#homebrew
1 messages · Page 37 of 1
But the player species is a humanoid 
Huh, funny
I was bored so i made goblinoids. Any thoughts? https://imgur.com/a/GQYmlI6
I think they have these in the new MM
They do not
Does anyone know of a more player friendly HB skeleton race?
to be clear is this with or without attunement
Hadn't decided tbh
i want to homebrew a subclass are there any tips for making one
I just don’t know how to approach it
- Come up with a theme
- Choose which class it would fit
- Think of a core ability for this subclass that interacts with the class’ features
- Come up with more features
- Edit
I have a lot of ideas for features but i worry they are all too complicated
i notice a lot of features are very simple
i want to do a subclass themed around magic items and gold i was gonna do artificer or warlock
i don’t like artificers subclasses because none of them add any real complexity to the magic items just make them a little better
I was thinking maybe a warlock that got a list of magic items to pick from but they get extra effects
Then come up with a feature that is balanced for 1st level, has to do with either pact magic or pact boon, and fits the magic items theme. Maybe something having to do with imbuing your invocations into objects and letting whoever holds it use it or something
Does getting a special magic weapon as a 3rd level feature make sense
Like a bag of holding sack that counts as a great club and you can consume an enemy with it if they are below a certain amount of health to gain money
that sounds more like a specific character item rather than a class feature
then maybe later level they can summon a demonic merchant that sells items
the subclass would be built around giving utilizing magic items or money so it would give you items that are known for being economic to make money to use as a resource
Sounds cool. As I said, just come up with the feature. You can revise for balance later
The first one?
Just bear in mind this is in direct competition when it comes to magic items with the artificer
Though tbh if you focus on consumables, it may be good
once I tried to make a class named the Tank that had a feature like rage except it increased AC by a set amount depending on your level
There's gotta be some super heavy restrictions on that to make it ever balanced
I know we don't balance around multiclassing but it's a thing that exists and every class in the game would take it
iirc the progression of it was essentially rage damage - 1
also it was a temp increase
like, +3 to AC in late tier 3 for 10 rounds isn't that bad
I figured, but it's still "free" ac
also like rage, it had a set amount that you could use per long rest
It needs the spell restriction, probably ranged restriction, maybe a movement penalty
the whole class had a movement penalty man
you expect something based entirely off of taking hits to exist without even a tiddlywink of malus?
¯_(ツ)_/¯
- you were only allowed heavy armor and heavy weapons, you suffered disadvantage with any other weapon type and couldn't even equip other armors
That’s why all my work is signed with “not for multiclassing”
Most homebrew is very easy to balance when you slap on the No multiclass label, so it’s always encouraged 
if you make it attunement ,its garbage
and it should be treated as such
attunement is extremely valuable slots. That's why most things players are given with "attunement" end up getting thrown away
If it's a once per day non-attunement item, it's in a fine place as a standard uncommon magic item
just stay with con.
again, this is a SELFISH system so the item goes to the person with the HIGHEST MODs if you USE SPELL MODs.
That is why some items have fixed save DCs and stats(because it doesn't matter who uses them UNLESS you're a high level artificer)
While there can be a barbarian or fighter with a high con, it doesn't fail on spellcasters either.
And it's NEVER BAD to give the same level of casting to martials if its a once a day item. 
Would a homebrew magic item +1 shield with 2 charges of shield that replenish at the end of a long rest be considered over powered for like a level 6 or 7 fighter?
it could be problematic for the same reason an enspelled item with shield is problematic
I agree. I simply don't let my homebrew classes multi class.
Too much jank that is impossible to design around
yep
I just make sure the class is potent on its own.
This sounds reasonable. Especially as a rare item.
You give up +1 extra AC at all times compared to the +2 rare shield for the casts of shield.
Especially in a campaign with many fights per day, that's fair.
Considering the Shield spell is a single level into wizard away, it should be rather reasonable to have a magic item with simply that effect
Or the feat magic initiate wizard to get it for free
a +1 shield is a +3 AC item, with no drawbacks, hence why its defaulted as rare(and also scales differently as a matter of defensive and offensive numbers for +1 item), with the charges of 2 shield casting once peer long rest for a fighter?
My gut reaction is actually yes, but not for what people expect.
Typically the reason wizards and others take shield is because they're fragile and low AC.
So shield saves their life a lot. For an fighter, it's more likely to only be used on high attacks, since they can don heavy armor.
With a flat +3 as well, this is more or so affecting high rolling. This inherently isn't bad, this isn't broken either, but this wraps around to an important question irregardless of homebrew and that's your GMing ability in this considerably fragile system. Can you make a +3 flat AC increase work on a fighter for potential 18 to 21 AC, and still be able to accept, not counter, the fact they can make their AC 26 for a single round.
I make this distinction because if you end up just buffing every monster purely for two instances of AC 26, and becaues one party member has AC 18 or AC 21 because you want to combat the players, then the answer is a big ❌.
If you're okay with this player not being hit a lot overall, or otherwise using this on critical hits which is fun for them but at your expense; 
shield can't block critical hits fortunately
ah yes, I forgot about that, but my answer would still remain the same even then.
but its otherwise, yeah, enspelled shield item is horrific, this is too for same reason
Also AOE attacks exist
If the default answer is still "counter" then the answer is ❌ for giving it to a player.
if the answer is ever "I must counter for this to work", the answer is always ❌
Which level 6 or 7 (hehe) players often take at that level over direct attacks (in my experience)
Would it be too strong if I gave Thirsting blade an ability that allows you to change one attack into a cantrip with a casting time of one action? Or should I make it as an eldritch invocation?
that would be pretty strong
Uh, neither. If I'm reading this right, it means that one attack gets traded out for an cantrip casting.
This is warlock, so they are one trick ponies that are specifically designed around eldritch blast.
trade one swing of a weapon for an entire eldritich blast
The problem mostly lies in the fact eldritch blast is a multi-attack cantrip that is dependent on player level.
i mean i guess if you turn that around you could say "whenever you cast a cantrip, you can attack once for free" and that sounds not as bad, but that also sounds very weird for warlock
It sounds strong paired with eldritch blast, but if you wanted to attack in melee you would have to risk an opportunity attack to do that without disadvantage
that's acceptable for most warlocks
disadvantage sounds bad on paper and it is, IF you are a class without access to multiple attacks
but let's take a simple, idk, 15th level eldritch blast user? 4 attacks, 3 at disadvantage, but with higher damage than your melee weapon potentially? sign me up
Would creating this as an eldritch invocation be too strong considering eldritch knigths, bladesingers and valor bards have it now?
I mean shields already have a downside of “you don’t get to two hand or dual wield weapons”
You also don’t get access to any ranged weapons while holding a shield
Except a hand crossbow
And this ability is twice per long rest, and still requires a reaction, which fighters are already strapped for
i mean, at your table, go for it, maybe it'll be fine
either it's balanced, or lesson learned, win win either way
Been plugging away at a revamp to spellcasting with the intent to use MP instead and I feel like I've hit a nice and simple formula.
pew
Casters get MP equal to twice their level, whereas hybrids get MP equal to their level.
I'm currently running with the idea that there will be 5 grades of spells, which replaces the odd-leveled spells from 1-9, with one true progression per tier for casters.
The downside of this idea, something I have to consider, is that hybrids (e.g. Paladins, Rangers, Warlocks) will otherwise be stuck on the same grade of spells for a looong time, which could end up being really boring and I'll have to make sure that I account for it via the possible themes that can be taken. Considering I want to reduce the total number of spells, I think that'll be the way it has to go.
hybrids already get stuck on the same grade of spells now in the same way don't they?
They do indeed, though level 1-5 spells is different than 1-3.
A +1 shield is uncommon.
My concern with MP is exponential spell scaling.
I've not seen it integrated too well. Either low levels spells are genuinely free, all spells cost next to nothing, or high level spells are way too cheap
But I'm curious what your point cost is by level?
Shield as a spell actually get exponentially more powerful the more AC you already have
It's LESS useful on low AC people, not more.
What?
Mine is actually "worse" scaling than Spell Points, with Spell Points allowing you to cast a 1st level spell 66 times at level 20, where mine would allow you to cast a 1st level spell only 40 times. At the same time, part of the issue of Spell Points is solved already by locking things behind themes, meaning that you can't just use the best stuff whenever you need it with the perfect scaling it gets.
That's not how that works in practice. It's exponential more useful the lower your AC is, not higher, because it last an entire turn for a 1st level spell slot using a reaction.
A +5 AC is notoriously used specifically for its save-defense ability, because they can also see after the enemy has rolled and if it hits
Higher AC people get beefier for sure but it becomes less useful ifyou're already rocking a harder to hit. The criticisms still stand for that same reason
I mixed it with a +1 armor, m bad.
The point cost is actually just 1:1 with grade, with what are currently odd spell levels being the only ones reflected, so grades go 1-5.
The plan is also that you can't cast a Grade 4 spell more than once a Short Rest and you can't cast a Grade 5 spell more than once a Long Rest.
But again, because you are forced to invest pretty deep to even get to Grade 4 or 5 spells of a specific theme, and I'm currently operating with the assumption that spells can't be swapped out, you end up being a spellcaster with very discrete functions.
No, you use it more, but that doesn't make it more useful.
The shield spell makes low AC characters a good bit harder to hit.
The shield spell makes high AC characters near impossible (5%) to hit.
The need to pop it more when you're low AC is a bad thing, not a good thing
For an example. +4 to hit goblin vs mage armor 14 dex wizard. Normal chance to get hit is 45%. Shield makes this 20% -a reduction of just over half.
Artificer/wizard combo with 18AC. Shield reduces the chance to get hit from 35% to 10% - more than cutting it in a third.
I will agree that it doesn't necessarily make it more useful, but your statistics requires a minmaxer to ignore the fact that being struck by any melee attack is a super dangerous position.
The proposed theory requires the semantics of the context of DND design, surrounded around low AC casters(as a general idea) vs high ac martials(as a general idea), that in a statistical probable scenario, the value is boiled down to a pure numbers without application.
In practice, the one using this types of numbers is not the damage sponges you're proposing but the AC-limited casters who cannot fend off from high to hit creatures as well as martials.
So statistically speaking, what you are sayingis true. In practice, this would be a completely wrong setup in a team-based game, especially if you're trying to make up for major weaknesses, which is what the criticisms from above is fairly focused on pointing out.
the trick is that casters don't really remain low AC
-# Just gut shield when you're wearing armor.
in a non-play view, casters have low AC. in practice/play they will out-AC the martials when needed
I need some examples here that does not use cleric as a basis or multiclass. 
Cause I'm checking right now and druids use wildshape to get higher AC, normally can only max at 17(15+dex)+shield sppell(medium armor, assuming no magical enhancements).
Sorcerer gets no armor proficiencies
Warlock gets light armor. so 12+dex.
wizard gets no armor proficiencies as well
bard gets light armor proficiency, so 12+dex.
cleric gets medium armor so again, 15+dex(medium armor)
So you're making a very strong claim for out ACing martials in a base game format, where statistically they all have the same exact modifier of armor and shields, which unless using edge case(subclasses from cleric, wizard, and I don't recall sorcerer or warlock getting these edge casese), they out ac a martially theoretically by a couple of points.
If they're making full use of shield(+2) + medium armor(17) + shield, which is 19+5 = 24.
Where a martial(barbarian and fighter) can wear heavy(18) + shield(+2) = 20, and then if they're using enhanaced equiipment, potentially 24 without trying to buff up a shield spell.
So yes, they can out AC martials theoretically when needed, which switches back around to the fact a caster wants the samee topic we've talked about, a +1 shield with two free castings of shield spell, to save resources for these "when needed" zones. A martial can certainlymake use of it, since its just a casting wth no check or concentration, for potentially a 25 AC(1 point higher).
Or sorry, it'd be 26 since its a +1 shield, so 26 higher, 2 points higher.
ultimately I'm not here to convince you that casters can crank AC when needed
yes it requires resources
but those are resources the casters are given
Yo I need help on a dnd home brew I’m making. I’m making a sci fi campaign called citadel in the bronze skies. And in it, I’m making more futuristic versions of the classes. I just need some ideas for classes that aren’t Druid, wizard or artificer. For example, my current Druid class is called Bioshifter, where the user can mutate their limbs individually into different creature’s parts. So a slight variation in the main ability of the class with some themes of technology.
Side advice because I'm the negative nancy; use a different system. This is definitely not a system you use for that type of setting, ever, unless it's an overhaul like star wars 5e, which basically makes it unrecognizable to base 5e.
There are plenty of people who are gonna help you, but I'm usually the one that immediately tells people look somewhere else if the specific setting is not "fantasy or medieval", because we've seen people try this over and over...and it not work.
K
There's also tons of really cool TTRPGs that probably do exactly what you want, ye.
Can anyone help me with balancing a Circle of Storms subclass I made?
