#homebrew
1 messages · Page 38 of 1
Okay I dunno what I’m supposed to do here
Agreed!
1 minute and Ritual maybe?
although I guess the 8 hour time means that you can just make rooms for everyone which shouldn’t be allowed imo
This might be a big question to answer but how would you include other races of different sizes into your homebrew rules
Such as Giants for example, I’d imagine you’d need to tweak the advantages and disadvantages of each one
the spell doesnt stack with itself
oh yeh fair enough
Any thoughts?
no clue
I still think you should remove the door opening rule, the material should be more expensive imo, and the upcasting definitely seems off to me
otherwise, I think it could work as a 3rd level spell
Lemon you’re genuinely spewing my conscience at me rn lmfao
What should the cost of the key be?
just to be clear, I meant the Bonus Action thing, not the DC, I think the DC is good, might be scalable with spell level instead
Mhm mhm I agree
I think you can probably just have it be the same Miniature Door you use for Magnificent Mansion
I made a couple item from Cruelty Squad into dnd items last night for fun. It'd make me happy to see what y'all think. :3
*(Wondrous item. Very Rare. Requires attunement.)*
Ancient equipment manufactured during an age prior to genesis. It repulses you.
When wearing the goggles, a green indicator visible only to you highlights the location of any living creature within 30 feet that is not an undead or construct.
Once per day, you can take a bonus action for this feature to ignore all cover for one minute, reseting at dawn.
Detects holes in the background death matrix.```
so 15+ gp, but DM-gated
Yeah that’s very smart
vs. a 5gp key which can’t really be DM-gated
seems fine
that makes sense, but I don’t think carrying around a buncha keys is the most exciting thing
also makes it cost more than Magnificent Mansion
Have y'all ever found/made a system for two spellcasters being able to empower each other spells (thinking by spending an action and a spell slot to maybe up cast your buddies spell in some way)
circle casting is coming out tomorrow
which is quite the statement about the current state of the world but that’s not why I play the game
hm?
My dm is open to players pitching homebrew and combos to them so I'm thinking about ones for me and my fellow sorcerer
it does give the feeling of rental instead of ownership of the space, if that’s what you’re trynna run, a 5gp inn room is 5x the price of luxury rooms in the game
Itnt that for more ritual spells and such? That's not really the goal for my idea but I'll keep it in mind if I'm wrong about it
hi chatroom,
I'm running some homebrew magic item Crafting rules that very much encourage having specific Proficiencies, as well as some Training rules to be able to gain a limited number of Proficiencies by training in it (the Dump Stat system).
My Warlock player is quite interested in inventing a custom 'Skillstealer' Feat that allows her to somehow steal Proficiencies from NPCs in the world. I think the idea fits the character and would be cool as hell, but I'm just trying to figure out how best to balance it. Does anyone have any ideas for requirements, checks or conditions on a Skill Stealer feat?
its for any spell that costs an action or longer
wait, tomorrow? damn, I’m not ready for this. I would love to figure out what circle casting plays like
Very cool as a DM for bbeg stuff I'm sure
well, its early access tomorrow
but yeah, i think i going to have more fun with circle casting as a DM lmao
I can imagine my bbeg using multiple clerics to do a big ritual
all I remember is that it’s supposed to be a collective ritual casting or something
HOLY MOLY WAIT HE IS 0LANNING TO DO AN ASCENSION RITUAL
I'm definitely gonna use those rules for that
Arcane Abode
2nd-level conjuration
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a 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.
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 dispelled.
So I like this
I just looked at Galder’s tower and I’m not really a fan
I think I’m fine with my little spell now, thanks @peak inlet
thinkin about digging through subclasses that have been proposed in this channel in the past, picking two features, and getting people to guess if the features were from the same subclass, or different ones
cant wait to see my oath of might pop up lmao
i'll consider it a bonus if i get people to vote incorrectly about their own brew
Chat hear me out
Do we have spell that multiply projectile?
Kitbashed 2 similar subclasses together and tweaked the abilities to create a unique bard subclass. Lmk how it is
conjure barrage
Lvl?
3rd
At 6th level, you gain the ability to enthrall an audience with a dramatic performance. Choose a number of creatures up to your bard level within 30 feet of you that can hear you. Each target must succeed on a Wisdom saving throw against your spell save DC, or become charmed, frightened, or fall unconscious (your choice). The chosen effect ends after 1 minute, or until the target is damaged.
Once you use this feature, you can’t use it again until you finish a long rest.
this sounds like a glamour bard feature
The concept is kinda similar on paper in that this subclass is also a preformer
Just, a different kind
Does it seem balanced, though?
seems fine
what id do is also saves until end of turn.
that unconscious part though is real strong
Is it like, too strong though?
i would say the uncon is yes
Alr, I'll probably take that part out
The main feature of this class has to do with the different masks it can put on
aight i'm gonna take a quick test shot at this: I looked through past subclass brews posted in this channel, and I've picked two features. I redacted the subclass name (obviously). My question for yall, did these features come from the same subclass, or different ones? (don't try to search for them before guessing)
Motion Blur
3rd-level <redacted> featureWhenever you use your Cunning Action to Dash or Disengage, you gain a +2 bonus to AC until the start of your next turn.
Blinkstep
13th-level <redacted> featureOnce per turn when you take the Dash action, you may instead teleport up to your walking speed to an unoccupied space you can see. Your destination must be accessible through physical movement - such as running, climbing, or flying - without passing through solid objects or moving through spaces too small for you to fit. This movement counts as a Dash action, and you do not provoke opportunity attacks during it.
answer: #homebrew message
i feel like these are two attempts at a movement rogue
That second ability is kinda just okay
Plus the two of them are kinda conflicting, I'd say they're from different subclasses
Because why would you need extra AC if your blink step already allows you to teleport and avoid oppritunity attacks?
cuz stuff happens outside of your turn
Fair enough but still, they seem too conflicting to be from the same sunclass
i'll post answer in ~20 mins, give folks time to take a look, but dont have too much time to wait for this one
aight, well, answer: || same subclass. || || there are quite a few speedy rogue subclasses to choose from in the channel, i guessed this one would be hard to discern for that reason||
|| source: Warp Dancer subclass, link: #homebrew message ||
now how funny would it be if it was a subclass we made :P
https://docs.google.com/document/d/1ajb6JHf-1WUWkd2GtEz77AAbEnp_oF7B-jBclHyeEIE/edit?tab=t.0
wanted to work with an instant death mechanic and see if i could somehow make it work for my high-powered module, where characters tend to be twice as powerful than base 5e. Themed around afflicting those with a condition that compels them to die :3
i just like power word kill and wanted to make a subclass that kinda evokes that
Are melee techniques for martials been done before? I've wanted to come up with a subclass that at least keeps up with Wizards at high tier play or just have a bit more variety than just spamming Attack or take advantage of the environment
battle master kinda does that?
Oh right the maneuvers
fighter could use some more spice though. what did yah have in mind?
Honestly, it's not gonna be original but I'm porting moves from hack n slash games and then assigning them to weapons that are fitting for it
honestly, we need more basic weapons
like, shotels could ignore ac bonus from shields
If you make a subclass that keeps up with wizards at high tier play the subclass is gonna be so broken it vastly outclasses any fighter sub and nobody is going to approve it at their table
If you put it at your table, you’re forcing your players to use the subclass or fall behind the players who use it
Hb subclasses should be balanced around the power level of ur class
Not another class
anyways, if anyone has ideas for putrid soul, would love to hear em :3
Aw darn, fair enough
could see about focusing on certain strats of fighter outside of attacking? we could use a tank fighter who draws aggro somehow
Like a Taunt mechanic
It’d need to have some very good damage reduction mechanics, idk how to feel about that
Since you’re just gonna die in two turns without
Try putting something down and we can see if it comes down balanced
have a rudamentary idea for a new hombrew class
it would be a Jack of all trades type class, where, it can somewhat copy the classes of those around it (aside from sorcerers because that magic is inherited) rolling at disadvantage for that action though, for example if there was a wizard in the party that could use the firebolt cantrip, the JoAT player could roll to cast firebolt at disadvantage (my idea is that they roll to see if they can cast it at all, then see if they can actually hit their target)
or being able to mimic a barbarian's rage, or a monks furry of blows
I need to tweak it a little more, but I feel like this could be fun
2
I feel like this would be very bad then become extremely broken as disadvantage starts to matter less and less
If you can copy any and all things with disadvantage being your only penalty, you can copy simulacrum then copy a conjure animals of 7th level with both ur simulacrum and you
It also limits you greatly depending on ur party
The idea of copying itself means you won’t contribute much in most party as the party will already have what ur copying
so I can choose "a number of creatures up to 6" and then I can make any of them any of these conditions even sounds like I can make 1 of them charmed because hes an friendly NPC not in this combat, 1 of them frightened because they are a villager NPC who needs to run, and the rest of the 4 unconcious and effectively dead?
this lasts for 1 minute and theres no saving throw once they fail the wisdom save. Seem a little broken no?
And the number of targets seems a bit high as well
Personally while the concept is cool, rolling to hit with firebolt is not as fun and thats without disadvantage. Had an idea if I could pitch to you: I might be interested in being able to borrow some of these class features. If you get a couple people who are chill with it, then you TAKE the feature off them for a bit?
look at the College of Adventurers Bard from I think Grim Hollow
Wanting to play more with the mechanic of this class and need your goobers thoughts and maybe some ideas for new spellssss
Made this item for a metal bard. Abilities unlock at 6th, 8th and 10th level. Comes with a gold cost and a rare resource cost to upgrade the item.
Riff Weaver
Forged from obsidian and bound with infernal strings, this black guitar hums with the roar of a thousand crowds. Crimson flames lick across its body, flickering brighter with every note struck. When played in battle, it screams like a soul torn between music and murder. This item doubles as a Battleaxe. The blade comes from the body of the guitar when a command word is spoken. When a creature uses your Bardic Inspiration, the creatures next weapon attack or spell deals extra thunder damage equal to your Charisma modifier. Additionally, while you hold this weapon, you can use it as a spellcasting focus.
Dormant: +1 to attack and damage rolls with this weapon
Tasty Riffs - When you are holding this item you may perform a Tasty Riff as an action. All creatures of your choosing within 60 feet gain temp HP equal to one roll of your bardic inspiration die. This does not expend that die. In addition you may make a performance check DC 17 on a success all creatures who gained temp HP can end one condition on themselves. This does not end prone, unconscious (unless noted they only need be shaken awake) or incapacitated. You may use this feature a number of times equal to your proficiency bonus gaining all expended charges on a long rest.
Awakened: +2 to attack and damage rolls with this weapon
Killer Feedback - When you reduce a creature to 0 hit points with this weapon, you can unleash a thunderous power chord that shakes the air around you.
Choose up to three creatures of your choice within 60 feet that can hear you. Each target must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes thunder damage equal to one roll of your Bardic Inspiration die and is deafened until the end of its next turn. On a successful save, it takes half as much damage and is not deafened.
You also regain one expended use of Bardic Inspiration when you activate this feature. You may only gain one expended BI die per round.
Exalted: +3 to attack and damage rolls with this weapon
Power Chord - The final act always ends with a bang.
As an action, you strum the weapon in a roaring, overcharged blast of sound. Choose any number of creatures of your choice within 60 feet of you that can hear you. Each target must make a Constitution saving throw against your spell save DC.
On a failed save, a creature takes thunder damage equal to three rolls of your Bardic Inspiration die and is pushed 15 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
After using this feature, you cannot do so again until the next dawn.
Sound good for a houss game.
Tough, I would not plan for the entire leveling tree of the weapon from the start if I were you.
I would see what the player that I am giving it to does, then shape it depending on that.
