#homebrew
1 messages · Page 36 of 1
Oh like each one get's a piece of the answer from the taps and they have to put it together to input the code to get out?
Something like that, yeah
How confident are you that your party can solve a hard puzzle?
Pretty confident. I think adding the challenge of having earplugs and the pausing due to the wandering goatman will make it harder so I don't want it to be too difficult.
Because you could do something where like, each tray has its own phrase carved into the metal along with a cooresponding sequence of Morse code (jumbled up so it isn't the same as normal Morse code), then they have to put the pieces of the cypher together by taking each individual letter from their phrases to crack the overall cypher for the code phrase from the fourth guy?
Like, player A has a phrase which gives them the tapping codes for A, C, B and X
Player B has J, L, Y, and O
And so on and so forth
Ohhhhh I gotcha
Instead of phrases, you could make them like words instead so there's less letter overlap
Then, what if after that, they break the code and realize the fourth guy is asking a question, then they have to formulate the correct answer and convert it into the tapping code they just cracked?
I'm not sure I follow that piece
I do like the word idea though, that's probably what I'll do. Each morgue tray will have a number somewhere in it to indicate what number tray they are so help them if they get stuck finding out who's who
Okay so moving off from this, the players are able to sort out which tapping combinations mean which letters, so they listen in on player four's tapping, and realize he's asking "HOW MANY FINGERS ON HAND" (sample question), so then they have to figure out the tapping combination that spells out "FIVE"
That could be fun too
Oh I like that!!! That could be the second one since the morgue tray will only open one door with the answer and the person who gets let out will have to find the proper trays which their companions are in
Bless you, I've been working on this stupid puzzle for days. I hate puzzles lol I am very not good at them as a player
Ahhh, so they'll have to tap their names out?
Or like the number tray they're in
Since y'all are in person
I was thinking the number tray they're in since their names are super long lol
Sounds good! So then my only question would be, what would the trigger be for the fourth person being let out of their tray?
They all input the answer correctly: Goatman
Once they ALL get it then the one tray opens
I have a question about the d&d beyond homebrew stuff
I see, okay so as I understand, the fourth PC is asking a question in tapping that is answered with "goatman", which then lets him out, and something tells him he needs to get each of them to tap out their number
You could add a whole new layer to this by making the fourth guy physically sit in another room
So he doesn't know who's tapping when
I was thinking of using a tap code grid to get them to realize the code to be released is goatman so each person will have a couple letters in their grid with maybe a clue or a little riddle to determine which letters each person has. And the person with the answer key will literally have the answer and have to find out who has what
Yeah! I was thinking of giving the person with the answer key headphones and I have a sheet as a room divider that you can see light through so the players will have a tea light that will be the "knocking"
I like that a lot actually
Shut the lights out and have the only light come from that tealight lol
Thanks. First one shot so I'm excited. I try to go all out on special occasions lol. This is giving our DM a reast.
Yup!!
Good luck on that🙏
Each encounter is based off one of the players fears. This is the fear of being locked in small spaces
The goatman is someone elses fear
Lol hiiii
shoot
Interesting
Thank you again, that'd been bugging my brain
So if I publish a magic item I have created on D&D beyond does that mean that Wizards just owns it?
You could be mean and have the goatman make whoever is afraid of him roll wisdom saves for fear
Oh I am. I have a fully fleshed out custom fear table for all four of them
No problem🙏
No it's not like they can publish it or something, it just means other players can find your stuff and use it if they'd like
If they fail the stealth check on him coming around they get pulled out and tied to a pyre (fear of fire)
Okay cool that what I thought it said but I wanted some clarification
Steinhardts guide to the Eldrich hunt has a funny madness table that could be fun with a few tweaks
This sounds awesome
You roll a d20 with your int and wisdom modifiers and on a fail, you roll on the madness table for a random outcome
You might latch onto the nearest parental figure in the room, or you may just straight up faint on the spot
Ahhhh I love this so much more than what I came up with
Oh yeah definitely using this, bless you
Thanks! I worked hard on it, I don't even know where I got the fear ideas from. I looked everywhere for a good halloween horror one shot but couldn't find much that really drew me in
Nah fr id love to play with you as a DM
I also havent played any D&D in almost 3 years
Bumping this
I had an item I wanted to publish for the Stranger Things competition
The damage the wolves do could get a bonus equal to your PB
Anyway thank you all
How did I not know this existed. I'm doing a homebrew campaign that's lovecraftian and SCP-esque in nature and this is an absolute goldmine
It's a really underrated book altogether, great lovecraftian/bloodborne vibes
Currently running a pact of the trigger undead warlock on a campaign atm
I....am really sad I didn't know this existed lol just glancing at it the Bard College of the Apocalypse looks absolutely amazing
Living nightmare fighter has great flavor
Guardian angel domain and all that, all very well thought out
Crooked moon is also quite good, occultist wizard, path of the experiment barbarian (I've ran this one before, it's amazing), and some others
Even the weapons look well thought out!! I like the look of the Python Blade. It's a rapier, but also a whip lol
Trick weapons, yeah
Something they got from bloodborne lol
I believe you can use a bonus action to switch its form from a rapier to a whip
There's quite a few of those kinds of weapons
I am still jaw dropped. I know what my homework is over the next couple weeks before my campaign starts. I might be revising a handful of things. I searched for eldritch and lovecraftian D&D stuff and this hasn't even been mentioned
It was made by a fairly popular DND YouTuber
that is prob going to be apart of the 6th level (instead of PB its CHA mod
Another cool thing you could do is give yourself a modified version of pact tactics that only applies to you when you're near your wolves
That way it promotes fighting with your pack
i mean, thats what the spell advantage thing was promoting lol
hmm, do you think for 6th, 1 sorc point for a single Dire Wolf instead of 2 normal ones is good (as apart of multiple options)
Maybe give it the ability to cast touch spells through the wolves
Maybe? But give it more health or something
that could get very crazy at 1st, but at 6th it might work
Do the math to see what the dpr looks like between the two
i mean
Mhm, then for the sorc spells you get around that level, you can add stuff like inflict wounds
Probably for the better
wolf is 2d4+2 with a DC 11 STR save or prone
dire is 2d6+3 with a DC 13 STR save or prone
so, as you can only command one wolf at a time if you have 2, Dire's DPR is higher on avarage (while also being 26 HP tankier)
Honestly, I think having 2 wolves but only being able to control one at a time could get a bit clunky
What about if at 6th level, your connection to the wolves get better, and you can control them separately, and they go after you on your turn
its more for, you have one wolf there and the other there, which acts as meat shields and advantage givers
Path of Ancestral Guardian from Grimhollow does something similar
Then at that point the direwolf would kinda be a downgrade from that purpose
You only get one, it's large size so it could block ranged attacks
I'd say deepening your connection to the wolves you originally get as opposed to getting a stronger one would be more thematically strong
mounting, acting as more of tank, there is alot of benefits
ill have it as an option
Beast of the Forests
6th level Wolf King Bloodline feature
:
Your magic alters your canines's appearance and combat potential. When you use your Protect the Pack feature to summon the 2 wolves, you can spend 1-2 Sorcery Points to alter them. Choose an effect below for each Sorcery Point spent.
thats the feature
with about 6 or so options
I like that idea, but I think it'll need some tweaking on the direwolf stat block
Maybe give it a reaction that allows it to take a hit for an allied creature that's within 5 feet of it
That, and have the health scale with your warlock level
sorcerer
Mb I meant sorc
its a sorc sub (if the Bloodline didnt say that :P)
I'd assume so by the sorcery points lol
that too lol
Like, that barb subclass I was talking about gives the creature an ac of 12+PB, and HP equal to 5 plus 6x your barb level
Beast of the Forests
6th level Wolf King Bloodline feature
:
Your magic alters your canines' appearance and combat potential. When you use your Protect the Pack feature to summon the 2 wolves, you can spend 1-2 Sorcery Points to alter them. Choose an effect below for each Sorcery Point spent.
- Apex. Instead of 2 normal wolves, you summon a single Dire Wolf, in addition, the Dire Wolf gains extra AC equal to half your Charisma Modifier (min of +1).
- Tough. The wolves gain Temporary Hit Points equal to sorcerer level.
- Wrathful. The wolves can add your Charisma modifier to their attack an damage rolls (min of +1).
- Rider You can mount a wolf when it is summoned, this can only be done if you aren't a size larger then the wolf.
- Spelltouched If a summoned wolf is within 5 feet of a creature, you can cast a spell with a range of touch though the wolf, targeting that creature.
- Hunter. The wolves can detect invisible creatures as if they were visible and also gain Blindsight out to a range of 30 feet. This bonus extends to you for the duration of the Protect the Pack feature
i think thats fine for a 6th level
You should specify whether or not you can choose several options at once
i mean
you can spend 1 or 2 points
if you spend 1, you get one option, 2=2 options
you can spend 1-2 Sorcery Points to alter them. Choose an effect below for each Sorcery Point spent.
thought that was clear enough
Yeah mb it's just late over here and I'm tired
very fair lol
Rider may open some difficulties because it implies a medium creature riding a medium mount, I'd just collapse it into apex
Also, you should specify how it works if you choose apex and one other ability
Like, does it mean the effect is applied to just the wolf?
, this can only be done if you aren't a size larger then the wolf.
hence why this is there
Still though, medium and medium is the same size
Is that normally allowed for mounted?
how so?
Idk, it feels like it opens some potential issues. I'm drawing a blank here, but do these wolves work like shadow sorc where they're linked to a target?
nope, just commandable summons
think timed drakewarden
(number of hours equal to CHA mod is how long they last or until dropped to 0 Hp)
For rider though, maybe just tack on the benefits of Mounted Combatant
Minus the advantage
eh, mounted combat is confusing enough as is
also makes the sorc unreasonable tanky that way
I mean, it's just advantage on saving throws to stay on your mount and a reaction to take a hit for it
It's the other way around, you take damage for the mount
You can make use of a shield spell investment that way
You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
thats mounted combatant
no reaction in sight, just, target mount instead
I was getting it mixed up with cavalier's 7th level abolity
lol
Nah it's the other way around, look
You can force an attack targeted at YOUR MOUNT to target YOU instead
So then, it links up where you can use like sbarbs, shield, or ea
Synergy
Hey, would anyone mind if I bounce some ideas off of them?
