#homebrew

1 messages · Page 39 of 1

grim wing
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I want to make a magic item and wanted to ask for ideas for a cool name. I was thinking about magical gloves that make your spellcasting have such an impact that every spell you cast throws you back one square, without provoking attacks of opportunity. What would you guys call those?

grim wing
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um not sure if this is the right thread

grim wing
native grove
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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, if a creature is hit by multiple booms they have to make a saving throw against each of them). 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

How does it look now?

main trellis
native grove
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if your wondering why i made this spell its mostly to give bards some on theme damaging options

main trellis
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And as a Sorcerer main I approve of them getting it too lol.

scenic urchin
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ahhhh I just had an idea for a halloweeny activity for #homebrew: snarf up 4 past subclasses from the channel-- for each level, take the feature of each subclass, present them all together, and have the channel vote on the best one. we take the highest voted feature from each level, and assemble them all into a frankensubclass. then we vote on which class this is for together, and then decide on a name for it

mild cove
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Wait so we each make a “frankensubclass”?

heady stream
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gonna be pretty hard to comb through the channel to collect everything, but I like the idea

sturdy pasture
scenic urchin
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oh i meant the whole channel collaboratively does it

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ummm like, hmm

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wish there was more time to organize, let me see if i can put together an example...

mild cove
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Oh ok

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Gtg rn anyways

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Bye

cinder mesa
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How do I code things on DND beyond? I'm making a lineage race and want to have the thing where old movement from the original species carries over to the new lineage but idk how to do that

cinder mesa
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Thx

scenic urchin
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oh god this is going to be messy

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So this is an example of how we would build a frankenclass, I've grabbed four "random" subclasses that have been posted to this channel in the past, and i've divvied up their features and grouped them by level, and now I ask #homebrew to vote on a subclass feature option, starting with the level 1-3 feature(s). After this vote is completed and locked in, I'll reveal the 4-7 option and we'll lock that in, then the feature after that, then the feature after that, THEN we'll lock in the class via vote.

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Take a look through the vote options and cast your vote for round 1, and I'll move on to round 2 in an hour

rapid latch
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How does this look as a replacement for Favored Enemy for a Ranger rework?

Level 1: Hunter's Prey
*When you hit a creature with an attack roll, you can mark the target as your Prey for up to 1 minute, or until you or your Prey dies or falls Unconscious.

The first time on each turn you make an attack against your Prey, you gain a bonus to the attack and damage rolls equal to your Proficiency bonus.

You can use this feature a number of times equal to your Wisdom modifier, regaining all uses upon completing a Long rest and one use upon completing a Short rest.*

Basically a less exclusive but limited version of 2014 Ranger's version of Foe Slayer. After some introspection I don't actually think Ranger is that bad, but one thing that really does grind my gears is the whole class and the main bonus of each of its subclasses being built around one spell that locks you out of a lot of your tool kit.

scenic urchin
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seems fine to me

white bison
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Ranger having some bad class features doesn’t mean the power level of the class is low because it’s good features are very good

rapid latch
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I'm ultimately going for a sidegrade here, not an upgrade.

white bison
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Unless you’re also nerfing something, it’ll be a buff

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Might be fairly easy to push it over the top in terms of damage

rapid latch
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I was gonna remove Precise Hunter, Advantage on top of an additional +6 to hit is way too much.

steel rampart
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Hello there, I wanna know if this race I've made is balanced?
Ponyfolk
Ability Score Increase
Increase one ability score by 2 and other by 1, or increase three different ability scores by 1.

Creature Type
You are a Humanoid.

Size
You are Medium.

Speed
You have a walking speed of 30 ft.

Hooves
You have hooves which are natural weapons that you can make unarmed strikes with, they deal 1d6 + your Strength modifier bludgeoning damage.

Cutie Mark
You have a mark on your body that allows you to do magic. Choose any 1st level spell. You can cast it a number of times equal to your proficiency bonus per long rest. Choose between Intelligence, Wisdom or Charisma for it to be your Spellcasting Ability for it. You don’t need material components for this spell.

Languages
You can speak, read, and write Common and one other language of your choice.

Subraces
Choose between Earthborn, Pegasus and Unicorn.

Earthborn
Powerful Build
You count as one size larger when calculating how much you can push, drag, carry and lift.

Brave
You have advantage on Saving Throws against being frightened.

Pegasus
Wings
You have a pair of feathered wings. You have a flying speed equal to your walking speed. To fly, you can’t be wearing armor you’re not proficient or any heavy armor.

Lightweigth
Due to your lighter frame, you are faster, you have a walking speed of 35 ft.

Unicorn
Arcane Knowledge
You have expertise in Arcana.

Equestrian Magic
You know one cantrip of your choice. At 3rd level you gain a first level spell of your choice. And at 5th level you gain a second level spell of your choice. You can cast these spells each a number of times equal to your proficiency bonus per long rest. Choose between Intelligence, Wisdom or Charisma to be your Spellcasting Ability. Your horn is the focus for these spells.

scenic urchin
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"choose any 1st level spell" dont sound balanced to me

steel rampart
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Intended for use for 5e 2014.

steel rampart
scenic urchin
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limit the options, exclude the most powerful spells, or curate a list of approved spells

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or do something else

white bison
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Any 1st and 2nd level spell is too much

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Also the number of free casts in all features is absurd

steel rampart
rapid latch
# white bison Precise hunter?

In 2024 it gives you advantage on attack rolls against the creature under the effects of Hunter's Mark, you get it at level 17.

white bison
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Like gift of alacrity as a cleric

white bison
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It doesn’t see much use in the first place

rapid latch
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This rework is for 2024 Ranger.
That's fair, I'll make it so you only regain uses on a long rest instead of regaining one use on a short rest, and I'll try to keep the power level in mind.

white bison
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Yeah that’s a lot better

bold valley
scenic urchin
solar spire
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guys, question

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what do you guys think of this homebrew skill for my goblin conjurer wizard

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Campkeeper Sentinel
Casting Time: 10 minutes
Range: 30 feet
Components: V, S, M (a carved goblin rune worth 50 gp, consumed)
Duration: 8 hours
Classes: Wizard (Conjuration Tradition)

Description:
You conjure a non-sentient construct in the form of a portable goblin-style camp, inspired by your home tribe’s architecture but infused with your own scholarly magic. The structure blends naturally with its surroundings — moss-covered stones, crooked towers, and faint lantern glows make it appear like an ancient woodland hut to outsiders.
Inside, however, the interior defies logic — a serene, magical space of comfort and knowledge:
• Walls lined with levitating bookcases filled with illusory tomes.
• A floor and ceiling that reflect a tranquil ocean of stars.
• Three small coffee tables surrounded by cozy plush seats.
• A fireplace that burns with blue flame for warmth and red flame for cooking or light.

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Effects:
Arcane Shelter
The camp can house up to six Medium or Small creatures. It shields them from weather, scrying, and divination magic. Those inside gain advantage on saving throws against exhaustion and environmental effects (heat, cold, etc.).
Restful Hearth
After resting for at least 1 hour inside, a creature regains 1d4 + your Intelligence modifier hit points due to the soothing magic of the environment.
Completing a Long Rest within the camp restores one additional expended 2nd-level spell slot to any spellcaster.
Warded Perimeter
The exterior is protected by runes equivalent to Alarm and Tiny Hut. Only creatures you designate can enter. The hut is camouflaged, giving disadvantage to any creature attempting to spot it with Perception or Investigation checks.

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Campkeeper Form
If the camp is attacked, it folds in on itself and transforms into a Campkeeper Sentinel, a non-sentient construct guardian.
It appears as a stout, armored golem made of wood, metal scraps, and glowing runes.
Campkeeper Sentinel (Construct)
• AC: 16
• HP: 45 (6d10 + 12)
• Speed: 20 ft.
• STR: 16 (+3), DEX: 10 (+0), CON: 14 (+2), INT: 3 (–4), WIS: 10 (+0), CHA: 1 (–5)
• Damage Resistances: Bludgeoning, Piercing, and Slashing from nonmagical attacks
• Condition Immunities: Charmed, Frightened, Poisoned
• Attacks: Slam — +5 to hit, reach 5 ft., one target, 1d10 + 3 bludgeoning damage.
• Behavior: Protects the camp’s boundaries, prioritizing defense over offense. Vanishes if reduced to 0 HP or after 10 minutes of combat.
When destroyed, the construct disintegrates into glowing motes of light and leaves behind a faint smell of burnt parchment.

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At Higher Levels:
When you cast this spell using a spell slot of 6th level or higher, the interior expands into a small two-floor sanctum with additional runic wards. Resting inside also restores one extra Hit Die for each creature who completes a long rest there.

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........

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its basically a moving fortress but she would mostly summon this not for combat but for the party to take short/long rest

white bison
solar spire
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yeah, that's not overpowered right?