I also generally ask for a magic item wishlist so I know what does my players want
Completely agree
Also the 2nd and 3rd feature might be underpowered for the level you get those at
I made everyone’s weapon ahead of time. Weapons are weapons they don’t change. A player should adapt to an awesome magic item not the weapon adapt to a player. At least for this campaign
And a +3 weapon at level 10 is def uncommon
Yeah because it’s not a published item for everyone I scale it to my game which is a pretty difficult drow invasion war campaign
Honestly unless the player specifically asked for these abilities, the weapon doesn’t play into a bard’s strengths at all
The first feature is the only one i like there
Tbh i’d likely take a +1 focus over this if i were a bard
He wanted a guitar axe weapon that was a spell focus when I asked what he wanted
Also when I asked for character specifics and play style I didn’t get an answer before I made it. I told him I would change it if he wanted but he’s playing a punk rock flamingo and he said he loved it
I’ve never played a bard myself but seems like he’s playing more melee possibly
So he just responded
I was going thunder necromancer cause I was going to use spirit guardians to summon his band and have some other necromancer spells to really give him that punk rock metal edge
College of lore
I’d not ignore the spell part even if he wants to be melee focused
Since he wants to be in melee and cast spirit guardians, you could help him with keeping concentration or you could give him a little bit more damage on that
2nd and 3rd features don’t do much as of now
And 1st feature is outscaled very quickly
The first feature is cause my homebrew friend warriors and archers apply poison often
Yeah but it is still an action, it may not be worth it at higher levels
I’d make him add the level to the temp hp, similar to the inspiring leader feat
Also, usually weapons don’t regain charges on long rest but at dawn
I know that but I don’t mind tbh. I don’t use normal adventuring day time typically. If this was something to be published I would change it
I’m gonna look over his class now that he responded and change it a bit
hey guys, I put some work in my artificer update again and streamlinde it a bit. I would really aprecheate it if someone would take a look at it
https://drive.google.com/file/d/1VkFs0eZ4r_DDILE9sdMILOnf5x9O868Q/view?usp=sharing
Just sent my request: )
you should be able to comment know ^^
p.s. i havent updated the patch notes until know, so you can ignore them at the moment
Okay, my discord is tweaking, when I close and open the app im brought back here
*(Wondrous item. Very Rare. Requires attunement.)*
Ancient equipment manufactured during an age prior to genesis. It repulses you.
Biomechanical implant. When attuned, composes the majority of your legs. They detatch and your legs are restored if you lose attunement.
While the item is implanted, any jump you make gains 10 times the vertical altitude, not counting against your movement. You can jump a minimum of 20 feet vertically.
Does not reduce fall damage in any way.
Designed as an attempt to reconfigure the linear spatial dimensionality of warfighting but retired after a squad of fully augmented supersoldiers ended up decentered biological life against the pavement.```
```Abominator:
*(Wondrous item. Very Rare. Requires attunement.)*
Ancient equipment manufactured during an age prior to genesis. It repulses you.
When this sphere is on your person, you can cast the reverse gravity spell at will as a bonus action. You can control the dimensions of the spell when cast this way, up to its stated size. The spell only affects you.
Creates a reality bubble where the unbearable weight of Life is reversed.```
*(Revolver. Very Rare.)*
Ancient equipment manufactured during an age prior to genesis. It repulses you.
Fires needles of proprietary mutational bioreactant. Deals necrotic damage in place of piercing damage.
Any creature reduced to 0 hitpoints by this weapon that is made of living biological material dies, transforming into a static explosion of cancerous mass. The sphere of mass has a 5 feet radius and 20 hitpoints. The soul of the creature is trapped in it until it is destroyed.
High value targets often have immediate access ressurection services. As such it has become a popular choice to mangle their genetic makeup beyond all repair with a hi-tech weapon like the Parasonic C3.```
good morning yall, I saw just wondering for those of us that DM and like to homebrew monsters, do yall have any tips on how to start homebrewing for monsters? I have a set goal, theme and function for most of these monsters, I just dont want to end up creating something too strong for my group of new players.
In essence, I'm trying to homebrew up some magically mutated giant bees for a one shot and I'm having a hard time actually coming up with stat blocks that could still be effective in providing a challenge yet not end up broken.
Since every party is different, balancing your monsters on the fly is better than a magic formula for balanced monsters
Keep in mind most monsters are damage sponges and not supposed to be able to easily one tap players, other than that it’s better to change stuff during the fight if you notice they’re too strong or weak
gotcha gotcha
this is mainly for a group of four, all being level 6 with a decent party structure so balancing around that is proving kind of tough seeing as the 2014 DMs guide to combat is still kinda confusing when it comes to balance
but thank you for the tip, on the fly balance seems like something a lot of DMs have to do
Ignore the guide
Honestly ignore most stuff on the dmg
gotcha
In that case, balancing combat is my next road block because I still dont know how to do that, seeing as I'm a first time DM
I’d also recommend making unique mechanics that do not rely on damage, makes the fight a lot better, and not every fight needs to be to the death, fights to burn resources also exist
yeah, the plan right now is for the party to carve a path through a "giant" beehive so most fights aren't going to be a life-or-death senario for them
unless I pit them against a creature they specifically cannot win against so i could have a bit of a chase sequence if i'm feeling evil
Keep in mind players can get very creative and might still win against those, i’d recommend encouraging this behavior rather than discouraging it
true, seeing as these are noobs, i will very much encourage a smarter play style instead of pure hack-and-slash
It’s why i love giving consumables and reworking crafting systems when i dm
The shit players do is what i live for
I like epic scenes but i also fancy players creating a big fire to lure the enemies out of a cave
Good mechanic for that might be honey based obstacles and difficult terrain meant to slow them down that they would have to navigate around
Also yeah, half the fight is given by the field
Make parts of the field very sticky and difficult to navigate
Checks and different creative ways to get over and under the folds inside the hive or enough brute force to break through the honeycombs inside
i should totally give them a ladder for some of their starting equipment
Seeing as they are new however, I do suggest making it explicitly clear You Cannot Win and every fiber in your body is instinctively screaming for you to run. Because a lot of the time simply describing the monster as unbeatable or that theyre not strong enough (to some) sound like a challenge
I like describing the monster as extremely strong but not unbeatable
So then i get surprised with creative stuff
yeah, that's something that I've personally come across when some evil wizard our party faught said his undead dragon was unkillable... to be fair it was unkillable because it was made of goop but we did seal it away
this will likely be how i describe the colony's queen, like a very strong, psionic force but not unkillable
Try to give away some of her weaker/stronger features if they take time to study it
Also use truesight scarcely, monsters being omniscient isn’t fun
If they wanna stealth to get close to the monster, unless there’s a reason because the monster would have truesight, let them, and keep in mind truesight above 60-120 feet is extremely uncommon at any tier
gotcha, i dont think I'd give them true sight unless it was some form of ability they get that allows them to use their bee's eyes as their own
but then that'd be an ability only used outside of combat
That’s actually very cool if it is foreshadowed
I’d do that
btw when making a monster and calculating what the modifier to hit is, how does one go about making that? Im currently making a monster that uses a greatsword to attack with and im not sure what i'm to use, should I just use their challenge rating plus their strength mod for their hit modifier?
Is forcefield summoning already in-game? It's an ability in a series I've read and I want to try making it a DnD thing.
like Wall of Force?
Otiluke’s Resilient Orb
technically, Shield as well
Not quite, the series I'm talking about it's just an ability you're born with that manifests during puberty (there's others) and can practice over time. White = standard strength and easy to maintain
yellow = moderate strength and trickier to maintain
blue = super strong and really hard to maintain
that sounds like a manner of flavoring to me
is this something you want a player to be able to access or is it something you want to put in the world?
because if it’s supposed to be in the world, you can create modified or reconstructed magic
in official book, you do find stuff like modified Magnificent Mansion to stay forever for example
in this case, it could probably be different configurations of bunches of Walls of Force that reflect light in certain ways because of their crystalline structure for example
if you want something more for a player, look into the Abjuration Genasi by Pointy Hat
Could use a set of eyes to help balance this guy for a group of 4 lvl 3 PCs: https://critterdb.com/#/creature/view/68eaf7ec602030b6fba22d4d
what’s the party construction?
ranger, fighter, barbarian, and an owlbear (adjusted companion they picked up along the way)
the vibe is Gwyn from dark souls a little bit
I'm not sure, yet.
im using the Flaming Skeleton statblock for the boss before this Armored Form (homebrew)
the SB i shared is built from a little bit of Animated Armor, the Flaming Skeleton, and a Gwyn homebrew block I found in the Dark Souls compendium PDF
I mean if it’s actually CR5, your party is very likely going to die
I'm planning to add all of these as homebrews in some way.
https://www.quotev.com/story/14645162/Kotlc-stuffs/14
It's the abilities from the series in question.
considering you don’t have anyone who can properly heal, unless the Ranger is focusing on healing
mkay
mkay what are some things i could change to make this fair
I don’t think the damage is too high
I would say it looks like a CR3’s damage output
the AC 18 might make it pretty much invincible, so could the flying
what's a good way to determine DMG output for parties/player levels? I'm extremely new to homebrew so I want to balance this out way more
the arena they are in has 4 statues that accept an offering each. i was thinking if a player provides the required offering, i would nerf the boss by taking away a Legendary Action, dying if all 4 offerings are provided
the way you can check is by calculating consistent damage. how much damage does the boss deal per round? how much damage does the party deal per round? how many rounds would the boss last (divide HP by damage taking AC into account)? do the same for party
the legendary actions are not really an issue
I would probably give it Multiattack for the first 2 attacks, lower it to probably 15 AC
I previously had a Huge creature that had gravestones on it's body - the players took out all three to go from damage immunity, resistant, flat, to vulnerable after it literally shed parts of its stone body - gaining more movement speed however as it was desparate. they responded well to that experience, so I'm trying to think of how I could implement not the same thing, but somethings similar to where they feel this boss loses soemthing as players offer a sacrifice at the statues
or if you’re being heavy-handed with the clues about the offerings, you can downgrade the armor and damage dice with each offering
the offerings (hinted at throughout the dungeon)
- A bit of blood
- A bit of gold
- An eye (they can recover one from a previous chamber)
- A hand
then yeh, you can start full plate armor at 18 AC and decrease the armor as they give offerings
honestly, as far as the conditions go, what’s up with the prone immunity?
I was assuming with Hover they can't be knocked prone
i leaned into more of the Undead typing with vulnerability to Bludgeoning
sure
I still wouldn’t run it against a full Martial team without allowing them to knock it prone
yeah
that makes sense
and stats, I should maybe adopt the animated armor as well?
they are primarily martial and aren't using any INT/WIS/CHA for their damage output
Was thinking this could be the effects per thing sacrificed
A bit of blood - lowers his HP by 25%
A bit of gold - lowers the armor AC to 15
An eye (they can recover one from a previous chamber) - All attacks/checks/saves are disadvantage and he loses Darkvision
A hand - multiattack is gone
Once all of the sacrifices are made, he is auto killed.
the disadvantage on everything is a bit too much
i was picturing they have their vision hurt/tampered
it also makes losing the dark vision inconsequential
Concept
"Finger of flashbang"
Simmons a blinding light writing 45 ft of the user. Summoning a blinding light with a spell save dc = 8 + Int bonus + prof bonus the binding sphere has a radius of 25 ft
Is this an item? A spell?
I feel like this exists in 20 different ways in the game rn
i updated the block
I'm currently working on a Bard subclass revolving around being a gameshow host. This is the 6th level subclass feature, lmk what you think:
Pop Quiz
As a Bonus Action, you can initiate a contest between two creatures of your choice who are within 30 feet of yourself and each other. You choose one ability score (e.g., Strength, Dexterity, etc) and each contestant makes a check with that ability (no action required). The winner receives one of the following benefits (winner's choice):
- Deal Psychic damage equal to your Bard level to the loser
- Gain Temporary Hit Points equal to your Bard level
- Push or pull the loser 15 feet toward or away from itself
- Gain Advantage on its next saving throw
If there is a tie, the contestants roll again. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses after a Long Rest.
It's cute. I like it.
Looks good
What damage type would y'all give "Air"
Depends on exactly what the air is doing.
Could be Bludgeoning or Slashing or Cold or Fire.
Maybe force if it's pushing you
Working on a ATLA/LOK homebrew
So air bending
I was debating thunder or bludgeoning for getting hit with a gust
If it's knocking you back, Bludgeoning is the logical choice.
That's what the original Elements Monk dealt with its air themed attacks.
It's not related to something tech wise its more of a how do I get this to show on my character sheet type of thing. Does that channel also cover it?
Yes
ok thank you. Still trying to learn the ins & outs of it
Okay, second test. Have a challenge for #homebrew: I've dug through the various subclasses posted here and picked two subclass features from them. My challenge to you all, tell me if these features came from the same subclass, or from different subclasses. (dont try to search them before guessing). Drop your guess in chat, discuss freely, and I'll post the answer in a few hours.