I'm working on my homebrew setting and currently trying to determine the different realms. I want to add stuff like Tieflings, Hexbloods, and Aasimar to my setting, but was having a hard time justifying their existence. So, I connected them to one of the 6 realms of good and evil. My issue is finding 3 more races to balance things out. As I'm doing this, I'm now thinking about reworking my realms and need someone to help me think. The realms are;
Hades - Pure Evil
The Abyss - Chaotic Evil
The Hells - Lawful Evil
Heaven - Lawful Good
Faewyld - Chaotic Good
Elysium - Pure Good
If you have questions, I welcome them because I just need help thinking rn
The hells being lawful is a lil questionable
The reason why is I'm connecting them to angels, which are Lawful Good. Each realm is a flipside of another.
The hells are the reverse of Heaven, the abyss is the reverse of faewyld, and Hades is the reverse of Elysium.
Hence the creatures that inhabit them, by nature, are similar but opposite.
Yes, a devil will follow rules, but it will also exploit loop holes and do the worst things with them.
If we're talking forgotten realms, the shadowfell is the inverse of feywylds
Shadar-kai vs Eladrin
Faewyld sounds like more of a place of chatoic neutral and I find Elysium might be more chaotic tbh
chaotic good for Elysium, mind you
I borrowed the names for now, might change them later
This makes even more sense when you consider that the former are corrupted elves and the latter are the primordial
Kinda like a fallen angel type duality
In my world, Hades is kinda the shadowfell.
Being the world of pure evil, I made its inhabitants, what I'm currently calling Umbrans, are like shadow creatures. Was thinking of using yugoloths, but they're all over the place.
Also, how exactly does chaotic evil differ from pure evil?
Same thing with lawful good and pure good
hades bad pr strikes again
Pure evil exists to simply do evil. Their whole goal is to create as much evil, and commit as many evil deeds as possible. Pure good is the inverse.
Chaotic evil is evil without any goal at all. It just is. It's corruption, wishing to spread simply for no reason.
not to be confused with Absolute Evil, and Dark Evil, ofc
Lawful Good, by contrast, has a goal of making everything in existence good by objective means, aka whatever the gods deem is good and evil.
And Lawful evil is the same but with evil.
So we're saying the planes that represent pure good and evil represent the will of powers beyond even the gods
that supercede them rather
and then law also separates out between internal law and external law as well
Yep, the raw emotions of Gods and mortals that give everything existence.
interesting
Without those two worlds, none would exist.
Without one of those two worlds, none would exist.
how would you guys do the OMORI emotions in dnd? currently my idea is:
Happy:
+1 to skill checks and saving throws per level
-1 to attack rolls per level
+5 speed per level
Sad:
+1 to AC per level
-5 to speed per level
On critical hit against a monster with the spellcasting feature, remove one spell slot of the lowest level it has remaining
Angry:
+1 to damage per level
-1 to AC per level
(there are 3 tiers per emotion, which is what "level" is referring to)
i'm asking since i'm running a campaign based off of OMORI and wanna implement the emotions
I think my only real concern is the feywilds? Mainly because due to how randomly "Fey ancestry" gets tossed around everywhere from hexbloods to bugbears to elves, I feel like it'd lean neutral
feywild isn't really on the evil/good spectrum
moreso on chaos/law
I'm only giving fey ancestry to what were once, or still are, inheritly good creatures.
lower planes are for evil
feywild is for chaos
upper planes are for good
mechanus is for law
Goblinoids are born from a creature of the abyss in my world.
But like even hexbloods are cursed by fey magic
Mhm, and they were going to be originated from their. Like tieflings were from the hells, and Aasimar from heaven.
feywild is happy, shadowfell is sad
Hexbloods would be the offspring of a Fae spirit and a mortal, tieflings the same with devils, aasimar the same with angels.
All cursed and blessed in their own ways.
For pure good and pure evil, what are you gonna do for that?
That's where I'm drawing a blank you see.
And the abyss.
Since tieflings are of the hells, I need a counterpart for the abyss.
The abyss is the inverse of the feywilds, so idk maybe something Draconic?
Elaborate
That's an interesting thought and I'd like to hear more.
woulda thought mt celestia was the inverse of the abyss, not the feywilds
the abyss is a big hole full of dark evil, and mt celestia is a reverse hole full of light good
OH ALSO WITH THIS!
your emotion can give you advantage/disadvantage on other creatures!
happy has advantage against angry has advantage against sad has advantage against happy, and the other way around is disadvantage
it is also really easy to change one's emotions whether via techniques (essentially special actions that take from a pool named juice that only recharges with some items and a long rest) or some items
In the same way that hexbloods are derrived from the mixing of fey and mortal ancestry, we could say dragonborns are the inverse of that. Where feys are characterized as careful, planning creatures, dragons are seen more as destructive forces of nature which allign chaotic evil
And you'd get the same kind of variation in ancestry
Kobolds, yuan-ti, etc
In my setting, the abyss is an infinite void of realms of evil, corruption, and chaos.
Faewyld is an infinite void of chaos, nature, and goodness.
Oh dude, you are onto something
I never even considered the idea of making dragons demonic in nature
I'm using that.
I am 100% using that
Less demonic, because I feel as if that implies some sort of thought or planning. The reasons for why dragons and others of the sort are depicted as being evil in media is because they're rampaging forces of nature that follow no code
Think like Godzilla
All I meant was their origin could've been abyssal.
Like goblins in my world
Ah icic
Not demons per say, but definitely related to something there
Yuh
Dude, that also means I can put dragonborn in my world
pushing sister down stairs:
-1 to sister count
That is so damn smart
spoilers man
Now I'm just left with hades and elysium.
You'd need something with a strong sense of duality
Hmm, I'd need two somethings.
I might just have to make 2 completely homebrew races
Although, before I do that, I'd have to figure out what populates Elysium.
Like, the rest came naturally
But pure good is hard because angels already populate heaven.
And I just had an idea.
Umbrans, creatures of pure darkness and evil.
Idk a name for them yet, but perhaps a creature of pure light? Like, perhaps they're such Radiant creatures of good and light, they have to shield themselves from any outside eyes as not to hurt them. Therefore, their offspring, non-corporeal like them at first, inhabit a likewise body to shield their inner light
Warforged (definitely gonna change the name.)
Warforged is interesting
And perhaps the children of umbrans do likewise
Their non-corporeal forms inhabit the decaying leftovers of life to hide their inner darkness
The undead.
I mean that makes sense, if the hells represents death then what comes beyond it could reasonably be undeath
And it works perfectly for my setting where the undead have such a sway in the world
Dude you have no idea how helpful you have been man
Honestly, just having someone to talk to helps me think a lot better, and you have been wonderful
I'm gonna write this stuff down before I forget it
You could call them Empyreals and cover them in some form of fabric that conceals their radiance, waving about elegantly
if theyre that bright
I was going to enter that Hellfire contest but it's not available in my country 😅
I still made a thing.
I could give them different subraces for the different forms they could take!
And same for the umbran ones!
Preciate that🙏
That would allow for different forms of playable constructs and undead!
this has snowballed into making all the omori skills for 5e
Genius work there man! Great ideas!
don't help me i'm doing this to myself
I'm heavily focusing on the fabric part, as beings of pure good would likely rather not wear armor like angels and strive to spread good through diplomacy rather than violence, but that's up to you
The creatures of pure good, like those of pure evil, would wish to spread good through good means. But, those means can be Lawful or chaotic. A righteous war against an evil enemy is just as good as a diplomatic meeting between two enemy nations coming to peace.
are you gonna make a pushing your sister down the stairs skill🐔
not
not an omori skill but ok man
They're about the means and what not, sure, but good is good to them. Deeds done in the name of good are equally as noble as those done without any reason.
true, then in this case you'd have to definitely think about their methods of combat and aggression if it comes to that
matter of fact this has given me some good ideas for concept art thank you
Man you just gave me a lot of help
I should be thanking you
all good bro I like your ideas so im happy to help
Although, now that I think about it, Empyreals (using that name btw) would be so very stressed out in my world lol
They're literally getting dropped into essentially the bad timeline for fantasy worlds
they likely would be, but their feelings heavily depend on how much youre gonna limit the interactions of other planes
That's true
I find this part pretty complex in worldbuilding, trying to figure out how to set proper planar laws of intervention
and good reasons for doing so
My idea was that the gods and creatures of the outer planes can only do so much to intervene, but only with the help of mortals.
Hence when something is so dire they have to bend the rules, they sire a child.
i think this topic is more a convo for #dm-world-building
Definitely
lets move there then
Sorta like warlock patrons or gods creating divine soul sorcs
Kinda ye, why don't you join us in the world building channel?
Sure
hm,,
tthis could probably go in some other channels, but i'm trying to figure out what amenities could go onto a ship,,
or, facilities, rather- -
is there a way to make the bolded number go up on a weapon using a feature? 2d4+4 piercing damage? i want the weapon to do 2d4+6 piercing damage
is imgur banned in this channel?
yyou can send links to it,,
i don't know what that's supposed to entail,,,
I always though sorcerers should have like a little bit more sorcery points or regain them in some way besides long rest and i thought about...
When ever you take a short rest you can spend a hit die to regain 1 sorcery point
Sooo you can regain all your sorcery points on a short rest but you get no healing out of it
Good if theres no combat and you just want spell slots or meta magic options
I mean you can already recover them using spell slots
Or alternatively regain a number of sorcery points equal to the hit dice you spend healing
Yeah but in my opinion its not enough
Its also your main feature
hit dice are pretty expensive, but you can add it to your game if you’re the DM
Youre supposed to use it with meta magic not just to recover spell slots as thats just kinda borning
I think its good enough no heals but you get more spells
Sorcery points are already plenty imo
I just needed some peoples thoughts on it
Exp if you consider spell slot conversion, you get a lot more spell slots than other classes
I tend to bank hit dice for Arcane Vigor, I would probably use hit dice for Sorcery Points if I was low
Yeah i see that issue but i didnt like the converting that much
Id make it more expensive ig
Also wizards can restore spell slots in a similar fashion
They can’t, they need to short rest, sorcery points are istantaneous
I mean I already regain all my Sorcery Points on a Short Rest
Yeah whenever you take a short rest
I said
just multiclass into Warlock
No heals tho
I suppose..
