#homebrew

1 messages · Page 36 of 1

azure needle
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What if you had the person tap in a code that each person only gets an individual segment of?

pine cargo
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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?

azure needle
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Something like that, yeah

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How confident are you that your party can solve a hard puzzle?

pine cargo
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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.

azure needle
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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?

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Like, player A has a phrase which gives them the tapping codes for A, C, B and X

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Player B has J, L, Y, and O

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And so on and so forth

pine cargo
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Ohhhhh I gotcha

azure needle
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Instead of phrases, you could make them like words instead so there's less letter overlap

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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?

pine cargo
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I'm not sure I follow that piece

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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

azure needle
# azure needle Player B has J, L, Y, and O

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"

pine cargo
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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

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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

azure needle
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Or like the number tray they're in

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Since y'all are in person

pine cargo
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I was thinking the number tray they're in since their names are super long lol

azure needle
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Sounds good! So then my only question would be, what would the trigger be for the fourth person being let out of their tray?

pine cargo
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They all input the answer correctly: Goatman

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Once they ALL get it then the one tray opens

lone pebble
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I have a question about the d&d beyond homebrew stuff

azure needle
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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

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You could add a whole new layer to this by making the fourth guy physically sit in another room

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So he doesn't know who's tapping when

pine cargo
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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

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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"

azure needle
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I like that a lot actually

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Shut the lights out and have the only light come from that tealight lol

pine cargo
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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.

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Yup!!

azure needle
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Good luck on that🙏

pine cargo
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Each encounter is based off one of the players fears. This is the fear of being locked in small spaces

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The goatman is someone elses fear

valid shard
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Lol hiiii

azure needle
pine cargo
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Thank you again, that'd been bugging my brain

lone pebble
# azure needle shoot

So if I publish a magic item I have created on D&D beyond does that mean that Wizards just owns it?

azure needle
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You could be mean and have the goatman make whoever is afraid of him roll wisdom saves for fear

pine cargo
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Oh I am. I have a fully fleshed out custom fear table for all four of them

azure needle
azure needle
pine cargo
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If they fail the stealth check on him coming around they get pulled out and tied to a pyre (fear of fire)

lone pebble
azure needle
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Steinhardts guide to the Eldrich hunt has a funny madness table that could be fun with a few tweaks

azure needle
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You roll a d20 with your int and wisdom modifiers and on a fail, you roll on the madness table for a random outcome

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You might latch onto the nearest parental figure in the room, or you may just straight up faint on the spot

pine cargo
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Ahhhh I love this so much more than what I came up with

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Oh yeah definitely using this, bless you

pine cargo
# lone pebble This sounds awesome

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

lone pebble
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I also havent played any D&D in almost 3 years

true forge
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Bumping this

lone pebble
azure needle
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The damage the wolves do could get a bonus equal to your PB

lone pebble
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Anyway thank you all

pine cargo
azure needle
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It's a really underrated book altogether, great lovecraftian/bloodborne vibes

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Currently running a pact of the trigger undead warlock on a campaign atm

pine cargo
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I....am really sad I didn't know this existed lol just glancing at it the Bard College of the Apocalypse looks absolutely amazing

azure needle
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Living nightmare fighter has great flavor

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Guardian angel domain and all that, all very well thought out

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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

pine cargo
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Even the weapons look well thought out!! I like the look of the Python Blade. It's a rapier, but also a whip lol

azure needle
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Trick weapons, yeah

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Something they got from bloodborne lol

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I believe you can use a bonus action to switch its form from a rapier to a whip

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There's quite a few of those kinds of weapons

pine cargo
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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

azure needle
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It was made by a fairly popular DND YouTuber

true forge
azure needle
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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

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That way it promotes fighting with your pack

true forge
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i mean, thats what the spell advantage thing was promoting lol

azure needle
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oh, didn't see that

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lemme reread

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Oh, here we go I see

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Yeah that's good

true forge
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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)

azure needle
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Maybe give it the ability to cast touch spells through the wolves

azure needle
true forge
azure needle
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Do the math to see what the dpr looks like between the two

true forge
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i mean

azure needle
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Probably for the better

true forge
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wolf is 2d4+2 with a DC 11 STR save or prone
dire is 2d6+3 with a DC 13 STR save or prone

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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)

azure needle
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Honestly, I think having 2 wolves but only being able to control one at a time could get a bit clunky