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or I have to tweek it further that this sentinel can only be cast once a day regardless

white bison
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What i mean is

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If you take a long rest u already get all ur spell slots back

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You don’t need the line where you recover an extra spell slot of up to 2nd level

scenic urchin
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maybe they houseruled that away

solar spire
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oooooooh, i see

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what if I replace that with an 1 additional "lucky" for the whole party when taking a long rest

scenic urchin
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adding things for the sake of adding things is generally not a good idea

bold valley
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It's already really good as is, you get a summon and rest house, plus other perks for just staying in jt

solar spire
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yeah, hmmmmmm..... I'll remove the extra lucky then

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the campfire sentinel fits perfectly for her lore being a bookworm or a "book bat" as other goblins call her and love all creatures and such

wise berry
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Working on a floor of heat jets in a chamber. They'll take a round to fire up (telegraph) from the floor, then another round to move across the battlemap. So picture a wall of fire coming towards you. There will be some safe spots for players to notice and try to avoid the fire if possible, but I'm thinking about the mechanics while at the table. My initial thought is it takes 2 turns to reach across the map (stops haflway after turn 1) and will reset after 1d4 rounds or I could use a sand timer (1min, 3min, 5min, 10min). There is a means to complete shut them off or sabotage the jets. Another idea is to telegraph the charge up and after 1d4 rounds, the flame cuts across the room. Maybe I narrate "you hear 3 mechanical clicks and embers form above the floor on the far end" based on the result of a 1d4. The flame wouldn't stop and just cuts across the room when the last round ends.

Looking for some thoughts on if this is a good way to handle the mechanic? Maybe a better way?

solar spire
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ty guys

scenic urchin
molten geyser
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Does anyone have any tips, comments, and/or criticism on my BBEG statblock that I put in here yesterday?

gloomy flower
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how do we feel about this for a gunslinger class?

Chosen Weapon

Starting at 1st level, you can turn up to 2 weapons that you are proficient with into chosen weapons. While using a chosen weapon, gain the following benefits:

Add +1 to attack rolls made with the weapon(s).
You can reload as a bonus action.

Once you have used this feature, you can not use it again until you take a long rest.

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the way i'm designing it is kinda like if you took a monk and gave it a gun

scenic urchin
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i dont like the idea of a feature giving +1 to rolls in general

gloomy flower
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what'd you suggest replacing it with?

scenic urchin
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i dunno

solar spire
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I think there’s already a gunslinger class

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Unless you have your own take on it

Check that out first

scenic urchin
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and no, its just a coincidence the features are wildly lopsided, the subclasses were chosen at random

gloomy flower
faint gyro
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<><><><><><><><><><><><><><><><><><><><><><><><><><><>

Name: Fish
Description: A totally normal fish.

HP: 6825

AC: 19 [Natural Armor] | | Weapons: [-]

Stats: STR [+20] | | DEX [+4] | | CON [+30] | | INT [-4] | | WIS [+1] | | CHA [-2]
Prof Bonus: +10

Special;
~ Aquatic. Has a swim speed of 30 ft. and breathes underwater.

Actions:
=-=-=
Slap
+30 Str
8d12+20 bludgeoning
=-=-=

<><><><><><><><><><><><><><><><><><><><><><><><><><><>

I have a question, do you think this will TPK my level 1 party?

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lol jk

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:3

true forge
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Gift of the Hoard

6th level The Draushum feature

Your patron empowers your pact boons with items from its hoard. You gain resistance to your patron’s Draconic damage type. In addition, your Pact Boons gain new effects, as seen below.

  • Pact of the Blade. Once per turn, your pact weapon can deal an extra 1d6 of your patron’s Draconic damage type.
  • Pact of the Chain. Your summoned creature can now speak, write and understand draconic if it doesn't already. When you use your Otherworldly Breath feature, you can instead cause your summoned creature to spew the breath instead.
  • Pact of the Talisman. The creature wearing your Talisman gains resistance to your patron’s Draconic damage type.
  • Pact of the Tome. When you cast a warlock spell that deals damage, you can swap the damage type to your patron’s Draconic damage type.

thoughts on this?

faint gyro
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Looks interesting

true forge
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blade's one could use some rewording, just a touch

scenic urchin
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i thought the talisman from pact of the talisman was something the warlock typically wore ... giving it to others was just a nice bonus

scenic urchin
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sure but I mean in practice

true forge
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most of the invocations help if somebody else wears it tho lol

scenic urchin
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well i just wonder if it should have a benefit if the warlock wears it too

true forge
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maybe, could add something lol

rancid latch
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If a magic item that can only be attuned by spellcasters grants access to a spell, do I need to specify the spellcasting modifier of that spell?

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If I don't specify, can it be assumed it is what ever the attuned creature's spellcasting modifier?

stuck raptor
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RAW, it would default to theirs iirc

rancid latch
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Alright thanks!

scenic urchin
true forge
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***Pact of the Talisman. ***The creature wearing your Talisman gains resistance to your patron’s Draconic damage type. If you are wearing the Talisman, you can add half your Charisma modifier to all saving throws besides Charisma.

prob abit much

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but, who picks talisman?

scenic urchin
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everybody gets one

stuck raptor
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i think thats the only way to make someone pick talisman lmao

true forge
true forge
scenic urchin
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i mean i don't disagree

true forge
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oh well

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we love people picking the bad one anyway :D

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Scaled Wings

10th level The Draushum feature

Your patron’s influence evolves your body. You grow scaly wings, which grant you a fly speed of 20 feet. This increases to 30 feet at 14th level.

and 10th

scenic urchin
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y'know, now that i got a bit of downtime to actually look at the subclasses feeding the frankenclass... probably should have spent a lot more time actually hunting down subclasses with a similar power curve, rather than going off of the theory of "this one looks wild, and this one looks wild... so that means they're all equal"

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"your frightened condition now does no-save psychic damage every turn, on a subclass that already gets fear spell for free and fear immunity bypass" vs "you have an unarmored AC of 13 + dex + con, and you can jump your speed as a bonus action" ... welp, that's a choice

faint sonnet
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It do be like that sometimes.

wise berry
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Working on a floor of heat jets in a chamber. They'll take a round to fire up (telegraph) from the floor, then another round to move across the battlemap. So picture a wall of fire coming towards you. There will be some safe spots for players to notice and try to avoid the fire if possible, but I'm thinking about the mechanics while at the table. My initial thought is it takes 2 turns to reach across the map (stops haflway after turn 1) and will reset after 1d4 rounds or I could use a sand timer (1min, 3min, 5min, 10min). There is a means to complete shut them off or sabotage the jets. Another idea is to telegraph the charge up and after 1d4 rounds, the flame cuts across the room. Maybe I narrate "you hear 3 mechanical clicks and embers form above the floor on the far end" based on the result of a 1d4. The flame wouldn't stop and just cuts across the room when the last round ends.

Looking for some thoughts on if this is a good way to handle the mechanic? Maybe a better way?

scenic urchin
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i'm having a hard time visualising the trap/challenge

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i dunno if i understand what the players will see and how they will figure out what to do

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also i'ma call this vote and move on to the final round

scenic urchin
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one of these options is ... quite unfortunate at this point :X

true forge
scenic urchin
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secret chest lol

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i forgot that was a spell

true forge
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4th level is annoying for spell lists

scenic urchin
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draconic apex feels like fighter would be jealous of that sandwich

scenic urchin
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2014 fighter had to fight to get their indomitable buffed in 2024, and then this warlock just gets a legendary resist

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and 20 AC

true forge
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i mean, it fits the patron :P

true forge
scenic urchin
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its just the principle of the matter

scarlet coral
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So in D&D Beyond how does Grim Hollow's Arbalest work exactly? Trying to convert it into regular 5E and according to its weapon trait "You can add both your Strength and Dexterity" modifiers to this weapon's damage." I figured that all I needed to do was to apply the Magic property and have it scale off of Strength since testing the weapon shows it only scales off of Dexterity. Upon doing so however, there's no luck. Any suggestions?

scenic urchin
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no clue

scenic urchin
lyric comet
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Working on home brewing 12 species bc dnd is the best place to put them while I write their story 👍

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(I don’t hate myself trust)

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(Especially with the fact I’m adding a whole new class)

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(Just for this crap)

scenic urchin
# scenic urchin Round 3 goes to A! Last round, then we collaboratively decide what class this su...

#ddb-avrae-commands message that's a 2, so a winner goes to C ... that's it for the feature voting. and now just FYI, the classes these features came from: Fighter, Cleric, and Barbarian.
and now the channel gets to vote on what class this subclass is for. (please no fighter) Include whether you're voting for the 2014 or 2024 version. If you don't specify, I'll assume 2024 by default.
the frankensubclass: https://docs.google.com/document/d/1mIzL6QlYWDzlRtuCVLBWki3wKpBYAeh5E-rcTC_9k4U/edit?tab=t.ybvwry4snb04
After we choose the class, there will be an opportunity for collaborative errata to fix anything that doesn't work (for example, changing channel divinity to 1/long rest if the class doesn't have that), and change syntax and flavor. After that ... we name the subclass, and then our Frankenbrew is ALIVE!

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i'ma be honest i'm surprised C won

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that was the one I thought was quite unfortunate lol

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but um ... which class wants to cast fear, move fast, and grapple three foes at the same time

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paladin?

faint sonnet
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I think I've solidified my overarching themes that all spells fit under, though I do wanna see if anyone else thinks some are too broad or too specific.