I was planning on buffing almost every class and ill keep that in the back of my mind
yeh, that’s kind of what Sorlock kinda resolves for both classes
and why it’s so popular as a multiclass
Not really
Sorlock is popular because hexblade works both as an armor dip and as a resourceless way of providing damage and control
Sorcery points are kinda just a little bonus you get
In fact if you couldn’t use hexblade i’d take a different class as you won’t get the armor prof this way
I’m talking about 2024 which doesn’t have Hexblade yet
I wouldn’t dip warlock without armor access, i’d dip smth else
Warlock dips being good is dependent on it giving armor prof, not sorcery points or whatever
Currently reworking silvered weapons, but I'm currently torn on what to pick for their main mechanic now that non-silvered resistance/immunity is gone in 2024
I considered making undead, fiends and monstrosities vulnerable to the damage of the silvered weapon, but that might be too crazy
Especially in the hands of a rogue or fighter
You can make silvered weapons do one more dice of damage against certain kinda of enemies and stop regen for a turn
Ooh yeah, good call
Now that I think about it I could just make it work like the dragonslayer or giant crusher but against undead and fiends
and of course stop regeneration. Ty
Np
should monstrosity be included in the list of creature types this helps defeat?
Lycanthropes are monstrosities, right?
yes they are
Ty
I think I might also have the weapon bypass resistance to BPS
And I just realised that these silvered weapons will be pretty good when fighting a tarrasque
Okie, I have something for 6th level about you being able to mount a wolf unless your larger then it, so, by that logic, safe to say medium sized creatures are able to mount a wolf?
(for a wolf summoning sorc sub im making)
When i dm, i love making mechanics like this so players start to prepare if they know what they’re gonna face
It’s the reason why i buff consumable crafting as well
hello people of the homebrew, I have made an thing. the Oath of Semblance paladin, I just need some input on it like if it's balanced, if it needs any changes, etc.
https://homebrewery.naturalcrit.com/share/q7iU2WppoDJ-
there also wasn't enough space for a desc of what being Fractured is, so I put it here -> https://homebrewery.naturalcrit.com/share/8zT86-m89Zvu instead
You can only mount creatures that are one size larger than you or bigger. For a medium creature to mount this wolf, it would need to be size large
gods mounting rules suck so much
Also I am finished with making the silvered weapons revamp. Gonna post here for feedback
I think it makes sense
why cant i just have cool medium creature ride another medium creature :(
Silvered Weapon (Equipment)
Weapon (Any Simple or Martial), Rare
An alchemical process has bonded silver to this magic weapon. When you hit an attack against a fiend, undead, or monstrosity, the weapon deals an extra 2d6 of damage of the weapon’s type, this damage bypasses resistance to bludgeoning, piercing and slashing damage. Additionally, if the fiend, undead or monstrosity has the Regeneration ability, it does not function until the end of its next turn.
I think spatial grasp might be too strong
Overall this subclass is crazy good but nothing too broken outside of that
1 minute speed reduction to 0 without save is crazy
Can turn any creature into a sitting duck
would this be a magic item?
Cloak
Simple Shield (Does not require proficiency)
This cloak is held in your hand. While worn, it gives you a +1 to AC, and can be used as a Martial Weapon with the Thrown (10/30) property. On a hit, it does not deal damage; instead, the creature has the Blinded condition until they use the Utilize action to remove the cloak or it’s removed by other means.
I think it has too much for a Rare Magic item
Huh, I thought it was too little
I don’t think it meets the reqs for a magic item
I like it
what about halving it on a successful save instead then?
I think so. I think it's good
I’m surprised it doesn’t already exist, it’s a thing that’s very popular in Ren-type play
Like, magic items do something magic
There's literally a magic item that's armour that emits smoke. I think this is at least above that
I made it to be a standard item, I was worried it’s too powerful as a regular piece of equipment
This is a cloak you throw on people
Actually, I see your point now
I mean if it was an Uncommon Magic item, it would be thrown without leaving your hand
Although to be honest, there's nothing else it could be. It can't be a normal item
I don’t think so, it has less ac than shield and it still takes your action, which means you’re not attacking that turn. Normal items can also have high prices like a plate armor btw
like releasing an opaque projectile
The problem is that speed to 0 for 1 minute without any repeating save is incredibly strong, which wouldn’t be a problem if the subclass had less powerful other features
I’d wait for another opinion on this
I know, I would probably put this at around 50gp or so, but the rules around getting and creating magic items is also different and even the more expensive non-magic items are easier to acquire than magic items
and if it’s not a magic item, it would have a +1, 2, 3 form
I like it. It's fine
and would apply to all the random magic item enhancements for shields
That heavily depends on the campaign you’re playing, if it’s an item you’re making for your players you should decide the type
I'm thinking making the save repeating is a good idea, I'll just do that for now I think, thanks 
I’m just making it in general because I couldn’t find anything that fills that niche
my question for if it should be a magic item pertained more to whether it should be allowed to be magically enhanced than anything else
***Rider .***You can cause one of the summoned wolves to grow to the next size category up (Large), the wolf cannot grow beyond this size. In addition, when you cause it to grow, you can mount it.
so something like that you think?
Sounds good to me
Rider You can mount a wolf when it is summoned, this can only be done if you aren't a size larger then the wolf.
thats the before
actually, it doesn’t have +1 on it 
the thing is those usually only have 1 type of enemy
and those enemy types are pretty rare and menacing
I say the lack of a bonus would make up for it
Yeah, I just wanted to do what would make sense for a silver weapon
I could make it very rare
too weak for that
Then rare is a good middle
you might just have to test it I guess, I would say if you gotta change anything it’s the extra damage
I’m thinking of using it in my Orcus campaign
Eh I’m too cautious too. I’m just trying out new stuff, trying to make my items more powerful
what Silvered Weapons do rn is crits deal an extra die of damage
Yes. They suck
Too situational
First the creature needs to be shapeshifter, then you need to land a 20
which is too boring even for a common magic item
Specifically 20, not even a general crit so it can’t work with champion fighter
I mean it’s a common magic item, they’re not supposed to do anything
but the flavor isn’t even there
Yeah. That’s why I want to fix it
I think mine is okay for now
Heck, it might even be too weak due to the lack of a bonus
I’m pretty sure it’s a general crit
Maybe I change the extra damage to 1d8 but add a bonus
Oop you’re right
make it 1d8 extra damage but the weapon is also the standard Silvered Weapon
/j
Well if I have no bonus then I’ll keep the extra damage
Or I make it uncommon
Nah I like it the way it is
Ty anyway for the suggestions
honestly, it’s probably fine, but in some campaigns, it’s just a better Flametongue since it doesn’t require attunement
Good point, hmmm
if it was 1 enemy type, it would be completely fine
Yeah, 3 is a little crazy
it’s the fact it’s 3 different types of enemies
1 type of enemy and you can give it the +1 bonus
Okay, I can make it very rare and add a bonus to make it match the power
probably would work actually
But it would just be wrong if it wasn't good against undead, fiend, and lycanthropes
I can't drop any of them
although it does mean you get it way later
Yeah
Maybe for lore purposes I could change it to like "Blessed Silver Weapon" so it isn't as easy to make
I mean it could just be a Rune-lain Silvered Weapon, the runes are what make them so powerful against that specific type of monster
Oh that's even more badass. Ty
Rune-lain silvered weapon. Good name
and then there would be the 3 different types of runes, you can also just say the Very Rare version is the same weapon with all 3 runes
gives more of the Fizban upgradable item vibe
ngl, some magic items are more powerful than I would assume and others are much weaker than I would assume
lemme see if there’s a type-killer Very Rare Magic item you can compare it to
A rare dragon’s wrath weapon deals 1d6 extra damage against any creature as well as being a +1 weapon and an upgradable weapon
2d6 extra damage against certain types of creatures is not broken at all
You could even argue it is weak for a rare weapon
this is what I’m saying, Executioner’s Axe is Humanoids get 2d6 extra damage and you get tempHP
which I think those 3 types of enemies vs. Humanoids is about the same abundance
Executioner’s Axe is +1, so I would say this is also +1
My first thought was "elden ring reference?" 😭
Oki, I'm happy now. Ty all
Flametongue is 2d6 on all enemies and it’s attunement
you’re also forgetting the heal block and resistance ignoring
I def think heal block is pretty huge
so is resistance ignoring
Heal block is fine, there are usually more ways to stop it like radiant damage or acid damage, which cantrips can deal
As for resistance ignoring, there’s very little that can resist magical BSP in the first place
That’s not gonna come up often, if it’s gonna come up at all
it ignores all sources of resistance
this includes magical sources
reactions, etc.
plus, using a cantrip means you need to have picked the cantrip, and then spend an Action every turn casting it
pretty limiting
whereas this is dealing 4d6, maybe 3d6 on a light weapon
Again, this will come up like once in a whole campaign, there’s not many sources of magical BSP resist
The cantrips that deal those damage types are the ones people pick anyways
And it’s not that big of a cost to cast a cantrip or a spell with ur action
Keep in mind that this also requires you to be in melee range of an enemy and attack them
And usually enemies of those types are way stronger in melee
where does it say that?
Overall i’d put this on the weaker side of rare weapons
To use this effect with a ranged weapon, you need silvered ammunition, which is crazy expensive considering it is a rare consumable
A rare consumable is half the price of a rare magic item iirc
I was about to mention that it says any simple or martial which includes ranged weapons but then I remembered the ammo needs to be silvered, not the actual ranged weapon
yeh but you can still throw daggers
I don’t mind keeping it like this. My undead are weak enough that I’m happy for it to easily destroy them and my fiends are strong enough that this is a big help
if you’re in a bind, it’s usable at range
And using this against a Tarrasque would be awesome
Sure, but no class uses daggers as its main source of damage so you’d have to spend money on a side weapon
if you’re straight up attacking in melee, it’s still giving you a +7 DPR per hit over regular weapons
I’d also make it a +1 weapon tbh, it is a very good concept
again, Executioner’s Axe is Very Rare
I’m just saying a rune-lain silvered dagger would be very good here
Flametongue is attunement
Because it does 2d6 + 1d4 damage that cannot be resisted
Well, resisted by fiends, undead or monstrosities
those are 3 pretty common enemy types in campaigns where this type of weapon would come up
I wouldn’t try to use this on a celestial Empyrean
I just realised stuff like Krakens also qualify for this
Hmmm
Maybe it could specify only monstrosities that can shapeshift
Or just fiends, undead, and creatures that can shapeshift
Rip changelings
No more Tarrasque slaying :(
yeh, monstrosities are pretty broad
You’re right. I’m changing it to only undead, fiends, and creatures that can shapeshift
I'm making a custom devil fruit concept for this one piece campaign im in but im really struggling on making level 10 gimmicks to make it scale in strength well with the rest of the crew without being too weak or OP
I mean you can keep monstrosities, monster hunting does involve monstrosities often
also, being an anti-Tarrasque weapon is pretty funny
I can’t remember the folklore of silver, but I think I heard “and thus silver became the bane of all creatures unholy” and let’s be honest, a lot of monstrosities are pretty unholy
-# probably why they’re called monstrosities
And players need all the help they can get against one of those
And dragonwrath is rare
especially if they’re fighting in melee
the DM isn’t giving this out as a rare magic item
and if they are, then the “upgradable” part isn’t part of it
Raw, a dragon’s wrath weapon can increase its rarity by being steeped in a dragon’s hoard
Also i have zero clue what this means
Unless you mean those are usually given out as uncommon items
it doesn’t abide by regular magic item rules
It’s still a rare
and they’re usually not purchased or crafted
and it’s fine being rare, it has a +1 bonus in place of extra damage + resistance ignore + heal block
Which only apply against some kinds of creatures
While its properties apply against anything
1/4 of all creatures
And again, the last two won’t apply nearly as often as you think
that are especially common
Even at high levels magical bps resistance is almost non existent
all I said is that it should have +1 bonus but only be to 1 enemy type
Dragon slayer is 3d6 +1 against dragons
Giant slayer is 2d6 + Topple
both with limited weapon selections
Just checked, the total of monsters for those three categories that have even one type of magical bps which are above cr8 is 7
If you only consider 24, it is 4
that doesn’t really matter
idk what tables you play in where they only run Monster Manual enemies without modifications
Dire Circumstances
14th level Wolf King Bloodline feature
:
Your feral nature spawns more furious allies. The wolves summoned from the Protect the Pack now become Dire Wolves.