Hmm. I had a brainstorm for an artificer subclass based on Crazy Harry (from the Muppet Show) who sets bombs every fight and then sets them off semi-randomly with bonus actions (but one bomb must be on your location). I should probably write it up--hard to balance but also really funny.
Do you have the subclass posted anywhere?
I have a Google doc, shall I post it here?
So, 2014?
Yeah
i would say it is pretty well balanced. The onkly issue I have is having the abilities connected to Wildshape. This doesn't seem to follow the theme of a Druid, ie changing themselves. I would have the uses of Stormdcaller either Wisdom modifier or Proficiency bonus times per day.
I would also change the cantrip range to 30'
Spores uses Wildshape charges for stuff
Yes, but those Spores are emitting fron the Druid itself.
spending wildshape doesnt mean transforming yourself
it could transforming the environment, the weather and other druid things,
That's not the way i would view it...you do you though.
i mean, my most recent druid sub alters the earth, the 1st feature is spending a wildshape charge to incase themselves in stone, which lift off the ground and attach themselves to you
i just read Wildshape from the PHB again, and there is nothing about transforming the environment, weather or anything other than assuming a beast form
Well thats why the subclasses exist, the reason for the use of wildshape charges is usually for balance. I'd imagine it as you using a vestige of your druidic power to channel these features
more for subclass that could spend it
thats what i meant
Specific beats general and all that
I'm just saying, flavor wise, I woulkd change it. Whatever. I'm just curious why you ask for advise and then lash out a bit aty someone giving you advise.
Again, you're altering your own body.
im not the person who asked for advice, i was just saying
I wouldn't really consider this lashing out
My apologies.
not really, causing something to cover your body is altering the thing, not your body :P
Eh, differences in languages and cultures prolly. I apologize if I seemed hostile, it was certainly not my intention
I just wanted to give my 2 cents on the discussion is all
Are any spells exclusively cast through items? I want to create an artifact that gives access to spells that can’t be cast any other way, but I’m not sure if that’s possible to implement on dnd beyond
no there's no such official items but you are totally allowed to create such a thing if you wanted
do note there's no reason in this scenario to even make the ability a spell you could just make it one of the magic item properties
Exactly this ^^
Anyone here rn?
💨Rush Attack
Type: Optional Combat Maneuver
Description:
A Rush Attack lets you move through or past an enemy while striking, blending mobility with offense—but it’s risky, as enemies can react mid-move.
Mechanics:
-
Movement & Attack: On your turn, you can attempt to move through an enemy’s space (or within 10 feet, DM’s discretion) and make a single melee weapon attack.
-
Attack Roll: Make a normal attack roll. If it hits, deal normal damage.
-
Opportunity Attack Challenge:
- Moving past an enemy triggers a special mini-initiative. Roll d20 + Dexterity modifier against the enemy’s d20 + Dexterity modifier.
- Success (your roll is higher): You move past the enemy and hit them with your attack.
- Failure (tie or lower): Your movement stops immediately, and the enemy makes a single opportunity attack against you.
-
Momentum Strike: If you move at least 15 feet straight toward the target, add +2 damage to your Rush Attack on a successful hit.
-
Sweeping Rush: If moving past multiple enemies in a straight line:
- Roll a mini-initiative against each enemy separately.
- You hit each enemy who rolls lower than you.
- If any enemy rolls equal or higher, your movement stops, and they make an opportunity attack against you.
Tactical Notes:
- Rush Attacks reward positioning, timing, and risk-taking.
- Encourages creative movement and quick decision-making in combat.
I just want input on this
And AI again!! (AI is against server tos)
No, not ai, I just use AI for spelling checks
Something I actually came up with, it's an initiative rolls that only lasts one turn
Example
You use rush attack and there's 3 opponents
One rolls a 5
One rolls a 13
One roles a 17
And the player rolled a 15
He would get past the first two dealing damage as normal unless a certain thing says otherwise, but would stop at the last one dealing no damage and opening up an opportunity attack
I do understand how it could seem like AI by the way it looks, I can promise you it's not. I just prefer the bullet points and bold letters to emphasize the importance of reading it
Its for a custom demon slayer system I'm working on
While it does sort of clash with the Druid theme of changing oneself, it does work a little like Spores druid's 10th level feature so not too much of a clash
The bigger problem is that Stormcaller won't really work like that unless it is changed to an aura, which is complicated by Raging Rains being a cylinder
It does sort of break the mold until you take in Wildfire, which summons a creature
That sort of allows Storms to not be an outlier in flavour
I agree with Bobble, it seems too risky for little reward. Since a cost isn't listed I'm gonna assume it requires an action. Making it a straight dex check makes it harder on str-based martials. It also scales poorly since it's only 1 attack/enemy and it'll get harder as players level up since a fairly significant number of monsters have a decent dex score (imo 15) or higher.
Why would say, a Fighter use this option to attack someone over using their attack action with Extra Attack?
Sees dandwiki link
Yup, exactly as unbalanced as I expected a dandwiki class to be
A barbarian subclass idea:
Don't have a description yet, but it essentially revolves around gluttony.
3rd Level: Gluttonous Jaws - At 3rd. level, when you are Raging, once per turn, when you hit a creature with a Reckless Attack, you can use a bonus action to perform a Gluttonous Bite, dealing 1d4 + your STR. Mod piercing damage. This increases to 1d6 at 6th level & 1dt at 10th. Once per turn, you gain temporary hit points equal to the damage dealt by your bite attack.
6th level: Ravenous Hunger - As your gluttony deepens, you now require twice the normal amount of rations every day(If you are playing with rations). However, once your hunger has been sated, once per day, during combat, you can burn the energy of your consumed food to dash as a free action as your new hunger spurs you on. After using this feature, you enter a state of Starvation and must consume one day's worth of rations within one hour or fall unconscious.
10th level: Uncanny Appetite - You can cast "Jaws of Morrd" at a level equal to your STR Mod. When you cast this spell in this way, you can make the attack roll as a melee attack in place of a ranged spell attack. You can use this feature a number of times equal to your Prof. Bonus, regaining all expended uses on completing a long rest.
14th level: Caustic Consumption - You develop a second mouth somewhere on your body. Upon successfully hitting a creature with your Gluttonous Bite, you can store the consumed flesh. This consumed flesh can stack up to your STR. Mod times. Any amount of stored flesh can be expelled from the body through your new orifice as an action.
This attack is treated as a 25-ft. line melee attack. For each stack of consumed flesh expelled this way, the attack does 1d10 Acid or Necrotic damage(Player's choice upon using the feature. You must choose a single damage type for any given use of the ability). Creatures in the area of effect of this attack can make a DC 8 + your STR. Mod + your Prof. Bonus DEX save to avoid half of the damage.
Any feedback would be greatly appreciated.
Dash as a free action every combat is pretty nice. Rations are basically free.
It's mediocre. Not very strong. Playable with breaking the game for sure.
Barbs are a very weak class so you could definitely up the power level if you want.
Thank you! The rations part is a major WIP, as there wasn’t anything I could think of at the time. Also, I forgot to note this, but this is for a grimdark campaign, so I am very much trying to make it not overly powerful; slightly weak, even.
Mission accomplished there IMO.
The rations thing is fine as flavor. Mind you, this kind of assumes the campaign is going to track rations, though it sounds like it is.
BA attack is solid. The dash is strong. The rest is mediocre. Balance wise, probably slightly below par, and if that's the goal, mission accomplished
I’ll make some tweaks and try to improve it! Thank you for the feedback!
I did some further crunching on my idea for a revamped Mana Pool system and got a pretty concrete conclusion.
Premises:
- There are 5 "grades" of spells, replacing the 9 levels of spells, with the even-leveled spells being rolled into the grades either above them or below them (that will be figured out as I go.)
- In this sense, a Grade 2 spell is mostly just equated to a level 3 spell.
- A caster is limited to (1) Grade 4 spell per Short Rest and (1) Grade 5 spell per Long Rest.
- This is obviously because this system is more "efficient" in terms of your ability to control how much you spend to cast spells.
- It takes an amount of MP to cast a spell equal to its grade, so a grade 1 spell costs 1 MP to cast.
- Casters get 2 MP/level, whereas hybrids get 1 MP/level.
Compared to Spell Points
- A caster has an average loss of 25.3% MP across progression with this scaling compared to if the same scaling was used but spell slots were used instead. A hybrid has an average loss of 25.8%.
- The above also pretty closely tracks for casters with how many fewer times they can cast a Grade 1 spell than they could with Spell Points (25.7% less), but interestingly hybrids actually do better or the same with casting Grade 1 spells with this scaling for all but two of the first nine levels (considering SP is a 5.14 system, they can't cast at level 1 and level 6 is the other breakpoint where this is worse.)
Overall, this means that the system ends up reducing the average amount of spells that a caster or hybrid can use by ~25% in exchange for much more freedom of resource usage, which seems like a totally fair trade.
It does seem as though it runs into the same problem as normal MP: a grade 3 spell is likely to be much more than 3 times as impactful as a grade 1 spell.
If that equates to a level 4-5 spell.
Interestingly, that pretty much tracks with how SP was calculated for costs, as well. A 1st level spell is 2 SP and a 4th level spell is 6 SP, where a 5th level spell is 7 SP.
| Grade 1 | SP = 2 | MP = 1 |
| Grade 2 | SP = 3/5 | MP = 2 |
| Grade 3 | SP = 6/7 | MP = 3 |
| Grade 4 | SP = 9/10 | MP = 4 |
| Grade 5 | SP = 11/13 | MP = 5 |
While it might be consistent with that system, I do think it's still a flaw in both. I think lower level spells won't really see much use.
Honestly, I don't actually think that's a flaw if you introduce proper scaling.
It includes the consideration that you have a much smaller breadth of abilities than now with a spellcaster unless you purposefully branch out with your "themes", but that also involves being locked to lower level spells of those themes unless you invest in them.
Yeah you'd need more info on the rest of the system before you could tell.
For example, a level 9 caster doesn't get to pick Wall of Force (which would equate to a Grade 3 spell) out of nowhere. That caster has to advance from Grade 1, to Grade 2, to Grade 3 within the theme that grants it.
One of the issues I've identified with how spellcasting works now is basically the fact that you can cherrypick just the best spells of a certain function and ignore all others, whereas this aims to make it where those spells exist as extensions of each other.
So you lose out on efficiency compared to spell slots, functions due to needing to progress within a theme, but you are rewarded with much more support for being a caster dedicated towards a specific type of function and much less chance of overlap between casters in the same party.
Grease as an attack 
I honestly think that it will be much more fun to "build" within the system compared to now.
One of the big things I dislike about current slots is that low level spells already don't see much use with slots except when they are something that is overtuned for the slot level and/or doesn't interface with upcasting at all.
If we look at all of the low-level spells that are seen as really worthwhile throughout progression, they are almost universally in one or both of those categories, e.g. Absorb Elements, Bless, Command, Entangle, Goodberry, Silvery Barbs, Shield.
The other ones generally scale well inherently or are rituals.
I don't think less chance to overlap is a reward, decreased versatility is a detriment. But the othersake sense.
Others make*
It might appeal to some people in a game design sense, but it isn't a positive factor in terms of power.
Less chance to overlap and decreased versatility are parity-enablers and balance patches, respectively, yeah.
My goal is to move away from spells being seen in a vacuum and move towards themes being seen as a whole.
Reducing the power ceiling while increasing the power floor, if you will.
The biggest challenge I think is that requires both ensuring all spells are useful and that none are too useful.
Either one leads to spells being seen as individuals.
Assuming they even exist in an individual sense, and aren't more ars-magica style
In which case the issue just shifts to shapes and components.
The easiest example of inspiration I can provide is that of Revivify/Raise Dead/Resurrection/True Resurrection all existing as one "spell" that becomes increasingly powerful as you invest in that theme.
Spells that are logical extensions of each other are planned to be rolled into a single spell that you need to unlock greater "Grades" of through progression.
I've been working on an Elden Ring homebrew project for the last few weeks and i'm taking a break from the statblocks to work on the spells- when I wrote up the basilisks and the black knife assassins having their abilities essentially be "If this damage would reduce you to 0 hit points you die" made sense, because they're either at an accurate CR for that to happen or are extremely easy to avoid and not at all durable,
but now i'm on the spells, and i'm concerned as to how to manage effects like death blight, or scarlet rot, or madness
I suppose my expectation as a caster player if I am expected to miss out on most "types" of magic is that the type I am invested in would be significantly more potent than it otherwise would. That's also a factor to consider.