Level 6: Sorcerous Reanimation
When you cast Animate Dead, you can cast it by expending a spell slot as normal or by spending 3 Sorcery Points. If you cast the spell uing Sorcery Points, you can cast it as an action and you can spend an additional Sorcery Point per spell level to cast it at a higher level for which you have spell slots.
Level 14: Death Thirsts
Manipulating dark energies has tempered your soul, enabling you to steal the life force of your enemies. You ignore resistance to necrotic damage, and your Death Hungers now grants you temporary hit points equal to half the damage dealt.
In addition, as an action, you can spend 2 sorcery points to mark a targets soul as Condemned. On a failed Charisma saving throw the condemned creature has disadvantage on saving throws until the end of your next turn.
answer: #homebrew message
Life domain cleric and...a sorcerer subclass?
I hardly ever play as a player (I don't even own a player's guide) but those are my guesses
to be clear, you dont have to guess the exact class or subclass, just if they're belonging to the same or different subclass
Both are necrotic and necromancy in vibe so I'd say same subclass. I love the Deatg Thirsts feat
That's really fun, what level feat would you make this?
hmmmm, i would say different, mainly as marking a soul and animating the dead are very different in terms of ideas imo
i'll post the answer in an hour, then I have a fun one, and after that maybe a hard one
Finally settled on (hopefully) the final version of my version of the infamous Deck of Many Things; The Die of Many Things
- A 100 sided die instead of the deck, for more options, and an excuse to own a 100 sided die 😏
- Less campaign ending than the Deck
- Still includes the options from the deck in some form, though some altered a bit
- Chance to obtain a cool hat! 🎩
no void? no thanks /jk
End's Shield
6th level The End Patron feature
Your patron has granted you it's protection, impeding those who use force against you. You may use your reaction when you are hit by an attack or forced to make a saving throw to spend and roll a number of Doom Dice to reduce damage dealt or increase your save result by an amount equal to the result of the Doom Dice.
In addition, you can spend a warlock spell slot to regain a number of Doom Dice (no action required). The number of dice recovered is equal to half the level of the spell slot (rounded down). This can be done once per long rest.
anyway, 6th level done
how big is a doom dice
the answer revealed: || Different || || Source: Deathborn Sorcerer: #homebrew message ||
|| Necrotic Soul Sorcerer: #homebrew message ||
the third test, hoping this one will be a bit more of a fun one. the levels are correct.
I've dug through the various subclasses posted here and picked two subclass features from them. I've redacted the subclass name from them. My challenge to you all, tell me if these features came from the same subclass, or from different subclasses. (dont try to search them before guessing). Drop your guess in chat, discuss freely, and I'll post the answer in a few hours.
Sanguine Shield
2nd-level <redacted> feature
Whenever you take damage while you are holding a Blood Totem, you can use a reaction to cause it to take the damage in your place. Should this reduce a Blood Totem to zero hit points, you take any remaining damage.
Cursed Blood Coating
10th-level <redacted> feature
You can coat your blood weapons with your cursed blood. As a bonus action you may coat your blood weapons with more blood, making your next attack with them deal an additional 1d10 damage, recovering hit points equal to the damage dealt. You may only recover hit points if the target is CR 1 or greater.
answer: #homebrew message
I think it’s different, the 10th level feature mentions a blood weapon which I assume would usually be the level 2 feature
tbf they could have 2 features, 1 weapon and 1 totem, but I just think that could become difficult to upgrade throughout the subclass without either falling behind
Funny enough, what keys me off to them almost definitely being different is just the syntax of "Blood Totem" vs "blood weapon".
giving it another hour then I'll drop the answer, hoping for a few more guesses
srry just saw this
scaling d4, upgrades at subclass levels, up to a max of a d10
wait a minute........
something is amiss, well ik the answer already :D

:P
Living Shadows
5th-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minuteYou whisper sibilant words of void speech that call forth writhing shadows from the edges of perception. Choose a point you can see within range. From that point, a mass of shifting darkness spreads to fill a 15-foot-radius sphere, twisting and grasping at everything within. The area is lightly obscured.
Each creature that starts its turn in the area or enters it for the first time on a turn must make a Strength saving throw. On a failed save, a creature is restrained until the start of its next turn as spectral shadows coil around its body.
While restrained by this spell, a creature takes 2d8 necrotic damage at the start of its turn. If a creature fails two saving throws against this spell while restrained, it also gains one level of exhaustion. Once a creature gains exhaustion in this way, it becomes immune to further exhaustion from this spell for 24 hours.
A restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC, freeing itself on a success.
Disbelief.
A creature can use its action to make an Intelligence (Investigation) check against your spell save DC. On a success, the creature perceives the shadows as an illusion. For that creature, the area becomes harmless and transparent, and it is immune to this casting of the spell for the remainder of its duration.At Higher Levels.
When you cast this spell using a spell slot of 6th level or higher, the necrotic damage increases by 1d8 for each slot level above 5th.
What do you guys think of this spell? I asked my DM if I could use a spell from a partnered book, and he said I could with this version of it
we seem to disagree a lot on how good it is
Hey guys. Its been a while since I was here. And I think I've come up with a House Rule that I think will answer the Permanent Flying Speed Ban at low levels.
House Rule:
If you want to use a Species that has a Permanent Flying Speed, you must do one of the following to take off:
-If you wish to take off from the ground, you must use a Dash Action and move at least 15ft. The rest of your movement will be dedicated to ascending into the air for as high as you wish to go with the remainder of your movement.
-If you wish to take-off from an elevated position, you must be at least 20ft off the ground and make a Standing Long Jump as your Action. You can then use your Movement Action to fly in any direction you wish to go.
-If you fall from an elevated position that is higher than 20ft, you can use your reaction to pull up and get airborne
If you land as part of your turn, you must again complete one of the previous conditions to take-off again.
this seems like better evards black tentacles ... but that spell isn't good and this probably has the same problem that one does
It deals less damage, and doesn't create difficult terrain. The exhaustion takes 3 rounds of failed saves in order to set in, and can never go above one level of it. It's slightly bigger, but that's the only real advantage I can think of, and it's a level higher
||Different subclasses
Wording and vibes are too different||
|| vibes play a key role in discerning it seems ||

okay, answer time: || Different || || Source: Hemokin Fighter #homebrew message ||
|| Blood Priest Shaman #homebrew message ||
|| I thought the formatting of blood weapons was a hard giveaway to ignore, but I was more worried about the levels giving away what classes this isn't||
|| I had hoped this being old enough that there was a chance you'd not notice 😛 ||
okay, last test. wheeeeeee
I've dug through the various subclasses posted here and picked two subclass features from them. I've redacted the subclass name from them. My challenge to you all, tell me if these features came from the same subclass, or from different subclasses. (dont try to search them before guessing). Drop your guess in chat, discuss freely, and I'll post the answer in an hour.
Glistening Wreath
10th-level <redacted> featureWhen you push your body to its limits, you've found you can fell many foes at once. Immediately after you use your Action Surge feature, you may make a melee attack against any number of creatures within 5 feet of you. Roll once, and compare the result to each creature's AC individually.
Corona of Reformation
18th-level <redacted> featureThe rush of battle is where you feel at home, and striking true refreshes your body. During your turn in combat, when you attack a creature with a finesse weapon and roll a 20 on the attack roll, you regain one usage of your Action Surge feature.
edit: #homebrew message
Anyone cooked up any monsters that move when you aren't looking (besides the Weeping Angels and the Creaking)
lol
you really thought i'd forget that bomb of a subclass (like the bad way)
gods that was awhile ago
ive remade that like, 2 times now lol
https://docs.google.com/document/d/1wApARKaqLc_Z7xrvKv9xLo8LpeZ4eW8NjvlImxEgeiI/edit?tab=t.0
might have sent this here before but i have updated the list. Wanna make ur players more powerful and let them do some build crafting without overleveling them? TRY THIS! if you want. Included is a weapon crafting system
hehehe
well, if you do one of mine again, please not an old one, ill die of cringe
idc really, more just it will be really annoying my old brew
so anyone doing any homebrewing?
Might as well
Need some feedback on an item concept, I've got the general mechanics but no number specifics
Tattoo with x amount of charges, spend a charge(s) to replace an attack and place an explosive rune on an object or creature (dex attack roll if unwilling), bonus action to detonate, rune stays active for a duration scaling with charges spent
Looking to balance around rare
Answer: ||The same subclass. They're both from my Aureole Fighter I made about two years ago per request, based on someone hating how Fighter lacked any focused subclasses for TWF.||
Tamms cheating
To explain how I remembered despite such a long time period, I spend 5ever naming features because I like names to be just right, so I will almost always recognize a feature I named.
names are the final boss to me so I kinda get it
I remember that while writing that subclass, I spent probably 15 minues of the hour writing it literally figuring out the names lmao
trying to figue out 10th level for my The End warlock
(I also write feature names based on mental images, so the name flat out evokes the mental image I captured.)
- Glistening Wreath is meant to evoke a Fighter spinning and making many attacks with light reflecting off of their weapon, creating a sort of halo effect.
- Corona of Reformation is meant to evoke the idea that a particularly satisfying strike gives you a rush of satisfaction and allows you to push yourself further, ending up really similar to runner's high.
i only give myself a 10% chance of remembering the name of a feature i wrote in the past, but if you add in the flavortext from the feature I bet I would remember
and then i wondered if it'd be a curveball cause the rest of the class wants you to use a finesse weapon but the 10th level feature is pretty neutral on that topic
True, though I remembering thinking that Hunter Ranger is just a bit better for that anyways if someone wanted to do it consistently.
A little bit of fun for my magic item set:
Empathetic Brooch
Wondrous item, rare
When you wear this beautiful emerald brooch, it touches your heart such that you empathize with those around you. You have advantage on all Wisdom (Insight) checks concerning creatures you can currently observe and cannot be compelled by magical means to do harm to any creature. You regard all non-hostile creatures as beings deserving of respect and charity.
- If you wear the brooch for at least 7 consecutive days, roll a d6. Your personality changes to accommodate a new trait according to the chart below. You do not repeat rolls for this personality change.
d6 Personality Trait
1 I bring people together. Diplomacy and communication are the most important tools to resolving conflict.
2 I will travel anywhere to fulfill my obligations.
3 I want to know how others feel, so I open myself to others and listen to what they need to say.
4 I cannot lie. I can never be true to myself if I deny how I really think and feel.
5 People have very complex and delicate feelings. I do my best not to assume what they are feeling, lest I have misinterpreted them.
6 I don't want anybody else to die. I refuse to end the life of another person.
Many of these are massive, permanent nerfs.
For an extremely mid at best bonus
Oh, it's not intended for most adventures. It's mainly thematic.
That's fair. If its for a one shot or something or the player is fine with the huge downsides then it's OK.
This isn't the sort of thing I'd throw in a loot table and say "wow, you got a rare magic item! 👏 "
Personally, if I was unable to kill a creature ever again, I'd immediately retire my character and start rolling up a new one.
That's my main concern.
Well, it's only people. I'd say a lot of adventurers can get by without killing people.
And if my DM didn't let me retire my character, I'd be actively suicidal in ever combat and hit myself with my own AoEs until I died.
Eh. Same. Assuming people means intelligent humanoids, I'd still retire a character over it.
Without hesitation
I'd also do the same over never being able to lie
And never assuming anyone is hostile and having to trust everyone
I.em taking everything I ever hear at face valur
All of those would, personally, result in me instantly retiring my character/committing suicide
It doesn't require you to trust everyone or assume everyone is nonhostile, either.
"I do my best not to assume what they are feeling, lest I misinterpret them" kind of reads like you won't believe people are lying unless it is like, proven false.
That's a read I wouldn't expect anyone to reasonably make of that, but ok
But regardless 4 and 6 are an instant character reset for me. The rest are fine then, if you interpret 5 better.
6 in particular, if someone in the party has that as their character's "trait" I personally consider it griefing if it harms the party.
"Pacifist cleric" gets real old real fast.
4 is arguably also griefing since that PC will give away party plans when asked.
it’s funny because I only know 2024, I have no idea what subclasses start before level 3
you can put any 2 levels, if one of them is lower than 3 I would be oblivious as to whether or not that progression exists
Anyway, a less upsetting one from the same set:
Aranie’s Arcane Restraint
Weapon (net), rare
This magic net is made from silklike strands of silver, spun together and held at its corners by four heavy lead spheres. The net has 30 hit points. A creature restrained by this net cannot escape it by means of teleportation and cannot target any area beyond the net with a spell.