##### Clusters of Magic
| Name                    | Represented Themes |
|:------------------------|:------------------:|
| *Fundamental Clusters*  |                    |
| Air              | Lightning, thunder, wind |
| Earth            | Shaking ground, terrain manipulation |
| Fire             | Burning, spreading damage |
| Force            | Automatic damage, extraplanar emnity |
| Necrosis         | Bloodied effects, weakening health |
| Psychalgia       | Action prevention, confusing senses |
| Radiance         | Blinding light, marking position |
| Water            | Submersion, forced movement |
| *Telic Clusters* | |
| Causation        | Roll bonuses and maluses |
| Communication    | Conveying information |
| Compulsion       | Forced actions, mental state changes |
| Conjuration      | Summoning entities |
| Detection        | Finding information and entities |
| Formation        | Forming objects |
| Illusion         | Modifying perception, projecting images |
| Protection       | Preventing harm, warding |
| Restoration      | Undoing detrimental effects |
| Telecontrol      | Remote physical manipulation |
| Teleportation    | Traversing distance instantly |
| Transmutation    | Modifying creatures or objects |

From the list, what I see potentially being a pain:

  • Communication is pretty narrow, but isn't inherently too narrow.
  • Conjuration and Formation may feel like they overlap too much. They are separated because I'm not a big fan of how Conjuration currently is seemingly about causing all stuff to appear out of nowhere (though I could be convinced this is fine).
  • Telecontrol is pretty specific, with it being something that could possibly be rolled into another theme or scrapped and placed in something like Force damage to represent telekinesis and creations of force that do said remote manipulation.
scenic urchin
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causation seems like the most specific one, and it's the most ... narratively abstract ... at the same time

faint sonnet
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Causation would be stuff like Bless, Bane, anything related to "luck", basically.

stuck raptor
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holy wall

faint sonnet
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I do have plans for what I call "Composite Clusters", which are clusters that combine two different ones. Some of those Composite will be inherent to the rules, such as the Paralemental Planes, but others will be emergent and I'll provide guidelines for homebrewing them in.

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The goal is that every spell effect that is necessary or I think should be supported fits into a Fundamental, Telic, or inherent Composite Cluster by default, though.

quick mountain
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hello dnd chat, long time lurker first time chatter
i have a monster for a group of level 1 players and i require insight, (highest hp player is 14hp barbarian)

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The Husk

Medium humanoid, Chaotic neutral
Armor Class 13
Hit Points 19 (3d8)
Speed 40 ft., climb 20 ft.
STR : 9 (-1) DEX: 17 (+3) CON: 8 (-1) INT: 15 (+2) WIS: 16 (+3) CHA: 3 (-4)

Saving Throws Dex +5, Wis +5
Skills Acrobatics +7
Damage Vulnerabilities fire
Damage Resistances necrotic
Condition Immunities grappled
Senses blindsight 160 ft., passive Perception 13
Languages understands Abyssal
Challenge 2 (450 XP)

Shifty. You can Disengage as a bonus action.
Savage Assault. Once per turn, add your level in extra damage to an attack.

Actions
Claw Slash. Melee Weapon Attack: Hit: 2d4 slashing damage.
Bone Needles. the husk will grow long spear like bones from between the knuckles and launch them at range. Ranged Weapon Attack: +4 to hit, 2 volleys of 4 needles, reach 32/120 feet, 2d4 + 2 piercing damage

Reactions
**Broken bones. ** the husk is nimble and dexterous as a Reaction when the husk takes damage it can roll a 1d12 to remove that number in damage

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The husk is what happens when a species of mimic that resembles a spinal cord with centipede like limbs and long nerve tendrils infests a humanoid host, when finding an asleep humanoid it will use its tendrils to intercept the pain synapses as it eats the spine of the host before entirely replacing the hosts spinal cord, after doing so it will slowly wriggle its tendrils through the hosts body over the course of days sending signals that cause paranoia in the host to prevent things that would reveal the mimic's existence, eventually the "person" is gone replaced by the control of the cord (even the eyeballs push out of the skull with the continued growth of the creature), it will continue to inhabit the host as a source of food and a nesting area for more husk cord offspring

tardy crown
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Anyone got any recommendations for Races that could be turned Prehistoric? I'm making a Prehistoric campaign setting where certain races will become Prehistoric and so far I have a few

Lizardfolk = Dinofolk

Thri-kreen = Ancient types of insects

Loxodon = Mammothfolk

Tabaxi = Sabertooth Tabaxi

Anything Human like such as Elves, Dwarves, Basic humans = Neanderthal or Cavenfolk

Merfolk = Same thing as Thri-kreen where they'll be ancient types of fish
These are all I got right now so any recommendations help. Some of them will have Changes to certain racial traits depending on what they are

true forge
elder thicket
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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.

hexed solar
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Do you think adding species traits to monster entries like Priest, Commoner, etc. would increase their CR? Like, for some it probably won't make much of a difference but for others it's pretty substantive. An Aasimar Commoner, for instance, would get resistance to necrotic, radiant, 60 ft. darkvision, 2d4 healing and the light spell at will which is a pretty big upgrade but also... is it really worth a CR bump?

peak inlet
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Vex already gives you advantage on your next attack, and Soulblade does give Vex

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so your dagger would likely be the Nick weapon

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just ask for a magic dagger with a once per turn effect from the items that exist in the game

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you also don’t really need 5 Fighter if you’re only doing it for the Extra Attack, you’re better off just going for 8 Rogue

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if you’re doing it for the Fighter option suite + Action Surge + Riposte, I would still only go 3 levels in Fighter

sacred current
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Serene Defense
Prerequisite: Level 8 Monk
Your defensive stance is much more advanced than your peers, extending to the power of your mind as well.

  • Patient Defense no longer costs Ki points.
  • When you use Patient Defense, you can choose to expend 1 Ki point to gain a bonus to the next saving throw you make before the beginning of your next turn equal to your Wisdom modifier.
  • At the beginning of your turn, you can expend 1 ki point to gain the benefits of the Dodge action until the beginning of your next turn.

Is this Monk feat balanced?

elder thicket
true forge
true forge
# true forge https://docs.google.com/document/d/1MCgtquiW3FBZEn3w9wKlP8thfHVRUD_FmB7H3lpetV0/...

Treasure of the Hoard

10th level The Draushum feature

Your patron grants you the best from its hoard. Your Pact Boons become more powerful, as seen below.
-*** Pact of the Blade. Draconic Riches***. When you use your Otherworldly Breath feature, you can make an attack roll against a creature within range.

  • Pact of the Chain. Might of the Hoard. When you summon a creature, you cause it to become more dragon-like, causing it to gain resistance to your patron’s Draconic damage type, as well as deal an extra 1d10 damage on hit, the damage type being your patron’s Draconic damage type.
  • ***Pact of the Talisman. Golden Mark. ***When the creature wearing your Talisman attacks a creature, you can spend your reaction to cause a mark of gold to appear on the target. Until the start of the target’s next turn, all attack rolls against it are made with advantage. This effect can happen once per short rest.
  • Pact of the Tome. Crystal Tome. When you force a creature to make a saving throw with one of your warlock spells, you can cause that creature to roll that saving throw with disadvantage. This effect can happen once per short rest.

changed the 10th level for this

elder thicket
white summit
#

Hello all how do these stats look for a homebrew mini boss my party will be taking on for reference my party is a group of 5 all at level 15.

#

Tiamats Champion Uddrok Lord of wyverns

Stats for combat

HP- 295
AC- 23 natural armor
4 legendary Resistances
4 legendary actions
Melee damage (2 d8+ 5 elemental damage) all attacks get a +12 to hit

Abilities

Deaths Pull- he chooses a target within 40 feet of him and makes an attack where he sends his scythe blade out from the staff connected to a chain if it hits he pulls you to him and makes another melee attack. If hit a player may make a strength check to resist being pulled DC of 18
Damage (1 d12+5 piercing damage)
3 times per day

Wrath of the Dragon Queen- he can cast prismatic spray 3 times per day this counts as an ability and not a spell for the purposes of counterspell.

Wyvern Lord- Uddrok has become a master and leader to these savage beasts known as wyverns and now always travels with a pack of fiercely loyal wyverns nearby ready to kill and maim any who anger their dark master. In combat this ability allows Uddrok to call 3 of his wyverns to enter into combat and support him in his fight. (1 time per day)

white bison
#

Fights with a single big enemy are gonna get eaten alive by a party of 5 btw

white summit
#

Just want to ask if it seems like a balanced statblock for a group of that size should any numbers be bumped up?

white bison
#

I mean it heavily depends on the party and what they have

white summit
#

Fair enough I suppose I can give you a rundown

1.Wildmagic sorcerer
2.Bladesinger wizard
3.Oath of redemption paladin
4.Artillerist artificer
5. College of lore bard

#

All at lvl 15

white bison
#

Do the wizard/bard have access to simulacrum/magic jar and mirage arcane/wall of force/forcecage?

white summit
#

Only wall of force out of those spells listed was taken by the bard

white bison
#

Then the power level of the monster listed should be good accounting for the high amount of enemies ur throwing at them

#

It may not be a crazy hard fight if the bard plays the wall of force correctly but it’ll be challenging for sure

white summit
#

Okay thanks I know it is hard to guesstimate these things but I like having a bit of a second opinion I've found it always helps me make good decisions for my dnd sessions

white bison
#

Honestly the best tip i can give u for this stuff is to balance it on the fly if u notice it’s too powerful or the opposite

white summit
#

Yeah I have done plenty of that in my time but thanks regardless the opinion and help of fellow players/dungeon masters means alot I appreciate it regardless 🙏

steel rampart
agile schooner
#

I posted a bit on this earlier but I’ve had more time to flush out some ideas for the rest of the abilities. Thoughts on this as a home brewed ranger subclass?