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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

true forge
azure needle
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Path of Ancestral Guardian from Grimhollow does something similar

azure needle
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You only get one, it's large size so it could block ranged attacks

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I'd say deepening your connection to the wolves you originally get as opposed to getting a stronger one would be more thematically strong

true forge
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mounting, acting as more of tank, there is alot of benefits

true forge
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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

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with about 6 or so options

azure needle
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Maybe give it a reaction that allows it to take a hit for an allied creature that's within 5 feet of it

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That, and have the health scale with your warlock level

true forge
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sorcerer

azure needle
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Mb I meant sorc

true forge
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its a sorc sub (if the Bloodline didnt say that :P)

azure needle
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I'd assume so by the sorcery points lol

true forge
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that too lol

azure needle
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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

true forge
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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

azure needle
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You should specify whether or not you can choose several options at once

true forge
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i mean

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you can spend 1 or 2 points

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if you spend 1, you get one option, 2=2 options

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you can spend 1-2 Sorcery Points to alter them. Choose an effect below for each Sorcery Point spent.

thought that was clear enough

azure needle
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Yeah mb it's just late over here and I'm tired

true forge
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very fair lol

azure needle
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Also, you should specify how it works if you choose apex and one other ability

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Like, does it mean the effect is applied to just the wolf?

true forge
azure needle
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Is that normally allowed for mounted?

true forge
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no, but in this case its allowed

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special ruling

azure needle
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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?

true forge
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think timed drakewarden

azure needle
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It's clear enough

true forge
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(number of hours equal to CHA mod is how long they last or until dropped to 0 Hp)

azure needle
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For rider though, maybe just tack on the benefits of Mounted Combatant

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Minus the advantage

true forge
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also makes the sorc unreasonable tanky that way

azure needle
azure needle
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You can make use of a shield spell investment that way

true forge
# azure needle I mean, it's just advantage on saving throws to stay on your mount and a reactio...

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

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no reaction in sight, just, target mount instead

azure needle
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I was getting it mixed up with cavalier's 7th level abolity

true forge
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lol

azure needle
true forge
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ah

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fair enough

azure needle
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You can force an attack targeted at YOUR MOUNT to target YOU instead

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So then, it links up where you can use like sbarbs, shield, or ea

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Synergy

teal garden
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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

azure needle
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The hells being lawful is a lil questionable

teal garden
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The hells are the reverse of Heaven, the abyss is the reverse of faewyld, and Hades is the reverse of Elysium.

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Hence the creatures that inhabit them, by nature, are similar but opposite.

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Yes, a devil will follow rules, but it will also exploit loop holes and do the worst things with them.

azure needle
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Shadar-kai vs Eladrin

lucid cradle
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Faewyld sounds like more of a place of chatoic neutral and I find Elysium might be more chaotic tbh

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chaotic good for Elysium, mind you

teal garden
azure needle
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Kinda like a fallen angel type duality

teal garden
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In my world, Hades is kinda the shadowfell.

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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.

azure needle
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Also, how exactly does chaotic evil differ from pure evil?

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Same thing with lawful good and pure good

stuck raptor
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hades bad pr strikes again

teal garden
scenic urchin
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not to be confused with Absolute Evil, and Dark Evil, ofc

teal garden
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And Lawful evil is the same but with evil.

azure needle
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So we're saying the planes that represent pure good and evil represent the will of powers beyond even the gods

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that supercede them rather

scenic urchin
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and then law also separates out between internal law and external law as well

teal garden
teal garden
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Without those two worlds, none would exist.

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Without one of those two worlds, none would exist.

gloomy flower
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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)

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i'm asking since i'm running a campaign based off of OMORI and wanna implement the emotions

azure needle
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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

gloomy flower
azure needle
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Chaotic neutral, but still neitral

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Yeah

gloomy flower
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moreso on chaos/law

teal garden
gloomy flower
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lower planes are for evil
feywild is for chaos
upper planes are for good
mechanus is for law

teal garden
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Goblinoids are born from a creature of the abyss in my world.

azure needle
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But like even hexbloods are cursed by fey magic

teal garden
scenic urchin
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feywild is happy, shadowfell is sad

teal garden
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Hexbloods would be the offspring of a Fae spirit and a mortal, tieflings the same with devils, aasimar the same with angels.

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All cursed and blessed in their own ways.

azure needle
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For pure good and pure evil, what are you gonna do for that?

teal garden
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And the abyss.