I'm generally underwhelmed by nets in 5e and feel it would be rather nice to have powerful ones available
Net that is functionally impossible to cut compared to just escaping. And silences. Not bad.
No enemy is going to try to destroy it vs. Getting out with that HP value which is a good thing.
And the silence is cool
Good martial item especially in 2024 where it doesn't clog the attack action
The restrained creature can still target themselves with most magic, so it's not a total mage-stopper, but it's pretty useful against a mage that's spitting out fireballs.
attacking the net just to spite the players
Anyone want to see a cool custom class with 3 new subclasses for free? Dm me
basically, sorcs, warlocks and clerics get theirs at 1st
druid and wiz get theirs at 2nd
the rest at 3rd
for 2014
thoughts about it?
https://www.reddit.com/r/DnDHomebrew/comments/1du02pl/rune_carver_artificer/
This is a link to a homebrew artificer subclass i made. How does it look?
any comments?
is anyone here?
Pretty hard for a server this size to not have anyone online at any point in time. That said folks will respond as they have time, energy, and interest. Don’t force it.
I have decided to fully send it and make martial powers, like shockwave slams, whirlwind strikes, big jumps, "I can't believe it isn't teleporting", and so on. If anyone remembers/knows my Void Powers document, similar deal of "more power, not caring a huge deal about balance minutae, your choice to add it for the power fantasy"
https://docs.google.com/document/d/1Q_ZfDx7cWUpP0TaqDPmYkb55BLth545NQNro-dtixyg/edit?tab=t.5t5837r5yrn
Feel free to 'steal' the ideas, or otherwise fill in the suggestion box with ideas.
Anyone have a good statblock for a young zombie dragon?
Ah, it was going to do this but kinda like spells in the sense of slot of options for multiple classes with some exclusive ones
I heavily dislike the idea of copying spell slot system.
Never finshed it tho, although I did some lol
I'd rather individual powers, some having limited use. some unique class gimmick, like barb getting a free use of a thing per rage.
I dont think it was the same progression, more just the idea
I did say "I heavily dislike the idea", verbatim
Hello. Iam looking for someone that is willing to help me build a campain set in a universe that is very simular to the lord of the mysteries novel.
Hey I wanted to present this here and see if it seemed too strong for a character.
Basically it’s the concept that a character came into contact and ate a bag of devouring, which then became a part of their body. Basically they can have a mimic mouth split their torso and act as a bag of holding with near limitless space. I put a few rulings on it to try not to make it op for combat. First I said since it was eaten the last time it tried to eat someone it won’t swallow any living creatures. Second is that if the tongue gets damaged the character must heal before it can be used again. And lastly just some notes about putting stuff inside. Basically to put stuff inside/retrieve stuff it’s gotta fit through the mouth. This is important because the character is a Duergar Rune knight so the mouth would naturally grow in size as the character does.
Thoughts? I wanted to limit combat uses because it’s a grappling build and I thought it would be too strong if he just grappled someone and swallowed them.
just wanted peoples opinions i have a player who has a character who has had their lovers soul attached to their body and now they are cursed and mute. so the female character is mute and cannot speak but the guy who is attached to her can speak, this only really has an effect on rp, the issue is my player wants to try rp as the mute character and as the soul but there isnt really a reason to rp as the mute character if the soul can speak yk so like any thoughts like legit any spitballing at all
So is the player with an NPC companion who speaks for them?
Starting a homebrew this weekend. I put a book together for my players that illustrated the world for them so they had an idea of what they were getting into. If anyone's interested I made it available https://drive.google.com/file/d/1s7lGrKrkQs-9bqlKAH_9vJFB8saugIdJ/view?usp=sharing
the player is in control of both the lady and the soul attached its part of their character/backstory
Well it is weird but it’s sounds fine imo
im just wondering how would my player ever communicate using the mute character since they are the main character out of the 2 technically because the guy that can speak is technically dead and its a soul attached to her
hey guys so im making a campaign with anew system and i need to use a character sheet with 4 stats instead of 6 but im playing over roll 20 any idea how?
to make it clear this still is for 5e
i also require some help on the gameside of things if anyone here is interested in helping me create this more complex system meant for playing how tot train your dragon in dnd i would love some help u can DM
me
Are you combining some of the stats?
would it be too OP to have a +3 armor (say half-plate) be combined with a mytrill armor (no disadvantage on Stealth or STR requirement)?
they are not from the same rairty, which is why I am asking
ok. another thing, would said armor remain at legendary rairty like the regular +3 armor?
Yeah
Mitral mostly just adds a monetary value cost, the benefit is nice but not as nice as a +1 or anything
yes i have strengh and con for one stat dex for another intel and wis for the third and charisma for the last
sorry it took me so long
yeah, and I even plan on adding Armor of Gleaming properties as well, which is literally only cosmetic
on a similar note, would a shield +3 and a sentinel shield (advantage on perception) be too OP if combined to together?
I imagined that would be how you'd line it up.
The lowest-impact solution is to have those paired stats simply set to the same numbers on Roll20.
Depends, does it require attunement?
If yes, it’s gonna be as good as a standard +3 shield
If not, it may be fairly strong but likely standard for a legendary
no
and shield +3 is very rare, not legendary
I know
both sentinel and +3 shields do not require attunment
got it thx
But i wanna make it cool taknow bc i want to make it feel different not just same old but teflavored
You go down that road, you're rewriting the entire rulebook. The job's yours if you want it, but I'll warn you now, the pay sucks and everyone will think they could have done it better.
Option the second: use another game system. I have nothing in mind for the kind of setting you mentioned, but research is good for you.
Savage worlds is the most malleable game system tbh
Every manual has different rules based on the setting that it is based on, so it is very easy to create your own rules, power system etc based on the base rules
For example the sci fi book has different rules from the fantasy book as well as a totally different power system
Takes a little to learn the system but it is worth it, 5e is not very good for this stuff
I'm currently working on a Bard subclass inspired by gameshow hosts called College of the Spotlight. The 3rd level feature Wheel of Chance lets creatures who use your Bardic Inspiration to roll on the Wheel of Chance Table for a random additional effect. The 6th level feature Pop Quiz allows you to make two creatures make opposing ability checks of a specified ability, allowing the winner to receive a benefit of their choice from a small list. What should the 14th level feature be?
No i mean it will function the exact same but instead of saying con or strentgh itll say smth else
Alright guys, i need help with suggestions I have two empty blank d6s and I think I want to use them to add a new mechanic to my game any ideas?
Just to make the sheet look fresh not make everything function otherwise
Oh, you're just looking for names for the joint stats? Physical and Mental, Physique and Cognition, get the thesaurus out, you'll find something.
No i already have them but what im looking for is a custom designed character sheet for roll20
Any idea how to do that?
For that you'll be needing the Roll20 forums.
Alright thanks for the help tho
Good luck!
Thank you very much! Im lowkey a first time player and my dm said ill be good in this stuff so ill need it
I think I just figured out what my 14th level subclass feature will be. I don't know its name yet, but here it is:
As an action, you can weave illusionary magic to transform your surroundings into a spectacle of entertainment. This lasts for 1 minute or until you end it early (no action required) or become Incapacitated. For the duration, everything within 120 feet of you becomes influenced in the following ways:
Spotlights. 5 illusionary spotlights under your control hover overhead. On your turn, you can command any number of these spotlights to move to anywhere within range or to follow specific creatures or objects (no action required). Each spotlight sheds Bright Light across a 5-foot radius Cylinder.
Audience. A crowd of non-descript humanoid figures spectates you and all creatures within range. They cheer, boo, laugh, and otherwise react appropriately to everything that happens. They are merely illusions and cannot be physically interacted with.
Soundtrack. Music of your choice can be heard by all creatures within range.
It’s very cool but it’d be fairly disappointing if the only thing a capstone did was a harmless illusion
Yeah I need to add something more beneficial in battle
It would be cool for that to be a huge area control spell
Like the field is your stage kind of thing
What if all allies gain a bonus to all Charisma ability checks equal to your Proficiency Bonus?
That’s very poor for a capstone imo
I'm just brainstorming
You can’t even use it in most social scenarios because it is not subtle
Ye i’m trying to help
I wouldn’t recommend giving a flat bonus to x ability, make it something cooler
Maybe some kind of modifier to the Wheel of Chance, like making the table larger with more possibilities
That’s a step in the right direction imo
What if you make two separate tables, one with negative and one with positive effects
Or make the Pop Quiz ability be a 2v2 or 3v3 situation
At the start of the turn of a creature for the duration, it rolls on one of them based on if it is hostile or not
Hostile creatures get a random debuff each turn, allied creatures a random buff
This could be one of the effects
Clockwork Cavalcade
At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
Any damaged objects entirely in the cube are repaired instantly.
Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
I know this is another class, but this is one of my fav capstones overall, as you can see it has several effects in line with the subclass
I've sort of been referencing the 14th level features of the official Bard subclasses, and from what I've seen, none of them are super powerful or complex. I don't wanna risk my thing becoming too OP, balancing is an important thing to me.
how yall feeling about a coin that when flipped either inflicts 2x damage rolled onto the enemy or 2x damage rolled onto you (and the normal damage on the enemy)
i think it would be kinda silly to have it as a high risk high reward thing maybe
Based on what level, it should be fine
I've got 8 powers for Barbarian, with 4 choices they can make
Now onto another class, probably Fighter
Cool backstory for this half fleshed out character? this is a tiefling warlock whose ancestors ruled the lands long ago, and who dreamed of and later found this mask during his archeology thing. He picked it up and it is now stuck to his face providing him with warlock powers. He has a superiority complex, is selfish af and a bad boy.
Would anyone be willing to read a bit of lore for my world?
My DM wants to give my bloodhunter a magic item that scales with my character as I level up, it needs a buff and drawback but Im not sure what I want and he wants ideas 🤔
How would that work? Only thing I can think of is if it worked with mage hand (which normally can’t attack)
Whenever you deal damage with magic weapon, you can expend a charge to roll a die. On an odd roll the target must make a save against your hemocraft save DC (that’s a thing, right?) or be frightened. At the end of your next turn you take necrotic damage equal to your blood hunter level. On an even roll you gain temporary hit points equal to your blood hunter level. The nearest hostile creature then gets advantage on its next save against you. That good?
too random I think
its a joke
Then just make it so you can choose which one? Idk
I need to make a suite of Chronurgy spells, would probably help a lot with all the time-based stuff I’ve got
I’m also thinking of a new casting method for Chronurgy spells, something like downcasting.
Haste for example would be usable as a Bonus Action without concentration lasting till the start of your next turn (does not cause the time lag). To do this, you have to consume a gold amount based on the spell level and how much you’re downcasting it
nervously awaiting the critique
I just joined, and I am working on a custom character class that has to do with summoning a shop. The hardest part is trying to create a spell list. It is a half caster btw.
Bear in mind this would be actively detriment in almost every situation.
Skipping an entire turn in exchange for the haste action, the speed, and the +2AC for one turn isn't worth it
as a Bonus Action
you’re not skipping the turn
you still have an Action and the Haste Action
and it does not cause the time lag
ah, right
Well, that's quite powerful. Somewhat more so than regular haste. Especially with no concentration, a Bonus Action, if anything the "downcasting" is more of an augment
it only lasts 1 round, and you’re using a 2nd level spell slot for that 1 round
Haste keeps you going for the entire combat assuming you don’t break concentration
it's cheaper and removes a LOT of the problems.
idk if it’s OP, you can’t really keep spamming it
and you still need to be at least a 5th level caster to access it
oh, and it would only work on self, forgot to mention that
I think that’s the big one
Slow would be a Bonus Action single target, 1 round effect without concentration. That’s kind of the general blueprint I’m going for. Lower casting time, spell level, remove concentration; in exchange, lower targeting range and duration
Eh, fair, but still questionably worth it. Missing an entire turn is a devastating penalty, mostly because you can't move or do anything to defend yourself. Even at the cost of a turn with 2 actions and the haste bonuses, not often wort it.
Especially considering it still costs a spell slot.
Sure, you get two actions, but the entire enemy team then gets two actions, two moves, ect. Relative to you
it would no longer make you miss the next turn
Ah then yeah that's not bad
Lethargy is the main issue with haste.