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.
Level 3: Your wisdom modifier is added to your intelligence modifier, and you can add your intelligence modifier to damage rolls.

Level 7: You learn ritual casting. As a bonus actuyou can summon a Druidic tome which contains all ritual spells available to rangers. This tome can act as a spell casting focus for you. You can cast these spells as rituals or expend spell slots to cast the spells with their normal casting time. You can only cast spells if you have the spell slot level. You can also copy down ritual spells you find from other sources into your tome, and they count as ranger spells for you. Copy time/materials blah blah blah.

Level 11: When you cast a leveled spell that uses a spell slot, you may choose to regain a spell slot that is of a level lower than the spell you cast.

Level 15: You may now add double your intelligence modifier to damage rolls

mild cove
formal raft
agile schooner
golden temple
#

i just saw this- actually i reviewed fighter crusader before-! and also i recognise the skill names from darkest dungeon 😭

#

admittedly it is zealous accusation and not zealous conviction but same dif,,

midnight elk
#

So, I'm making an eldritch blast minigun.

#

Overcharge Mode

Activation: Bonus action

Effect: For 1 minute or until deactivated, the minigun fires 75–100 eldritch bolts per turn.

Damage: Each bolt deals 1d4 + your spellcasting modifier force damage.

Attack Rolls: You automatically hit each bolt but make a single Dexterity saving throw (DC = 8 + proficiency + spellcasting modifier) per creature in its path to avoid massive damage if multiple hits land.

Drawback: After Overcharge ends, the weapon requires 1d4 rounds to cool down. During this time, it cannot fire, and the wielder suffers 1d6 psychic damage per round from Far Realm backlash.

#

Too much?

frosty garden
white bison
midnight elk
frosty garden
white bison
#

That’s an average of 187.5-250 damage every turn, even as a late game item it’s stupid

zenith jasper
#

i khow

#

lol

empty vine
#

What? I didn't understood, might be cuse of my English

gloomy flower
gloomy flower
#

fill em with more fights and/or puzzles

empty vine
#

Abd what is brotien shake ?

frosty garden
gloomy flower
empty vine
daring thunder
#

@tawdry swift Yo buddy I need a second thought on some homebrew could you help me out

tawdry swift
#

Sure! (I don't recommend pinging random people but I don't mind)

frosty garden
#

So you know how mystra brought about the spell plague which is the reason 10th level spells can no longer be cast. With the wish spell, could you technically stop that from ever happening, if so, what would be some good homebrew 10th level cause none of the ones I see out there are any good

stuck raptor
frosty garden
#

Ahh, Can't lie, the wish spell confuses me so thx

void jewel
#

Wish can do anything the DM allows, using the custom option

#

Wish could cast a 999th level spell after creating the concept of 999th level spells if the DM chooses to grant it.

wise berry
#

Working on a floor trap during a boss fight. The floor is comprised of heat vents, which fire off in a wall sweeping across the map. I'm not sure which mechanic to run with:

A. Roll a 1d4. That is how many rounds before the fire wall sweeps across the map in one go. Narrate a number of clicks being heard based on the result of the d4. If struck by the wall of flame, make a DC12 DEX S.T. - take 2d4 fire dmg or half on a success.

B. Flames spew from the floor vertically, forming a wall that moves across the map in 2 turns (stopping halfway on 1 turn). Rests for 1d4-1 turns before running again. Telegraph embers forming above the floor. If struck by the wall of flame, make a DC12 DEX S.T. - take 2d4 fire dmg or half on a success.

void jewel
#

Lethal for level 1s. Nothing at all for level 20s.

wise berry
#

Level 3 players group of 4

#

All martial classes

#

I could also state that upon your first time saving, you gain advantage on future saves - reading the rhythm of the wall whenever it fires off.

wise berry
void jewel
#

Both are kind of uinteractive as they seem impossible to avoid eventually. But depends on the arena.

Consider defined "hot zones". At initaitve count 20, new zones become hot and last round's zones explode. If in the zone, take the damage.

#

2d4 save for half is fine for the level.

wise berry
#

Yeah I can't send the map here but there are some safe zones. Some of the floor tiles are burnt out and safe to be on. There's a couple ways to shut off the fire wall as well

wise berry
icy swallow
#

hey y'all

#

so i built my own class

#

this has been in the works for years

#

it mainly started because I was mad that the eldritch knight didn't get 5th level spells

#

and it got me thinking

#

if a ranger is a druid crossed with a fighter, and a paladin is a cleric crossed with a fighter, how come there isn't a class that crosses wizard with a fighter?

#

so i built one using the eldritch knight as a general framework

#

also, inb4 someone says "but the artificer though"

#

I know the artificer is a half caster but the flavor is all wrong for the wizard-warrior vibe i'm going for

void jewel
#

So some turns will have less restriction than others, or some more, depending on the dice.

wise berry
#

I dig that. I could ignite 1 new additional zone after a % of HP is reduced on the boss. Keeping 1 empty (bur randomly)

#

The map is already divided into quadrants anyways so I'll adopt that mechanic vs a wall.

spring barn
#

so i have some homebrew stuff i need someone to look over its my first attempt and i wanna make sure its ok

mild cove
#

Sure

hexed solar
#

Does anyone know the code wrapper mouse-over thingy (square brackets thing) for "D20 Test"?

hexed solar
#

I mean like when doing homebrew and you're adding in things like [action]Hide[/action].

#

Ah, nevermind, it was [rules]D20 Test[/rules].

noble jungle
#

@faint sonnet I'm reading through your classes doc, would you be down to discuss it?

rapid latch
#

For animal companions, do y'all prefer "any Beast of X CR or lower" or the Beasts of Land/Sea/Sky statblocks?

heady stream
#

I like the templates more. easier to balance, scale and run

#

though they can be a bit more varied and spicy than the official stuff

faint sonnet
noble jungle
#

what are your thoughts on that either potential for synergy or being too tied up in existing domain design

stuck raptor
#

Thats something normal with 2024 cleric

#

although its only two options

faint sonnet
#

The good news and the bad news is that I'm tying Divine classes much more closely to the PCs having deities, and, even though the idea of different armors preceded that choice, it's meant to represent that there are different types of Clerics tangentially represented by their armor, as more heavily armored Clerics are more likely to be frontline Clerics.

peak inlet
#

this is a super weird spell, but I wanna know what people think

Momentous Strike

Level 3 Transmutation (Bard, Cleric, Druid, Sorcerer, Warlock, Wizard)

Casting Time: Action
Range: Self
Duration: Instantaneous
Components: S, M (a weapon worth 1sp or more)

You make 3 weapon attacks against one or multiple targets. All the attacks are made at advantage.
Using a Higher-Level Spell Slot. Make one additional attack for every other spell slot level over 3.

noble jungle
#

cries in bard

noble jungle
#

honestly I've always vibed more with the polytheistic pantheon type framework for divine magic/religion

peak inlet
#

all full-casters does sound good

#

my initial plan was to make it a BA, increasing number of attacks in your Attack action by 2

#

but I was mostly worried about Warlocks being able to make 6 attacks at 12th level

faint sonnet
noble jungle
#

and a little too INT-heavy for the player probably too

faint sonnet
#

The idea is basically that spellcasters as a whole are inherently more limited because they have to choose what they specialize into as opposed to just being able to pick from any theme (how it works now.)

noble jungle
noble jungle
#

like it just replicates making 3 attacks?

peak inlet
peak inlet
noble jungle
#

oh man imagine a build where they use this and then use a bonus action to make another attack

#

lmao

peak inlet
#

stuff like Sorcerers trying to go Gish don’t have any options

#

I have been making Sorcerer stuff for Gish

noble jungle
peak inlet
noble jungle
#

yeah I mean ig its not really op compared to a level 20 full caster I more meant how good they should be at weapons attacks, but it looks like that is the theme you are going for?

peak inlet
#

yeh, that’s kinda the hope

#

it will still deal modifier damage based on the weapon

noble jungle
#

does the somatic component require that they only be using a one handed weapon or no

peak inlet
#

so I might limit it to one-handed melee weapons and make them create some effect that extends forwards

noble jungle
peak inlet
noble jungle
#

omg I'm so old

#

thanks for letting me know haha

peak inlet
#

but heavy weapons without enough STR would be neutral

noble jungle
#

I haven't played a 2024 game yet NOOO

peak inlet
#

this also applies to Pact of the Blade

noble jungle
#

my only concern with this spell might be that it makes normal martials seem less powerful if all the gishes in the party are using this

peak inlet
#

so I think it might actually be fine not to remove two-handed weapons

peak inlet
#

and it’s every time you want to cast it

#

while martials get weapon masteries and more attacks without expending any resources

#

that’s what I was thinking

noble jungle
#

hmm

peak inlet
#

I was thinking 2nd level slot, but this interaction is mainly why I went for 3rd level

#

I mean Gish can already run Greater Invisibility for advantage on all attacks

#

I do feel like it needs a bit more of a “magic” touch to it. It might be too vanilla rn for a spell

#

but I really want it to be simple

noble jungle
#

yeah

#

def if you are going hard on gish

#

flavor it up

peak inlet
#

I might scrap the advantage for another effect

#

but that does limit it to being used for casters with an ability modifier swap

noble jungle
#

if they are going gish anyway, won't they be putting higher stats/ASIs in physical stats as well?

faint sonnet
noble jungle
peak inlet
noble jungle
#

like in terms of optimization

#

everything is more caster or martial focused rather than true hybrid, except maybe paladin

#

because its so hard to design

peak inlet
#

I’m not making a campaign, I’m just designing player options

noble jungle
peak inlet
#

yeh, I’ll have to think it over, my best secondary plan was to make it so the weapon attacks the first creature normally but the slash goes forward and attacks another creature behind them

noble jungle
#

@faint sonnet before I go too hard into nitty gritty of balance in terms of #/strength of spells within each cluster, are the clusters class/subclass limited?

peak inlet
#

idk I’ll think it over

faint sonnet
noble jungle
faint sonnet
# noble jungle yeah that is what I'm interested in, can you tell me the grouping?