:
When you cast a Sorcerer spell of 1st level or higher, your summoned wolves gain some of your knowledge, until the start of their next turn, your summoned wolves can act independently from you but they are still friendly towards you and allies, as a short telepathic link is created from your magic.
i think that makes sense
Who modifies monsters to be worse 😭
Magical bps resist is stupid imo
And i don’t see how homebrew monsters are relevant here
that’s the only type of BPS resist to begin with in 2024
how is it worse to have more resistances?
it is not a characteristic of BPS to be lowly resisted
unlike Force for example
so homebrew and new monsters coming out can easily have more BPS resistances
very casually
Because martials don’t have alternatives, unlike a caster which can just switch to a different damage type
especially in 2024
Also it has been a trend throughout 2014 to have magical bps resistance be almost non existent
I doubt 24 will be different
For the reasons i listed
hi!!! i want to ask for feedback for a bbeg, but i can't send photos, where should i go?
that’s not quite true
other than ranged attackers, they do have 3 choices for damage types
That is only true on the surface
Unlike casters, martials feats and other stuff such as fighting style often benefit only 1/2 weapon types
Switching to another weapon just means you perform worse
the archetypes they benefit usually aren’t tied to their damage type
While i have no penalty for casting synaptic static rather than eldritch blast
only 3 feats do that, one for each
And on top of that, when you account for magic items, you need to invest in a secondary weapon as well
Casters don’t need that
So yeah, magical bps res is bad game design imo
casters need to invest spells
Even if you took only the optimal spells in your class, you’d have something for every enemy
the 2024 design is moving towards making Martials want to change their weapons more
enemies having B or P or S resistances is very likely
there are already enemies without 2/3 resistances
similarly to how a caster would have to dip lower to deal with stuff that resist their main damage type
Martials should also be dipping lower sometimes
Could be, i don’t play 2024 a lot as i don’t like the new rules, but that won’t stop magical bps res from being bad game design
that’s good design actually
It wouldn’t
Casters never have to dip lower
Unless you specifically make a monster to counter everything they have
Which, on top of being a stupid thing to do, is also bad game design for the same reason
how many damaging spells do your casters grab?
Radiant resistance forces Clerics to use Force spells to deal damage for example
Not a lot, but even if you can’t deal damage what’s stopping you from using a control spell? Martials don’t have the option to switch to control or buffs
Radiant resistance just means a cleric would concentrate on bless or smth like that
Martials can’t do this switch
they can just target another enemy
This is homebrew. Where do I share statblocks I made?
Most of the things martials can do boil down to damage
you can share a link in this chat
Utility is minimal and in combat utility is even less and only some subclasses have it
Cool, well here's one I made.
Also the whole targeting another enemy is eh
and again, they can use their other weapon
that’s 1 rarity lower
they’re still doing everything as normal, just at lower output
it’s not going to kill them
Yes, but it is still bad game design
Ur nerfing someone without any reason
Just for the sake of it
You’re not pushing someone to think about an option that can work in that scenario like you would do with a caster
You’re just telling someone that now their character is worse
Penalties without rewards are bad game design
This is putting a penalty on someone without any particular reason
you aren’t nerfing the person, they can still choose to attack another creature, they also get to use stuff that they don’t usually use
nerfing the character would be if all the enemies resist their damage
and in all combats
The stuff they don’t normally use is just a weaker version of the stuff they normally use
you have 2 weapon masteries at least, not a single class only has 1
there’s a reason for that
When all you do is damage there’s barely any difference between a dagger and a greatsword outside of damage output
Doing the same thing at a lower output just feels bad
Even if it is different on paper
I completely disagree with that take, the most interesting session I’ve had in a long time is when I had an anti-magic dungeon against my 6 spellcaster group with 1 martial
limiting them and getting them to do stuff differently isn’t bad design unless you make it that way
If you limit characters unequally, it is bad game design
If you put the same level of restrictions on the whole party, it’s different
it’s like saying Magic Resistance is bad game design because a character who mainly uses saving throw spells can no longer use the same spells
Again, casters are different since they have so many options
oh no, they have to use their slightly less powerful attack roll spells
You can resist st spells? Well i have wall of force, summon spells, area denial spells
Limits on casters are good because they have a lot of options of equal strength
Limits on martials force them to use strictly inferior options
you are talking as if you only play games with level 10+ characters
Even low level chars have a lot of options
That don’t necessarily rely on saving throws/attack rolls
Entangle, web, bless
Unseen servant
Unseen Servant?
Drop marbles or caltrops on the ground, destroys low level encounters
Also cantrips are good damage at low levels
So even if you’re not using spells you can still do that
if you’re only doing that why can’t Martials also do that?
also, you’re acting as though going from a +2 bonus to a +1 bonus makes the martials completely useless
Because you can do it way better?
By switching weapon, you likely lose access to your fighting style and possibly talents such as PAM/CBE/GWM
That’s a huge difference
you can get a Piercing and a Slashing weapon with the same properties
what do you mean
get a Pike and Halberd
again, most of your stuff isn’t affected by the damage type
it’s by the properties
that’s also for a reason
the only exception is Ranged attacks, which does piss me off
and that’s why I design stuff to specifically deal with that
otherwise Slings are the only alternative option
Sure, but what would you do for smth like the crusher feat
Which is something most martials which handle those weapons desire
you specifically lose those abilities
there are 3 of them
If you specifically engineer stuff to make up for the fact that you get a penalty, it’s good
If it’s just a penalty i don’t like it
It’s not smth i’d like to face as a player or smth i’d like to use as a dm
Like, if a monster has slash resist, piercing damage makes it unable to use an ability or such
But i don’t like random penalties
Unless they’re equal for the whole party
those aren’t random penalties, it applies to all martials at different times the same way it applies to casters
In my games, i encourage switching weapons by giving a reward for it rather than imposing it on my players
I think i’ve discussed plenty how casters are mostly unaffected unless you specifically tailor a monster to their every ability
they’re still limited by it
And if martials deal different damage types, it’s likely only going to apply to one or two of them, and casters will still be better off
Not rly, they have several options of the same strength
I’m not saying every single enemy must have a resistance
I feel like you’re overblowing the real effect this has
No, i’m just saying it feels bad
.
I don’t like penalties for no reason
Limits are different from penalties, as they barely influece the power level of casters
it’s a penalty for targeting a specific creature between all the other creatures
Piercing resist on the archers for example
That’d be different, but oftentimes you’re not able to just target something else
that’s what designing encounters is for
as the DM, you know what you can put in and what you can’t put in
and as a player, you can choose what to target
the DM can force the Rogue to target a creature by putting the creature next to them, the Rogue can disengage to target another creature instead
Again, i’m against penalties put for no reason, if the encounter is well designed a penalty on a specific creature can be interesting
I’d still offer a reward rather than a penalty tho
I don’t like using those when they unequally affect the party, unless there’s smth similar for every character in the party
In the end i think it boils down to different dming styles
sure, but also, they can just get or buy the other weapon at a higher rarity
it’s a small penalty for a general choice, they can change their situation at later points
That requires a ton of money or effort that other classes aren’t required to put in
And there’s still the attunement part
it’s a small penalty for a general choice, they can change their situation at later points
Wizards also have to use money and effort to get more spells in their spell book
They don’t need to
As wizards already get all the powerful stuff just by leveling up
honestly, I think this conversation isn’t going anywhere. I understand your way of running stuff but I prefer my way of running them
as long as the players are enjoying the game, idk if it matters
guys im scared
‘The words "dc27 con save or contract sand plague" should never be uttered’
my dm just sent this in the discord for my party
sounds like you guys should avoiding going to the desert
thats not gonna help lol
the sand plague is the base plague, its everywhere
im paladin tho so im immune tho haha
also with that high a save the dm is probably gonna make us take 3d10 or something if we fail
I'm making a custom devil fruit concept for this one piece campaign im in but im really struggling on making level 10 gimmicks to make it scale in strength well with the rest of the crew without being too weak or OP, any ideas on how I could do it?
Hey guys, how do we feel about this 6th level Monk subclass feature?
When you take the Attack action, you can spend 3 Focus Points and replace one of your Attacks to swap your equipped weapon to a Monk weapon and perform the special move below which corresponds to the damage type of the weapon you swap to, using said new weapon.
Sky Breaker (Bludgeoning). You slam your weapon into the enemy with overwhelming force, creating a shockwave that disrupts the very terrain around you. If this attack hits the target, a patch of ground in a 10-foot Radius around you becomes Difficult Terrain for everyone except you, and the target’s AC is reduced by 2 until the start of your next turn.
Golden Ray (Piercing). You thrust your weapon at the enemy with all the sun’s radiance, striking truer than a bolt of divine light. When you make this attack, you gain a +1 to hit. If this attack hits the target, you score a critical hit on a roll of a 19 or a 20 on the die. This effect persists until the start of your next turn.