Or that my caster would be generally more capable physically, that's also an option.
i've got some ideas- madness and scarlot rot don't even seem that bad.. scarlet rot can inflict a poison that deabilitates and deals damage to a user overtime- like a certain number of hours or something, and madness can deal some damage while also reducing spell slots,
I avoid madness, possession, ect. On players unless I'm prepared to:
-have them sit out for possibly 30-45 minutes and
-run their character for them.
madness in 5e is awesome, especially short term madness, the gibbering mouther is my goat, but i'm talking about a different type of madness
madness in elden ring puts you out of commission for effectively 1 round, but also inflicts damage and reduces your FP- FP is the resource connected to the casting of spells (as well as the usage of skills but i'm not doing all the skills),
It's a bit of a framework shift, but the idea is that potency is entirely locked behind investment. You just can't reach certain levels of potency without investing, so you end up either investing for more "explosive" power, spreading out for much less explosive power but much more versatility, or a mixture of both.
The part that I'll be assessing once I start actually filling out the spells is how I plan for investment to work, such as how many themes do I reasonably want someone to be able to get to a certain point, if I want themes to be something you get a concrete number of through progression or if you have to sacrifice progressions to get more themes, etc.
The primary goal for the rework I'm calling Duali-T is enabling more story/skill-based campaigns via requiring greater focuses of characters (with all of the tools necessary to do so.)
My first thought is that building versatility will feel like "bad at everything", but I'm sure there is a way around that.
I.e. if you had grade 2 spells of everything instead of grade 4 spells of one thing, I'd imagine you'd be bad at the level that expects grade 4 spells.
Unless the difference between a 2 and 4 is not as much as the equivalent levels here.
The counterconsideration is that building to be specifically focused on few things may end up feeling like you have a hammer but no nails.
I also think the fact that a resource such as MP is being used, compared to slots, will help with the issue of feeling bad, considering that you will be able to access a vastly greater variety of ways to respond to things in the game.
Ye depends how specific the use cases of the trees are.
Mp would help with that.
A very basic breakdown I have of the themes I was able to parse from existing spells is this list, which are the non-damage-type themes. (The damage type themes have their own subthemes and the like.)
## Attack Modification
### Subtheme: Attack Bonus
### Subtheme: Attack Malus
## Communication
### Arcane Subtheme: Telepathy
### Divine Subtheme: Deity
### Primal Subtheme: The World
## Create Creature
### Subtheme: Create Multiple Creatures
###
## Create Objects
### Subtheme: Create Weapon
### Subtheme: Create Structure
## Rudiments of Detection
### Subtheme: Determine Weaknessess
### Subtheme: Scrying
## Forced Action
### Subtheme: Charm
### Subtheme: Frighten
## Rudiments of Healing
### Subtheme: Revival
## Rudiments of Illusion
### Subtheme: Modified Appearance
### Subtheme: Tangible Illusions
## Remote Object Manipulation (Telekinesis)
### Subtheme: Moving Structures
## Rudiments of Teleportation
### Subtheme: Forced Teleportation
### Subtheme: Teleportation Gates
## Rudiments of Warding
### Subtheme: Thorns Damage
Brainstorming ideas for an Oath of Martyrdom, and currently have thought up one of the channel divinities. Lemme know your thoughts
As a magic action, select a number of creatures equal to your charisma modifier (minimum of one) within 30 feet that you can see or hear. Targets must make a wisdom saving throw against your spell save DC. On a failure, the target becomes under the effects of the compelled duel spell. The saving throw is repeated at the start of each of the affected target's turns, with the effect ending on a sucess
How many of these do you get, to a relatively full degree?
Made something
I've played and know the game; I just don't know what class to choose
Btw this is one of my first concepts; sorry for mistakes or balancing issues
That's the part I'm still deciding on, and I'll have to do some parsing for.
Can anyone help me with this feature? How do I make it less open ended and more clear? I want to make sure it doesn't cause player vs dm arguing. Thanks :)
Strategic Briefing. After spending 10 minutes outlining a specific, actionable plan, you assign an amount of listening creatures equal to your Intelligence modifier (minimum of 1, which can include yourself) a role in the operation. Each role must be tied to one skill or tool of your choice (e.g. Stealth, Deception, Thieves’ Tools, Persuasion). A plan must specify who will act, what they intend to do, where it will occur, and how they will attempt it. A plan covering multiple scenes or vague goals (e.g. “Defeat the enemy general”) is invalid. For the next hour, when a creature performs an ability check using its assigned skill or tool that clearly advances this plan (up to the DM’s discretion), it can roll a d4 and add it to the result.
If you or your allies have conducted meaningful research or reconnaissance related to the plan, such as gathering intelligence on guards, terrain, or defenses, each affected creature may instead roll your Commander Die and add that result to their check. The Die isn’t expended in this way. You can use this feature once every Short or Long rest.
I dont know much about the system, but I'd say at minimum:
-all or almost all of one tree and subtree
-a solid chunk of other skills in that overall tree's other subtrees.
-at least an OK amount in one tree outside your main
Any less than this probably will make build variety feel too poor.
Like I'm I'm illusion I should have maybe all of one illusion sub and most of the other, then a decent bit of teleportation maybe as my second choice tree.
Obviously, depending on progression.
Damage types will also be included, but my current estimate is providing enough for a caster such that they can have four trees (with each theme/subtheme being equal and more like branches than there being a strict "trunk") fully upgraded.
Damage types will likely need to be cheap - switching damage type access in 5e for example is not that important.
That, or the system for damage types should become more relevant (more vulnerabilities)
What I'm unsure on is if I'll have specific restrictions for damage types, as I plan on having the primary elements "combine" into unique spell trees.
I personally would spend very little to switch damage types vs acquiring new spells
In existing 5e
Even to a good type like radiant or force.
The thing is, it's not just about the damage type; it's also about what that damage type does.
Ah so secondary effects. That's a good incentive.
My goal is to minimize or eliminate "pure damage" if possible.
I want casters to intentionally not have the pure output of martials, but it remains to be seen exactly how that manifests.
The overarching goal is to make the rework feel like the classic fantasy RPGs where different members of the party have different "roles".
So when you sign up for a class, you know what your weaknesses will be and what your strengths can be.
Plus, knowing that your core strengths aren't truly shared by other classes.
There is an option to attack multiple opponents, if they're in a relative distance to each other
Why not just attack once per enemy?
isn't that already the case with dnd
It benefits Str-based martials more since they get to use Str and their proficiency bonus for the attack roll, and they don’t risk an Opportunity Attack
It’s better for a Dex-based martial but the math is a bit funky on DPR since AC no longer factors into play. To make it at least somewhat worth it past Tier 1 you’d want to always affect at least 2 enemies, but the more enemies the higher the risk of failure and the higher the risk of you getting hit (potentially multiple times). Given the relative attack and HP between PCs and Monsters this move isn’t exactly in the PCs’ favor
Here is a Monk subclass I’m making. Way of Triumph (Nike)
These monks embody unyielding willpower and the spirit of triumph — not just personal victory, but inspiring allies to overcome impossible odds.
(Level 3) Push to Victory - You call upon divine resolve to urge yourself or a willing creature toward triumph.
As a bonus action expend one Focus point and choose yourself or one willing creature you can see within 30 feet. Until the start of your next turn, the chosen creature can roll your Martial Arts die and add the result to one d20 test it makes. If it chooses to apply the die to an attack roll, it also adds that number to the damage of the attack.
If the d20 test fails after applying the die, you regain the Focus Point spent.
(Level 6) Focused on Perfection - When a creature you can see rolls a natural 20 on a d20 Test, the perfection of that moment fills you with renewed focus. You regain 1 expended Focus Point.
You can regain Focus Points from this feature a number of times equal to your Wisdom modifier, and you regain all expended uses when you finish a long rest.
(Level 11) - Wings of Success - When you or a friendly creature you can see succeeds on a saving throw, divine momentum carries you forward. You can immediately move up to your speed without provoking opportunity attacks.
You can use this feature once per round.
(Level 17) Absolute Perfection - Once per long rest, when you make a d20 Test, you can expend 2 Focus Points to channel flawless resolve and treat the roll as if you had rolled a natural 20.
In addition, once per round when you hit with an attack, you can expend 1 Focus Point to cause that attack to deal maximum damage instead of rolling.
You may combine both effects on the same attack by expending a total of 3 Focus Points, counting as your once-per-long-rest use of this feature.
Seems good so far. I’ll point out that the level 6 can be somewhat gamed by attempting d20 tests over and over out of combat
That’s a good point but that’s why I put the limit of gaining them up to your wisdom modifier only
So if they really wanna just use them all up then I don’t think that’s game breaking at level 6 by any means
Especially with uncanny metabolism and perfect focus already existing
Was thinking of possibly adding a skill proficiency in there at level 3 for athletics possibly although I don’t know if it’s necessary or I’m just wanting something small to add just because
I think it’s fine to add
It fits thematically and that’s really my justification 😅
I’d maybe buff the level 11 a little as well. It is thematic but underpowered compared to other monk level 11 features
I was thinking that but the base PHB subclasses all just grant movement abilities so I didn’t wanna overshadow anything because I want this to be legit. My original thought was something based around momentum based damage. Like if you moved x feet before an attack you get x damage
Maybe just add straight dex modifier damage if you moved more than 40 feet on your turn or something
Mercy is the exception I’ll point out. I’d reiterate on earlier abilities like Mercy and Shadow do; maybe allow a use of Push to Victory on an ally who failed a saving throw
So maybe at 11 you can use push to victory as a reaction when a creature fails a D20 test
I had it written like that the first time but getting 2 different uses at level 3 seemed strong so I changed it
But gaining that at level 11 seems more balanced for sure
Limiting it to a reaction helps balance it a lot
Plus I like the idea of “sharing the wealth” when you see an ally succeed
I really wanted to do with advantage but the interaction with sneak attack scared me out of it. Plus this uses martial arts dice which I didn’t have anywhere else
Plus that means more nat 20s which gives more focus points and it can become spam able quickly
If you’re free in like 30 or so minutes I have a bunch I’m writing for a book. I could definitely use a helpful person to poke holes and give balance suggestions if you’d be willing.
I won’t have time to review a whole lot today but if you want to DM it I can get back later tonight or tomorrow
Yeah no rush at all. I appreciate any help and the positive but constructive feedback
With how a lot of effects can be cherrypicked, I wouldn't say so.
Bard monk bard monk
Yes yes I did indeed try to flavor it distinct enough from bardic inspiration but it definitely touches toes with the class 😂
I'd probably advise against Push to Victory, considering that it largely ends up being a better Bardic Inspiration with how frequently you can use it.
Few issues:
-incredibly weak benefit (guidance level benefit) requiring very precise setup and then having nothing go wrong with the plan.
-second, unless this is on an INT caster, you won't even be able to target a reasonable number of things.
The commander die benefit is possibly good depending on what that is.
My final criticism: this will slow down the game. You'll need to come up with exactly what you want to see happen in the near future multiple times a day, with specific per person actions, to make use of this.
Oof, yeah, looking at the feature, that's a biiiig slowdown.
The 10 minutes is actually just real-life time 
Hey man, thanks for the feedback, I appreciate it!
Yeah the commander die goes from d6 to a d12 at level 17. This is supposed to be a roleplay based level 2 feature. I often find homebrew classes trying to add roleplay abilities in their kit, but it usually just ends up being expertise or advantage in specific situations. With this i was hoping to make it a bit more original, but I understand that it bogs down gameplay
I’ll take a further look at it, maybe simplifying it a bit wouldn’t be bad
Don't get me wrong, I don't think the feature is actually bad in theory and would honestly be a super fun one in certain groups.
I think the worrisome part time-wise is specifically with players that aren't really plan-oriented.
Also another thing: Im also abit of a newbie to DND; just got back into the game recently so I'm hoping for some positive feedback and criticism (and also a possible rating on how I did)
hmmm, for The End warlock, my plan is make it the AoE subclass, turning spells into AoE and the like, although it could become very busted very quick? any ideas on balance?
- First feature is basically a worse version of the Dwarven Fortitude feat, which isn't really a good feat at all unless you have no other sources of healing
- For the bear trap on a chain, you need to at least specify its range for throwing
- Frenzied Feast is a bit of extra damage, but not much and not often
- Just straight up getting a Feat as a subclass feature is not the way to go, and a buff that lasts either for 1 hour or until the end of the enemy's turn does not make sense
- Pain Tolerance also doesn't make sense - reducing 1d6 to 1d5 isn't a thing. There's also no limit on this, whatever it is.
- Grievous Wounds is fine, weak and disappointing for a level 14, but fine I guess
Overall I would say take some time to look at the published subclasses and compare how they progress, and the language they use
Give it a limited resource that juices up spells - e.g. Prof Bonus number of "End Tokens" the Warlock can spend to turn a spell into an AoE somehow
Yea I'm not very good at PSCT but I'll do my best
If you're getting back into DnD and consider yourself a newbie, I'd hold off on the homebrew. Get used to the rules of the system first, play around with the published stuff to get a feel for the baseline, then work out what else there is
Alr what's a good Baseline class to start with in your opinion
Fighter is always a good one, otherwise Sorcerer.