I don't directly have anything for the Telic ones yet, but in order:

  • Air: Arcane, Primal
  • Earth: Arcane, Primal
  • Fire: Arcane, Primal
  • Force: Arcane, Divine
  • Necrosis: Arcane, Divine
  • Psychalgia: Arcane, Divine
  • Radiance: Divine, Primal
  • Water: Arcane, Primal

The caveat is that Divine can technically get all of those it doesn't have if it matches their deity/deities.

noble jungle
#

and got you

dawn eagle
#

can i send a link to a google doc of a hombrew.. feat? subclass? idk what the correct term is, here?

noble jungle
#

I think the telic ones lean more arcane and divine than primal, but you can fit in primal stuff

stuck raptor
#

if yer new, might i reccomend to try out playing the game before homebrewing?

noble jungle
#

like summoning druid-y things, using primal methods of communication, etc.

dawn eagle
oak sand
#

How does this sound for a new ability for a player that is turning into a dragon. This is a temporary set up, as he will master his new form as the game progresses. But I didn’t want to just start with him being a full dragon. Currently the dragon stat block he is using is a young gold dragon.

Polymorph rules:
Doro is still new to magic, and his body is adjusting to his magical abilities. As such, his transformation is not mastered yet, as even most young dragons struggle with transformation.

When changing from one form to another roll a constitution check (d20 + CON mod)

On a 14-20 the transformation is flawless.

On a 7-13 the transformation works, but Doro suffers a point of exhaustion.

On a 1-6 the transformation fails and Doro suffers a point of exhaustion.

Whenever a transformation is attempted, whether successful or not Doro cannot attempt to change again for an hour.

Doro may change form a number of times equal to his WIS modifier. All transformations reset after a long rest.

faint sonnet
noble jungle
faint sonnet
undone rain
#

Need some help for a homebrew ghost BBEG

#

Haunted Mansion mini-campaign in my server

#

I'm making The Hatbox Ghost

#

I'm struggling to figure out his gimmick.

rapid latch
#

How does this look for a Beast Companion as part of the Ranger base class? Rough draft. This is meant to be more of an assistant or aid than an attacker.

Level 1: Beast Companion
*You gain an animal companion, this companion can be any Small or Tiny Beast. Your companion's hit point maximum equals its original hit point maximum or 10 plus five times your Ranger level (whichever is higher), it's Armor Class equals it's original Armor Class or 14 plus your proficiency bonus (whichever is higher), and gains a bonus to its attack rolls, Dexterity saving throws, Perception checks, and Survival checks equal to your proficiency bonus.

Your companion takes its turn on your Initiative. Once per turn, as a free action you can use a verbal command or hand signal to order your companion to move up to its full movement and or take the Help action (your companion cannot take the Help action to assist checks other than Athletics, Intimidation, Perception, or Survival), taking the Dodge Action unless commanded to take another Action.

As a Bonus action, you can order your companion to make an Attack (benefiting from your Hunter's Prey if its the same target), attempt to Grapple or Shove, give it an item of appropriate size for it to carry, or attempt to drag an Unconscious or willing creature no more than one size category larger than itself.*

There will still be a Beast Master subclass that gives you a more combat focused companion in addition to the above.

midnight elk
#

What about adding an item that intakes any materials (kinda like a vacuum) and spits them out at high velocity as buzzsaw blades? As a homebrew idea.

dawn eagle
#

Am I allowed to send links for my homebrew

stuck raptor
#

yes

#

just give context to the link

faint sonnet
noble jungle
faint sonnet
#

I'm also looking at names with a fresh set of eyes and I'm thinking of swapping "Formation" with "Fabrication" to be more precise, and "Communication" with "Transmission" to both reduce the number of "C" categories and also more clearly divide "Communication" from "Compulsion", even though both technically deal with communication.

faint sonnet
#

One of the main things I'm gonna need to figure out is how to make it where every caster doesn't end up taking Protection.

spring barn
#

Im making a superhero campaign level 20 and its my first time attempting homebrew before i make anymore i wanna make sure im on the right track here's the link if anyone wants to look ill take any feedback

void jewel
#

In any system where defense becomes exponentially more valuable the more of it you have, it will always be a must grab. Unless speccing it is so bad it's pointless.

#

See: the assumption among 5e optimizers that casters have medium armor and shields and access to the shield spell, because if they don't you've failed optimization 101.

#

I think the better answer though: accept it. Casters can be balanced around speccing defensively, making them less versatile. As long as defense takes a decent bit of resources to get.

faint sonnet
#

I'm not actually worried about balance as much as gameplay patterns of people feeling forced to pick something, even if it's not always the best idea.

void jewel
#

You could basekit it

#

That's also an option.

#

If casters aren't squishy as all hell at base, they might feel less forced into it.

faint sonnet
#

Putting some defensive stuff in class kits is kinda my first thought, yeah.

void jewel
#

Personally I am fine with 5e casters being relatively durable. The balance issue is that martials are comparatively impotent. Not that casters are too hard to kill.

#

(Mostly because WOTC hates giving martials actual features)

faint sonnet
#

I think it's also more of a larger principle that 5e's provided build freedom is literally the entire cause of the problems people complain about.

#

Like, these problems are new, not old.

void jewel
#

I think the martial-caster divide is mostly because martials don't have features that are real. They don't really get anything.

faint sonnet
#

Something that I think is unintuitive to people is that casters are the problem, not martials.

faint sonnet
#

The reasoning itself was supremely sound, too. It essentially came down to:

Wizards and armor are incompatible. If you're a Wizard, you aren't trained with armor because if you are trained with armor, you wouldn't be trained enough to be a Wizard.

void jewel
#

Eh. That assumes being a wizard requires 100% of your time.

faint sonnet
#

That was the assumption, yes.

void jewel
#

Not sure that's sound reasoning. Nobody who is an expert in any field IRL actually spends 100% of their waking time on it. I get the fantasy thing, but I believe you'd have 25 minutes to spare in wizard school

#

Besides, this is why we have the 1 fighter dip

#

"I am a bit less wizard, because I spent time being fighter" solves the above

#

Disallowing multiclassing would solve that though

faint sonnet
#

For sure, but you still couldn't cast in armor because it was incompatible.

void jewel
#

Yes though I found that a bit heavy handed narratively. Depends on the magic system though.

faint sonnet
#

Somatic stuff was also often full body poses and the like.

#

In a sense, 5e makes light of what it entails to be a class.

#

Think of casting in armor like singing, dancing, and playing an instrument all at the same time.

#

Especially because you're almost always doing this in the heat of battle with high tension and focus required to dodge incoming attacks while still singing, dancing, and playing your instrument.

#

Now introducing concentration to the mix adds yet another point of failure or difficulty. (Admittedly concentration is new.)

#

Overall, though, I'm much more pro-"meaningful build" than pro-"free build".

#

It does make me think that Wizards could have some sort of basic defense contingent on their spellbook being held, though.

#

I don't like the idea of Mage Armor being something that is needed to be spec'd into, and I also know that Shield won't be remotely as powerful as it is now, especially because I'm shifting from slots to MP.

#

I'll probably include some sort of narrative reasoning that causes spellbooks to be really sturdy, maybe having it baked-in to Wizards becoming Wizards in the first place.

plush burrow
#

What happens if they ran out of MP?

faint sonnet
quaint glade
#

Okay so I made a dungeon boss for my party to fight at level 3, any suggestions?

Wailing Knight
Medium humanoid, Chaotic Unaligned
Armor Class 16 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
18 (+4)

DEX
12 (+1)

CON
16 (+3)

INT
8 (-1)

WIS
10 (+0)

CHA
8 (-1)

Saving Throws Str +6, Con +5
Skills Athletics +6
Damage Resistances cold
Condition Immunities blinded, charmed, frightened
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10
Languages —
Challenge 3 (700 XP)
Echolocation. The Wailing Knight can't use its blindsight while deafened.
Comboed Multiattack. The Wailing Knight makes two attacks, the 2nd attack has multiple versions.

