attack creature within range with it's Bite Action or use any other action of the wolf's choice, otherwise on its turn a wolf takes the Dodge action.
When a wolf is within 5 feet of a creature and you attack them with a sorcerer spell that requires a attack roll, you can make that roll with advantage.
These wolves last for a number of hours equal to your Charisma modifier or until they are reduced to 0 HP. Once summoned, you cannot do it them again until you finish a long rest or spend a spell slot of 1st level higher.
Heed the Howl
1st-level Wolf King Bloodline feature
Your lineage connects you any wolf-like creature. You can understand and speak to any wolf or wolf like creature, as you understand the howls and barks of them.
In addition, when you make an unarmed strike, you can use your Charisma modifier for attack and damage rolls. Your unarmed strikes now deal 1d4 piercing damage as you bite the target instead.
thoughts on the 1st level of this sorc subclass?
ah wait, some of the wording is messed up, fixed now
Hey folks! I'm building a horror one shot and have a request for how to do a particular puzzle. I'm going to be locking everyone in their own individual morgue tray and they can only communicate via taps but I'm having a hard time actually coming up with the puzzle. It's in person so I was hoping to find something that could enhance the immersion as well. I know I want to make it so they ALL need to input an answer in correctly and that one person will have an answer key. I was thinking of some cipher grid but I've never done puzzles like this before so I'm having a hard time wrapping my head around it. Sorry if this isn't the right spot for this, I figured since it is homebrew oneshot it was.
So like, the one person having the answer key would be in their own tray, or outside?
Each person will be in their own morgue tray. there's 4 people in 4 trays. There are 3 closer to together so they can talk and hear eachother (I think, I haven't decided fully) and the fourth person cannot hear at all but has the answer key.
Every five minutes there's something stalking and they have to be quiet. If they talk too loud or for too long they hear the hoofbeats
Interesting, so then how will the fourth person convey the answers to the others?
They can feel the taps throug the metal though so I was thinking of having that just handed to them.
1 tap = yes
2 taps = no
type thing