Alr I'll see what's sorcerer got
Sorcerer can be quite simple in the sense that if you pick spells that go "boom", you'll probably have a good time.
I agree Fighter is solid, the range of different subclasses means you can pick something very simple like Champion, go for something with more options like Rune Knight, or get stuck in and complex with Eldritch Knight
- I know but what else am I to do with it? (Fun fact: In the previous version of this: you were going to take one of the species traits when you ate a corpse; however I removed it because people pointed out it was too op)
- Yea I probably should; what would you say is a good range for said weapon?
- Tbh I honestly thought that players had lower HP values
- Yea sorry bout that, how do you calculate buff duration exactly?
- Sorry (again) ;-;
- Huh, ouch; should I change it to something else or buff it?
Took a bit to read it
are you the DM or the player for this?
if the former, then talk to whoever's going to play it
if the latter, talk to your DM
Latter; don't have a DM yet, I've already erased it sorry
lol, save versions of your work man, makes it easier in the long run
but frankly I wouldn't bother until you get a DM, since there's no guarantee whoever you end up with will allow homebrew
I've scrapped a class and restarted from the bones of the former like six times. I still have the original. It gets closer to play ready every time.
Besides. It helps to look back at the original.
While this is true, you could filter by it. Look for one that does allow your brew.
Which is much easier if it's done and ready to read
sure that's one way to go, whatever works
hmmmm, what are some people that could cause a Doomsday type event in dnd?
tiamat?
maybe, could conflict with Feind warlock (its for my The End Patron warlock's flavour)
demogorgon or any other demonlor
could a tarrasque be considered a suitable warlock patron?
fair
maybe in the GOO-style, as in the patron doesn't really recognise the warlock or notice them
ah, well, in flavour, i have it that warlocks of The End act as heralds of their incoming arrival (think sliver surfer)
Elder Evils are a fun roster of big bads
yeah like Hadar or the big worm thing
Warlock: The End Patron
You have made a pact with the personification of doomsday, a entity or event that causes wide spread terror, destruction and extinction. Your pact requires you to act as a herald of their arrival, spreading the word of your Patron's incoming devastation across the realms
*Patrons could include the Spellplague, Ragnarök, the Titanomachy, the dragon queen Tiamat, the lich Vecna or even the city busting Tarrasque. *
well thats what i have rn
void card patron
well, i just needed examples, i think those cover my bases lol
that, honesty could work lol
i have had so many chars claimed by the void card
thats annoying lol
I found something for DM's (I did not make this, obviously) https://docs.google.com/document/d/1iz0gX4pwcMZsnnz8fg_i8jkUAILdI90CD7LOb5A9y8Y/edit?usp=drivesdk
Also I'm gonna stop playing DND due to time; I need to focus on my senior year as well as collage
spellplague patron sounds like a fun little project tbh
Maybe this is just me, but I'd consider a buttered piece of toast with a bite out of it in a safe locker to be considered a suitable patron.
If the player wanted it.
the implication in the question I believe is if it is a patron that achieves verisimilitude at the average table
i find that most patrons (depending on sub) need some sort of ability to imbue a would be warlock with some sort of magical power
well, that would be the anti magic subclass right?
i'm not actually sure
i think the spellplague is a bit more ... chaos and plot-oleum than simply antimagic
the spellplague is why sleep the spell doesn't target hit points anymore, for example
I genuinely have no idea how to word this, is there any way I could word this better?
"Astral Breath. Because you were born in space, your breathing reflects that. If you were to normally be effected by the Vacuum rule, you instead are not effected by it. Conversely, if you were to normally not be effected by the Vacuum rule, you instead are effected by it. (See Rules of Space Combat within Part 5: Additional Rules). This rule does not apply if you're in an artificial atmosphere such as a Starship or a Space Station (The DM decides whether you're effected in these circumstances.)"
"You treat vacuum environments as non-vacuum, and vice versa. This does not apply to artifically generated environments, such as inside a space station. (See Rules of whatever)"
That is a much better way to word it, thank you
Up to what extent you think flavor is free. I'd give the toast magic powers.
as a homebrew rule, do you think removing concetration from hex/hunter's mark and making it a duration only spell would be too broken?
we should ask about getting a FAQ bot command for concentrationless Hunters Mark :X
lmao is it that common of a question?
yep, not hex tho
i just figure hex makes more sense cuz hex is worse
hunter's mark u can at least justify it by saying you're concentrating on a target
the way hex falls off is really bad thanks to pretty useless upcasting and better concentration options, once you're out of level 2 you will always have better options normally
I'm thinking of testing hex without concentration on a table of mine that I'm testing more homebrew stuff with less players
But opinions about it are more than welcome
hex does feel like the worse offender imo since the warlock spell list gets many better options for the concentration, making it more useless than HM imo
If the damage scaled with the spell instead of duration it would be a ton better
non conc 1d6 which activates on hit is way good (on a fighter, warlock with EB ect, thats like an added 3d6 damage)
IIRC in a world with multiclassing, it's abusable. For casual players, it's fine, except it pushes them towards a boring play style and it would be better to give players an offramp to a more exciting spell rather than encourage players to continue clinging to a level 1 spell at tier 3 and beyond
I don't remember what else we've had consensus on in the past
its a very set and forget kinda thing, which also allows MCing to become even more busted and makes player's turns just boring (like acid said)
thing is, scaling it a bit too much might make it a bit too much no?
It should be like eldritch blast or something where you get an additional d6 at level 5 and 11. Scales with martials extra attack and damage spikes at those levels
if conc, scaling to a 1d8 is prob the highest without fully breaking the game, if non conc, no scaling
uh no
I mean I think the thing that makes it “feel” busted is the disadvantage on saves but with the concentration rider limiting it I don’t think it’s bad
Your dm can just focus you
it aint busted tho, it's really bad actually
hex activites on hit, so multi spells like EB trigger it multiple times
I’m not saying that exactly I’m giving an example. I didn’t think out the scaling and balance
oh, and also rangers getting hunters mark for free is a frowny face for the same reason
creatures know when u cast a spell on them so you can't use it for perception checks, doesnt really work for resistances, it's really bad
But you can also change the flavor to once per turn or something if adding more damage if you want balance
These are just homebrew conversations to make it decent at useable right?
It depends on the campaign and setting
honestly I just want to make it a spell that is fun but also viable to use without actively handicapping yourself by using it
If the spell takes concentration, and an action to set up then you want it to have utility to match. You’re giving up saving throw disadvantage if you’re spamming eldritch blast and you’re giving up raw damage to use the saving throw rider
It gives the player options imo
I would say to not really worry about "fun" with how simple Hex/HM are.
I agree. Its just DPR.
Right those are meant to give other spells a kicker not really be a “power” spell
My misgivings with Hex/HM aside, they aren't meant to be super interactive, just straight numbers.
So I’m wrote a subclass feature that gives bane and bless at level 3 and when you attack a creature affected by bane it gives extra damage once per turn. I think that fall in this same category
It’s not really meant as anything other than a small dpr boost and a little battlefield control
Level 3) Balanced Retribution - You embody the divine balance between reward and punishment, tipping the scales when fate swings too far.
You learn the bless and bane spells and can cast each of them once without expending a spell slot. You regain the ability to cast each spell in this way when you finish a long rest.
When you cast these spells using this feature, they require no material components, and Wisdom is your spellcasting ability for them.
Additionally, when a creature you can see within 60 feet rolls a natural 1 or 20 on a d20 test, you can use your reaction to immediately cast bless or bane without expending a spell slot or requiring material components.
Casting a spell in this way counts as your use of that spell from this feature until you finish a long rest.
Your first attack against each creature affected by bane has advantage.
I suppose, it is part of the fun tho
I guess I changed it to advantage but still 😅 same general concept
Also let's be so real, neither a ranger nor a warlock are breaking your game with that. Especially since it consistently burns their BA.
There are better BA attacks, that don't even cost a spell slot.
With focus fire, most, but not all, of your targets will die in a single round.
Only meatbags and bosses (or single mob encounters) will survive more than 1 round with party focus fire.
Warlocks are whatever they got a lot of good spells but imo hunters mark being such a crucial piece of their kit they shouldn’t need concentration on hunters mark. That makes rangers bad till they get the no dropping concentration thing and by then you don’t need HM anyways
The only time it mattered when I did the Gloomstalker and Assassin combo was on the first round ambush auto crit bullshit
Then I would drop that spell and do conjure animals or woodland beings the next turn
Let me just say that auto crit surprise round with bugbear and HM and sneak attack and shit was A TON of damage that first round.
And since your initiative was so high you usually got 2 rounds of the bugbear damage with extra attack by level 8 and 2 sneak attacks. The HM mattered quite a bit for that. But it was cheese
What are some ideas for benefits of a Rhinoceros beetle Half-Plate
For the context of your uses, how big is the beetle in comparison to players, and how "powerful" is it supposed to be? If it is strong enough, I'd say make it equivalent to adamantine half-plate.
It would be a large creature and a CR of 4 or 5
Its main notable feature is an incredible strength and ability to fling opponents
Adv on STR saves and checks, and maybe something that lets you grapple better
For that, giving it the stats of Adamantine Half-Plate could be good if you are rewarding players for considering crafting it. If you aren't happy with throwing this strangely powerful Uncommon magic item at them, that is. Otherwise, The One and Only just gave an epic idea.
Technically actually getting advantage on STR checks does buff grapples, since the Athletics check to grapple is a strength check.
I like this idea a ton, I just dont want to give something too powerful to a party of level 3-4
So how about a +1 bonus to Strength checks and saves then?
i feel my reccomendation is beffitting of an uncommon
or at most, a rare
you get rares around level 5 anyway, not too far off
So the real question, should the advantage apply to attacks?
That is a pretty good idea
Technically they are Strength or Dexterity checks, depending on the weapon.
nope
Maybe +1 to strength checks and saves and advantage on checks to throw stuff
Theyre all D20 tests, but theyre differing types of D20 tests
an attack roll is not a check
Attack roll == str check
theyre not
do you mean =/=
mb
Yeah idk what discord was doing
Ah, sorry, that must have been a change from the new rules, apologies.
Well, not technically since D20 Tests is terminology from the new rules, but either way.
I see the confusion bc they sre both d20 and modifiers/proficiencies
.. fine, yes D20 is the new terminology, but attack rolls were never checks, theyre different D20 rolls
Yeah, and I've been DMing too long lol.
much like how you can use a D10 for damage or rolling for something else entirely
or a d4 for dagger damage or bless
Understood. As that was never properly explained to me by my DMing mentor and the books do not directly state against that, please excuse my ignorance on this fact.
in any case, you can probably keep Adv on STR saves and checks
if thats the only bonuses, its fine for a tier 1 party
although redundant with a raging barb
And if you think it is too busted for your table, you can swap to +1 to STR checks and saves. Both variations should cover grapples through Strength (Athletics) checks.
I think a +1 is more reasonable as well as advantage on throwing things
Now for what I clicked over here for, what is the consideration on this Sorcerer subclass? I reworked an old one from my previous Homebrew.
Heroic Sorcery
Bear Destiny From Inherited Will
A hero's will is a powerful thing. It drives him to greatness. It drives him to fulfill his duty. It guides him to glory forever. But what happens when that will is interuppted?You inherited the will of another hero. Perhaps you claimed it from a fallen friend who intrusted you with their mission. Or maybe you got this will from your ancestor, who's journey isn't truely over. Alternatively, you could be the reincarnation of a hero from ages gone by. Whatever the case, an unsung journey stretches before you, and it grants you power.
Level 3: Heroic Spells
When you reach a Sorcerer level specified in the Heroic Spells table, you thereafter always have the listed spells prepared.Heroic Spells
Tables don't work properly here, so it is "Level: Spells"
- 3: Animal Friendship, Charm Person, Heroism, Mage Armor
- 5: Beacon of Hope, Haste
- 7: Banishment, Conjure Minor Elementals
- 9: Circle of Power, Conjure Elemental
Level 3: Investiture of Will
When you activate your Innate Sorcery, you gain the following benefits:
- While not wearing armor, your Armor Class is increased by your Charisma Modifier.
- When you make a weapon attack, you can use your Charisma modifier for that attack.
Level 6: Extra Attack
When you take the Attack action on your turn, you may make two attacks, instead of one. Additionally, you may replace one of these attacks with the casting of a single Cantrip you know with a casting time of 1 action.
Level 14: Form of the Hero
You have gained the ability to tap into the spirit of the heroic will you inherited. As a Bonus Action, you can expend 3 Sorcery Points to take on the hero's form for 1 minute. For the duration, you gain the benefits of Innate Sorcery (along with those granted by Investiture of Will). You also gain the following effects for the duration of this form:Embodiment of Courage. You are unaffected by the Frightened condition. If you or a creature within 30 feet of you would gain Charmed or Frightened conditions, you can expend 1 Sorcery Point to remove that condition.