Actions
Greatsword Prosthesis. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slash damage.
Multiattack: Combo Vertical. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) Slash damage, Target must make STR/DEX save or be disarmed.
Multiattack: Combo Horizontal. Melee Weapon Attack: +4 to hit, reach 5 ft. radius. Hit: 9 (1d10 + 4) Slash damage.
Multiattack: Combo Central. Melee Attack: +6 to roll, reach 5 ft., one target. Target must make STR save or be Grappled.

#

Bonus Actions
Multiattack: Combo Central: Followthrough. The Wailing Knight throws the grappled enemy in a random direction, if an enemy is detected within 30 ft., the Wailing Knight will throw them at that enemy. The thrown enemy will be placed in a square 5 ft. in front of the target.

Thrown Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 4 (1d6 + 1) Bludgeon damage.
Reactions
Stone's Endurance. When the Wailing Knight takes damage, the damage is reduced by 9 (1d12 +3) (Once every 1d4 turns).
Detect via Missile. If the Wailing Knight is attacked with a ranged weapon or spell attack, the Wailing Knight makes a Wisdom (Perception) check against the enemy that made the attack, if the check exceeds the target's Dexterity (Stealth), the Wailing Knight knows the general direction of the target.

plush burrow
sonic eagle
#

What would a good statblock for a scythe be?

One of my old Dms has it a 2d6 for damage with the to hit as Dex. When proficient the benefit you gain is called long sweep, when an attack on the scythe misses with you rolling less than half of the AC of your enemy you can make an attack towards a different enemy within range

quaint glade
sonic eagle
#

Ye thought that would be the case

#

Thanks man

true forge
sonic eagle
#

K thanks

sonic eagle
#

oh?

spring tusk
#

It was Versatile 1d8(1d10) Slashing with Reach and Finesse,

sonic eagle
#

oooo

#

neat

spring tusk
#

If you were gonna throw a weapon mastery trait on id go with Graze

sonic eagle
#

what do u think of the one my dm set up?

spring tusk
#

"2. Graze
Weapons: Glaive, Greatsword

If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier."

spring tusk
#

When you attack with an axe the damage is all coming from the direction that it's being swung, but with a scythe all the damage is coming from the cut, otherwise it's piercing

#

So I think Graze makes more sense

#

Also 2d6 is the best damage that a starter weapon in this game does, and a big thing about finesse weapons is that they deal less damage on purpose

#

Because dex is already the best stat in the game

#

Strength is really only used for weapon attacks but Dex is used for AC, weapons, and fairly common saving throws

sonic eagle
#

thing is it doesnt have any damage modifiers outside that 2d6

spring tusk
#

Why not

sonic eagle
#

its just locked at 2d6 i think

spring tusk
#

Wh

#

Why

#

???

sonic eagle
spring tusk
#

That's.. strange, and a little dumb, in my opinion

sonic eagle
#

i think there are plans to make it stronger as we go bc it is a backstory weapon but rn uts litterally just 2d6

spring tusk
#

But, fair enough I guess,

#

On average in the early levels a finesse weapon is dealing 6-7 damage on a hit

#

2d6 without a damage modifier will also get you to about 7

sonic eagle
#

one of my magor character things is that he wants to kill the false hydra race due to backstory resons, at some point after the first one its gonna get a magor buff too

#

since i plan to use said false to buff it

spring tusk
#

Oh y'all are new, okay

#

It should work about fine

#

2d6 Finesse, I'd still change it from cleave to graze though

sonic eagle
#

ill see what the dm says

native grove
#

does anyone have any fun homebrew paladin subclasses they can show me_

#

?

true forge
#

Define fun

native grove
#

As in something with unique story hooks

native grove
#

admittedly looks cool

#

though personally i would give them bestow curse instead of fear

novel cobalt
native grove
#

vanguard actually fits for a character idea i have so send that one to me

novel cobalt
#

Alright gimme a sec

peak inlet
#

Divinely Blessed

General Feat (Prerequisite: Level 4+, Divine Adept or Paladin’s Smite feature)

When casting Divine Smite, your next weapon attack made against the same creature this turn deals an additional 1d8 Radiant damage. Additionally, casting Divine Smite no longer takes a Bonus Action.

oak sand
#

How does this sound for a new ability for a player that is turning into a dragon. This is a temporary set up, as he will master his new form as the game progresses. But I didn’t want to just start with him being a full dragon. Currently the dragon stat block he is using is a young gold dragon.

Polymorph rules:
Doro is still new to magic, and his body is adjusting to his magical abilities. As such, his transformation is not mastered yet, as even most young dragons struggle with transformation.

When changing from one form to another roll a constitution check (d20 + CON mod)

On a 14-20 the transformation is flawless.

On a 7-13 the transformation works, but Doro suffers a point of exhaustion.

On a 1-6 the transformation fails and Doro suffers a point of exhaustion.

Whenever a transformation is attempted, whether successful or not Doro cannot attempt to change again for an hour.

Doro may change form a number of times equal to his WIS modifier. All transformations reset after a long rest.

peak inlet
#

also, how long does the transformation last?

oak sand
#

Party just hit lvl 11, and part of this homebrew is they have been slowly turning into a dragon the whole campaign. I’m not super worried if it’s a little over powered, all of my players wanted a more power fantasy type game and I have homebrewed special perks and extra abilities for all of them.

The transformation is like the polymorph that true dragons can do. When they transform they can remain in that form as long as they wish. But since the player just recently got these abilities he can’t do it at will as easily yet. Probably won’t be able to do that for another lvl or 2.

#

And to add narrative weight to when he decides to transform in the beginning he may end up stuck as a dragon or his regular form (he’s a simian).

jolly patio
#

I’m doing a campaign where an important part of it is that players can homebrew their own spells, what would I let them make as a physical class?

spring tusk
#

Or atleast that second one, it sounds cool

indigo escarp
steel rampart
#

Hello ladies, gentlemen and everyone in between, can you help me see if this race I've made is balanced?
Ickthyperambuloid
Ability Score Increase
Increase one ability score by 2 and other by 1, or increase three different ability scores by 1.

Creature Type
You are a Humanoid.

Size
You are Small.

Speed
You have a walking speed of 25 ft and a swimming speed of 50 ft.

Amphibious
You can breathe air and water normally.

Sliperry Body
Due to your body secreting a mucus-like substance, you are really sliperry, giving you advantage on checks to escape grapples. In addition to it, you have an unarmored Armor Class of 13 + your Dexterity Modifier. You can still gain this benefit if you are using shields. Also, you can squeeze through spaces as narrow as 1-inch wide.

Water Dependancy.
Every 24 hours you need to spend at least 1 hour submerged in water or suffer one level of exhaustion.

Languages
You can speak, read and write Common and one other language of your choice that makes sense for you to learn.

oak sand
oak sand
#

Sounds balanced to me.

steel rampart
#

Perfect

solar spire
#

guys question

#

is there a nephilim race in dnd?

stuck raptor
#

Nope

#

closest you get is aasimar

#

or goliath, depending what version of nephilim you use

solar spire
#

Oooooooooooh, then I want to create a Nephilim race. They're large, 10ft for females - 13ft for males. Movement Speed 20. arm's reach +5 ft basic (not counting polymorph or Giant subclass for Barbarian)

#

Race feat: Str 1, Con 2 not to mention they have innate advantage on Athletics

#

large weapons like great swords, Halberds, can be considered as 1 handed weapons, making it possible for them to dual wield them

#

cannons and ballistae can be considered as 2 handed weapons

#

Drawbacks:

#

They can't wield medium and small weapons, best case scenario is to treat longswords as throwing knives

#

Their Huge frames are not opted for stealth, can't enter some small buildings and can't mount some animals due to their size. Not to mention depending on the LAND they stepped on, they may need to roll a dex save otherwise they might get trapped

#

Also on Polymorph if they ever get that spell, they're not allowed to morph themselves into smaller creatures, only large creatures

#

oh and they can speak common and giant

#

.....