So that's good then
yeh, but I don’t think it’s broken either because it’s only 1 round for a spell slot
you also can’t cast another spell on that turn
It's not broken at all, haste isn't even that good of an effect.
It's fait.
Fair.
That slot could have been web, for example, so it's reasonable.
I think the funny thing is that now I need to add this effect to all the new chronurgy spells I create
Na, you can add a mechanic like that an exempt certain spells for balancing purposes
If a spell effect would otherwise not work with that interaction
yeh I mean I’m not locking myself into it, but I think for the most part I do wanna give them this option
until I set up all my other spells, I’m not sure if I’ll have to write down the new effect for each of those or if I’ll just be able to have a single block of text explaining the conversion and a small line for special cases per spell like lethargy
I’m hoping for the more concise version but I’m not going to limit the spells I make in that sense
https://www.reddit.com/r/DnDHomebrew/comments/1du02pl/rune_carver_artificer/
This is a homebrew artificer subclass i made
how does it look?
How much better would a Shield Dwarf be if its stat bonuses went from +2/+2 to either +2/+2 or +2/+1/+1?
Or is +2/+2 still better
It would depend on class
Anybody having issues with their homebrew subclasses not showing up when your players go to level up or create a character?
I feel like that would just be a stronger version of the base 2014 human with the Omni +1
since you only really care about 3 stats at most usually
That's a tough one
I'll try to make +2/+2 I suppose, I'm basically trying to mod in bg3 to revert the Shield Dwarf nerf
But I'm not sure if you can force people to pick +2/+2 stats so I was hoping that +2/+1/+1 wouldn't break the game too much
is this spell i made fine as it is?
Shackle
1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You target one creature within range that you can see and choose a fixed point, such as a wall, the ground, or a sturdy object, within 20 feet of that creature. The target must succeed on a Strength saving throw or become bound by a magical chain around its neck. While shackled, the creature cannot move more than 20 feet away from the chosen point.
At the end of each of its turns, the creature can repeat the saving throw, ending the effect on itself on a success.
A shackled creature has disadvantage on Dexterity saving throws.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. You can chain creatures to each other and/or to fixed points. (For example, when you cast this spell using a 3rd-level spell slot, you can target three creatures within range that are within 20 feet of each other and a fixed point within 20 feet of all of them. Each creature that fails its saving throw becomes chained to that point.) A creature’s successful saving throw does not end the effect for other creatures.
Want to suggest a homebrew item to my DM for when we get to level 8 or 9 (currently 3) Any ideas to change (stronger or weaker as you see fit)
Currently im soulknife 3
If I go Fighter 5, I get Thrown Weapon Fighting (free draw/throw) and Extra Attack.
That means I can open with a thrown weapon (ideally a magic dagger) and follow up with a Psychic Blade, then still bonus-action the off-hand blade.
So basically:
Attack 1: Magic dagger → Attack 2: Psychic Blade → Bonus: Off-hand Psychic Blade.
Progression
This happens around level 8–9, depending on whether I grab a feat first.
Still a bit off, but I’m planning ahead for synergy and item ideas.
Magic Weapon Concept
Looking for or homebrewing a returning thrown weapon (returns to belt) that:
Applies a 1-round Faerie Fire effect on hit,
Has limited daily charges.
Would tie in nicely with the Soulknife theme and make landing Sneak Attacks smoother.
Oh this is 2014 btw
Hey I need some help if anyone can assist me.
Hey, I have a homebrew item that I'm struggling to think of more ideas for. I like it so far but I think it needs more abilities and I am blanking rn.
Arm of Unicron
Wondrous Item, Very Rare (Requires Attunement)
Just off the Roaring Coast, across a sea polluted with oil and mechanical waste, a small island known as the Isle of Clockwork resides hidden in smoke. Roaming the island are strange constructs of clockwork - beasts made of metal, humanoids with machine minds, and even Modrons from Mechanus.
At the centre of the island is a winding clocktower, the place from whence the constructs were built. Here, the master of the tower lives and builds his machines, Unicron - The Clockwork King. An archmage who wants to ascend to Mechanus and usurp Primus, becoming the true god of clockwork.
Among Unicron’s fantastic inventions is his prosthetic arm, which acts exactly as a real arm does, except for the enhancements he made for it, to stroke his ego and enforce his superiority.
You attune to the arm by attaching it to where your arm should be. You cannot attune to the arm if you do not lack an arm already.
While attuned to the arm, you gain the following benefits:
Mechanical Strength. Your strength score becomes 19, unless your strength score is already 19 or higher.
Lightning Absorption. When you take lightning damage, as a reaction, you can use the arm to shield you, you then take half the lightning damage, and your next melee attack with the arm of a weapon wielded by the arm deals extra lightning damage equal to the lightning damage you took.
Metallic Fist. When you make an unarmed strike, you can use the arm to strike instead. Your unarmed strikes now do 1d10 + your strength score of bludgeoning damage.
Long story short I need 4 weak non combat magic items that have 2 different schools of magic in them to get all 8 schools
Players need it to unlock a door can I get a help?
Thats kinda tough now that I think about it. Some schools like evocation are straight up destructive. Are they temporary or will it be consumed when unlocking the door?
are these magic items a means to solve a puzzle, or items that are actually going to be useful for the party?
Puzzle and maybe be useful
I was going to go to world building but I realized they would have said to go here since I’m making things that don’t exist
giving the party 4 magic items just to get past a door is pretty generous
like, why not just a rock with some runes on it, and so on
is the status effect
"You gain +1 DMG on damage rolls for each unconscious/dead party member. " too good for like level 1?
keep in mind this isnt attached to an item or anything
How does the character get this feature?
+1 to damage only? For each downed party member? idk it seems kinda useless tbh. Very situational
intrinsically
im making a Universes Beyond: Hundred Line campaign (or at least trialing it) next tuesday, and each player gets a small buff for their character, just like in the game
+1 to hit too?
what defines a party member? what if someone rolls a new character?
is there an upper limit to how it stacks?
oh that wont happen unless something REALLY bad happens due to how HL works
HL doesnt have permadeath unlike dnd
you just either miss out on 7-10 days while in recovery, or recover after the fight
depending on the context
what resets it?
so this game isn't DnD?
resets after the encounter
I personally think if you’re making some sorta last stand kinda mechanic make it so it affects attack bonuses as well
that doesn’t sound like DnD so idk
Ah true
the game itself is dnd im using the dnd ruleset outside of permadeath
permadeath wasnt something we use in our campaigns anyway because alot of our players dont like making new characters after getting attached to them anyway kek
Fair enough
Its very situational could be fun story telling cause last stands are always fun
they arent meant to be incredibly broken btw, just a neat little buff
And what you’ll have a party of like four to five thats really only a situational +4 at the worst
I think its fine
How big is the party? It's a fun mechanic. Not OP, just very situational. Most party members aren't gonna want to get downed or die just to help one of their own get +1
But I like the spirit of it
prolly around 5-7
depending on whos out that day
Not too bad
I think its a fine little buff gonna be a bit of a pain to keep track of sometimes
That makes it more plausible for quite the glory moment
Does the bonuses go away if the other players are no longer down?
keeping track of annoying shit is what im best at
Mostly a tracking issue but I like it for the last stands mechanic
Though if it ever gets to that point don’t think it really matters unless the boss you fight is also on its last legs
I would probably make it a Heroic Inspiration thing if you wanna make a thing that scales with fallen allies
since 2024 Heroic Inspiration doesn’t apply to non-players
hm
Ooo yeah heroic inspiration bunch of the newer origin feats give it out too
maybe
So its not implausible
Hey, I don't know if this is the wrong channel to ask this in, but I am designing a TTRPG kinda like Warhammer but not quite. It's a mix of StarWars, Warhammer and a bit of star Trek. My players will be able to design their own Ty fighters, mechs and characters. I want it to be heavily customizable, so I was just wondering what you'd like to have as options when creating these characters sheets if you were playing in this campaign?
im planning to port most of the ones from actual source material, but a spesfic one will literally just give exactly coffeelock
cuz one of them is just "Your immune to exhaustion"
yeah no
tbf ive got time to rework
Cyborg, android, mech suit, engineer, mechanic, scrapper, pilot, captain, psionics, sci-fi stuff like that
Anyways before I got distracted could someone tell me if my homebrew update for Inquisitive Rogue for 2024 is “balanced” or at least seems fine
Some funky aliens that are strange and esoteric like maybe a gaseous being that has to be contained inside a astronaut esque suit
Yeah, I got that, but I'm wondering about things you can add to the ships and mechs. I've already got the classes down, but I wanna know what kind of add-ons to add to the ships and mechs, like plasma shields, extra armour and so on. Things to buff the ships and make them better than a stock ship
Something strange and actually alien
That's actually not a bad idea, thanks
Instead of ya know human but with longer ears
Oic, id take some inspiration from FTL myself, like shield generator (temp HP), EMP (paralyze), Trackers (hunters mark kinda thing)
Yeah, I get that. I do want to add actual alien concepts. This is my first time doing something outside of D&D, so it's way outside of my comfort zone
Probably some camouflage module (stealth)
I've got a cloaking mechanism for the ships already
I've got extra armour, ammo caches, battery packs and weapon boosters and a cloaking device
And im creating the classes 💀
Maybe some sorta unique warpdrive upgrade that allows for short blinks/teleports
Heat shield alloy for fire resistance
I forgot you were part of this group💀 😂
Oh big gun that recharges like dragon breath
I read a lot through these channels, looking for inspiration
I've got weapon types and firing types as well as ammo types
Big guns is a good idea
Hint hint
Yeah but really big gun that shuts down the ship for a while and has to charge back up
This would make for some interesting getting you hands dirty scenarios
I could add an extra gun that uses dark matter to fire, but the energy cost would have to be massive to concentrate that much energy into a single shot. Probably 100 energy units or something like that
Just look at pre existing spells and tweak em to fit. You could summon mini droids for familiars or magic missiles being like actual heat seeking missiles, fire shield to static shield. Fun idea
I think it's would be good, get a ship takeover from a hostile force after they shut us down
Oh ya know the warhammer breach pod missiles that
We are doing full home-brew, tech/magic combos sorta thing
Plus this would give my engineer class something to do
Maybe a Bismark class ship
Ya know take down an enemy ship from the inside
Something big that has a ton of HP and energy, but slow as hell
Like a mothership of motherships sorta thing
Id want to do like a summoner ship, like a necromancer that just harvests dilapidated ships and uses them for mini fighters
Recycling scrap in an instant?
I like it
Yeah, I can work with that. It would add a lot to the mass of the ship, but it would work. I can make it so that you need an engineer to maintain the components so it doesn't break down
Well lucky for us i have a class made, just like that
Oh I was talking about breaching pod missiles for that message
Yeah, but to not make it so easy for the players. I am a DM at heart
Like an escape pod, but with no escape
Yes only more combat
Same, except im socially awkward
Ya know I always wondered what happens if those breach pod missiles like missed are you just screwed flying endlessly in space
I mean usually the guy inside can guide and aim it
So got this one dinosaur dnd book but the creators used and denied AI stuff in it and a lot of the races within it were crazy unbalanced so I've been going through changing and trying to make them actually balanced, and I wanted to double check if the spinosaurus race after my fixes is argubly balanced
Honestly id love to see an escape pod used as a weapon
I was originally going to share screenshots of the races but cannot really do it...
Can’t send pictures here which I feel is a missing opportunity
I guess I'll have to copy paste the writing
Basically, yes. Unlike a missile that knows where it is and where it was every second, and toy also have limited fuel
A missle knows where it is because it knows where it isn't
I'm going to apologize in advance for the wall of text about to come in
That would be cool to see. But I'd research into the actual dinosaur to find out more about them
Amphibious Hunter. You can hold your breath for 30 minutes and you have advantage on Wisdom (Survival) checks made to track creatures that have been in water within the last hour.
Bite. Your elongated jaws are natural weapons. When you take the Attack action on your turn, you can replace one of your attacks with an unarmed strike using your bite. On a hit, your bite deals 1d6 piercing damage + your Strength modifier.
Spined Lizard. You are proficient in Intimidation checks. You can use your bonus action to flood your sail with blood, causing it to display bright pinks and reds. If you do, you gain advantage on Intimidation checks for the next minute. (For nonsailed species, this can be interpreted as raising hackles or spine ridges, and adopting a threatening posture.)