Hero's Slash. When you take the Attack action, you can expend 1 Sorcery Point. If you do, you can make an extra attack as a part of that action.
Wind of the Will. Your movement speed increases by 15 feet, and you do not provoke opportunity attacks.
Level 18: Will Incarnate
The hero whose will you inherited is ready to aid you in the flesh. As a Magic action, you can summon a Hero's Shade to aid you in battle. The Hero's Shade is invulnerable, and appears in a space of your choice within 30 feet of you. The Hero's Shade remains for 10 minutes, and dissapears after that time. Once you use this action, you can't use it again until you finish a Long Rest or spend 7 Sorcery Points (no action required) to restore your use of it. At no action on the turn you summoned it, or as a Bonus Action on subsequent turns, you can issue up to three of the following orders to the Hero's Shade.
You can issue the same order more than once.
Move. The Hero's Shade moves up to 30 feet to a point of your choosing.
Attack. The Hero's Shade makes a Spell Attack against one creature of your choice within 5 feet of it with your Spell Attack Modifier. On a hit, it deals 2d10 Psychic, Radiant, or Necrotic damage (your choice).
Shield. The Hero's Shade blocks attacks against a creature of your choice within 5 feet of it, imposing Disadvantage on all attacks made against that creature. This benefit lasts until the Shade moves away from the creature, or attacks another creature.
I like it but the Form of the Hero sounds quite overpowered
Im not sure how many sorcery points you get
But a minute is 10 rounds of combat
So that is just about any combat encounter
That is kinda the intention. The benefits it mentions from Innate Sorcery (which you get for level 1) are also for one minute usually. You get 1 Sorcery Point per Sorcerer level, but there is a buttload more you do with them. As a note, Innate Sorcery does not cost Sorcery Points, but does have 2 uses per Long Rest.
With Halloween coming up, I'm making plans to host a battle tournament where players fight one another as D&D monsters. Here are the rules I have so far:
Before the tournament begins, the organizer and host of the Monster Mash (called the Monster Master) chooses a creature Combat Rating (CR), ranging anywhere from ⅛ CR to 30 CR. Once the CR is chosen, each contestant gets to choose which creature of the chosen CR to play as for the duration of the tournament.
Contestants cannot choose to play as homebrew creatures, creatures from 3rd-party content, or creatures that don’t have an official 5th Edition version. Each contestant has the option to roleplay as their chosen creature if they so wish.
Once the contestants have all chosen their monsters, the tournament order will be put together. Each match will be a 4-person free-for-all fight to the death, and losing a battle will result in elimination from the tournament. The arena of each match will be chosen by the Monster Master.
If I should nerf it, then I probably will, but that is my defense for what you have said lol.
I might do something similar for my party’s halloween one shot
Here's something I've been playing around with.
Desperate Casting
If you have a spell book and the Spellcasting feature, you may spend a bonus action to hastily scribble a spell from your book into a spell scroll, permanently removing it from your spell book in the process. It follows normal casting rules for spell scrolls (i.e. requiring no spell slot or components to cast) but can only be cast by you and deteriorates into useless scrap after one hour.
So that's neat. Unfortunately I can't stop imagining it as the wizard simply ripping the relavant pages straight out of the spellbook lol.
Do I understand that this is for an extreme case where the wizard can sacrifice the spell in their spellbook to cast without a spell slot?
That's right
Nice. Almost feels too cataclysmic for me to implement into my games, (if I got a player playing wizard lol), but it is just pure vibes.
But hey, if you need feather fall, you need feather fall lol.
I haven't had a player do it yet, but I'm going to keep reminding my wizards that it's an option
Only way to make something like that happen, by my experience.
I feel like there's gotta be an imposed ban list
Like I would pick a kalaraq quori from eberron and mind controll any humanoid with a low intelligence
Very cool though
With monsters of a CR as high as the kalaraq quori, there'll surely be some super cracked monsters. Personally I wouldn't choose any CR past 10 or 12.
inb4 sul katesh
Probably wise move there lol.
I'm reading through my universal list of rulings and homebrew additions for 5e and cleaning things up
here's another fun one that hasn't gotten used yet.
Spacetime Bubble (Feat)
- Requirements: 15 Intelligence.
- You are able to nest a single extradimensional object/space (such as a rope trick or bag of holding) within another without causing a planar tear.
Do you mean CR instead of DC? In which case I agree
Oh yeah lol, whoops
All good I make that mistake as well lol
Let me share one of my favorite house rules that basically no one uses. Then again, it is clunky.
Flourishes
On the player’s turn in combat, they may request to Flourish. The player describes the actio or effect they wish to achieve. The DM then decides the mechanical effect, DC, and cost. Then, the player is told the exact effect, how it is done in the world (if different from the player’s description), the cost, and the skill to be rolled. The player can then choose to attempt the Flourish, or go a different direction.
Flourishing comes with a cost, as outlined above. The cost could be the characters, action, an attack, a spell slot, some class resource, or a combination of these and similar factors. For example, if a fighter wants to attack in a way to reduce a target’s speed, it may “cost” one of that fighter’s attacks to attempt it, or it may “cost” a spell slot for a wizard to cast a spell that doesn’t really exsist.
In addition to these costs, Flourishing is always accompanied by a check of some kind. For example, to instantly spellcraft as mentioned above, the Wizard might have to make an Intelligence (Arcana) check, with a DC based on the level of the spell. Alternatively, a Rogue who wants to swipe an enemy mage’s component pouch might need to succeed on a Dexterity (Sleight of Hand) check. Regardless of the cost and check DC, the cost is expended, even if the check fails.
Made it pre-2024, so Weapon Mastery partially filled its gap, but oh well.
Huh, that's something that's kind of innately in the background of my games. Cool to see it written as a rule
I always support my players getting creative
and doing non-standard actions
Basically as a rule, it is yelling "YOU CAN ACTUALLY TRY TO DO SOMETHING LIKE THIS!!!"
For sure
My players have always taken to that kind of thing naturally, but I can feel that I would be pulling my hair a bit if they didn't
makes the game so much more interesting
Here's one that I actually use and support a great deal:
Once you are stabilized while dying, but not awake, you may continue to roll death saving throws. These further saves cannot give you normal failures or successes, but on an unmodified roll of 20 you wake up with 1 HP.
That's nice. I don't have it written down (I should), but when my players die I have them track negative health and take damage on failed death saves. If they hit their max health as negative before 3 successes, they die, otherwise, they stabilize. Healing past 0 auto-stabilizes them and wakes them up.
Basically with the goal that healing matters, even when health is low.
I found it odd that there was no way to regain conciousness on your own in 5e
What I wrote above is pulled straight from 4th
Really? That's weird. Shows how much of that part of the rule books I read lol.
I really want to read some more of your rules (because they sound like they rule), but maybe that'll have to be next time I come across you here lol. Gotta Long Rest.
there is. being stabilized and resting
after a certain amount of time, youre back to 1 hp
Right sorry, I meant during initiative order
rolling a nat 20
but like, combat is 6 second a round
you dont just come back after being stabbed in 6 seconds
(although thats the nat 20, if that happens, ig)
Have a great one, recoup your spell slots!
It seems that RAW, you have to stop rolling once stabilized
yeap
my change just lets you keep trying for crits
which
like
I don't know why that's not how it already was
cuz that means theres less chance of death
Eh, you're getting back up at 1hp and becoming a reasonable target again, and you keep your failed saves
4e could be very lethal and had this rule, so I've just kept rolling with it
you dont keep failed death saves, unless youre talking about yer brew
Do you not? Man, it's been a bit since I read this section. I need to brush up
I thought they reset on a long rest
nope
Huh, fair enough
I stand corrected
And in that case, you're right about it lowering lethality
I might change that part as well to match
its three fails or successes for a reason
The fact that damage gives you two is insane
mhmm
Any sound-minded combatant would want to finish you off
well, no only crits and melee attacks within 5ft do
any other damage is just 1 fail
Is this the right channel to ask for help balancing a homebrew monster? 0/
yes
I made some changes to my monster tournament rules:
Before the tournament begins, the organizer and host of the Monster Mash (called the Monster Master) chooses a creature Combat Rating (CR) ranging anywhere from 1 CR to 20 CR. Once the CR is chosen, each contestant gets to choose which creature of the chosen CR to play as for the duration of the tournament.
Contestants cannot choose to play as homebrew creatures, creatures from 3rd-party content, or creatures that don’t have an official 5th Edition version. No more that two contestants can choose the exact same creature. Each contestant has the option to roleplay as their chosen creature if they so wish.
Once the contestants have all chosen their creatures, they will be organized into duos and the tournament will begin. Every match will be a 2v2 fight to the death, and losing a match will result in elimination from the tournament. The arena of each match will be chosen by the Monster Master.
The reward for the duo that wins the tournament is $5 each, but if they so wish, they can challenge one another to one final match. The winner takes the full $10 and the loser gets nothing.
okey!
I'm making a high magic campaign & setting. It's not uncommon for multiple casters of 10th+ level to exist in the major cities. As a result, the question of **"how does a magocracy stop casters from casting meteor strike on the town and living" **
The answer? I took some inspiration from 3.5 and attempted to recreate a Shadesteel golem.
https://critterdb.com/#/creature/view/68fb3484602030b6fba2dd63
Objective: Be able to Solo the strongest mages in the realm, alone. Doubly so in multiples. For a well balanced party of appropriate level, be challenging but not impossible.
I would appreciate some genuine criticism ^^
i have an idea for a subclass i’m wondering if this makes sense you can conjure a merchant that lets you buy a random list of magic items
so you can always have access to a place to sell stuff and a place to buy stuff
Warlock Pact of the Chain but your familiar is just some guy
that’s exactly what i was thinking
the subclass gives an additional ability to each pact item
related to money in some way
blade was gonna be a big sack weapon that can be used to finish off people below a certain amount of hit die and gives you gold based on their power level or health not a huge amount but it would add up
Thoughts on a Sorc subclass feature that makes 2024 Twinned Spell work like the 2014 ver instead of being uber restrictive?
Feels more like that should just be a house rule, you'd need something more for it to be worth taking
so i made a book with a attack damage being 97T d6 needed to be rolled
97 trillion?
Whats even the point
Wh.. why??
One of your players is most definitely gonna touch it
Unless it's explicitly described as the book that kills you that's not very cool :/
Seems arbitrarily high because “lots of dice is funny.” I’m not even sure if there is a dice rolling program that would roll and add 97 trillion die
Also yeah an instant kill effect for a relatively mundane item that someone might naturally be curious about seems harsh. Either a player instantly loses their character (hope someone has the supplies needed for Revivify) or the party finds a way to handle the book without physical touching it, in which case they now have a very OP weapon
it a spell book that has 255 pages fulled with delaed blast fire ball, i have done the caculations and factored in the pages dimentions and how small a delaed blast fireball is (0.5cm) and delt with the consatration with magic overall rules i set inplace at the start of the campain. the og damage was around 299B d6 but i got the delayed blast fireball mesurments wrong and redid it. (each delayed blast fire ball has been around for a year and it states that one d6 is added per turn and a turn is 6 sesconds
the problem is i am unsure how to mesure to blast radies
should i not change it or times the 30ft by how many there are and set that as the blast radies
The spell by default does not increase in radius, which is 20ft not 30ft
alright but if it did what scale of destruction would it curse?
Based on the paragraph I assume you’ve made homebrew changes to the concentration limiter as well as the “bead limiter” (assuming you haven’t made the beads arbitrarily small)
i have basicly made concentration obsolet and i don't know what a bead limiter is
The casters must love you for making concentration obsolete lol
i have done this all in my own reseach
Delayed blast fireball makes a bead, which is what explodes when touched or the spell ends
and all the spell castered have died alred because they are all new to dnd
and i am revletly new as a dm
we had 5 death in 8 sessions
The size isn’t defined, but it is big enough to be held and thrown
it said that it is around the size of a marble so i took it literly and made it 0.5cm
I don’t think extensive homebrew and insta-TPK effects is a great way to introduce people to the game but I digress.
it was supose to be the yerning portal campain but i could not understand the lay out and that. so i ask the players what was better me going making it up as we go or doing it by the book. they liked the first option
255 marbles in a book seems like it’d be quite a task for the caster to not spill/touch any of them by accident. In any case the spell would function exactly as it says it does (unless you homebrew it of course). All creatures in the radius take the damage listed by the casting, and the fire spreads and damages objects in the area, igniting flammable objects that aren’t worn or carried
there is around 11 thousod on one page
11 thousand marbles on one page?
yes so times that by 255
if i had my note book (witch is at shcool) i could give you more detealted info
That seems narratively disjointed / unrealistic. You couldn’t cram a regular marble into a regular book without it lifting the pages up.
i don't think of that and ignore it
dispite the fact it states in the custom rules i made that the campain would follow real world logic
Anyways, we’re sort of past the point of mechanical importance. The damage is arbitrarily high the real question is if you think your players would be fine with a sudden and instant TPK
well they have been muching around so much in the past sessions so i was thinking of using it and making a new campain that is not scuffed and actualy has some lore and a guidline
That seems like an out of game behavior problem, in which case it is a poor idea to solve out of game problems with in game solutions
I’d have a conversation with them about campaign expectations and wishes instead of potentially killing their characters as punishment
but it like if i don't make it intresting they will just get distracted and not pay attention, (hign sight proably not a good idea to put our note taker as someone with adhd)
A big explosion like that may be interesting, but it will definitely be retaliatory. All the more reason to get on the same page regarding the kind of campaign everyone wants to play in.
the funny part is they are all choatic in their own ways
one has befriended 3 kobbolts, another druged someone in the party, and anouther is stuiptly dumd but is somehow still alive
If you want a campaign that’s filled with lore and has a more serious tone and your players want to goof off, that’s a difference in table expectations. Either you might need to adapt to a goofier campaign, your players might need to get more serious, or you all might need to split and find tables that do match your expectations
This is getting more #dm-discussion than #homebrew now though
they are my friends tho and they have not played dnd before and sicne it a christian school i am the only one who is doing and it on weekends.