Crescent Moon (Slashing). You slash at the enemy in a swift crescent arc, sending a wave of force with the attack. When you make this attack, the range becomes a 5-foot Radius around you or 15-foot Cone originating from you (your choice), requiring enemies in range to make a Dexterity saving throw or be struck by your weapon. If this attack hits a target, you gain Temporary Hit Points equal to your Wisdom modifier, which persist until the start of your next turn.
If you swap weapons to Unarmed, you can perform the following move instead.
Fists of Death (Unarmed). You strike your enemy with deadly precision, debilitating them and empowering you. If this attack hits the target, they must make a Constitution saving throw or lose their Reaction, and you regain 1 Focus Point. If the target is Concentrating on an effect, they have Disadvantage on their saving throw to maintain Concentration.
Actually this makes me want to homebrew a One Piece class or series of subclasses for each devil fruit and haki specialization, etc.
But anyway, it isn't really clear what you want. "Level 10 gimmicks to scale in strength?" What does that mean?
Well, in our campaign, once we reach level 10 the difficulty curve will go way up since it scales with onepieces story, so level 10 is around sabaody to marineford, either that or the new world, if you don't know what that means, it gets hard asf, and haki become very relevant
Also seeing my party's (crews) characters, level 19 always adds something cool and unique
Its a milestone level
Are we allowed to post D&D Beyond links in here? I made a species and I need feedback on it bc it's a little unbalanced
Sure, I get that, but idk what your devil fruit look like or how they function to know what the heck a "level 10 gimmick that scales" is. Are they feats that scale with level? Classes that you need level 10 features for? It's still not clear what you actually need. Just a power boost for your existing devil fruits (again, don't know how these work in your game) when they hit level 10?
tbh I don't know but I don't see why not
Fair point
I spent 3 days on it, it's a lot lol
yeah immediately kinda busted
did you reference any other races/species in 5e/24 for balance or just go straight to making the whole thing
I don't think it works as a species very well, I should have split it up into a feat, subclass, and species, and maybe even a magic item instead of just 1 thing
Barely lol
I kinda just glanced at a few of the base species and went for it
And ended up making a species that might as well be a class on it's own
Lol. Yeah it's definitely a lot. Did you want some kind of feedback on anything specifically or?
The traits are my main concern, I need to know which ones should be feats or subclass traits instead of being crammed into 1 thing
almost all of them are either Feat level or should be the species' one and only main ability aside from extra flavor stuff, imo
actually yeah since a lot of these features interlock it could be a subclass of some kind
themed around channeling the power of celestials/celestial dragons/fateshifters, using their powers/technology
The Arcane Infusion should definitely be a feat with a high prerequisite
Elemental core, and Shattershell should be parts of a subclass
And I think Celestial Shatter and Celestial perfection work fine as species traits
Actually, I think they're all Feat/Subclass.
Celestial Shatter would work fine as a species trait if it didn't reference another trait that's way too strong to be a species trait AND is inherently crazy strong (+5AC, +1-100 dmg??) (also, backlash/penalties are uncommon design in 2024e)
Celestial Perfection would be fine if it was one or two of those perks, but everything combined ... it would have to be the only species trait it has, or maybe one of two.
I mean, consider official species. They each get like one super strong thing and then some extra stuff, or 2-3 mediocre things. This species is just ... godly.
Celestial Perfection and Elemental Core are the closest you could get to balanced species traits and that's if you toned them down quite a bit and made them the only traits it has I think
also this bastard has three movement speeds
I highly recommend trying to make this as like, a redesign of an existing species like Goliath or Elf or something (depending on if you wanted to focus on their strength or perfection) by altering those traits to closer match your species
cuz this guy too strong ... needs total rework with all traits being nerfed and/or becoming a feat or subclass feature ...
Conclusion; split everything up into their own subclasses and feats, and adjust damage values like AC
honestly if you want, you could DM me and I'd be down to help mess around with this stuff cuz I low-key wanna make a Fighter subclass themed around "shatter shell/armor" now
but I'll brb gotta catch a bus
There is some poor writing as well that needs fixing, like I only briefly mentioned that while you are flying you can't make attacks because you are on a separate plane
Btw the damage is not +1-100, it is +1%-100%, so if I did an attack that does 20 damage, and the D100 rolls an 100% than the damage is increased to 40 instead of 120
I agree that +20 to all of your movement is INSANE, and that every enemy you kill being turned into the landmine equivalent of a fireball is also OP lol
Arcane infusion would work well as a 10th level subclass ability
Celestial Perfection is a bit much as well, half of it should just be a feat
The best part abt this is that I ran this in a game and still managed to get down in the first round of combat lol
that's honestly impressive
Could anyone offer me some feedback on this homebrew Monk subclass feature?
I was playing a level 3 fighter, and I got last turn against 3 Shadow Mastiffs, they all succeeded on their rolls, my 13 AC did nothing so I died before my turn started lol
Another Monk subclass? You must really like those lol.
So Sky Breaker might be a tad overpowered compared to the others, considering how much it reduces AC (though I may just be understating how good an improved critical from Golden Ray is), but even then all of these seem like valid options in play. Quite frankly it makes me want to make 3 characters, who use each of the weapon options for flavor.
For the Fists of Death option, I would recommend rewording since "Unarmed" isn't technically a weapon. Obviously not the only way to word it differently, but I might would use:
Instead of swapping your weapon, you may choose to stow it and perform the following move.
So I'm back with Special Classes, and I've got 2 now instead of just one. Haemomancer didn't change much but I did add a Commander class which probably helps get the point of these across better. Since not everyone cares about my previous message probably, I'll go over the point quick: Special Classes have a level cap below 20 (in this case, it is 3) and are designed to encourage multiclass dipping.
In this version I made a "Prerequisites" section in the introduction, tweaked some wording to match the D&D grammar a bit in Haemomancer, and added a second Special Class. I'd have added a 3rd already, but quite frankly I can't think of one right now lol.
Also, the point of this is as a proof-of-concept, seeing what people think of the idea before I go and try to publish a bunch of them or anything (unlikely), and because it is fun to make D&D homebrew. These are not intended to be balanced, but if anyone has balancing recommendations, feel free to let me know keeping in mind that technically this could be a player's first 3 levels, unless a DM rules otherwise while allowing them to be used.
It's the same one :p appreciate the feedback!
Remind me to check out the Special Class later, out and about right now 🫡
Ah, nice.
Commander is kind of insane, +CHA mod to Hit (and damage) could be as wild as +4 at level 1. I know they're not meant to be balanced (and, honestly, why not balance them?) but damn ....
I enjoy the idea of mini-classes meant for dips though. I just wonder if the concept is better represented by feats (perhaps a new kind of feat or simply levels in these special classes can only be taken when feats could), or maybe one or a small handful of full classes that are simply designed to facilitate early-level dips for multi-classing builds
I'm back with a new Artificer subclass
the divine spark Artificer. basically a cleric themed subclass
Here are the level 3 features so far:
Level 3: Divine Spark Spells
Artificer Level Spell
3rd Bless, Guiding Bolt
5th Prayer of Healing, Spiritual Weapon
9th Magic Circle, Crusader’s Mantel
13th Banishment, Guardian of Faith
17th Holy Weapon, Wall of Light
Level 3: Celestial Wrath
The divine spark you hold can be channelled through you tools and infusions to destructive effect.As a bonus action, after you cast a spell or use an infusion as part of your action in any way, you can make a ranged spell attack that targets one creature within 90 feet of yourself or a melee spell attack against one creature within 5 feet of yourself.
On a hit, the attack deals 2d8 Radiant damage.This damage increases to 2d10 at Artificer level 5, to 3d10 at Artificer level 9 and 4d12 at Artificer level 15.
Level 3: Imbue Divinity
Your Infusions bear a tiny fragment of divine power.Once per short or long rest, the wielder of a weapon you infused can channel that spark as a bonus action. The Weapon deals an additional 1d4 Radiant damage on a hit.
This damage increases to 1d6 at level 9 and 1d10 at level 15.If someone wears armor or a shield that is imbued with one of your infusions, they can use their reaction when they take radiant or necrotic damage and gain resistance to that damage type until the start of their next turn. This Reaction can be used a number of times equal to your intelligence modifier, and all charges are regained on a long rest.
Any other type of item imbued with one of your infusions grants the wielder the ability to add 1d6 to any skill check or saving throw once per short or long rest. Additionally, the wielder can add 1d6 to an instance of healing they recieve or provide to another creature once per short or long rest.The bonus to skill checks, saving throws and healing increases to 1d8 at level 5, 1d10 at level 9 and 1d12 at level 15.
feedback appreciated
may i introduce you to my religion (prestige classes)
you may
2d8 is more than you can get with another similar feature on a half caster at 3rd level
also 4d12 hot DAMN
basically they were a thing in elder editions and they were classes that had 5-10 levels that you had to meet certain prerequisites to multiclass into
I hate how WotC refuses to scale low level damage features to remain useful at higher tiers XD
I guess my reference was the artillerist cannon
the only officially published one for 5e is the Rune Scribe for UA
I have indeed heard of Prestige Classes but knew little about them
Rune Scribe was a prestige class?
yeah, you didn't know?
Anyway yeah that's what Gideon's trying to design in essence, but there isn't a lot of balancing being done yet lol.
Nah, haven't kept up with UA ever really
not entirely sure what it is even
i just peruse it for shits and giggles tbh
valid
material that WOTC made for people to playtest
I see
yeah I haven't messed with that much, I just be homebrewing shit
I've liked the idea of prestige classes but figured there had to be a reason there aren't any in 5e
and haven't seen anyone talking about homebrewing any really
a complaint i've heard is that they make it so you have to plan your build in advance to get one
which... are you not planning them in advance anyways??
hm, that's true, since they have prereqs. but yeah, I always plan mine to some degree lol
did Prestige classes count against your 20-level cap?
if you want some for 5e i suggest having a look at the ones on dandwiki (if you can stomach seeing The Horrors)
yeah ofc
say i was a 5th level rogue and wanted to multiclass 3 into rune scribe
i'd be an 8th level character, 5 levels rogue and 3 levels rune scribe
oh shit yeah dude this is just prestige classes
I'll probably bump Inspiring Aura down to half Charisma mod, because you're right, I just didn't consider that because as a DM I discourage 4d6 drop lowest, and encourage Standard Array or Point Buy lol. I agree that perhaps these would be better as progressive feats, and I'll make some of those after I give Special Classes the last one since I have already committed to that.