You can use your Spined Lizard trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
I worked on 2 D&D dino books as a paleo consultant
So this is the main race choices, you then have 2 subraces you can choose from
Bro😭
Critical Crafting's Dinosafari books 2 and 3
Im actually working on a home-brew side project at the moment and I love these ideas springing from you guys
Subrace 1.
Pirate's Code. You know thieves' cant and gain proficiency in Sleight of Hand.
Pirate's Network. Your people control commerce along the waterways. You have proficiency in either Deception or Persuasion (your choice), and when in a settlement near a ocean or coast, you can always find someone willing to trade information, goods, or passage for the right price. You know thieves' cant related to smuggling and trade.
Blood in the Water. When you damage a creature with your bite attack while both you and the target are in water, you have advantage on attack rolls against that creature for 1 minute. You can only have one creature marked at a time. Once you use this feature, you can't use it again until you finish a short or long rest.
and subrace 2.
Current Reader. You know the subtle signs of river systems - currents, eddies, and hidden channels. You can never become lost in river systems or wetlands, and you always know which way is downstream. Additionally, you have advantage on Wisdom (Survival) checks made in or near rivers. If you spend at least 6 hours within the region you can predict weather changes related to water conditions (incoming floods, droughts, storms) 24 hours in advance by observing the behavior in local plants and animals.
Mercenary's Cunning. You have advantage on Dexterity (Stealth) checks while in water. Additionally, as an action, you can attempt to hide even when only lightly obscured by murky water, reeds, or river mist.
Hooked Claws. While your claws were originally for gripping marine prey, land prey is just as helpless against your grip. While grappling a creature, you can use your bonus action to inflict 1d4 + strength modifier slashing damage to that creature.
These are fire
🔥 🔥 🔥
Yeah, I agree, but the limit is dumb. I would remove it, make it act like hunters mark
eh felt then it is just hunter's mark the main concern though is if it's balanced
I also made 3 completely homebrew races alongside the refixed dino races
Navajo styled dilophosaurus
Swamp hermit deinocherius
and Celtic Iguanodons
And we can't have a balanced character on our watch
Only thing iffy is spined lizard why would you need a buff for intimidation in combat for 10 turns. Usually these combat intimidation are like bonus action to cause fear on a wisdom saving throw type of deal. Plus if we’re doing dnd rules a hostile creature resist influence checks so you’d normally have disadvantage and advantage from the ability just evens it out
But... but symmetry😭
Spined lizards more of a social thing out of combat to use.
Yeah but if we are fighting then I suddenly charge at you, pulling out some claws and shii, you gonna poop
Hmmm fair enough
I would
Imma share the iguanodon race because I'm kinda proud of it
Gaesatae. Your warrior's nature reveals itself in your thick skin. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.
Oral Tradition. Your culture makes sure to recall important events for future generations to tell. have proficiency in two of the following skills: Arcana, Religion, History.
**Spiked Repose. **If an enemy fails to hit you with a melee attack while within 5 ft. of you, you may use your reaction to make a single unarmed attack back at them with your thumb spike. You are proficient with your thumb spike and they have the Finesse property. They deal 1d4 + Strength/Dexterity modifier piercing damage.
Spiked repose is basically midfight you just pull this
Oh yeah... no gisfs
Damn eaten
also somewhat weird thing with the iguanodon race: they use pinky fingers in place of a thumb
...
as their true thumb is a solid spike
I wanna note irl Iguanodon did this
Getting 👎 to death
talk dumb get the thumb
Seems fun
Also fun fact: iguanodon is the second dinosaur ever discovered
Ahh okay, im not very fond of animals that I cant have as a pet
well it was also the size of a bush elephant and has been dead for like 66 million years ago
It was discovered in 1825
Exactly, not fond
Trust me look up the dinosaur Yi qi you will probably love it
The only dinosaur I like is my grandmother, and even she's on the fence with me rn
💀 😂
Aight, shoot
I live in a country where crocodiles exist, dinosaurs are not fun
So just to clarify in your guys book the spinosaurus race is balanced for 2014 rules?
I've dug through the various subclasses posted here and picked two subclass features from them. I've redacted the subclass name from them. My challenge to you all, tell me if these features came from the same subclass, or from different subclasses. (dont try to search them before guessing). Drop your guess in chat, discuss freely, and I'll post the answer in a few hours. Correct answers get a point.
Ferrous Darts
2nd-level <redacted> feature
You gain the ability to pull slivers of magnetised iron from the ground and hurl them at your enemies. The darts count as a ranged weapon that you're proficient with, with a normal range of 20 feet and a long range of 60 feet. On a hit, it deals 1d6 piercing damage. When you attack with this weapon, you use your Wisdom modifier, instead of Strength or Dexterity, for attack and damage rolls.If the target is wearing metal armor, the darts magnetically hone in on the creature, giving attacks with this weapon advantage.
Primeval Protection
14th-level <redacted> feature
While you are raging, you automatically succeed on Constitution saving throws to maintain concentration on spells.
answer: #homebrew message
Thats a lot of words...
Not a dinosaur tbf dinosaurs live on every continent
Yes but we have dinosaurs and redacted
Aren't sharks technically dinosaurs??
normally i wouldn't add this, but bonus points if you guess the class as well
...no
If an animal can kill me and I dont have a chance at fighting back, im not going near it
Which is most animals
A really old lizard😂
Lizards aren't even dinosaurs
Actually its reptile
...
I’d say no different subclass
Dinosaurs are defined as reptiles
A dinosaur is a classification for a group of archosaurs (a group of reptiles) the only surviving members of archosauria are crocodiles and birds.
However, within archosauria is crocodilia and dinosauria
So snakes and shii
A snake is a squamate which are closer to lizards
Or in greek it means terrible lizzard
A what😂
So what would be biologically defined as a lizard???
Huh interesting
A squamate that is not within the subgroup of serpentes or mosasauria
That's kinda how I would define lizard
Damn this stuff getting all history on me, I failed that class
Damn, that's... Actually cool
This is taxonomy not history
Wouldn’t this be more science than history?
If you put this in the campaign i will redacted
I also failed every other class
Lmao
Same, but we did the Koi San and shii, so I lost interest😂
Watch me
I personally like to have lizardfolk vary by appearance to various other species of lizards.
Skyrim is the only place i know lizard people from
My main lizardfolk pc is a caiman lizard
...are you aware D&D has lizardfolk
Don't you xxxxxxx dare
Yes, but have you seen my name?
😁
Crocodillians lizardfolk my beloved
The most exploration I've done in dnd is use a shortsword instead of a longsword
Also yes mosasaurs are a squamate not even really closely related to dinosaurs
Yeah well I know math so... ughhh
Also forgot to say that pterosaurs are also in archosauria.
Huh😭
In my dnd game so crazy
And this one's really hard to explain because I cannot show it but have you guys heard of dimetrodon? It is within D&D as a cr 1/4 creature listed as a dinosaur
I'm quite dumb, please use small words
Dimetrodon: 4 leg with spine on back that eats meat
The mitochondria is the powerhouse of the cell
Its just names for various groups of species
Oh...
pterodactyl is not a dinosaur but is a relative of them
The pterodactyl is a thoughtful creature
Oh, flying dinos
But not scientifically dino
Coz... its pee is silent
birds are flying dinos.
Also I feel I should also say pterodactyl is mixed up a lot with it's big sibling pteranodon
For just how much of a difference
Pterodactylus was about the size of a pigeon
Pteranodon had a 20 foot wingspan
20 feet is a great length for a sub
Quick question I’m trying to update inquisitive rogue and trying to balance it around 2024 is it cool it if I post a big text wall?
It is 1am bro
Not for me
...huh
Nah im talking abt the dinosaur thing, im talking about dinosaurs at 1am
Thats the best time to talk about any random topic really
Also funny thing one D&D dinosaur is so outdated it managed to 180 it's way into being valid
Like, the foot long sub, from subway, a 20 foot one would be great
The brontosaurus for a while was considered an invalid species.
Huh funky
A dinosaur thing being outdated, who wouldve thought
But it's so old that it managed to become "Well it's kinda right"
Basically: 1833-1903 considered valid
1903-2015 considered invalid
2015-2025 revalidated
Rogue: Inquisitive 2024 Update Homebrew
Level 3: Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Level 3: Eye for Detail
Starting at 3rd level, you can use a bonus action to do the Search Action to discern something that isn’t obvious or to do the Study Action to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.
Level 3: Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can add your Wisdom modifier (a minimum of +1) to weapon attack rolls against that target and you do not need advantage on your attack roll to add your Sneak Attack bonus damage. This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Level 9: Investigative Strike
our predictive capabilities in combat have increased. You gain the following Cunning Strike option. Investigative Strike (Cost: 1d6). following characteristics of your choice: You learn one of the following characteristics of your choice: Armor Class, Condition Immunities, Damage Resistances & Immunities, Highest Ability Score, Lowest Ability Score, or a Special Feature (Spellcasting, Evasion, etc.)
Level 13: Unerring Sight
Your perceptive abilities rival those of supernatural entities. You gain Truesight to a 10-foot radius, and when you observe anything within that radius you have advantage on all Insight, Investigation, and Perception checks.
Level 17: Exploit Weakness
You have become an expert in exploiting a creature’s weaknesses. When a creature makes an attack or casts a spell while under the effects of Insightful Fighting, you can make a single weapon attack against it using your reaction, provided the creature is in reach. If that attack hits you can apply Sneak Attack once more that turn.
This attack occurs after the attack roll is made or the spell is cast, but before damage is dealt or the spell’s effect occurs.
I keep forgetting that dnd players don't have a sense of humour, or at least not my sense of humour
1900s paleontology was crazy
There was an event literally called the Bone Wars and when I explained it to someone they said it sounded like a red dead redemption side quest
One man was made fun of for accidentally putting the head on the tail end of a plesiosaur fossil.
He never lived it down.
the "fact" about velociraptors being the wrong size in jurassic park is less of a fun fact when you realise that when the book was written, Robert Bakker was the consultant, and he was part of the group that had classified deinonychus Antirrhopus as Velocirpator antirrhopus. it wasn't incorrect, it was just not correctas we currently accept it to be
the little guys are velociraptor mongoliensis
notably they even mention mongoliensis when referring to the turkey sized guys
is this fair for a sorta tutorial boss's statblock? party is like 5-7 people at level 1
AC 13 natural
HP 40
Speed 30ft, Flight 45ft
16 STR
14 DEX
12 CON
14 INT
12 WIS
13 CHA
Passives:
Flight: Immune to grounded melee attacks (only ranged/leveled/voltage attacks can hit him unless party finds a way to reach him).
Command Aura: All minions within 30 ft gain +1 to attack rolls and AC.
Actions:
Ranged Volley (1d6, 30 ft, Recharge 6):
Targets up to 3 PCs in line of sight with a precise strike. Each target makes a Dex save (DC 12) or takes 1d6 piercing damage.
Along with a small swarm of soldiers
thats a super weak boss at level 5
level 1
apoligies, shoulda clarified
5 to 7 people, not level 5
bosses aren't a great idea at level 1 but is otherwise fine
i mean he technically has 80 hp but just flies away when he takes 40 so
or i could just have him die when 40 is taken but that makes it so that a re-encounter is impossible
yeah they need levels ill just have him die
I wouldn't use it as a "Tutorial" since it has unique rules that don't apply to anything else in the book
for example what are voltage attacks
How do yall do spellcasting components? Do you need the specific ingredients or do you just make them cost gold?
Well there’s a component pouch
Or you use a focus in replacement of components
Oh wait usually you just make them cost gold
Non-costly components are assumed that the player has from their adventures as part of learning a spell. They are within the component pouches.
If you try to track every individual one you'll meaninglessly bog down your game.
Costly components under 100GP, I also allow players to just directly spend gold. Again, I don't need people to micromanage their find familiar incense. And we aren't here to simulate shopping for incense.
If it has a costly component of 100gp or higher, THEN I make players actually get it (identify pearl for example)
Interesting. I just had one of my PCs show me a spell for something that requires like a pickled tentacle or something really weird and it got me thinking, I have been generous with finding other components but then, idk about this one. Like they go octopus hunting? So yea to not derail their journey or bog down the game i was thinking of just having them spend the gold value for it at like, 1/4 each cast and after 4 casts it's free
I mean unless a component explicitly states that it costs gold to use/it consumes that component you can keep reusing that component like Revivify which states that it needs diamonds worth 300 gp which the spell consumes
Do y'all think it would make sense for the Ranger to have something like the Battle Master Fighter's Know your Enemy feature as a replacement for its Favored Enemy feature? When I look at the Ranger a part of me always liked the idea of a Scanner/Analyst archetype, instead of another DPS but ranged.