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Since tieflings are of the hells, I need a counterpart for the abyss.

azure needle
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The abyss is the inverse of the feywilds, so idk maybe something Draconic?

teal garden
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That's an interesting thought and I'd like to hear more.

scenic urchin
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woulda thought mt celestia was the inverse of the abyss, not the feywilds

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the abyss is a big hole full of dark evil, and mt celestia is a reverse hole full of light good

gloomy flower
# gloomy flower how would you guys do the OMORI emotions in dnd? currently my idea is: Happy: +...

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

azure needle
# teal garden Elaborate

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

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And you'd get the same kind of variation in ancestry

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Kobolds, yuan-ti, etc

teal garden
teal garden
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I never even considered the idea of making dragons demonic in nature

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I'm using that.

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I am 100% using that

azure needle
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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

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Think like Godzilla

teal garden
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Like goblins in my world

azure needle
teal garden
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Not demons per say, but definitely related to something there

azure needle
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Yuh

teal garden
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Dude, that also means I can put dragonborn in my world

azure needle
teal garden
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That is so damn smart

gloomy flower
teal garden
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Now I'm just left with hades and elysium.

azure needle
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You'd need something with a strong sense of duality

teal garden
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Hmm, I'd need two somethings.

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I might just have to make 2 completely homebrew races

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Although, before I do that, I'd have to figure out what populates Elysium.

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Like, the rest came naturally

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But pure good is hard because angels already populate heaven.

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And I just had an idea.

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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.)

azure needle
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Warforged is interesting

teal garden
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And perhaps the children of umbrans do likewise

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Their non-corporeal forms inhabit the decaying leftovers of life to hide their inner darkness

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The undead.

azure needle
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I mean that makes sense, if the hells represents death then what comes beyond it could reasonably be undeath

teal garden
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And it works perfectly for my setting where the undead have such a sway in the world

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Dude you have no idea how helpful you have been man

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Honestly, just having someone to talk to helps me think a lot better, and you have been wonderful

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I'm gonna write this stuff down before I forget it

lucid cradle
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if theyre that bright

rough pelican
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I was going to enter that Hellfire contest but it's not available in my country 😅

I still made a thing.

teal garden
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And same for the umbran ones!

teal garden
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That would allow for different forms of playable constructs and undead!

gloomy flower
teal garden
gloomy flower
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don't help me i'm doing this to myself

lucid cradle
teal garden
azure needle
gloomy flower
teal garden
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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.

lucid cradle
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matter of fact this has given me some good ideas for concept art thank you

teal garden
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I should be thanking you

lucid cradle
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all good bro I like your ideas so im happy to help

teal garden
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They're literally getting dropped into essentially the bad timeline for fantasy worlds

lucid cradle
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they likely would be, but their feelings heavily depend on how much youre gonna limit the interactions of other planes

teal garden
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That's true

lucid cradle
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I find this part pretty complex in worldbuilding, trying to figure out how to set proper planar laws of intervention

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and good reasons for doing so

teal garden
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Hence when something is so dire they have to bend the rules, they sire a child.

stuck raptor
lucid cradle
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lets move there then

azure needle
teal garden
azure needle
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Sure

golden temple
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hm,,

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tthis could probably go in some other channels, but i'm trying to figure out what amenities could go onto a ship,,

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or, facilities, rather- -

trim arrow
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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

golden temple
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, , , ,?

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i don't understand this question,,

trim arrow
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is imgur banned in this channel?

golden temple
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yyou can send links to it,,

trim arrow
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i want that to be a 6

golden temple
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ahh,,

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nnot all of us use it here,,

golden temple
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i don't know what that's supposed to entail,,,

fossil seal
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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

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Sooo you can regain all your sorcery points on a short rest but you get no healing out of it

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Good if theres no combat and you just want spell slots or meta magic options

peak inlet
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I mean you can already recover them using spell slots

fossil seal
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Or alternatively regain a number of sorcery points equal to the hit dice you spend healing

fossil seal
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Its also your main feature

peak inlet
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hit dice are pretty expensive, but you can add it to your game if you’re the DM

fossil seal
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Youre supposed to use it with meta magic not just to recover spell slots as thats just kinda borning

fossil seal
white bison
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Sorcery points are already plenty imo

fossil seal
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I just needed some peoples thoughts on it

white bison
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Exp if you consider spell slot conversion, you get a lot more spell slots than other classes

peak inlet
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I tend to bank hit dice for Arcane Vigor, I would probably use hit dice for Sorcery Points if I was low

fossil seal
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Id make it more expensive ig