Unfortunately I am not as veteran to have played in an edition with prestige classes, but basically yeah.
just make the requirements more mechanical (maybe for commander you have to have a high dex or str and a high cha and for haemomancer you need a high int and proficiency in medicine) and you're golden
The prerequisites in the introduction are optional suggestions, if the vision pans out right it is supposed to be 13 in the primary ability like normal classes. Then again I can buff it to 15 or 17 as a unique trait for Special Classes.
yeah no 15 or 17 for prestige classes is completely normal
I might bump it to 15 then. Since I wasn't using Prestige Classes as a reference, these are basically just supposed to be multiclass options, but they turn out to be basically universal subclasses lol.
interesting
i mean maybe not the intent but you made some pretty damn solid prestige classes
good shit dude
Well thank you. I have already done the nerf I replied to runLevel2 with to Commander, but basically it is just for if people want vibes lol. (Again, taking any balancing suggestions people want to give me lol.)
(BTW, in case it wasn't obvious, Haemomantic Techniques were supposed to be a mix between Eldritch Invocations and Metamagic options, just ones that cost Hit Dice.)
chat i'm gonna be playtesting these today
Ay lmk if you wanna collab on some special class / prestige class (you could totally do a little research and then restructure your ideas a collection of modern prestige classes) ideas 😈
I do think there could be many cool ideas for prestige classes, just Commander specifically seems like it could be a Feat, and unless the levels went a little higher like to 5 at least then they're all gonna be small enough that they could be progressive feats, if that makes sense.
If they were giving 5 levels, with more room to grow mechanically and interact with resources (universal ones as well as their own), they would definitely become quite impactful options as I imagine prestige classes should be
also for the 4d6 thing yeah me neither I just point buy my way to +4 in a stat usually (at the cost of other stats, so sometimes I'll settle for +3, but that's still a high hit bonus at low levels considering magic items with that +3 bonus are high rarity)
Any ideas for a teleporter item?
Ooh, that might actually be a neat idea. Let me get back to you on that after I do some more research. Might even try to extend Commander and Haemomancer for that lol.
Commander probably could have its abilities (at least level 1 and 2) be bundled into one general feat, you are right about that. Going to level 5 to have more room to grow would be nice, frankly I've even been reluctant to try for one that has its own resources for that reason. IDK though, level 3 felt nice because that's when normal classes get their subclasses and I didn't know if I wanted these to get ABI or not lol.
A fair point. I think it's worth considering, and maybe your opinion will change with further research (I should probably research them too if I plan to help or design my own), so let me know what you find! Totally get leaving them at 3 too though
Yeah, I might see how they fit with older systems then make a decision. When I do though, I will post them here so there is that.
is this too powerful for a 3rd level ability?
The user makes an attack, where instead of using their strength/dexterity bonus, they can use their speed divided by 10 (rounded down).
Costs 15 JUICE.
(max juice = 10 * character level, every class can have this as every class gets these abilities (named skills), juice recharges on short/long rest or with some skills and items)
Honestly underpowered for that level. And how would you treat a player with a speed of 35, 45, etc
+3 and +4 respectively
it says rounded down
also speed can change wildly due to the emotions system (considering how it's a campaign based off of OMORI and this is an adaptation of one of Kel's skills)
anyone else wanna take a look? #homebrew message
4d12 at 15th level for an artificer is nuts man
at that level arti only has 4th level spells
I mean artillerist can do 4d8, which is only like 8 damage less but they can also do that as aoe or heal instead with their BA
- if you have a racial +5 to speed and become manic (+15 speed but it requires 3 party members to use skills that make party members happy to set up) it acts the same as having 20 in a stat
like, Artillerist cannons do so much more than my BA, so I figured upping the damage would be fine lol
ping me when you do!!!
also it's not tied to an expendable resource
you're doing damage comparable to a paladin's divine smite for free
also non-bps damage resistances at 3rd level are iffy
So, we got into this discussion with your last artificer subclass, so IDK where you stand on this point and if you really care, but to me this really does not feel like an artificer subclass. Mechanics of it aside, the point of an artificer subclass is to express "the thing" that your artificer specializes in creating. Some invention or specialization that makes them unique. This feels more like a reflavoring of the base class. This artificer hasn't invented anything, nor have they become an expert in creating a specific type of thing. You're just using your normal spells and infusions slightly differently than normal.
havent they become an expert at creating "holy weapons/items"?
thats kinda what I was going for
I probably have a bias here, because I don't like "holy" things as a fantasy trope in general, but at the very least I do think you need some sort of mechanic or system that is wholly your own for an artificer subclass to work. We kinda skirted around that with your last subclass, but that's because the curse itself was the thing that you were creating. It acted as a centralizing element for both the mechanics and the theme. This feels more like a collection of abilities that are mostly independent of each other, and only vaguely themed as being holy
hmm, I guess i can see where you come from with the "artificer invention" so to speak, though i think thats kinda limiting for me. Ultimately I think we want different things from our artificers here.
I am not sure what kind of connecting you want here? its not like battle ready is more connected to the steel defender for example
So considering subclasses as a whole, isn't that what the whole point of it is? Subclasses take the framework of the main class, and add a unique flair. Like Sorcerers are understood to have innate magic, the subclasses tell where it comes from. Wizards are understood to study magic, the subclasses tell what school of magic they learn. Artificers are understood to make things, and subclasses tell the broad scope of things that are made.
I think Omegon's example here is good enough for that thought, he makes holy (or at least radiant) magic items.
I think this is nice and thematic. I am interested to see how later features apply!
thanks. I am still working on those. wanted to lay the foundation first.
and I do try to take colossus' criticism into account as much as possible
its just I think we have different visions of what an artificer subclass should do at points
Understood. I agree with Colosuss that there needs to be a degree of connection between features, but this is not where that is needed lol, that comes with later features building upon older ones. Either way, I think it is epic, and Artificers don't get enough love from what I have seen lol.
How do people get the dndbeyond homebrew item creator to properly apply bonus damage, like a longsword that deals an extra 2d10 Radiant damage on a hit?
have you looked at how official items do it, like a flame tongue?
I said the same thing last time but it feels like you're designing this subclass the way one would for any other spellcasting subclass. If this was a wizard subclass for example, I would say it looks great. But artificers treat their subclasses differently from all of the other 12 classes. For all the other classes, their base features define their playstyle and the subclasses provide small modifications or flavor tweaks. For artificers, their base features mostly act as ribbons or cushions, and the subclass wholly defines the playstyle. Or in other words, if you played a character without a subclass for any of the 12 base classes, they'd be a little more boring but still functional, but an artificer would basically not function at all without one. So your subclass needs to define what the artificer's function is
I reccomend what Omegon said too, make a copy of a flame tongue and look at that. Been too long since I've done it lol.
if the subclass is mechanically strong enough, does it matter if it does have a "spellcaster" playstyle? because I am kinda aiming for that.
I have yes, but when I create the item the bonus damage doesn't show up on the character sheet, it still only rolls regular longsword damage
and like, ultimately, artillerist and alchemist both do have similar playstyle most turns, one just does a lot more damage
So are you saying that being able to make a free ranged spell attack as a bonus action and being able to augment items you infuse don't define your playstyle?
As far as I know, it will never roll it with the longsword damage, but I could just have given up before finding that feature. I'd check and make sure there is an item that functions like that on D&D Beyond to see if it is possible.
At the end of the day, I'm talking about feel, not balance, so if you want to go in a different direction than how WOTC makes their artificer subclasses, that is your right to do so.
hey guys, could I get some opinions on which of these subclasses sounds the most fun or cool so I can decide what to make next:
- The Circle of the Plaguelands Druid
- The Arcanist Fighter
- The Spirit Commander Fighter
- The Oath of the Earth Paladin
- The Spiritcaller Ranger
- The Spellknife Rogue
- The Planar Sorcery Sorcerer
- The Ten Skies Sorcery Sorcerer
I'm not convinced I am that far off official design but the sample size is also pretty small so idk
spirit commander fighter has my vote
As per my roles here, I am obviously biased towards either sorcerer, but Arcanist Fighter sounds epic.
Circle of the Plaguelands give big Destiny vibes so I vote that.
a three-way tie 🙀
I do have to question what the difference a Spellknife would have compared to a Soulknife or Arcane Trickster tho
and a fellow Destiny enjoyer! I did steal the name Plaguelands when I wanted something more than just "Plague" and the name popped in my head, but I've actually never experienced the Plaguelands so don't get your hopes up for much Destiny theming
RIP Siva 💔
Soulknife (psychic knife powers) + Arcane Trickster (some spellcasting) = Spellknife (spellcasting with fancy imbue-blade-with-spells powers, and a more focused flavor than just "rogue that casts magic" from Arcane Trickster)
I'm curious, what do you imagine when you read Spirit Commander?
And you, which Sorcerer do you think you'd prefer? ||I might be biased towards the Ten Skies lol||
some kind of aoe effect that moves around with the fighter?
like an army of ethereal spirits
Honestly, depending on what you mean by Ten Skies that could be cool, but my vote goes to Planar Sorcery.
If we look at the 4 subclasses that exist, plus the cartographer UA, the one thing that ties all of them together is the fact that they create a physical “thing” separate from their infusions or other class features. Your last subclass went with a metaphysical option instead of a physical one, since it creates curses, but for this subclass it feels like like it’s “creating” a thing and more like it’s just added functionality to your already existing class features
I did imagine an army of ethereal spirits, but a different system for using them. I was picturing a commander of three soldier spirits, each with a different role (like Knight, Assassin, and Marksman for example, but I think I can come up with cooler soldier roles). Does that sound interesting?
yeah I get that. hmm i can try to come up with a thing to create that fits
Ten Skies is entirely made-up but would probably function similarly to Planar in that it would channel magic from a plane that has, well, ten skies, and depending on which sky you're attuned to/channeling when you cast a spell of a certain school or damage type or with a certain metamagic, it could have different effects. Dunno though, just spitballing, came up with the idea 10m ago haha
think I'll start with Planar for simplicity (and so I don't have to name ten different skies)
Maybe effigies of the people/objects/places you want to curse?
oh no, i meant for the divine artificer
different kinds of Holy Symbols with different effects?
Oh whoops
Honestly if I was going to make something between those, I would do Planar for exactly the the same reason lol.
I am happy enough with the curse one
I am thinking so kind of divine beacon
artificer choses the form
I'll get around to Ten Skies for sure, the flavor will be unparalleled, but I'll start small. Baby steps lol.
Precisely. But even bigger thing: imagine how many options there would be for Ten Skies on each feature lol.
True lmao. I think I'd implement it in a way that isn't "you have ten different effects depending on which sky youre attuned to" simply to avoid that.