Make a subclass rather than just getting rid of a core feature. Analyst actually sounds like a great name.
That's fair.
Do you also require bat poop for fireball?
Also you're adding a costly component when there isn't one. There isn't one for a reason
No, I don't keep track of cheap components. Just when they state there's a minimum gold value
monster slayer has something like this
I just have players get material components in downtime tbh
but most casters have focuses in their starting equipment so it doesn't really matter
Yea i think that's what I'll do, although imma allow them to pay for it 100g at a time til it's paid off
Then they've acquired mastery over the spell and can freely cast it
You're right, I forgot about the Monster Hunter.
My DM gave me a manual of flesh golems so while I’m making the golem, I’m gonna have an artificial build a magic Canon arm for it
Yeah if the component has a cost specified.
i'll give this another 40 mins then post the answer
Different. Why in the world would a feature for barbarians (second one mentions raging) allow them to use wisdom, when their strength would be much higher?
wworking on random stuff to throw into the options of a player who was supposed to play a tank might rebuild his character into,,,
hhow's this,,,
wwhere someone locks down a square area, no one in that area can move unless you specifically allow them to (besides yourself), and attacks made toward you by creatures in the radius are made with disadvantage,,,
Only scenario I see it being the same is a metal themed cleric subclass (remaking forge?) with its own rage
Or a Druid circle of minerals
Highly unlikely tho
I need a magic item that works to fit in both conjuration and transmutation magic class
well, you're not wrong
answer: || different || || Circle of Earth: #homebrew message ||
|| Path of the Jarl: #homebrew message ||
giving my take on the gunslinger a pact magic third caster sub
my current ideas are:
Eldritch Gunslinger (Pact magic)
Gambler (Wild magic, but not magic if that makes sense)
Trencher (Close-range specialist)
Sniper (Long-range specialist)
Renegade (Flashier trickshots)
Hi I really would like to make a legendary weapon for a villain. In short his thing is that he is a greedy man who knows nothing but conquest and taking everything he deems is ”his”. I would like him to have a legendary sword that mirrors that which essentially leads to him being able to ”steal” a spell slot from someone he attacks, but I’m not sure on how to balance it. I thought that the level of the spell could be based on how badly the players rolled against a save, but Idk if that’s good.
If anyone has any ideas I would appreciate it
aight well this one feels silly but the dice are making me post it
Challenge for #homebrew . I've dug through the various subclasses posted here and picked two subclass features from them. I've redacted the subclass name from them. My challenge to you all, tell me if these features came from the same subclass, or from different subclasses. (dont try to search them before guessing). Drop your guess in chat, discuss freely, and I'll post the answer in a few hours. Correct answers get a point.
Inspiring Cry
3rd-level <redacted> feature
You learn to bolster your allies to fight on past their injuries. When you use your second wind, choose up to 3 creatures you can see within 60 feet. Each creature gains a number of temporary hitpoints equal to your half your level plus your wisdom modifier.
Zealous Conviction
17th-level <redacted> feature
1st-level Cleric spells you cast do not require concentration.
answer: #homebrew message
i'm gonna say same
this feels like the same subclass flavor wise
Ooo there's a lot you could do this this. Steal HP, steal a spell slot (just pick a range you think is fair, or roll a d6), steal gold, steal their own will and mind control them for a turn.
need to brainstorm up a better challenge that lets me talk while hosting it ...
Different. First ones clearly fighter, and even if it were a cleric 1/3 caster, the ability name would fit better. First one is fighter and second one is cleric.
Steal their Will is pretty cool🤔 It goes in line with his character. The players might have to roll a save and then I roll a d4 to determine the effect. 1. steal a bit of their hp 2. Steal a spell slot determined by a d6 or d4 + 1 maybe? 3. Steal their Will, which either could be a mind control thing or maybe make them get the frightened condition 4. Some forth thing, maybe make them get 1 level of exhaustion? As in stealing their energy?
Either way thank you
"alchemical items" isn't a real term
i'll post it later on,,
in-house homebrew, like the witch class which this class refers to,,
potency doesn't have a level attached to it nor does is it subheadered under the above feature
i though that'd be unnecessary since the previous feature already told what level its for, okay, , ,
neither does excision or pythonic modification
then make it ### instead of ##
have it be a subheader on another feature
then put a level on it
i will that's what i'm saying,
Cataclysmic Conversion
10th level The End Patron feature
:
Your magic becomes toughened by the forces of your patron. When you lose concentration on a warlock spell, you gain bonus AC equal to your Charisma modifier until the start of your next turn.
i think this works for 10th level
anyway i wasn't asking for formatting i was asking for feedback,,,
ideas would be nice too,,
it's basically unfinished just because i'm not sure what to put past this,,
I'll post answer in an hour
oh those are definitely crusader,,
you recognize em?
well, i'd say different, as the 3rd level seems to be fighter and 17th cleric, but could be a 3rd casting fighter sub with cleric list, but ill still say different
Has anyone tried to hombrew a “grey”?
Basically from another race and instead of wizard or artificer, his class could be “wizard?” “Engineer?”
With a ? , it means its unknown for the character is from another world
And if its magic based, the spell slots would be called “tech slots” and with spells that looks like magic but its all tech.
Or something similar… ish
And depending on the alien race.
Case of greys, they’re not good on dealing with magic-magic, at least to keep it “balanced”
And as for the lore, background, etc.
I kinda borrow from the episodes of Ancient Aliens
That they were elevating this world in secret
So far it doesn't sound like it'd be mechanically distinct enough from a reflavored Artificer
And if any of them directly intervene (aka: joined the party), something’s either incredibly wrong on the places the adventure goes or an incredible powerful (possibly otherworldly) entity is wrecking havoc somewhere
It ain’t magic, the tech skills may look similar to some spells, but it deals armor piercing damage
So these features would ignore AC, but not be the same as a Saving Throw
Others has traps that’s more durable than of this world. The grey have to roll the dice and get like a 15 since the technology is still adjusting to this world but if it succeeds, the enemy had to roll 18 or higher on dex save
Something like that
Basically some skills the grey needs to roll a dice 🎲 because of tech issues
If it succeeds, enemies will have a hard time on saving throws, if it fails, the saving throws would be easier, like a 10
Yes
There are some big AOE hits but those tech skills take like 4-5 turns and must not get hit (if hit, need a con save of 15+)
And must consistently roll an intelligence check choice of 10/15/18
Higher numbers means more damage but more chance of fail
4-5 turns would be too slow, the average combat lasts 3-4.
Because those attacks will come from a huge satellite on space
Hello, good evening. I would like to know if I can ask for support to review my homebrew document. It's inspired by the anime DanDaDan, and a couple of bonus subclasses. I have read the rules but I still have some doubts before I can share the material. 🙁
Think of those kinds of damage as Omega’s Delta Attack or Sephiroth’s Supernova from Final Fantasy
Also the grey’a allies have to take cover, either dimension door, teleport or cast a magic shield
A really strong magic shield
Basically playing a grey is a very high chance of fail, but if it clicks, very huge rewards
Its basically like playing a roulette and hope the ball lands green
I think it's an interesting idea on paper but will work out poorly on paper. You're effectively doing nothing for most of combat for maybe pulling off a big attack.
I don’t want it to be OP
Trying to find a balance
Having set DCs for enemies will also make it harder to pull off at higher levels
Numbers can be tweaked, but if the core loop doesn't feel fun that's a much harder fix
Lore wise, the attacks from the satellite 🛰️ can be like a “hail mary” attack against the final boss or something, break the armor, get an opening
Kinda like “all or nothing”
Yeah, still have to work on that
Feel free to post it here and people can give feedback
Is 4 digit damage OP?
Yes
Even Meteor Swarm has an average damage of 600, assuming the enemy fails their save
Issue here is... i have it in homebrewery. How can I share it? 🙁
You can share the link to it like any other link assuming it complies with server rules and you explain what the link is linking to (e.g. "my homebrew monster that does <x>, <y>, and <z>")
aight I should have planned || for how many points is it if someone guess the subclass exactly and they aren't the author ||
answer: || same || || I really wanted to pair the 17th lvl one with a cleric subclass to be mean :X ||
|| Crusader Fighter: #homebrew message ||
|| is it a subclass you've played with? ||
I see
Maybe on big AOE tech attacks, I’ll limit it to 2-3 rolls
A failed intelligence check does not completely cancel the casting time, but a 2nd fail cancels it completely
Lore / flavor wise
Basically the grey activates a signal on the projected hologram on his left wrist
It makes manual modifications to prep the laser from the satellite, enter the specs, add the formula based on the physics of this world where even the great scholars and scribes can’t decipher the language or the calculations.
Once everything is ready and all are in working order (meaning all the dice rolls are a success)
The grey hits the red button
The range of the damage is basically the whole map
Which is why other members of the party either flee from the battlefield, hide under a magically runes structure or cast a strong magic shield
If The latter is act upon, the caster must needs to do a concentration check
And that attack can not be spammed
The grey must roll an intelligence check for maintenance through its hologram computer (ideally before taking a short/long rest)
Depending on the strength of the laser
Needs 3/5/7 success rolls of intelligence check
And maintenance can only be done once a day
aight, last one. challenge for #homebrew . I've dug through the various subclasses posted here and picked two subclass features from them. I've redacted the subclass name from them. My challenge to you all, tell me if these features came from the same subclass, or from different subclasses. (dont try to search them before guessing). Drop your guess in chat, discuss freely, and I'll post the answer in ~30 minutes. Correct answers get a point.
Prediction of Downfall
6th-level <redacted> feature
You receive +2 AC against ranged weapon attacks and +2 to saving throws against spells that require an attack roll or force a saving throw from an area of effect.
Duality of the Current
14th-level <redacted> feature
Once per Long Rest, after you have used your Reaction, when another opportunity for a Reaction arises in the same round, you can choose to regain your Reaction and immediately use it to respond to that new trigger.
answer: #homebrew message
same
I have this BBEG I'm working on and need help fine-tuning it and getting opinions on it. It's my very first one. Here's the link. https://docs.google.com/document/d/131hjbfwu3uBmQnbzdVp0qPvoS7-yr_f-g2i0BEMh-FY/edit?usp=drivesdk
And note: the voidflame/void fire do fire, psychotic and necrotic damage.
gotta run, early answer
answer: || same || || ideas for new challenges welcome ||
|| Flow Control - Arcane Tactician: #homebrew message ||
Different
Oh... okay. I will try :'3
Any feedback and/or tips on my BBEG statblock
I'd like to get your support, community, on the next homebrew class. It's based on the concept of users with supernatural powers, like in the anime DanDaDan or Jujutsu Kaise, and cartoons like Danny Phantom. I've given it a martial focus, which is enhanced by these powers, or gifts.
It's written in a way that's modular and customizable, even though I use images of the characters for a clearer reference. I hope and appreciate your feedback in advance, guys. ✨
Since I'm still designing it, I'm sharing the link to check it out on Homebrewery. Have a good night.
Homebrew idea: A rapier that can be thrown for 1d12 damage at a range of 10/40
Figured out my tentative list of names for my spell themes:
*Fundamental Clusters*
- Air
- Earth
- Fire
- Force
- Necrosis
- Psychalgia
- Radiance
- Water
*Composite Clusters*
- Ash
- Ice
- Magma
- Ooze
*Telic Clusters*
- Causation
- Communication
- Compulsion
- Conjuration
- Detection
- Formation
- Illusion
- Protection
- Restoration
- Telecontrol
- Teleportation
- Transmutation
Still reading through it. It does seem super cool in execution and with a lot of potential but I feel like the supernatural pulse ability is a lil niche and might be supported by a second ability in the same feature
A little confusing that the table is in Spanish while the rest is English
I forgot to translate the spansih version of table :8
Same for supernatural presence only adding the magical attack ability
I feel like you can specify that it only applies when using SE and adding that it might cause immunity to the damage type to turn to resistance and canceling resistance to it when used this way
Table fixed
Okay, Add something like "You can spend X SE to ignore resistance to the type of damage". Right??