You’ll get more advice over in #dm-discussion (and since it’s technically the appropriate channel for this kind of discussion). But as before if these are the only people you can play D&D with you all need to get on the same page
sorry
Nw
Herald of the End
1st level The End Patron feature
:
Your patron gives you a small part of their destructive power. You gain a number of Doom Dice equal to your Proficiency Bonus. These dice start out as d4s, which upgrade as you level in warlock: d6 at 6th level, d8 at 10th level and d10 at 14th level. You regain spent Doom Dice when you finish a long rest.
:
These dice represent your Patron's Will. Your patron could gift you an object to track their given power. This object could resemble a clock with its hands ticking as you use your patron's power, a skull with gemstones for eyes, their graze following your every move and glowing when you channel your patron's power.
:
You can spend a Doom Dice on the following effects. If a effect calls for a saving throw, you use your Spell Save DC.
- Doombringer. When you cast a warlock spell of 1st level of higher with a range of touch, you can spend a Doom Dice to cause the spell to become augmented with your Patron's power, making it target all creatures of your choice within a 10 foot radius in front of you. If this spell heals a target, you can roll the Doom Dice and add the result to the healing dealt.
- Doomsayer. As an action, you can spend a Doom Dice to empower your voice with the power of disaster, causing all creatures within 30 feet of you that can hear and see you to make a Wisdom saving throw. On a fail, you can cause a creature to become Frightened or Charmed of you for a minute, as you speak of the terrors your Patron causes or heed people to your Patron's salvation. At the end of an affected creatures turn, they may remake the saving throw.
does that make sense/worded right?
"All creatures within 10 feet in front of you"
Do you mean a cone for this, or choosing a direction from yourself, because otherwise there isn't a default "front" for any character
Also both of these features are making very little use of the doom dice being, well, dice. Only the first option uses them for rolls, and even that only for healing, which feels odd for something flavored around what is basically the opposite
its a 10 foot radius in front of you, ill swap it to cone in front of you then which is prob better? (maybe both)
dice was going to come later, but ig i can make added damage and healing on doombringer and lasts for minutes equal to the number rolled
- Doombringer. When you cast a warlock spell of 1st level of higher that targets a single creature, you can spend and roll a Doom Dice to cause the spell to become augmented with your Patron's power, making it target all creatures of your choice within a 10 foot radius of the orginal target of the spell. If the spell deals damage upon casting, it deals extra force damage equal to a roll the Doom Dice.
maybe something like this?
as looking at the touch spells we do have, there isnt really alot you could do with it (besides big inflect wounds)
Again, creatures dont have a "front", so you'll need to specify in the feature how that will be determined
This feels like twin spell but better. I could see a warlock wiping an entire low level encounter with this and a basic spell
Witch bolt instantly wins fights at level 1 and 2
Absolute palpatine, though
Foresight is on the warlock spell list 😭
Oh that certainly would bring doom to someone alright
That is a 9th level spell, where balance is thrown out the window
Its tied to PB and recharges on a LR, and is really only useful for a certain number of spells (and if they require conc, that's even worse for you lol)
Most of which not being on the warlock list (shield of faith, cure wounds, haste)
It's quite easy to just spread single target buffs to the entire party
Armor of agathys
Fly
Bag of holding of holdings? Theres a reason this isnt possible
Spirit shroud
Some spells, but remember, warlock
Warlock still has a decent spell list, they aren't sorcerers
2 spells per sr, kinda very limiting at the same time as being very good
That depends on lvl, and this still works on your later spells too
looks like it's a power creep
it's roughly balanced against other subclasses but it seems intentional that you pushed it to be just stronger than the others but not enough that it feels unbalanced
I would expect you to do depower creep on the other sub features
Kinda, not really lol
"Let's give the entire party far step"
then might i suggest putting a limit on the number of extra creatures it targets - say 1 extra creature within 10 ft
I can think of a lot of spells this would be very useful for on the warlock spell list
Even just at first level, you've got charm person, hex, maybe hellish rebuke, hideous laughter, and witch bolt
Crown of stars to everyone!
crown of stars, the casting itself, doesn't actually target a creature. It creates motes that you then use on other creatures
The casting targets you, which is a single creature
Sure, but 10 feet isnt really that big, in a group brawl this feature is amazing, but besides that, very niche besides providing buffs to the team
I've seen plenty of encounters with 4 or 5 creatures who could be hit in that 10ft radius
both run and played
Thats, not the intended use lol
it's 10 feet radius, that's 20 feet diameter. And it's still usable on allies
I'll have to add besides you
I figured, but worth pointing out. It's one of the many problems with 2014 glyph of warding
Well that's you, its rare I've seen melee monsters be grouped up
hey it's your homebrew, if this is how you want it to work all you
I'm just giving feedback
conc is still a thing warlocks suffer from as most of their spells use it for whatever reason,
So you may conc on Fly and use this, sure, make sure you dont loose it or your entire party is being dropped
It all depends on table and combat i suppose lol
Like this would be killer in tight spaces, but otherwise, kinda mid
Maybe, kinds makes it very weak then? (6 uses if you solely use this option per long rest)
no it's still hella powerful ngl
you're basically doubling your spells
being able to hit every creature within 10ft that's pushing it fr
but I think that should be fairly self evident
Idk, ig it depends on spell used
As if say it was witch bolt, that's 2d6(?)+1d4 then the activation damage on your next turn
I feel like it can make normally unused spells shine
Which is high, but, you need to keep conc on witch bolt the entire time
Take fly for example, realistically nobody uses it in 2014 despite flight being really powerful because it takes conc, but if it could be casted on every ally, it’d be a neat choice
It might be on the more powerful end but overall i like this feature
Another feature of the sort might push the subclass a bit too far
I mean, following a guide, next 2 features are mainly about defence
Also another thing to keep in mind
Which both are simple enough, number of doom dice spend and roll to reduce damage by the result (maybe + CHA mod)
And either plan resistance to a damage type or something of the sort
This looks like a core feature of the subclass so i’d assume level 1
Tying uses to prof makes it a very good dip
I’d look into it a bit more
Ah multiclassing, the bane of balance
I dont ever consider multiclassing in balance, as it is, MCing is a very flawed and broken system
I know it’s an hassle, but very abusable subclasses, even if balanced as a straight class, are unbalanced
I don’t think i’d allow a dip that good as a dm
Well, it is limited by your warlock spells only
So if you take a 1st level dip, that's one slot, and one use of the main feature per sr (as tied to 1st level and plus spells)
Must’ve missed the warlock spells part
Does this provide any armor prof?
If not it should be balanced
Why would it provide armour prof lol, its no gish
i'm a little iffy on this one
its kinda just a heftier mind flayer that can grapple multiple creatures
what does everyone think about subclasses that change a caster's spellcasting ability? Like to intelligence for warlocks, or constitution for sorcerers.
The rest of either subclass would of course be weaker to balance things out, but I was curious to hear your opinions.
Or do you think it would be better to approach something like that from a full-class redesign rather than a subclass thing
the latter
make a warlock an intelligence caster, give it the wizard spell list, it only gets access to.. half of it
make a wizard a charisma caster, give it a warlock spell list.. it only gets half a spell list.. and if it doesnt, then thats just a wizard
also constitution for sorcerers has been iffy subject since the dawn of sorcerers
like yeah technically the magic comes from within, so constitution makes sense, but charisma is force of self which is close enough and nowhere near as busted
i do agree, but i think that constitution casting is just cool in general.
I think the lack of focus towards skills that it would enforce could be one step of the trade off. Making the class (or subclass) weaker in other areas could potentially make up for it.
Or if im going for a class redesign - then it'd likely be a power creep even if i nerfed other things, so it could instead make sense to buff other classes elsewhere as well.
at the end of the day they're both stats
the difference is that charisma, intelligence, and wisdom, are usually roleplay stats, but making them spellcasting stats means you have to allocate your stats more efficiently than just putting everything into your physicals as a caster, Constitution is the second best stat in the game and it makes characters too easily breakable to have it be a casting cost
the thing that makes spellcasting cool isn't wether it comes from your sense of self or literally your self, it's entirely up to how you describe it at the table
a charisma casted fireball is no cooler than a constitution casted fireball as long as you describe it as awesome, but a constitution spellcaster would flat be better of a spellcaster because constitution is already a vital stat,
also, I gotta tell ya, making an entire subclass weaker for the tweak of being a constitution caster is.. bad game design
the only way I could see it working is if the caster took damage from casting spells
very true.
I had an idea already made for a theorhetical subclass to test my theory. it's likely very strong, but i wanted to see what that kind of a subclass could look like.
And yeah, you're very right of course. Making Con the spellcasting stat immediately makes the sorcerer able to function almost perfectly with just con and nothing else, considering all the other ways to get a higher AC. It makes them worse at checks, but at the end of the day, those extra hit points matter a shitton.
As for being 'cool' i do mean mechanically as well. its a mechanically strong option, which i would find cool to play with, but i also value flavor a shitton.
So i worry about whether or not ANY subclass that uses con for its casting modifier could be balanced even if the rest of the features were basically nothing.
Regardless, i made one thats definitely more powerful than the average sorc subclass and would love thoughts on how to tone it down - if you think the con-casting is too much, i'll just scrap it.
TLDR here's the subclass even though i think it shouldnt exist. I just like it.
i think its a miserably bad idea
fair lmao
especially since subclasses come online at 3rd
that means you need completely different ability scores at 3rd than you do at 1st to be viable
its the same reason STR rogue subclasses never really work
okay with this i disagree, i understand the point but sorcerers typically want high Con anyway, not to mention that starting at 1st or 2nd level is hella rare.
I do get your point, but just based on my own play experience, starting at levels earlier than 3 is rare enough (and usually lasts for a short enough time) for me to not worry about it
because i think that a STR rogue would be amazing as well.
i do understand though
yeah but if you want advice in this channel you essentially need to be building for everyone who plays the game, not just your table, because we need a common reference point. and theres still a ton of tables that start at 1
I understand that a subclass *shouldnt *be designed with the idea of 'every player will either start at this level, or they will be patient enough to not care'
my last three campaigns started at 1
thats a little offputting for people who are wanting homebrew advice based on specific scenarios.
plenty of people come here looking for homebrew advice regarding their own table or an upcoming campaign they're playing in or DMing, and im sure many of us, myself included, would be happy to give advice.
refusing to give advice on something is fine, but saying people shouldn't ask for it is a bit mean spirited, man.
I again do understand as i said above that a general subclass shouldnt be designed with the specific idea of starting at a certain level in mind, but i think the idea of making a subclass more or less focused on alternative ability scores isnt, in its own, 'miserable' design. Fighter subclasses do it with INT despite INT not really being a fighter ability.
Hell, even an existing sorcerer subclass, the draconic, also incentivised punching up CON a bit.
I think its worth exploring, at least. and not miserable.
Definitely, that's why I only allow a single nesting. Can't go infinite, just double your storage
It... could be a cool specific-to-the-story kind of thing, but who really needs to double their bag of holding's capacity? You can... j ust have two of them, they don't need to be nested within.
[not trying to yuck your yum, by the way]
Well for one, it lets you jump into your portable hole, rope trick, or demiplane without leaving your bag of holding behind.
But you're absolutely right
Leaving it to my players to find an interesting way to use it
So while both of my most recent tables started at level 1, I do agree with you on this. I only start at 1st-level for parties with new players. One of those tables was an intro to D&D and the other had half the players coming over from BG3 (and we're doing LMoP, so there's that too).
But my default start level is either 3rd or 5th, depending on the state of things.
Opinions on illrigger?
i think its fun. but that'd be a #dnd-discussion topic :D
No, it's a homebrew class. It's fine here.