Hey, while everyone's here, anyone interested on giving feedback on the subclasses I've already designed? There's the Bard College of Spellbinding, College of Color, Barbarian Path of the Demon, and Monk Warrior of the Steel Soul :)
and also the Stone Monkey species inspired by Sun Wukong and Journey to the West
Where might we find those?
I'll drop links here
Subclasses
- Bard College of Spellbinding:
https://docs.google.com/document/d/18cc8Dbtp1grEeOD-D79mu0z_9GBwE7YoyPZAFsitSo8/edit?usp=drivesdk - Bard College of Color:
https://docs.google.com/document/d/1pQg3C74OcFOKzVfEAnkvCAeTs-cCwflta1qh0r7Qql4/edit?usp=drivesdk - Barbarian Path of the Demon:
https://docs.google.com/document/d/1PBXme-Ca8cNA1WC-bEQdkPvTEUnDXLT8cLbXeOiSe7I/edit?usp=drivesdk - Monk Warrior of the Steel Soul:
https://docs.google.com/document/d/12Mo6DG5Rz4K1WLA2mXpsuKsIIpyvf_903Ykzoe3zJD8/edit?usp=drivesdk
Species
maybe I should get around to making a compendium and sticking it in my bio ...
So here's my feedback.
- For College of Spellbinding, is Perfected Spellbinding supposed to mean that instead of expending and rolling a Bardic Inspiration Die, you instead roll a d6? If so, you may want to specify that the Bardic Inspiration is not consumed in that case.
- For College of Colors, that's a lot of Brocades, but do I understand that you use one per turn, and it applies to all attacks or just the first hit?
- For Path of the Demon, this is pure vibes. Soul Stealer might be a bit busted, but frankly what abilities it grants players is up to what the DM throws at the party and lets die within 30 ft. of the Barbarian.
- For Warrior of the Steel Soul, this is a nice and powerful subclass. Don't know if you sent the other features but I saw some of these already. Still stand by my previous statement: makes me want to build characters based on the stances.
- For Stone Monkey, another thing that makes me want to make a character.
Honestly I have a load of old Homebrew I need to modernize and do the same for lol.
Designing a weapon my Eldritch Knight is going to make
https://www.dndbeyond.com/magic-items/10664914-divine-formbreaker
Open to feedback
seems fine, simple enough
Really like it
So the weapon itself is neat. I would recommend rewording:
Regardless of the form it remains a heavy strength based weapon
To something like:
Regardless of the form it has the Heavy property, and uses Strength for attack and damage rolls.
Just to keep it more in line with proper rules text. (If it is not supposed to have the Heavy property, you can drop that part.)
Yes, I copied the wording from College of Swords, so while I agree it's kinda confusing, it's also official 🤷
The Brocade only fires on one attack until the later upgrade that lets you optionally imbue it, hence under the Brocade it will say "add X to the damage of your attack" (singular), but I changed the wording for clarity, so thank you:
Whenever you make an Attack on your turn, you can expend one use of your Bardic Inspiration to use one of your learned Brocades with that attack.
Soul Stealer definitely has crazy potential but yeah its power is somewhat DM-dependent, so...unfortunate there but a cool concept I couldn't pass up on
Glad you like the subclass :) indeed I asked for feedback on two of its features here. The idea with the stances and weapons is you can swap freely between them and wield an arsenal of Monk weapons especially since what counts as a Monk weapon for you becomes less restricted with the subclass.
I'm glad you like the Stone Monkey too haha
I'll probably start compiling everything into different tabs in a Google Doc, can't be bothered to learn HB or anything like that and Google Doc easily syncs between all my devices and accounts
Was thinking about a homebrew system for my campaign where my Druid can unlock special Druid spells through runes found across the world, does this sound too knockoff of a wizard? These runes would be handheld but only 1-3 (depending on level) could be activated at a time
Seems fine depending on what the spells do.
Overlap homebrew is fine and there is nothing wrong with it unless you're stepping on the toes of another active player in your party who also has an issue sharing spells.
bwaaaa i wanna work on duelist as a class now-
To clarify, there is nothing stopping you from making an "X but like Y" other than some random guy online saying you can't. Just do it.
I just like Google docs because Google docs
I am seeking for some feedback on some edit's I've done for the Ranger subclass Drakewarden. Please don't be afraid to tag/ping me. Thank you
https://docs.google.com/document/d/1H0r0tNOXBhQA3fbRorY99xZlqny1Vyw574Az-yPCp8w/edit?usp=sharing
this screams AI
in the revision i was given the dragon just gets a flying speed equal to ten*proficiency bonus,,
40 foot fly speed is alot better then scaling lol
you basically just get the same unless playing until late levels lol
hm,,? 😭 wwdym,,
Unfortunately I have to agree with Bobble. As someone who has interacted with ChatGPT for a variety of purposes recently (all of which I probably shouldn't have lol), this feels so much like AI. If this is a perception you would like to avoid, probably present the class features all together in one place and shorten the amount of explanation. The spell list thing does not need a "Dragon Lore Theme" column, for example.
i did not even notice that 😭
most games play until 12-16ish, as thats when players dont have access to destroy the fabric of reality (wizards)
so i was wrong, with your thing you were given, most times the drake would have 50 foot fly speed and not 40
i mean, if the excessive tables, and the parts didnt give it away
also also also
the other fact of the AI getting the size of the drake wrong in the 7th level thing
the drake starts off as small, then grows to medium, then to large, not start at medium, then grow to large, then huge
Well that's kind of what I was referring to when I reccomended slimming the explantation. For all I know, this guy could just be really into D&D dragon lore and being wordy lol.
thats not wrong. It's what I chose for it be at that level
And that's something I didn't know because I'm not familiar with the class lol.
A. I did use AI to format it for google doc (hence the columns etc)
B. Whether or not this was made by AI or not the idea was mine since 2023 (the orignal doc in google drive below)
https://docs.google.com/document/d/1QtygjRdWVMvtfbauA4wTRIo5CBKkUO0GxXGxZWJaW-0/edit?usp=sharing
you do know that AI is aganist server ToS right?
Understood. If being told you are using AI bothers you, then all I can recommend is either to not format using AI, or mention that when you send the message originally.
The only reason I have it in google doc is I keep getting this on D&D Beyond despite making it from scratch multiple times 😭
- This homebrew Subclass has data mapped to it that is licensed content or private homebrew. This typically occurs when licensed or private homebrew spells are linked to the Subclass.
- R_OF_Drakewarden (FToD) is currently too similar to Drakewarden to share with the community.
honesty. drakewarden is fine
Nevermind, if it is against ToS, then don't use it here. Don't want to get kicked because you forgot to read the rules.
it's not the strongest ranger, but its not the weakest
also has some of the best growth with the subclass progression in the game
even if Chatgpt tells you people don't like it, remember it's stealing information from the internet, and people that don't like a thing post way more than people that do, and WAY more than people who think it's fine
For the first error, that happens if for example, you made the spells in the spell list, and are trying to link them (though there may be other ways, that's just how it was when I was using it). You have to publish those first. For the second error, that's a hazard of doing what you are doing. You would have to give it a new name and flavor text. Sharing some features with the original is probably also a source of pain.
This is true, the silent majority is called silent for a reason.
yep, honesty, look at google AI search thing, it pulls from anything from the internet to give you what your asking for, including sites like reddit, which we all know what happens there
@rancid temple
nobody posts "this is fine, not too good, not too bad"
and the people who think a thing is terrible will just post again and again and again
just like me and hexblade fr fr lol
I think hexblade is terrible and I post about it a lot
not terrible because it's not powerful enough of course
i just hate it for multiple reasons
you're a very clever individual
I'm not sure if I understand this. Clarification would be appreciated ❤️
TLDR, AI pulls info from alot of sources, anywhere were it can get it
I feel like one of the concerns with the rework is that it doesn't seem like it includes an understanding of why the subclass was designed how it originally was.
which in turn gets alot of stuff
a) wrong
b) like peoples opinions about the subject
And reddit is known as a place of discord and malcontent.
also again
the flavour of finding/hatching a small dragon and watching it grow over the course of an adventure is the point of drakewarden's design
I think something that can be missed relatively frequently is that features requiring an action, such as Drakewarden's breath attack, is intentional because it is a commitment of your action. If it slots into your attack loop, it's not really a "choice" at all.
I've got the sources on beyond. The changes done tothe Drakewarden were my own.
Unearthed Arcana
In Library
D&D Beyond Basic Rules
In Library
Player’s Handbook
In Library
Sage Advice & Errata
In Library
Basic Rules (2014)
In Library
Sage Advice Compendium (2014)
In Library
Tasha’s Cauldron of Everything
In Library
Fizban's Treasury of Dragons
In Library
Monstrous Compendium Vol. 1: Spelljammer Creatures
In Library
The Vecna Dossier
Adventures
In Library
Lost Mine of Phandelver
In Library
The Radiant Citadel
In Library
Spelljammer Academy
Partnered Content Partnered Content
In Library
Frozen Sick
In Library
Cthulhu by Torchlight
It seems counterintuitive from a fun perspective, but proper limitations being set is a very pivotal aspect of game design.
I assumed by getting the sourcebooks to the spell block would stop that weird DNDBeyond error
could you clarify on this?
No, the issue is that it is linked to content it is not allowed to, and is too similar to official. That's why you were getting the errors.
The document seems to posit that the subclass was designed imperfectly due to lacking a subclass spell list, having flight (with rider) come online too late, and having the breath weapon be your entire action, but doesn't really question whether those things are actually intentional and part of good design via providing meaningful choices to the user and/or reflecting that the subclass attempts to stay within its budget.
i point to this
The primary power investment of Drakewarden is the drake, so it makes sense that the subclass doesn't weaken the drake by providing you subclass spells. The entire subclass is about the drake, after all.
I will say that I think this framing can be difficult to understand if you don't have context from older editions of D&D or other TTRPGs.
Essentially, it's good to make things bad in some situations.
IMO I think it's not entirley just about the Drake.
As some of the features say it's a mutual benefit.
It gifts you magical features etc such as being to cast Thaumaturgy, speak draconic, share resistances.
For example Swarmkeeper is a good example of mutual beneficial features in which in addition to those it also gets a spell list block
did you read why swarm keeper has spells right?
A Swarmkeeper’s swarm and spells are reflections of the character’s bond with nature spirits. Take the opportunity to describe the swarm and the ranger’s magic in play. For example, when your ranger casts gaseous form, they might appear to melt into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are an exciting opportunity to explore your character’s narrative through their class abilities. For more guidance on customizing spells, see the “Personalizing Spells” section in chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Even the mutual benefits are about the drake, though.