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Also wizards can restore spell slots in a similar fashion

white bison
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They can’t, they need to short rest, sorcery points are istantaneous

peak inlet
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I mean I already regain all my Sorcery Points on a Short Rest

fossil seal
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I said

peak inlet
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just multiclass into Warlock

fossil seal
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I was planning on buffing almost every class and ill keep that in the back of my mind

peak inlet
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yeh, that’s kind of what Sorlock kinda resolves for both classes

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and why it’s so popular as a multiclass

white bison
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Not really

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Sorlock is popular because hexblade works both as an armor dip and as a resourceless way of providing damage and control

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Sorcery points are kinda just a little bonus you get

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In fact if you couldn’t use hexblade i’d take a different class as you won’t get the armor prof this way

peak inlet
white bison
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I wouldn’t dip warlock without armor access, i’d dip smth else

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Warlock dips being good is dependent on it giving armor prof, not sorcery points or whatever

primal osprey
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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

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I considered making undead, fiends and monstrosities vulnerable to the damage of the silvered weapon, but that might be too crazy

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Especially in the hands of a rogue or fighter

white bison
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You can make silvered weapons do one more dice of damage against certain kinda of enemies and stop regen for a turn

primal osprey
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Ooh yeah, good call

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Now that I think about it I could just make it work like the dragonslayer or giant crusher but against undead and fiends

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and of course stop regeneration. Ty

white bison
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Np

primal osprey
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should monstrosity be included in the list of creature types this helps defeat?

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Lycanthropes are monstrosities, right?

true portal
primal osprey
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Ty

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I think I might also have the weapon bypass resistance to BPS

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And I just realised that these silvered weapons will be pretty good when fighting a tarrasque

true forge
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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)

white bison
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It’s the reason why i buff consumable crafting as well

coral jackal
primal osprey
true forge
primal osprey
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Also I am finished with making the silvered weapons revamp. Gonna post here for feedback

primal osprey
true forge
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why cant i just have cool medium creature ride another medium creature :(

primal osprey
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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.

white bison
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1 minute speed reduction to 0 without save is crazy

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Can turn any creature into a sitting duck

peak inlet
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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.

peak inlet
primal osprey
white bison
coral jackal
primal osprey
white bison
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It is a good item but it feels pretty standard

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I like the concept

peak inlet
white bison
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Like, magic items do something magic

primal osprey
peak inlet
white bison
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This is a cloak you throw on people

primal osprey
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Actually, I see your point now

peak inlet
primal osprey
#

Although to be honest, there's nothing else it could be. It can't be a normal item

white bison
peak inlet
#

like releasing an opaque projectile

white bison
peak inlet
#

and if it’s not a magic item, it would have a +1, 2, 3 form

primal osprey
#

I like it. It's fine

peak inlet
#

and would apply to all the random magic item enhancements for shields

white bison
coral jackal
peak inlet
#

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

true forge
primal osprey
#

Sounds good to me

true forge
#

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

peak inlet
#

the thing is those usually only have 1 type of enemy

#

and those enemy types are pretty rare and menacing

primal osprey
#

I say the lack of a bonus would make up for it

peak inlet
#

like giants and dragons

#

the ones you have are pretty common types

primal osprey
#

Yeah, I just wanted to do what would make sense for a silver weapon

#

I could make it very rare

peak inlet
primal osprey
peak inlet
#

you might just have to test it I guess, I would say if you gotta change anything it’s the extra damage

primal osprey
#

I’m thinking of using it in my Orcus campaign

peak inlet
#

I personally would put it at 1d6

#

but I’m usually a bit more cautious with my stuff

primal osprey
#

Eh I’m too cautious too. I’m just trying out new stuff, trying to make my items more powerful