#

What do you guys think?

frank berry
#

Most races have couple of abilities that work with most other things, and most of the time do not have specific or major drawbacks / weaknesses
Here, the race makes most of the weapons useless, they are large which is somehtign generally adviced against for player races, and bunch of other limitations

#

Would not allow anywhere close to my table, basically 😛

#

Also weapons are not split into size categories like medium and small you list here. Some might, and they are often small or tiny objects, but I don't think any weapons have any specific sizes listed, as far as I know

midnight elk
solar spire
#

it would be fun playing a role of a Nephilim Barbarian Giant and the awkwardness for failing a group stealth check for the litteral elephant in the room

#

oh and since they're large, they occupy 4 tiles like a square

midnight elk
#

Or having something like a greatsword (they're normally described as large)

#

Or shortswords which are well short

solar spire
#

its gonna be awkward for a Nephilim holding a short sword like a toothpick

frank berry
#

Honestly I would just suggest playing a Goliath. Way too many issues with the nephilim race as it is currently written here

solar spire
solar spire
#

another comedic scene I can picture is when the Nephilim failed a stealth check and hides behind a 8 ft tree, and the guard be like "I can see you there my large gentleman" and the Nephilim answered back "No you don't" and for the lolz, the DM be like "give me a persuasion check"

indigo escarp
solar spire
#

yeah, hahahaha

frank berry
#

I mean these are fine for a joke as a one time thing, but basing the entire race around making the same joke multiple times isn't really the greatest idea. It's gonna be funny maybe once, if nobody at the table has come across the "I intimidate / lie to them them to have not seen me" joke on the internet before
You could literally have all that with any race who happens to be tall, as a humorous description of a failed stealth roll

solar spire
#

They are a beast if they go for a physical class especially a barbarian, with the giant subclass. Can swipe opponents like Optimus Prime on multiple opponents

midnight elk
#

In some mythology and book series nephilim are half human half angel warriors chosen to protect mankind from demons. They can also tattoo themselves with runes to get buffs and have higher speed, strength, agility and stamina than normal humans.

solar spire
#

or be a fighter and treat a ballistae like a crossbow and deal heck of a damage with precision

midnight elk
solar spire
#

I'm thinking aside from athletics, that they get boost from religion, acrobatics or history as well

#

oh and on casting spells, they can extend their range on casting their spells

#

since they're big

frank berry
#

You're putting quite a lot into the race. again most races only get one or two main abiltiies to help them, not entirely base their gameplay around something like this race seems to be going for

If you're actually hoping to use it in a game, might wanna rethink some of the stuff

solar spire
#

but I don't want their spells to expand or be more powerful, that would be too OP

#

maybe Athletics and history would do since Nephilims respect tradition

#

and does not forget on what happen to their race

solar spire
#

between Nephilim and Grey (who's physical attacks can negate AC), that latter race has more of a shot

#

I just need to think of the subrace of sorts, 1 bred for battle, one bred for engineering and I can't pinpoint the other one

indigo escarp
gloomy flower
#

would charisma or wisdom be better for a gunslinger class' power stat?

faint sonnet
#

Wisdom generally lends easier to it, IMO.

golden temple
#

wwisdom makes more sense yeah,,

#

i was actually thinking of having wisdom replace dex for longbows and rifles' modifiers,,

peak inlet
#

idk if the wording makes sense, and idk if this should be Rare, but I feel like it fits in Uncommon

Lamp of Noir

Wondrous Item (Lamp), Uncommon

A lamp that can generate its own Oil as fuel, being lit up as a Magic action. When the lamp is lit, it can cast a zone within a 45-foot radius that spreads around corners, causing creatures to see that area as though it was in Dim Light. Creatures with True Sight are unaffected by this zone. Alternatively, the lamp can be lit to cast a Bright Light within a 15-foot radius and Dim Light for an additional 30 feet. In either case, the lamp can be unlit using a Magic Action.

faint sonnet
#

Arguably could be common, but I'm not an expert on common magic items.

golden temple
faint sonnet
#

Curious of some second thoughts on how what 5e calls Transmutation could be broken up specifically for "change". I currently have it roughly split between "Causation" (roll bonuses and maluses), Infusion (empowering creatures or objects with effects), and Transmutation (modifying the form of creatures and objects).

The struggle I'm running into is that I want something specific that's kinda focused on the manipulation of "fate" or "luck" or the like, to the point that it's focused on providing bonuses and maluses of a variety (e.g. Bless, Bane, Enhance Ability, Skill Empowerment). I'm realizing that may not even be large enough for expansion across multiple classes, considering those four spells are really the only "basic" examples of it I can find, so I'm considering relegating it to just the Divine classes (Cleric and Paladin), as it makes more sense to me for Divinity to be more fate-driven.

Thoughts?

(Also, I am aware that Bless and Bane aren't Transmutation spells, but I'm taking a much more structural approach to these things where the effects are more important than the cause. This is exactly why these things are classified as "Telic".)

noble jungle
#

its unclear how this name distinction is meaningful

#

like mage can mean a whole number of things

golden temple
#

i dunno it's not really focused on 😭? yyou can just compare to definitions, "a person actively engaged in an art, discipline, or profession, especially medicine.', "a magician or learned person."'

gloomy flower
noble jungle
#

I just don't get the distinction

gloomy flower
#

mental stats shouldn't be used for classes based around physical stats

#

maybe as a spellcaster subclass

#

eg circle of glocks druid

#

or just any ranged gish

hexed solar
#

I can't believe I didn't realise this sooner but Hero Forge is awesome for homebrewed monster images. Ooh, maybe even weapons and other items with kitbashing!

solar spire
#

Im thinking of a subclass for sorcerer called “dark arts”

Its still out of the blue

#

At lvl 1, he/she gets:

  1. bolt: cast any element (ice, fire, lightning, earth, water) that’s converted to a bolt and strike a target

The sorcerer must still do the usual, roll the dice 1d20 + cha mod

#

Depending on the circumstance the DM might bring, more or less it hits.

There could be extra effects on the story but that could add for the flavour on the DM’s part

void jewel
#

What does that mean? A regular attack but elemental (sorcerous burst?) And the DM gets to decide if it hits?

solar spire
#

I mean story wise if it does double damage due to elements or does the lightning bolt triggers a door to a hidden pyramid below, the world is the DM’s oyster and this has so many avenues to choose from

void jewel
#

You're describing a creature that has lightning vulnerability

#

A few points

  1. Sorcerous burst is a can trip on the sorc. List that does something similar.

  2. As nicely as possible, it might be wise for you to read the DMG and the PHB before committing to homebrew; what you're describing isn't really how spells or features work in 5e.

restive tusk
solar spire
#

At lvl 6, he/she gets 2 spells

  1. concentration: must roll on charisma check

10/12/14/16/18/20/22/24

It concentrates on the bolt spells and act as a concentration spell

More success means more bolts

Aka: it stacks

Fail once and its basically a waste of time

  1. Bolts of Fury

It releases the concentrated bolts

restive tusk
#

Why a flat check?

#

And so you're making checks to "store energy" then release it on a later turn?

solar spire
#

The sorcerer still needs to roll to hit and the damage, it just multiplies

restive tusk
#

Why would a sorcerer do that instead of multiple castings of leveled spells?

solar spire
#

Multiple damage, not stronger damage

Damage will rely on the roll of the dice, doesn’t amplify

solar spire
void jewel
#

Jaeyson I'm not following your spell design. Can you formalize the wording?

#

I.e. make the actual spell? It's unclear how this works.

solar spire
#

Its still on top of my head

I might have to pen it down later on

#

I still don’t have the 14th and 18th level yet

#

At lvl 10 though: its an arcane pentagram boost

Here, in this circle ⭕️ cast onto the ground, it amplifies damage (added to the modified roll)

Drawback is you spend one sorcery point the longer the circle is still active

#

If you roll another dice to add/amplify the magic damage, that adds more sorcery points per turn

Which is now cost 2 sorcery points per turn

And I don’t advice to go further than that

Moving or getting knocked out shatters the circle

void jewel
#

I think you find we'll be better able to help when the language is more formalized. This is hard to follow.

#

I have to guess at what you're saying

solar spire
#

Idk if i want to continue or just drop it

Im hoping i get an insight from you guys if its OP from the getgo

solar spire
#

The lore behind the dark arts are that these sorcerers 🧙‍♀️

Their lineage came from those who practice the forbidden arts

It has many names, shrouded into history

And those academics, those leaders of the arcane, top scholars and rulers from the ancient times deliberately removed it form history.

Only a few know of their history and those who knew will say that those “inhuman beings perverted magic and spits on the face of the deities”

But on the language of the common, these sorcerers calls this “the dark arts”

Conjuring, moulding, reshaping the nature itself and converting it into pure magic, retaining of the said elements and hurl it to “whomever they want”

#

….

#

If the skills of the dark arts

Lvl 1
Lvl 6
Lvl 10

Are too op to begin with, i want to know so I can recalibrate the concept before writing it all down

true forge
#
  • Rebirth. If you were to be healed by a spell (E.G Cure Wounds, Healing Word), you gain health as stated in the spell.

so making a race with the Undead creature type, does that make sense?

restive tusk
gloomy flower
#

listen man, sometimes homebrew is Not™ what you need to do

rancid latch
#

I've been thinking about making a ranger(2024) attunement to like
Make them suck less
I have a loose bunch of ideas
While attuned to the item, you may expend a use of your favored foe to gain one of the following benefits

1: Roll your hunter's mark damage die. Add the result to your next skill check.
2: immediately after hitting an creature with a weapon attack, roll 3 of your hunter's mark damage die and deal that much damage to that creature
3: when gaining temporary hitpoints from your tireless class feature, roll your hunter's mark damage die. the number of temporary hitpoints gained increases by the number rolled on the die.
4: when you take a short rest and are unable to benefit from your tireless feature due to having no exhaustion levels, roll your hunter's mark damage die. you regain spell slots of a combined level equal to the number rolled on the die
5: when you gain the invisible condition from your nature's veil feature, you cannot be seen by creatures with truesight
7: for one minute, when you take the Attack action, you may attack an additional time.

above are just ideas for the item.
perhaps it shall be like caster attunements and have uncommon/rare/vrare variants
Maybe the vrare gives extra extra attack

gloomy flower
#

hot take

#

hunter's mark should be a class feature

#

and they were kinda cooking with the spell-less ranger UA

true forge
#

eh

#

it works fine as a spell

gloomy flower
#

i feel like it's only really good on ranger for all the classes it's officially on

true forge
#

doesnt a paladin sub get it?