The only "non-drake" benefits are Thaumaturgy and speaking Draconic, really.
Ranger subclasses based around pets are almost universally based around those pets, whereas other pet subclasses for other classes are often partially about the pet and partially about the PC, e.g. Wildfire Druid.
(although with this summon sorc im doing, it mainly about the summons lol)
there's always something uniquely dissatisfying about pet classes because if the pet isn't like at least 50% the potency of a player character people will think they're too weak
Dire Circumstances
14th level Wolf King Bloodline feature
Your feral nature spawns more furious allies. The wolves summoned from the Protect the Pack now become Dire Wolves.
When you cast a Sorcerer spell of 1st level or higher, your summoned wolves gain some of your knowledge, until the start of their next turn, your summoned wolves can act independently from you on their turns but they are still friendly towards you and allies and follow any verbal commands you give them.
14th level done, did change 6th level on the homebrewery page lol
I've slowly become more and more "Ranger is a pet class"-pilled for my rework, because I think a pet ties up the sort of loose ends of my idea.
Magic Arrow
At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
In addition, you learn the Hunter's Mark spell. You can cast this once per long rest using your wisdom modifier, or by expending a use of your primal arrow. You regain expended uses of it when you finish a long rest.
I forgot the best way to word this last part.
hi tamms, just updating my primal archer after a long time away from DND. I decided to cut out its spellcasting.
It's a revision of arcane archer but I gave it too much with an outright spellcasting table, but I decied to give it an signature spell in the 7th level feature, which can be used once free and expends use of their primary class feature(as the game is designed to do often)
Sun Arrow. A target struck by this arrow is imbued with radiant energy from the evocation magic used. The target must succeed a Dexterity saving throw, or until the start of your next turn, attacks from creatures other than yourself against the target have advantage.
Starting at 18th level, a creature struck by this arrow takes an additional 2d6 radiant damage.
Also revised Sun Arrow to not give the archer advantage but everyone else, so that it plays the ways its supposed to.
Prooably going to need to buff disrupting arrow in some way to make it relevant.
Barrage Arrow. You use conjuration magic to duplicate and attack multiple targets in a barrage. When you take this shot, you may target additional creatures up to your proficiency bonus. Make ranged attack rolls against each target without including your proficiency bonus. On a hit, the target takes the original arrow's damage. without your ability modifier added to the damage.
Also, I'm not sure how intuitive this is for the damage portion. I put "original arrow's damage", but what its supposed to mean that if the arrow deals 2d6 damage, or 2d6+magical ability that gives it another 2d6, you roll the 2d6 or the 4d6 from your arrows base damage but you don't add any modifier from your dex to the damage of each instance. 
you
I think I'll just write it like this; "On a hit, the target takes damage from your weapons damage die" or soomething like that. 
would this be the right channel to ask about a gimmick i made that is mostly flavoring but also abit of homebrew?
I would say a lot of flavor is fairly homebrew, so yeperoo
for this sorcerer with a kinda warlock dip im doing a gimmick that includes pact of chain and the wild magic. The pseudo dragon from pact of chain would be sentient talking with the character, his allis, and sometimes helping out his enemies (i would explain in abit). the dm could make the dragon say whatever they want as long it kinda fits the personality. The way the dragon would help could be whenever a good effect comes from wild magic, the dragon helps out the character/his allies. whenever a bad wild magic effect happens, it could be the dragon help out the nemies
idk if this makes sense, i can send a video of the character im copying this from
Hello ther, so I am currently trying to make a homebrew race for a friend of mine who I play with.
We wanted to give this race a trait options where one of them would increase the Spell slots that the character would have but I can't find anything about it on DnD beyond.
Am I missing something? I know I could just give it an "other action" to restore his Magic points and give it charges, but he is kind of an airhead, so I assume he just forgets about it.
Got any tips
I just made this based on the Magic the Gathering card :)
CR 8 Crystal Barricade
also this CR 6 Protean Hulk
..I may have taken some creative liberties, but heres a CR 18 Meteor Golem
King of Beasts
18th level Wolf King Bloodline feature
The full extent of your bloodline is now unlocked. As a bonus action, you can become the Beast King for 10 minutes. When transformed, your teeth and fingernails grows larger, your body sprouts wiry hairs, and your mind becomes one of pure murderous intent. While in this form, you and your summoned wolves gain the following benefits:
- You and your wolves gain resistance to non-slivered Bludgeoning, Piercing, and Slashing damage.
- As an action, you can make an unarmed strike towards a target within range. This unarmed strike deals 4d6 piercing damage. When you damage a creature with this unarmed strike, you can spend a bonus action to command the wolves to attack with you, letting them move up to their movement speed and make an attack roll against the same creature you attacked if within range
- You and your summoned wolves gain Temporary Hit Points equal to your sorcerer level + your Charisma modifier.
You can use this feature once per long rest, you can spend 4 Sorcery Points to recharge a use of this feature (no action required)
and i think that Wolf King sorc done
Level 3: Divine Implement
You made a breakthrough with your research into the divine spark, creating a tool designed to channel its power. Chose a tool you are are proficient in. This tool is now modified to show signs of its divine purpose (you chose how these changes appear) and is a spellcasting focus for your Artificer spells. If you hold this tool, you can activate it as a bonus action a number of times equal to your intelligence modifier. You regain one expended use on a short rest and all expended uses on a long rest. When you activate it, it grants you one of the following effects:
- You can add 2d8 Radiant damage the next time you deal damage to a creature.
- The next time you restore hit points, you can add 2d8 to the total.
- You can add 1d8 to the next ability check or saving throw you make.
You have to use the effect granted to you within 1 minute or the benefit disappears.
@native gale is this more like something you are looking for?
Yo, got a legendary item I'd love some feedback for. Although it needs another magic item for context so I'll post it with it
Rune-lain Silvered Weapon (Equipment)
Weapon (Any Simple or Martial), Rare
This magic weapon is imbued with both magic silver and powerful holy runes. When you hit an attack against a fiend, undead, or monstrosity, the weapon deals an extra 2d6 of damage of the weapon’s type, this damage bypasses resistance to bludgeoning, piercing and slashing damage. Additionally, if the fiend, undead or monstrosity has the Regeneration ability, it does not function until the end of its next turn.
Trident of the Dawnhunter (Equipment)
Weapon (Trident), Legendary (Requires Attunement)
Once a warlock bound to a pact with an archdevil, the legendary Dawnhunter became a slayer of the unholy after the archdevil was slain and he was free from his pact. The trident was a gift from the archdevil, built to slay undead and monstrosities; but the Dawnhunter spent decades travelling from holy place to holy place, and imbued the trident with runes to make it a weapon capable of slaying fiends too. The Dawnhunter was defeated in battle with a lich king, yet his legacy and followers live on, and the trident calls for a new master, one to continue the eternal fight against the unholy.
Rune-lain Silver. The trident has all the properties of a Rune-lain Silvered Weapon, except the extra damage is 3d6 instead of 2d6.
While Attuned to the Trident, you gain the following benefits:
Magic Weapon. You have a +3 bonus to Attack Rolls and Damage Rolls with this weapon.
Defence against the Unholy. You always have the benefits of the Protection from Evil and Good spell.
Loyal Weapon. When you make a ranged attack with the trident, it returns to your hand after it hits or misses.
Spells of the Dawnhunter. The trident has 5 charges. You can expend a charge to cast Dispel Evil and Good, Steel Wind Strike and Banishment (at 5th level), spell save DC 15 and +7 to spell attacks. You regain 1d4+1 expended charges every dawn.
I just ask if it's a good weapon, fits its rarity, fits its lore and vibe that it's intended for
And balance, of course (like, would you use it in your games)
I quite like it, decent power for a legendary. Maybe a little low spell modifier
Also you should alter the wording to be spell, spell or spell
And implies that you cast all 3 at once
- *non-silvered, just a spelling mistake
- does range here refer to reach, or is there a set distance you want to mention?
- that's balanced for the capstone
Yeah it refers to reach
Which in those cases is 5 feet (as melee attacks)
That makes it a little wonky with the wolves and movement
When you damage a creature with this unarmed strike, you can spend a bonus action to command the wolves to attack with you, letting them move up to their movement speed and make an attack roll against the same creature you attacked if within range
The part in bold specifically
It could probably use some rewording, but I think the feel does feel more in line with what one would expect from at artificer subclass. You can remove the part that says it’s a spellcasting focus though, because that’s already a base rule for artificers. Any tool that you are proficient in is a spellcasting focus for you
I think I’ll change the DC to 18 and the spell attack to +10
I've been having a look, and if I wanted to create a new playable species, mechanically do I determine speed/size and add features and hope not to break the game? (2024)
Pretty much
Although all playable species are either small or medium
Anything more or less and it enters wild homebrew territory
I'm guessing there's not many tables a gel cube cleric would be welcome on. lol
Yeah non-humanoid playable species can be controversial
From what I’ve seen if it’s not a humanoid, it’ll be a fey
But I’ve seen DMs reject playable fey species because obviously stuff like hold person and similar spells don’t effect then
we have ooze, monstrosity, contruct alongside fey
plasmoid, thrikreen, and autognome
funnily enough, all spelljammer species
There have been playable ooze species?!
I didn’t know that
I thought they were all considered humanoids.
Idk why I just thought they’d stretch the definitions to fit them all in
The new statblock for a Stone Golem has a little medallion in the center on its art depiction and I was thinking of making it function as a magic item to cast the Golem's Force Bolt if the players loot it.
What are your guys' thoughts?
Plucked from the heart of a stone golem this delicately shaped token that features iconography praising Moradin, the dwarven God of craft and invention.
In the center is a gleaming emerald.
Once per day, the medallion can be activated to launch a Force Bolt, using your CON + Proficiency as the spellcasting modifier.
Force Bolt : Ranged (120ft)
Launch a bolt of force against a single target dealing: 4d10 force damage
I was considering the idea that the players can choose to recharge it themselves if they spend the spell slots and perhaps even upcast it.
Fun fact!! Aarakokra and Owlin are considered humanoid
This looks like it’d make a good uncommon magic item.
Very neat, only thoughts I have is making a set modifier or making it a more common spellcasting ability, but that's neither here nor there
Looks fun
Though I guess it's not a spell
Yeah I went with con because that's what the golden used but I'm tempted to just use the users base spell mod
Laughs in 2024 rules monster manual
(Aaracokra are elementals in that)