peak inlet
#

what Silvered Weapons do rn is crits deal an extra die of damage

primal osprey
#

Yes. They suck

#

Too situational

#

First the creature needs to be shapeshifter, then you need to land a 20

peak inlet
#

which is too boring even for a common magic item

primal osprey
#

Specifically 20, not even a general crit so it can’t work with champion fighter

peak inlet
#

I mean it’s a common magic item, they’re not supposed to do anything

#

but the flavor isn’t even there

primal osprey
#

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

peak inlet
primal osprey
#

Maybe I change the extra damage to 1d8 but add a bonus

primal osprey
peak inlet
primal osprey
#

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

peak inlet
primal osprey
#

Good point, hmmm

peak inlet
#

if it was 1 enemy type, it would be completely fine

primal osprey
#

Yeah, 3 is a little crazy

peak inlet
#

it’s the fact it’s 3 different types of enemies

#

1 type of enemy and you can give it the +1 bonus

primal osprey
#

Okay, I can make it very rare and add a bonus to make it match the power

peak inlet
primal osprey
#

I can't drop any of them

peak inlet
#

although it does mean you get it way later

primal osprey
#

Yeah

#

Maybe for lore purposes I could change it to like "Blessed Silver Weapon" so it isn't as easy to make

peak inlet
primal osprey
#

Rune-lain silvered weapon. Good name

peak inlet
#

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

primal osprey
#

Oooh, yeah. Ty

#

Should it be +1 or +2 for the Very rare version?

#

I'm thinking +2

peak inlet
#

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

white bison
#

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

primal osprey
#

Okay, I think I've settled

#

Unless I really want to, I'm not touching it

peak inlet
#

this is what I’m saying, Executioner’s Axe is Humanoids get 2d6 extra damage and you get tempHP

peak inlet
#

Executioner’s Axe is +1, so I would say this is also +1

primal osprey
#

Oki, I'm happy now. Ty all

peak inlet
#

you’re also forgetting the heal block and resistance ignoring

#

I def think heal block is pretty huge

#

so is resistance ignoring

white bison
#

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

peak inlet
#

this includes magical sources

#

reactions, etc.

peak inlet
#

pretty limiting

#

whereas this is dealing 4d6, maybe 3d6 on a light weapon

white bison
white bison
#

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

white bison
#

Overall i’d put this on the weaker side of rare weapons

white bison
#

A rare consumable is half the price of a rare magic item iirc

primal osprey
#

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

peak inlet
primal osprey
#

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

peak inlet
#

if you’re in a bind, it’s usable at range

primal osprey
#

And using this against a Tarrasque would be awesome

white bison
#

Sure, but no class uses daggers as its main source of damage so you’d have to spend money on a side weapon

peak inlet
#

if you’re straight up attacking in melee, it’s still giving you a +7 DPR per hit over regular weapons

white bison
peak inlet
primal osprey
#

I’m just saying a rune-lain silvered dagger would be very good here

peak inlet
#

Flametongue is attunement

primal osprey
#

Well, resisted by fiends, undead or monstrosities

peak inlet
#

those are 3 pretty common enemy types in campaigns where this type of weapon would come up

primal osprey
#

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 :(

peak inlet
primal osprey
#

You’re right. I’m changing it to only undead, fiends, and creatures that can shapeshift

midnight magnet
#

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

peak inlet
#

I mean you can keep monstrosities, monster hunting does involve monstrosities often

#

also, being an anti-Tarrasque weapon is pretty funny

primal osprey
#

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

primal osprey
white bison
peak inlet
#

especially if they’re fighting in melee

peak inlet
#

and if they are, then the “upgradable” part isn’t part of it

white bison
#

Raw, a dragon’s wrath weapon can increase its rarity by being steeped in a dragon’s hoard

white bison
#

Unless you mean those are usually given out as uncommon items

peak inlet
white bison
#

It’s still a rare

peak inlet
#

and they’re usually not purchased or crafted

peak inlet
white bison
#

Which only apply against some kinds of creatures

#

While its properties apply against anything

peak inlet
#

1/4 of all creatures

white bison
#

And again, the last two won’t apply nearly as often as you think

peak inlet
#

that are especially common

white bison
#

Even at high levels magical bps resistance is almost non existent

peak inlet
#

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

white bison
#

If you only consider 24, it is 4

peak inlet
#

idk what tables you play in where they only run Monster Manual enemies without modifications

true forge
#

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

white bison
#

Who modifies monsters to be worse 😭

#

Magical bps resist is stupid imo

#

And i don’t see how homebrew monsters are relevant here

peak inlet
peak inlet
peak inlet
#

unlike Force for example

#

so homebrew and new monsters coming out can easily have more BPS resistances

#

very casually

white bison
peak inlet
#

especially in 2024

white bison
#

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

brittle plinth
#

hi!!! i want to ask for feedback for a bbeg, but i can't send photos, where should i go?