I have a little issue here. I don't know how to manage this. Is a little niche, yep, but is a lil' support to x3 Attack action and mitigate some high SE cost features. I was comparing to a re-design to make it a feature to recover some points; but nothing i plan could be a fair trade-off to it. 🙁
I got no clue what the context is….. just give them a limited amount of charges 😂 that seems to help balance a lot of things out imo
True. And applying any amount is how u count it as magical for overcoming resistances to non-magical
I uploaded a homebrew class inspired by martial arts fighter archetypes with "powers," in the anime style. Specifically, DanDaDan.
Their homebrew already has that kind of resources
Something like: "You can spend 2 SE to ignore resistances to the damage type of your attack"?
I say this because, fundamentally, they already have to be magical (Like the Monk).
Someone allready did a version of weapon mastery for 5e 2014?
I mean, its not that hard lol
there is nothing to homebrew there. just say they characters get the related features
do you guys think this is weak for a warlock sub capstone that spends 3 dice resources (you have 6 at this level)
spawning a 30ft radius that all creatures inside of it, when made, take 3d10 force damage, the radius lingers. if a creature enters or starts their turn inside the radius, they make an INT saving throw, on fail, they have dis on all saving throws until the end of their next turn and take 3d10 force damage
So just add it exactly the same? You don't think there need to be a balanced somehow with those who doesn't get it?
Also, what about martial subclass for spell casters like Bladesinger, swords bard, hexblade...
Do you think they should have also to some level weapon mastery?
gishs should prob not get it
maybe pact of the blade as a invocation, but thats pushing
imo
Gishs?
its a term that just means casters with martial stuff, so bladesingers, swords bard and hexblade
although the term is heavily debated on its meaning as everybody has their only term for it :P
Maybe to balance it, casters could know 1 more cantrip?
Ranger and Paladin have weapon mastery, right?
it was more a step in the right direction, but thats it, a step in the marathon of that problem
yes, as they are Half Casters, so weaker in nature to full casters
(although paladin is strong so :P)
And also doesn't have cantrips, and weapon mastery are like the cantrip of martials
Tnx
I hopefully going to start a game as a DM(my 1st) it going to be in 2014 version but I really want to add the origin feat and the weapon mastery, there other things from the 2024v version you recommend to take?
not really, although as a starting DM, i wouldn't do homebrew at all/not alot
Feels a bit weak for its level considering it shares resources with your other features and consumes half of those resources
Saving throw disadvantage could be very good but it is still tied to an int save
One change i’d make is either being able to move the area or make the area centered on you and put a 10 min duration so it can last multiple combats
Rather than the damage i’d buff the control
And i’d give it one free use every lr maybe
maybe, although could be alot
for every class in your campaign, take a read at their 2024 rules to see what might have been added for them or for the subclass they are playing
ive been making judgements on whether something is like OP or chill, but most of the stuff is thematic updates that make sense and add power to the kit
and players are gonna be super happy to get literally any feat or feature, even homebrewed ones u come up with
in the beginning of my first campaign atm and dealing with the exact same thing, we change rules all the time based on 2024 or 2014 or just having fun rules
cause some new stuff is lowkey not the vibe
good luck with whatever u do though its funny reading that something gives like permanent advantage or disadvantage and going "why the hell is this in 2024"
I'm not sure what I am going to run, but all my opinion have homebrew to some level
The opinion are: mythology (Percy Jackson style), competition like the hunger. "Open world" in a world like the snowpircer (ebron or fantasy earth probably) and the last one that was my 1st idea is a series of 7 oneshots that each end with a boss fight with special mechanic (the 7 sins)
Tnx
So my DM introduced a homebrew magic tattoo that once a day lets you drop a 10 radius circle in which, among other things, concentration becomes completely impossible. No saves. no legendary resistance, nothing, your concentration just instantly stops if you're inside it at any point. I don't think I plan to take this but I'm just intellectually curious if there's anything insane that can be done with that.
can somebody give me some examples of what homebrew abilities players have used in your campaigns?
It's all specific to the homebrew itself whether that's a subclass, class, weapon etc.
And they should be watched out for to different extents. Things like magic items can be strong but easy to sus out immediately for the most part
Subclasses and classes are more sneaky about how op they might get
I am thinking about making a ranger subclass that focuses on discovering unexplored parts of the world. Haven’t really fleshed out the combat related things I want to add but I wanted some input on the utility/flavor related things. So far I have:
Level 3: You gain proficiency in Cartographers Tools, Calligraphers Tools and Navigators Tools. As well as proficiency in nature and survival. If you already have any of these you can trade them for a tool or skill proficiency respectively.
Level 3: As a magic action you can preform a one minute ritual and expend one of your uses of favored enemy to teleport to your study. Your study is an extra dimensional space that is adorned how you choose, and is shaped in a 30 foot radius cylinder that is 100 feet tall. You can teleport with any items you can carry and keep them in the study, and likewise you can bring anything you can carry out when you return. You can stay there for up to 12 hours. At level 6 you can bring up to 6 additional willing creatures and whatever they are carrying inside as well, for up to 12 hours. When anyone exits they return to the same space or the nearest space to where they were when they entered.
For damage I was thinking something like you can add your wisdom modifier to your intelligence modifier, and you can add your intelligence modifier to damage rolls.
Bracers of Blinding Agility
Wondrous Item, rare (requires attunement)
These magical bracers can be worn on either the wrists or ankles. When worn, they enhance the wearer’s agility to such an extent that enemies struggle to keep up, becoming overwhelmed by the wearer’s speed and precision.
While you wear these bracers on your wrists or legs, you can use a bonus action to gain the following benefits until the end of your turn:
- Your walking speed increases by 30 feet, and your movement does not provoke opportunity attacks.
- The first weapon attack you make this turn has advantage and deals an extra 1d8 force damage on a hit.
Once you have used this enchantment twice, you can’t use it again until you finish a short rest.
With the little slots for attunement that Dnd 5e has, you think I should remove the attunement requirement for this item ? (the party is lvl 8)
Its just zephyr strike 1 per short rest.
Anyone know of or have a lightning/storm based class or subclasses?
There's already a ton of those in the RAW. Can you be more specific about what you're looking for?
What do we think about these?
Sealing Cards
Wondrous Item, Varies
Entire decks of Sealing Cards are often found together. A deck of Sealing Cards found as treasure may have 20-60 cards. The faces of these thin cards are blank, and the back is patterned with a lock and key.
A creature holding a blank Sealing Card can use a Magic action to attempt to subjugate a creature within 30 feet of it. That creature must succeed on a Wisdom saving throw, which it has Disadvantage on if it is Bloodied. The DC for this Wisdom saving throw and the maximum Challenge Rating of creatures who can be subjugated varies based on the Rarity of the Sealing Cards. Consult the Sealing Cards Rarity table for these factors.
Sealing Cards Rarity
Rarity: Save DC / Max CR / Death PenaltyCommon: 10 / 5 / 1d4
Uncommon: 12 / 10/ 2d4
Rare: 14 /1 5 / 3d4
Very Rare: 16 / 20 / 4d4
Legendary: 18 / 25 / 5d4
Artifact: 20 / 30 / 6d4If a creature fails its Wisdom save against this effect, it is sealed in the card. The card's face begins to display an illustration of the creature sealed, and the pattern on the card's back transforms into one unique to this deck of Sealing Cards. If the card is destroyed, the creature is destroyed.
As a Magic action on the turn of a creature who holds a deck of Sealing Cards with at least 1 creature sealed to draw a card from the deck at random, summoning the relavent sealed creature to a space within 5 ft. of the holder. The creature obeys the holder of the deck, and has the following rules applied:
- It has maximum hit points equal to the Maximum CR of the deck of Sealing Cards.
- It loses all Legendary Actions, Legendary Resistances, and some other abilities at the DM's discretion.
When the creature is slain, it returns to the card, and cannot be summoned again for a number of days based on the rarity of the card (consult Sealing Cards Rarity table). Additionally, the holder of the deck may return the creature to the card at no action on their turn. Creatures returned to the card in this way cannot be used for 1d4 hours. In either case, the creature returns to max hit points at the end of this cooldown, and is considered to have taken a Long Rest in the card.
If a creature comes across multiple decks of Sealing Cards, those decks can be combined such that the number of cards does not exceed 60. In that case, the patterns on the backs of the cards begin to mix into a similar pattern to each other. Even when decks are combined, the cards retain their individual rarity.
Drawing a Blank
When drawing a card from a deck of Sealing Cards, it is impossible to draw a blank card. If deciding which card is drawn with dice, reroll any result that would result in drawing a blank card. If deciding which card is drawn with a simulated deck, do not include cards which would result in a blank card.It is possible, however, to draw a card that is on cooldown. If a player attempts to draw a card that is on cooldown, nothing happens.
Working idea is that they could simulate cards from games like Yu-Gi-Oh or MTG that summon creatures. Are there any other limits I should impose, or any tweaks to the rarity-based values?
(These are also in my homebrew master collection on Homebrewery, currently on the last page.)
There's only two i think so I'm looking for more just like a class or subclass based on storms or lightning abilities
anybody running a homebrew game
look in #looking-for-players
Thoughts? Level 7 party. Possible find after defeating a boss that's drawing power from these.
Blood Crytal Orb
A bright red crystal Orb that has faint glow. (10ft dim red light) can be used as a spellcasting focus, adding +1 to the spell slot used for upcast up to your highest available spell slot. Has max 3 charges. After expending all of it's charges 25% chance it breaks.
To add more charges one must give 30hp worth of elven blood to it.
There are tempest cleric, storm sorcerer, circle of sea Druid. Any wizard could probably be reflavored to storm wizard but scribe stands out being able to change damage types.
I designed several things around this, and the only thing I can tell you is that there's kinda two things happening here.
I would suggest, half HP of the captured creature with each deck having a creature type limitation.
I specify this because it sounds cool on its face for HP to be equal to CR, but noo, it doesn't because it falls off at level 10. For one action of summoning a creature, you could just do damage.
It's good if technically prepped ahead of time but this is a wargame system by default.
So my opinion is that if you want to make this GM-friendly, because most GMs aren't that, the limitation by the creature tytpe also makes it easier for the GM to reward the player with certain target types.
I would also cap the deck amount at 5. A deck of five cards is a deck fo five cards 
(But I think most of this advice is antithetical to your concept, which is still solid. I just think its too broad)
Okay, this is good feedback. Some of it does kinda go against the ideas a bit, but I can break some of the flavor, maybe bump down the minimum and maximum deck sizes to something like 5-20. I may also make the decks limited to creature types like you suggested, because the GM should have a lot more control over that sort of thing when giving it out. As far as the HP count, I'll probably do like you say and it be half the creature's max HP.
Thank you for your reccomendations! I literally just typed it up last night, so it hasn't undergone any balancing lol.
Alrighty, deck size has been reduced to 5-20, the cards now specify creature types by a design on their back, and the hit points have been adjusted. I also added a clause to only let one summoned creature exist at a time, so we don't get flooded with creatures.
Small note: the rules about being able to draw a card on cooldown is to encourage players to attempt to capture more creatures than just a small handful. If you capture just one really good one, then it is a weird one-off. If you capture 3, you run the heavy risk of hitting an on-cooldown monster in longer stretches like difficult dungeons.
hey all! I've been working on an artificer subclass that lets you pilot a mech. was hoping to gather people's thoughts on it, if anyone is interested. the link to the subclass is below. there are references to mecha media aplenty.
https://docs.google.com/document/d/1XA-KuO8xsHdPHEkleCOSdk5Km2DxV-5rVldScVx3GLI/edit?usp=sharing
brotien shake run a 5 room dungeon for your first oneshot
trust me on this
Booming barrage
Evocation 3rd level spell
Casting time:one action
Range:90 feet Components:V, S Duration:instantaneous
You fire blasts of sound energy out of your instrument. Choose three spots within range (you can select the same spot multiple times). All creatures within 5 feet of those points must make a constitution saving throw or take 2d10 thunder damage, or half as much damage on a successful.
At higher levels:when you cast this spell with a spell slot of 4th level or higher, you fire an additional blast
Spell lists:wizard, sorcerer, bard
Is this spell balanced?
Make sure that it has wording that they make the save/take the damage for each boom and I think it's good. Then again, I am comparing it to Fireball in my mind, taking into account the ability to split the damage across multiple areas.