Costs too much (A.K.A., not included in the core set.)
EDIT: in case it wasn't obvious, this was a joke. No actual opinions since I haven't even seen it for real lol.
Nope. There are no semi official classes.
I think it technically goes in #third-party?
That would also work
i mean it was put up for sale on dndbeyond so yeah i thought it was third party
not fully homebrew
ye
Third Party content is just homebrew with a large monetary backing
Im the same here. I usually start my playes at 3 - 1 or 2 if they're new, just to get them used to how the game works, and then the campaign proper kicks off by 3.
But what about the design itself, of having a caster use a different stat? I feel like INT for warlocks is far less consequential overall, but CON for sorcerers, while being something i'd love, i can see potential problems with.
I have my own version of a subclass that does it above but i'll repost here so you dont have to search: https://docs.google.com/presentation/d/16NlmFcLrgLYfpYL7jxs-oGp-aA-oyIlFRXm9DpCQE9Y/edit?slide=id.g39486cb1277_0_0#slide=id.g39486cb1277_0_0
i suppose. for the sake of this channel though i'd consider homebrew anything not officially recognised, or posted/sold, by WOTC.
but thats just me. i wont shoot down the illrigger or bloodhunter in the future!
I mean yeah, that is an accurate point. In the case of your subclass, you could always simply insert "can" as the second word of Runic Heart's second sentence. AKA, if a player built for CON then they can benefit, but they aren't locked to CON.
thats a great idea tbf, i'll impliment it.
But i suppose my greater concern is regarding if using Con for spellcasting is too strong, at all.
That'd help me decide if an entire subclass that also introduces other features, such as the ones presented, would be too strong simply due to con-casting being too strong.
But if con-casting is balanced behind a subclass restirction that kept things tame and yet fun enough to be enjoyable, could it work?
That's a good question. While I have experience with D&D grammar, I am not too good at balancing lol.
At the end of the day, I think it depends on how much your players abuse it. Your features don't seem to be oppressively overpowered either. Yeah, the player is probably going to run Mage Armor, but seeing as how that's available to other Sorcerers, the only thing that sets him apart is a uniquely high health. I think it encourages a "in-your-face" playstyle as well. And if you are worried about multiclassing, remember that a player has to have a 13 CHA to multiclass in or out of Sorcerer, as well as a CON to help take advantage of this, and whatever ability scores they want for the other classes.
So long story short, I say just try it lol.
yeah, i'll playtest this. Usually its the best way to figure out balancing lol
thank you for the feedback!
i dont quite get how this works with 7 HP
Yeah. Actually that leads me to a question: what's the easiest way to playtest classes? You just run it in a party?
my fault
ah
I always forget that part, one second
im lucky enough to have a group that is often keen for one shots where i share a group of homebrew subclasses to them - one for each player - that they have to make a party out of.
I run monsters as difficult as i can in the one shots and trust these players to play smart and play well. if they eviscerate the monsters, OP.
If they get rekt or dont have fun, needs rethinking.
If they enjoy it, survive, and keep pace with official subclasses, perfect.
also the Effigy of dread ability should be an emanation I think. spheres cant be centered on creatures technically, and if they could, then they would face problems with cover rules
it doesn't happen often, but often enough that i can test my favourites out. When i dont have time for that i just make my own characters and test against my own monsters, playing everything as if i was an individual. i have too much free time lmao
Ah, nice.
its not very thorough when i do that since i usually just do the one level lol
just made some tweaks, fixed HP, made the Sphere an Emanation
so feedback always helps most
how's it lookin?
Lol that makes sense. I'm guessing you use official monsters for both cases?
yeah
I agree. I just recently published a master collection of Homebrew I pulled to homebrewery and I basically put a box in there that says, ping me if you see me active and want to help me balance things.
(Totally not plugging that it is in my bio lol)
@heady stream
testing them in difficult environments helps too. i usually do
- one grounded complicated encounter - spacing, ravines/holes, cover etc
- One water encounter
- one flying encounter
and just see how things go.
Dragons are great fun to put against make believe parties
i'll check it out :D
I imagine you go crueler on the fake parties, don't you?
i try to kill them every time
certainly interesting statblocks. I think the legendary action is so conditional that it might be better as a reaction?
i play both the 'player characters' and monsters as best as i can in order to win
I agree, and it was initially a reaction, but I want the devourer to be able to create multiple blood effigies in a round
you could give out multiple reactions I guess
Probably the best way overall.
some creatures can do that
Be careful with multiple reactions: that means attacking the same creature twice with one opportunity attack trigger!
yeah but there's no in lore reason for it to have multiple reactions, it's also not really going "gasp, BLOOD? QUICKLY!! EFFIGY!!" you know? plus at that point it'd mean there's not really any difference in it from the Legendary Actions anyway
alright, I think the legendary action works too, though maybe give it another LA option that doesnt do damage so it isnt stuck with LAs it cant use?
Basic motion LA (moves up to half of its speed) could be handy.
I could but I like the idea better that it spends its turn attacking and between turns its just raising for effigies to create more of itself that'll keep attacking
like thats the only thing it'd be focusing on when it's not attacking
I could just scrap the Legendary Actions thing and give it a Hydra Heads thing
creatures take damage, and at the beginning of its turn it spawns effigies
Do I go here to get an opinion on my homebrew? I'm making an enemy/boss and this is my first homebrew monster
yosh
that would be more in line with official design, and should work out to similar results, though I dont think you need to wait till the start of your turn
like, the advantage of doing it hydra style is also that it still works when the monster is incapacitated
Sadly I can't share the stat block here, but the only attacks it has that do damage are wizard cantrips, is that enough, too much, just right..?
well I could just say it doesn't work while the creature is Incapacitated
whats the CR, whats the audience,
you could, but that seems to easy to achieve for the players, no?
especially since the monster doesnt have amazing saves
you can upload images to a image hosting site and share the link
I mean not really? there aren't many effects that inflict Incapacitated at the level this would be a dangerous foe, and it's alright got a + to Wis saves
It could be seen as too easy but it deals like 52 damage a round if both attacks hit which means it always gets one effigy a round, these effigies can suffocate you in blood, and fuse together to create more of the first guy to go on to create more effigies
I wrote CR 4 but that might be wrong, the creature is a Large elemental of arcana I called an Arcane Disturbance and the main feature is it gains resistance to all damage it has been hit with already that way the party has to change damage types throughout the fight. Since it is also Arcane themed I gave it the ability to force a target to experience a surge of wild magic
as a singular entity its dangerous but it spreads quickly
Im just saying that I think this is a fun gimmick and it would be sad if it could be turned off by players with common stuff like stunning strike
oh very interesting

tis the way the Stunning Strike crumbles unfortunately
I think if I had a player with Stunning Strike i'd want them to feel cool for shutting down the boss anyway.. though you do have a good point
could give it Legendary Resistances
that would also work yeah
turn it into a proper legendary monster, give it expertise in initiative too!
this works, yes
just made some tweaks
gave it legendary resistances, scrapped the legendary action for a trait that triggers at the end of its turn
I like it
also gave the Effigy of Dread ability on the Blood Effigies a Recharge 5--6
Any Suggestions? 😅
its probably safer this way, yeah
could some rewording to look more like the official stuff, but thats optional. you do need to define a spell save DC and spell attack modifier though
well, only if the spells the spellcasting trait grants access to require them
Using Int, I think it's 15 but I'm not sure where to write that
technically all you need is the spellcasting ability
they can cast all wizard cantrips, and I thinks better for the DM to have the numbers right in the statblock
look at any caster statblock
Spellcasting. The [Name] casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
At Will:
1/Day Each:
there's an example of the formatting
yeah but sometimes too many numbers are.. too many
Oh, cool, I'll just throw the stuff in parentheses in the end of Arcane Flow (It's their Spellcasting feature)
simplifying out whats not necessary can be good :)
dope
It would also be easier than me saying "CON save of 15 DC" everytime :')
Does the CR seem right for the damage it can do? Should I add or remove stuff?
if you’re not planning on running any adds with it, probably wanna run it with Legendary Actions and Resistances
those are unfortunately very much needed on a solo boss
my Dragon Wyrmling straight up got Command locked for 3 rounds in a row
but I did give it a mechanic where it spawns Smoke Mephits once per round if it fails a saving throw
I didn’t really wanna give it Legendary Actions/Resistances when running against a 3rd level party especially since it had the breath weapon
Yo @spring tusk, for your Dread Devourer and Blood Effigy statblocks, how did you make it show up with the new statblock method on Homebrewery?
adds?
Additional monsters. Minions, if you will.
oh, yeah for sure
thats just like, encounter balancing 101
this thing comes prebuilt as its own minion spawner but also I'd probably introduce it with two effigies just to start out to showcase its abilities more off the bat
then bam, combat starts with two minion spawners
Lemon
the homebrewery subreddit has themes you can save as clones to your own homebrewery page, they have the [Theme] meta tag so as long as you have them in your brewery you can use them as stylization templates for- anything
personally I have the 2024 MM, DMG, and PHB stylizations saved,
when you load up a new page you just go into the properties tab (in the top-right corner of the text editor), scroll down to "THEME", and then if you saved the Clone to your brewery it should be there as an option
Ah, understood. I'll look into that!
Thank you, was having difficulty finding that lol.
Ah, that will be better probably lol.
On DnD beyond, can I make a weapon actually have the "Melee weapon attack" show as such on the action screen when I give it one?
For example I tried giving a Spear I made for a friend the "Melee weapon attack" but it would not show as a Clickable dice role and it would also not show in the note section.
So I had to change it from "Melee Weapon Attack" to "Damage"
I hope that is the correct chat for that question
As far as I remember, the D&D Beyond homebrew builder has its attacks derive from the base weapon (so you set the magic item type to weapon, then set the weapon to the appropriate one). As far as I am aware, it does not support making a "different" weapon attack for the item to use, just additional or alternative damage.
Someone with more recent knowledge of the D&D Beyond homebrew builder could probably help you more though.
Okay thank you for now.
Does anyone know of a chloromancer class/subclass? I know the druid already does this, but he's not just focused on that. I wanted something directly focused on that in the case of the class, or in the case of the subclass, something more different from the land druid, something more focused on plants specifically than on biomes
Also, does anyone have any cool, balanced class/subclass homebrews I could check out? (other than laserllama and kibbletasty, I already know their work and it's really good)
Thanks
Honestly, no idea if this stuff really is balanced
lol, ill take a look later
Thoughts on this Barbarian subclass? both in terms of language and balance https://homebrewery.naturalcrit.com/share/e3tTQ8OVTrMF
https://www.gmbinder.com/share/-M7iu19Af89SH2G_5RGa , https://www.gmbinder.com/share/-MTN-EKxsuJGZg4_Lbv9, https://www.gmbinder.com/share/-LW4mwkl1RfhNcctC73_, https://static1.squarespace.com/static/5e7eab9fcc76e2321541f8b3/t/6346799fa630e373ee9277b7/1665563040091/Druid+-+Circle+of+the+Wild.pdf , https://static1.squarespace.com/static/647aa413e7a634268b1a8c41/t/6519dfb929c2963d41447622/1696194493578/Fighter+-+Houndmaster.pdf with of these has best animal companion?
https://www.dndbeyond.com/magic-items/2943398-claw-of-tiamat I found a bad homebrew i did in 2021 lol
So I made another monk subclass. Curious how it feels balance wise. I’m not the most familiar with high level monk features but I think the balance is close.
Way of the Wounded Warrior (Chiron)
Monks of this order channel supreme focus in the face of pain, turning their suffering into strength and their mortality into wisdom. In battle, they transcend pain itself, pushing their bodies beyond normal limits through sheer will and discipline.
(Level 3) Poise in Pain - When you use Patient Defense and expend a Focus Point you can forego the Disengage portion, you may instead increase your armor class by 2 until the start of your next turn.
(Level 3) Enduring Step - When you use Step of the Wind and expend a Focus Point while engaged, you can forgo the Disengage portion of that action to channel your focus inward instead.
If you do, you gain temporary hit points equal to your monk level + your Constitution modifier.
(Level 6) Blow for Blow - When you are bloodied and use Flurry of Blows, you can channel the pain of your wounds into precision and power.
While bloodied, your unarmed strikes from that Flurry use the next highest Martial Arts die on the Monk table instead of your current die.
If you are already using the highest die available, add your Dexterity modifier to the damage of each strike instead.
(Level 11) Fortitude Through Suffering - Your body rejects the comfort of healing, finding strength instead in the endurance of pain. When you would regain hit points from a spell, feature, or ability, you can choose to gain that many temporary hit points instead. These temporary hit points last until you finish a long rest. You can make this choice each time you would regain hit points.
You are considered bloodied while below half health even if temp HP would bring you above that threshold.
(Level 17) Seeing Red - Your mastery of endurance lets you draw power from the edge of death itself.