peak inlet
#

other than ranged attackers, they do have 3 choices for damage types

white bison
#

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

peak inlet
#

the archetypes they benefit usually aren’t tied to their damage type

white bison
#

While i have no penalty for casting synaptic static rather than eldritch blast

peak inlet
#

only 3 feats do that, one for each

white bison
#

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

peak inlet
#

casters need to invest spells

white bison
#

Even if you took only the optimal spells in your class, you’d have something for every enemy

peak inlet
#

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

white bison
#

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

peak inlet
#

that’s good design actually

white bison
#

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

peak inlet
#

Radiant resistance forces Clerics to use Force spells to deal damage for example

white bison
#

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

peak inlet
warped void
#

This is homebrew. Where do I share statblocks I made?

peak inlet
#

they can also do a lot of things depending on their class

#

Martials do have utility

white bison
#

Most of the things martials can do boil down to damage

peak inlet
white bison
#

Utility is minimal and in combat utility is even less and only some subclasses have it

warped void
white bison
#

Also the whole targeting another enemy is eh

peak inlet
#

that’s 1 rarity lower

#

they’re still doing everything as normal, just at lower output

#

it’s not going to kill them

white bison
#

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

peak inlet
#

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

white bison
peak inlet
#

you have 2 weapon masteries at least, not a single class only has 1

#

there’s a reason for that

white bison
#

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

peak inlet
#

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

white bison
#

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

peak inlet
#

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

white bison
#

Again, casters are different since they have so many options

peak inlet
#

oh no, they have to use their slightly less powerful attack roll spells

white bison
#

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

peak inlet
white bison
#

Even low level chars have a lot of options

#

That don’t necessarily rely on saving throws/attack rolls

#

Entangle, web, bless

#

Unseen servant

peak inlet
#

Unseen Servant?

white bison
#

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

peak inlet
#

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

white bison
white bison
#

That’s a huge difference

peak inlet
#

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

white bison
#

Sure, but what would you do for smth like the crusher feat

#

Which is something most martials which handle those weapons desire

peak inlet
#

there are 3 of them

white bison
#

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

peak inlet
#

those aren’t random penalties, it applies to all martials at different times the same way it applies to casters

white bison
#

In my games, i encourage switching weapons by giving a reward for it rather than imposing it on my players

white bison
white bison
#

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

white bison
peak inlet
#

I’m not saying every single enemy must have a resistance

#

I feel like you’re overblowing the real effect this has

white bison
#

No, i’m just saying it feels bad

white bison
#

I don’t like penalties for no reason

#

Limits are different from penalties, as they barely influece the power level of casters

peak inlet
#

it’s a penalty for targeting a specific creature between all the other creatures

#

Piercing resist on the archers for example

white bison
peak inlet
#

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

white bison
#

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

peak inlet
#

I don’t agree that it’s a penalty

#

it’s a restriction

white bison
#

In the end i think it boils down to different dming styles

peak inlet
#

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

white bison
#

That requires a ton of money or effort that other classes aren’t required to put in

#

And there’s still the attunement part

peak inlet
#

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

white bison
#

As wizards already get all the powerful stuff just by leveling up

peak inlet
#

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

tepid violet
#

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

tropic stratus
tepid violet
#

thats not gonna help lol

#

the sand plague is the base plague, its everywhere

#

im paladin tho so im immune tho haha

tepid violet
midnight magnet
#

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?

strange surge
#

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.

strange surge
midnight magnet
#

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

grand pulsar
#

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

strange surge
strange surge
grand pulsar
#

I spent 3 days on it, it's a lot lol

strange surge
#

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

grand pulsar
#

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

grand pulsar
#

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

strange surge
#

Lol. Yeah it's definitely a lot. Did you want some kind of feedback on anything specifically or?

grand pulsar
strange surge
#

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

grand pulsar
#

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

strange surge
# grand pulsar The Arcane Infusion should definitely be a feat with a high prerequisite Elemen...

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 ...

grand pulsar
#

Conclusion; split everything up into their own subclasses and feats, and adjust damage values like AC

strange surge
#

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

grand pulsar
#

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

grand pulsar
#

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

strange surge
#

that's honestly impressive

strange surge
grand pulsar
# strange surge that's honestly impressive

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

main trellis
# strange surge Hey guys, how do we feel about this 6th level Monk subclass feature? > When yo...