While you are bloodied your unarmed strikes and monk weapon attacks deal additional damage equal to your Constitution modifier.
In addition, when you score a critical hit with one of these attacks, you may double all damage modifiers for that attack (including Dexterity and Constitution bonuses).
With animal companion homebrew class would you guys recommend?
i dont know homebrew animal companion classes, but just in case you dont know, you can also just give any player an animal companion regardless of class, it just wont be as mechanically interwoven
could fulfill what u need otherwise i would love to know as well cause those classes are cool
you could always add animal companion mechanics to an existing class or subclass, maybe by adding like a pain split between the two, where a blow that would knock the companion or the character unconscious can be transferred to the other it would make the most sense with a physical class, or you could just make it like an army of minions that let the player take control of a horde rather then the DM
I'm only giving these ideas because I can't think of any homebrew classes I've come across with an animal companion
@magic gulch could you review these?
sure
Personally I'd say the trainer would be the best out of these, if you're going for more of a tactical ability set, but for a more brute force combat I'd say the first one
I’ve got a question and need your thoughts:
I’m designing an optional “puzzle” for the final dungeon of the campaign. It’s less about difficulty and more about choices.
Setup:
-
None of the PCs are skilled in alchemy, and they don’t have much time.
-
There’s an alchemy bench with a cauldron containing enough potion liquid for two more potions.
-
The book lists 5–6 ingredients, each with a subtle clue (e.g. “Dandelion: its color is yellow,” “Rose: its scent is good,” etc.).
-
Potion recipes are like:
“A yellow flower mixed with a fragrant ingredient can produce a liquid that heal extreme wounds...”
Players decipher which ingredients to combine to produce specific potions and maybe with skill checks they can get more clues or exact info
This isn’t super hard—it’s a logic/choice puzzle, not a brainteaser.
My intended potion options and why I offer this (mutually exclusive choices):
- Potion of Cold Resistance – counters the lieutenant’s main damage (the enemy just before the final boss).
- Potion of Necrotic Resistance – counters the final boss’s main damage in phase one (a necromantic mage).
- Potion of Acid Resistance – because they know the final boss is a black dragon; this protects one PC in its true dragon form.
(Only one of these three can be made, so choosing one blocks the others because of ingredients)
Another group of potions with same ingredient (so they exclude each other but no previous group)
- Superior Healing Potion – since they’re level 8 and can’t take long rests, this gives a needed healing boost.
- Potion of Speed – a supportive option;
- Potion of Heroism – a third option in the “support potions” category, though less impactful than Speed. (And Idk what other options put here...)
My question:
Are these options balanced? Letting one player resist a major damage type from one of the three final bosses seems fair, but I’m not fully sure. My gut says Potion of Speed is usually the best unless the party is low on health.
Should I include Speed in the first exclusive group (with the resist potions) instead? Then let them choose between Heroism vs Healing as alternatives?
What do you all think? Or any ideas for other potion/consumable options (e.g. a bottled spell)?
Party: 4 lvl 8s characters: Fey Warlock, Paladin Redemption/Warlock Celestial , Ancestral Guardian Barbarian and Dance Bard.
impossible to say without knowing the stats of what's being fought but I bet it's balanced enough
I mean the party won't really know either, so in some sense, it probably doesn't even matter
what I'd say, is let them make a support potion and one of the intended potions, just to give them a bit more leniency and make it so they don't argue as much over who gets a potion
Bosses:
- Lieutenant’s Encounter
CR 10: Drow House Captain + Drow Commander (bolts)
HP: ~250
AC: 18
Attacks:
Ice Brand Scimitar +2 — 1d6 + 5 + 4d6 cold damage
Poison Scimitar — 1d6 + 5 + 2d6 poison damage
- BBEG – Phase 1
This phase is not a straight fight; the goal is to disable or destroy an objective, not to kill the boss outright. Once the objective is compromised, the boss will retreat toward her lair.
CR 11 Wizard — I’m considering using an Archmage with necromantic spell selections to fit the theme.
Abilities might include necrotic spells, summoning undead, control magic, area denial, etc.
- BBEG – Phase 2 (Adult Black Dragon in Lair)
Once she reaches her lair, she transforms (or reveals) her true form:
Adult Black Dragon
HP: ~300
AC: 19 (in lair)
Abilities: All the normal dragon features, plus innate spells that black dragons have (acid breath, darkness, etc.)
I have an idea and I was wondering if I could get some feedback.
It doesn't seem like the cold resistance will be that big a deal there
I know of a few VERY weird historical firearms, but I have two in particular I want to try turning into homebrews. They are both pistols, one is the Pepperbox Pistol and the other is the Duck's Foot Pistol. Is that weird?
bot are alredy in some homebrews
Dang
look for Gunnslinguer from Mathew mercer
If the archmage exclusively casts blight, that might put the edge on necrotic resistance, but I also think you could make it work fine anyway
or Gunpowder Codex Manual
What do you mean brute force and tactical ability?
I mean brute force as more of a attack based build, and tactical ability as more options for actions
I was more thinking with of these has strongest animal companion
then the primal beast is probably best for you
Trying to create the BBEG tonight for a short session wrap up next week. I have a BBEG who has legendary actions tied to 3 devices in the boss arena. If players suss out the devices, they could end one of the legendary actions. Id like one of the LAs to be an arc range, some sort of telegraph just before using it 9maybe the arc radiates a heat from the ground/sizzling sounds within the arc) and it then slashes horizontally across the arc at whatever creatures are in range. What spell(s) speak to this?
but don't just take my advice, because I'm not the most experienced, so get a friends opinion to
Arc Lightning. You can also steal the Blue Dragon's Lair action
The acid one is interesting because it might be the difference maker, or it might do literally nothing, hmm, dunno
With one is primal beast?
the first source in the list
yep
Lets Say I want to add a potion that lets a spellcaster use the Quickened Metamagic and another to use the Heightened metamagic in the Second Group, now is a more balanced option between Speed potion and this homebrew potion?
(1 spell only not 1 minute )
seems fine to me
I've been trying to recreate Emerl in D&D so I gave him this ability: Gizoid Mimicry: If the character sees an action being used, later during a short rest it can be equipped and used (at the DM's discretion). The action is assigned a value (1 - 5) by the DM, the total value of actions equipped can not exceed 15 (level 3) or else the character will enter a "over loaded" state, in which they attack every creature within range with advantage on all rolls until their hit points reach 0.
I just want to know if I've balanced it right
no. it's unbalanced by default of the idea. it's basically the wrong system for this
my own opinion though
that's fair
but I might be able to make something similar
to this concept later
plus this is my first attempt at homebrew, so that's why I picked this
Nope, everyone went home /jk
Sad
Feel free to post your homebrew questions/ideas and folks will respond as they have time, energy, and interest
You ever mess up by making something but not brewing it? I did... yesterday
Hmmm?
I made a finger of flashbang... you point and summon a live flashbang at the designated location... I didn't make anyone save or anything. It was more for jokes now my players are trying to make flashbangs
Can always pasue the game and tell folks you need to adjust it to make it balanced for the game
It happens
I just need to make the spell followed by the item, I found this thing I think this is pretty good.
Light of Blinding (5e Spell) - D&D Wiki https://share.google/ZMdRDmDwA7VshT9xL
::
Expanded Spell List
The End lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
End Expanded Spells
| Spel Level | Spells |
|---|---|
| 1st | Chaos Bolt, Ice Knife |
| 2nd | Melf's Acid Arrow, Tasha's Mind Whip |
| 3rd | Lightning Bolt, Nondetection |
| 4th | Freedom of Movement, Stoneskin |
| 5th | Contagion, Greater Restoration |
so made the spell list
schedule's been getting less busy lately, been noodling more about what kinds of silly little challenges someone could pose to the channel peeps to chew on
is this character species i created too powerful and what is too powerful about it?:https://www.dndbeyond.com/species/2027883-e-n-h-xenomorph
i just need to know how to fix it, if it has to be fixed.
sure lets just see what we're working with--
150 feet of Blind Truesight
um
yes its too powerful
... WHAT
okay, got it.
what do you wish to know?
Blind Truesight in general is too much
"but what there is more"
you can speak, read, write, and understand Telepathy.
bludgeoning resistant
you are resistant to bludgeoning.slashing resistant
you are resistant to slashing.poison resistant
you are resistant to poison.acid resistant
you are resistant to acid.cold resistant
you are resistant to cold.
yes
just yes
...
too many features, way to many features
also, Truesight at level 1 is too much regardless of range
I know this might be an optimization question, but it pertains to some of the subclasses I'm working on and their ability to be effectively multiclassed.** Is a build worth going for if it reaches its greatest power spike at level 9?**
In that, its still useful before that point, but you see it really come online by that level
I would say probably remove all the features and try again
why does it have levels?
up to 20?
is this supposed to be a class? It’s definitely as long as a class
this also doesn't read very much like xenomorphs
I'd go back and write down what it is you want to do
it seems like, 10 different race ideas throw into one
like what about xenomorph you want to makeinto a player character
This race gives more features than like 90% of subclasses
they're really more of a horror element than something one aspires to be
taking the parasitic element out and adding languages really kind of erases the identity
what’s the 10% of subclasses that give more? I would love to play them
You can find them by searching by lowest rated on the homebrew page of ddb
🙏
The Xenomorph character species i created is supposed to be a species that is based off of the xenomorph in alien movies and the zerg in starcraft since they are too similar. it does have traits that would be the same for other species. this is shown in my other i'm assuming too powerful species called the annunaki. but here is the annunaki species for comparison: https://www.dndbeyond.com/species/2027296-e-n-h-the-annunaki
Atomic Resistance. you have resistance to all damage. you also have resistance to all conditions.
hmmmmmmmmmmmmmmmmm
...
all i can say is
please look at offical races
Resistance to all damage is something that 20th level of a specific paladin subclass gets for 10 MINUTES, bro
holy hell
Ghost Like Traits
Atomic Movement
Atomic Creator
Shape-Shifter
4 is like the max amount a race should have (besides lanugages and stuff of that nature)
i think i get what you guys and gals are saying. you're saying both the xenomorph species and the annunaki species are too powerful to play as. so you don't have to tell me twice.
Lmk what y’all think ab this spell. Idk how I feel about it…
Arcane Abode
2nd-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a miniature brass key worth 5 gp)
Duration: 8 hours
You create an on ordinary looking door that opens into a small extra-dimensional chamber connected to the Material Plane. The door appears on a flat surface within range and remains for the duration or until you end the spell as a bonus action.
The interior space is a comfortable, dry room measuring up to a 20-foot cube. It is softly lit and furnished with simple objects of your choosing—chairs, tables, a bed, or other items appropriate to a modest dwelling. The furnishings and light vanish when the spell ends.
You can open or close the doorway as a bonus action while you are within 30 feet of it.
The doorway when closed can be forced opened with a strength check equal to your spell save DC.
Any objects or creatures not native to the room are harmlessly ejected into the nearest unoccupied space when the spell ends.
If you cast this spell again, any previous arcane abode you created is immediately dismissed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the chamber’s dimensions increase by 10 cubic feet per 1 level up-casted.
Want to fulfill the I sleep in a conjured room fantasy without having a super busted spell.
is this your spell?
and i can tell you that if i created the alicorn species, it would obviously be too powerful. cause that species would have special abilities and dragon abilities.
might i please reccomend looking at oficial races
that sounds like an okay spell.
idk if you’re rage baiting, but stop making species and try playing the game
Yay!
if you're feeling enraged by a brew, its okay to just ignore it :X
Expanded Spell List
1st level The End Patron feature
:
The End lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
End Expanded Spells
| Spel Level | Spells |
|---|---|
| 1st | Burning Hand, Chaos Bolt |
| 2nd | Melf's Acid Arrow, Nystul's Magic Aura |
| 3rd | Sleet Storm, Tidal Wave |
| 4th | Ice Storm, Storm Sphere |
| 5th | Cloudkill, Contagion |
| 6th | Disintergrate |
ok, fixed the spell list, should be better now
isn’t this just Demiplane?
Demiplane is much bigger, takes more components and isn’t accessible at lower level.
i mean this seems better than galder's tower tbh
Demiplane is 30-foot cube iirc
Was going for a broke college student version of magnificent mansion
Lmfao
Like you don’t got servants but you do gotta table 😭
that’s just Tiny Hut
Tiny hut is a dome
So idk
I wanted to fulfill the fantasy like I said
No dope
A door on a wall
And entering a space that shouldn’t be there sort of thing
the issue with creating an extradimensional domain is that it’s a high level thing to do
Yeah, that’s what this is tryna fix.
Idk if I should make it a slightly higher level spell or what
bump it up to 3rd level
at 3rd level its fine for sure
Because It’s not of any value other than making a room with a door that sort of locks
probably nerf it a tiny bit
just be sure to apologize to galder's tower 😛