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.

https://homebrewery.naturalcrit.com/share/DHtBthe7-Sbg

strange surge
#

Remind me to check out the Special Class later, out and about right now 🫡

main trellis
strange surge
# main trellis So I'm back with Special Classes, and I've got 2 now instead of just one. Haemo...

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

heady stream
#

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

gloomy flower
strange surge
#

you may

gloomy flower
#

also 4d12 hot DAMN

gloomy flower
# strange surge you may

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

heady stream
heady stream
gloomy flower
#

the only officially published one for 5e is the Rune Scribe for UA

strange surge
#

I have indeed heard of Prestige Classes but knew little about them

strange surge
gloomy flower
strange surge
#

Anyway yeah that's what Gideon's trying to design in essence, but there isn't a lot of balancing being done yet lol.

strange surge
#

not entirely sure what it is even

gloomy flower
#

i just peruse it for shits and giggles tbh

strange surge
#

valid

gloomy flower
strange surge
#

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

gloomy flower
#

which... are you not planning them in advance anyways??

strange surge
#

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?

gloomy flower
#

if you want some for 5e i suggest having a look at the ones on dandwiki (if you can stomach seeing The Horrors)

gloomy flower
#

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

gloomy flower
main trellis
main trellis
gloomy flower
#

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

main trellis
gloomy flower
main trellis
gloomy flower
#

i mean maybe not the intent but you made some pretty damn solid prestige classes

#

good shit dude

main trellis
#

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.)

gloomy flower
strange surge
strange surge
# main trellis I'll probably bump Inspiring Aura down to half Charisma mod, because you're righ...

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)

short jackal
#

Any ideas for a teleporter item?

main trellis
main trellis
# strange surge I do think there could be many cool ideas for prestige classes, just Commander s...

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.

strange surge
main trellis
#

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.

gloomy flower
#

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)

mild cove
gloomy flower
#

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)

heady stream
gloomy flower
#

at that level arti only has 4th level spells

heady stream
#

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

gloomy flower
# gloomy flower +3 and +4 respectively
  • 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
heady stream
#

like, Artillerist cannons do so much more than my BA, so I figured upping the damage would be fine lol

gloomy flower
#

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

native gale
# heady stream I'm back with a new Artificer subclass the divine spark Artificer. basically a ...

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.

heady stream
#

havent they become an expert at creating "holy weapons/items"?

#

thats kinda what I was going for

native gale
#

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

heady stream
#

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

main trellis
# native gale So, we got into this discussion with your last artificer subclass, so IDK where ...

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.

main trellis
heady stream
#

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

main trellis
jagged gorge
#

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?

heady stream
native gale
# heady stream hmm, I guess i can see where you come from with the "artificer invention" so to ...

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

main trellis
heady stream
jagged gorge
heady stream
#

and like, ultimately, artillerist and alchemist both do have similar playstyle most turns, one just does a lot more damage

main trellis
main trellis
native gale
strange surge
#

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
heady stream
#

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

main trellis
jagged gorge
strange surge
#

a three-way tie 🙀

jagged gorge
#

I do have to question what the difference a Spellknife would have compared to a Soulknife or Arcane Trickster tho

strange surge
jagged gorge
#

RIP Siva 💔

strange surge
strange surge
strange surge
heady stream
#

like an army of ethereal spirits

main trellis
native gale
# heady stream I'm not convinced I am that far off official design but the sample size is also ...

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

strange surge
# heady stream like an army of ethereal spirits

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?

heady stream
#

yeah I get that. hmm i can try to come up with a thing to create that fits

strange surge
#

think I'll start with Planar for simplicity (and so I don't have to name ten different skies)

jagged gorge
heady stream
strange surge
jagged gorge
#

Oh whoops

main trellis
heady stream
#

I am happy enough with the curse one

heady stream
#

artificer choses the form

strange surge
main trellis
strange surge
#

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

main trellis
#

Where might we find those?

main trellis
# strange surge ## Subclasses * **Bard College of Spellbinding:** <https://docs.google.com/docum...

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.
main trellis
gloomy axle
#

Open to feedback

scenic urchin
#

seems fine, simple enough

white bison
#

Really like it

main trellis
gloomy axle
strange surge
# main trellis So here's my feedback. - For **College of Spellbinding**, is *Perfected Spellbi...

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

strange surge
low dock
#

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

restive tusk
#

Seems fine depending on what the spells do.

void jewel
golden temple
#

bwaaaa i wanna work on duelist as a class now-

void jewel
midnight elk
rancid temple
golden temple
#

in the revision i was given the dragon just gets a flying speed equal to ten*proficiency bonus,,

true forge
#

you basically just get the same unless playing until late levels lol

golden temple
#

hm,,? 😭 wwdym,,

main trellis
# rancid temple I am seeking for some feedback on some edit's I've done for the Ranger subclass ...

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.

golden temple
#

i did not even notice that 😭

true forge
# golden temple hm,,? 😭 wwdym,,

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

true forge
#

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

main trellis
rancid temple
main trellis
rancid temple
true forge
main trellis
rancid temple
#

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.
true forge
#

honesty. drakewarden is fine

main trellis
#

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.

true forge
#

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

flint marsh
#

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

main trellis
# rancid temple The only reason I have it in google doc is I keep getting this on D&D Beyond des...

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.

main trellis
true forge
flint marsh
#

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

true forge
#

just like me and hexblade fr fr lol

flint marsh
#

I think hexblade is terrible and I post about it a lot

#

not terrible because it's not powerful enough of course

true forge
#

i just hate it for multiple reasons

flint marsh
#

you're a very clever individual

rancid temple
true forge
faint sonnet
true forge
#

which in turn gets alot of stuff
a) wrong
b) like peoples opinions about the subject

main trellis
true forge
#

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

faint sonnet
#

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.

rancid temple
#

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

faint sonnet
#

It seems counterintuitive from a fun perspective, but proper limitations being set is a very pivotal aspect of game design.

rancid temple
#

I assumed by getting the sourcebooks to the spell block would stop that weird DNDBeyond error

main trellis
faint sonnet
# rancid temple could you clarify on this?

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.

faint sonnet
#

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.

rancid temple
true forge
#

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!

faint sonnet
#

The only "non-drake" benefits are Thaumaturgy and speaking Draconic, really.

true forge
#

yeah

#

the breath could be, but not really

faint sonnet
#

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.

true forge
#

(although with this summon sorc im doing, it mainly about the summons lol)

flint marsh
#

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

true forge
# true forge ### Beast of the Forests *6th level Wolf King Bloodline feature* : Your magic al...

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

faint sonnet
#

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.

wind berry
#

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.

hmmm 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. ThinkO_O

stuck raptor
#

BadEye you

wind berry
#

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. invgoggle

marble shore
#

would this be the right channel to ask about a gimmick i made that is mostly flavoring but also abit of homebrew?

olive harness
#

I would say a lot of flavor is fairly homebrew, so yeperoo

marble shore
#

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

still plaza
#

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

spring tusk
spring tusk
spring tusk
sturdy harness
true forge
#

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

heady stream
#

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?

primal osprey
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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

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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.

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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.

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I just ask if it's a good weapon, fits its rarity, fits its lore and vibe that it's intended for

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And balance, of course (like, would you use it in your games)

sick apex
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Also you should alter the wording to be spell, spell or spell

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And implies that you cast all 3 at once

primal osprey
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Good ideas. Ty

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Will do

sacred current
true forge
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Which in those cases is 5 feet (as melee attacks)

sacred current
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That makes it a little wonky with the wolves and movement

sacred current
# true forge Which in those cases is 5 feet (as melee attacks)

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

native gale
primal osprey
worthy karma
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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)

primal osprey
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Pretty much

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Although all playable species are either small or medium

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Anything more or less and it enters wild homebrew territory

worthy karma
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I'm guessing there's not many tables a gel cube cleric would be welcome on. lol

primal osprey
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Yeah non-humanoid playable species can be controversial

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From what I’ve seen if it’s not a humanoid, it’ll be a fey

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But I’ve seen DMs reject playable fey species because obviously stuff like hold person and similar spells don’t effect then

stuck raptor
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we have ooze, monstrosity, contruct alongside fey

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plasmoid, thrikreen, and autognome

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funnily enough, all spelljammer species

primal osprey
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There have been playable ooze species?!

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I didn’t know that

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I thought they were all considered humanoids.

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Idk why I just thought they’d stretch the definitions to fit them all in

teal niche
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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.

spring tusk
tulip steeple
spring tusk
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Looks fun

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Though I guess it's not a spell

teal niche
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Yeah I went with con because that's what the golden used but I'm tempted to just use the users base spell mod

primal osprey
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(Aaracokra are elementals in that)

spring tusk
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Aarakokra the statblock is considered an elemental

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In 2014 as well