#

might be vengence i forget

gloomy flower
#

yeah but also what paladin is gonna be using HM

gloomy flower
#

also technically lore bards can get it?

true forge
#

well, if HM was a ranger class feature, what about hex? should that become a class feature or just a spell for warlocks?

true forge
gloomy flower
true forge
solar spire
gloomy flower
true forge
#

(unless you say 2024 but 🤢 )

gloomy flower
#

it's the class' main schtick

true forge
#

not really

gloomy flower
#

the class doesn't really have any good rocks tbh

#

HM is the only thing it has going for it

true forge
#

a gimmick is something you get a 1st level or 2nd, i would more say favored foe is the ranger's gimmick (which is base class HM but nerfed)

but by that logic, spells are rangers schtick

gloomy flower
#

favored foe is from TCE

#

eh same shit either way sorry for being pedantic

true forge
#

who uses favored enemy?

#

i see people use tasha's thing for ranger more then base 2014 ranger lol

gloomy flower
#

not me but also i don't play ranger

true forge
#

i do sometimes, but from my experience HM is fine as a spell

gloomy flower
#

it just feels better as a rock than a spell tbh

#

it's like DS

true forge
#

its like saying EB should be a warlock base class feature and not a spell, people have done it, but its not fun to play with at all

rancid latch
void jewel
void jewel
#

The reason to play a ranger over a fighter is access to an amazing spell list. Hunter's mark is not on that amazing list, it's a trap option that tricks ranger players into nerfing themselves.

gloomy flower
#

yeah what he said

#

spellcasting, no matter what, is ALWAYS a rock

#

if you have the ability to cast spells, that is a rock

faint sonnet
#

As a fervent disliker of HM/Hex/DS, I think it's very important to comment that the options themselves can have a low ceiling but have a decent floor and be fine.

gloomy flower
#

tbh the only one of those that I support is DS because it actually gives the class an identity unlike something a la HM

#

hex is fine because it's bad and it's proud

#

HM is not because it's an E tier spell in rock clothes

faint sonnet
#

I think it's also worthwhile to state that building within the game so that you don't get much usage out of a class-specific spell is basically the prototypical argument for the freedom of build culture. The fact that you were able to build in a way that makes certain things good for you and certain things unviable for you is practically normal in that type of framework.

You see this in TTRPGs like D&D, MMOs like WoW, and singleplayer games like Dark Souls (despite Dark Souls not technically having "classes".)

#

Again, I think stuff like HM is exceedingly boring, but I can understand the purpose of it in a game design sense. It's a very easy thing to fixate on while someone learns what to branch out with, and it's always the "fallback mechanic."

#

Heck, that's one of the things I've grown to not like so much about D&D's spell system, which is that it's designed from an "island" perspective where you need to know what each spell does individually to determine how good it is, meaning that you judge every spell against every other spell.

gloomy flower
#

yo!

#

anyone got templates for nc homebrewery?

#

eg subclass, class, etc

lyric comet
#

So I told myself I would specialize in creating homebrews made for a DM’s waking nightmare… but bro….

#

I feel so bad when I max leveled this gal just to see how freaking op it would be

#

The passive insight is 20

#

💀

gloomy flower
#

that's not that high

lyric comet
#

I’m used to playing low levels so I never finished a campaign so it’s high to me

gloomy flower
#

it's not that high

#

"what a barbarity, i have the passive insight of a 13th level wisdom-based class with prof in insight"

#

or even: "what a barbarity, i'm 13th level with expertise in insight"

rapid latch
#

What would y'all name a spell that does Necrotic over time and Petrifies the target by calcifying its soft tissues? Flesh to Bone?

rapid latch
#

Ooh, that's good.

wintry wave
#

Creeping Necrosis? NGL I kinda like Flesh to Bone for that necro theme.

amber hollow
#

Calcific Withering

indigo escarp
flint marsh
#

don't overdo it, I find a lot of homebrew has so many "Clever" words and titles and stuff and it's like, just go with what works, nobody is going to be standing up clapping haha

#

flesh to bone:
a: communicates what it does
b: is only three syllables
c: doesn't use any uncommon or archaic words that exist only to make you think you look clever

indigo escarp
#

*minerialising process

flint marsh
#

you pinged me to be defensive about something I wasn't even talking about

#

you don't have to defend your suggestion. similar to how I'm not going to defend mine

#

have a great night!

indigo escarp
#

no, i pinned you to make sure that you correkt yourself, since you made a fool out of your self and i dont think that you are a idiot. thats why i sendet you the message and if you would haven taken a look at it. you would although just realise that i wasnt even the one who posted the thing you cretezised

flint marsh
#

cheers. please don't ping me though

#

I didn't mention calcifying at all, I don't know what you're going on about. please have a good night though I appreciate your effort.

peak inlet
#

and I definitely don’t want this to be attunement because then it would just give away the caster’s location

indigo escarp
peak inlet
#

I see what you mean, it def seems more Common rn, but maybe the range can take it to Uncommon

#

maybe increase the range to 60 as well

indigo escarp
#

if you can freely move the light as a bonus action it would be more of a common/uncommon item

#

when a creature thats invisible is foced to make a save or be revealed or when it reveals illusions, it would clearly become a uncomon item

peak inlet
#

I feel like that would be Rare

indigo escarp
#

i would say that if the light is moved on a invisible creatue they need to succed on a dc 10 dex save or their location is revealed and it cant bennefit from the invisible condition while its in the light (i would although only include it in the mooved light option)

indigo escarp
#

Don't forget that Broom of Flying is although a uncommon item

peak inlet
#

like removing the usual disadvantage for advantage instead

peak inlet
#

nevermind, that would need to be attunement now that I think about it

indigo escarp
#

I would do it like that:
As a bonus action you can project the lanters light as a shining pillar of light with a 10 foot-radius, 40-foot-high Cylinder centered on a point you can see within 30 feet of you. Until the effect ends, bright Light fills the Cylinder, and it sheds 10feet additional dim light. You can take a bonus action on later turns to move the Cylinder up to 60 feet. Each invisible creature within the cylinder needs to succeed on a DC 10 Dexterity saving throw. On a failed save the creature is revealed and can't benefit from the invisible condition while it's withing the cylinder

#

Or make it a action, would work as well

indigo escarp
peak inlet
peak inlet
indigo escarp
peak inlet
#

Lamp of Noir

Wondrous Item (Lamp), Uncommon

A Lamp with a magical wisp within it that can be lit and allowed to hover as a Magic action. The wisp can be moved up to 30 feet as a Bonus Action by the person holding the lamp and must stay within 120 feet of the lamp or it is automatically unlit. While the wisp is lit, it can cast a zone within a 60-foot radius that spreads around corners, causing creatures who don’t have True Sight to see that area as though it were in Dim Light. Alternatively, the lamp can be lit normally, casting Bright Light within a 30-foot radius and 30 additional feet of Dim Light. In either case, the lamp can be unlit using a Magic Action, returning the wisp into the Lamp.

#

the zone technically overwrites magical darkness with the current wording

indigo escarp
peak inlet
#

at least the visibility of Magical Darkness

#

it doesn’t dispel it, so Hunger of Hadar would still be active

#

and if the wisp is moved, it would still be there

indigo escarp
peak inlet
#

it’s straight up a visibility change

#

it doesn’t emit light, just makes it so the area becomes dim light for everyone unless they have True Sight

indigo escarp
#

That will bring some strange interactions

peak inlet
#

I agree, which is why I asked if it should be higher than Uncommon, but I forgot that this interaction existed until just now

indigo escarp
peak inlet
#

so you don’t think the radius of the zone should go down to 30 feet?

indigo escarp
#

Since a other common item does a pretty similar thing to it

Adventurer's Ring

Source: Forgotten Realms - Heroes of Faerun

Ring, Common

"Lamps are a liability on adventures. Delicate and prone to oil spillage, lamps fill a hand that should otherwise be wielding a weapon or casting a spell. Once you try one of our elegant and practical rings, you’ll never go back to cumbersome flint and fire."

While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again.

indigo escarp
peak inlet
#

that overwrites all magical darkness and magical light

indigo escarp
indigo escarp
#

Still

#

T9 was creative

indigo escarp
# peak inlet stone debuff?

In din light you still have disadvantage on Wisdom (Perception) checks that rely on sight, so you have a trade off for the magical darkness illumination

peak inlet
#

I guess it’s both a positive and a negative

indigo escarp
#

There could be a enemy you don't see thanks to it,

peak inlet
#

I think I’ll still decrease the area to a 30 foot radius since that’s a 60 foot diameter now that you can move it

indigo escarp
#

It would be funny though, the rouge that runs straight in the arms of a guard he didn't saw coming

peak inlet
#

whenever they’re around, everything becomes monochrome

#

(dim light)

#

but I also want it to be practical in case they decide to give it to the party or something

indigo escarp
#

Sure, the way it is right know it would be common impo

indigo escarp
#

@peak inlet could you take a look at my homebrew?

indigo escarp
true forge
peak inlet
#

does that mean you can’t remark the same target again until 1 minute passes or is that just for the invisibility and survival part?

#

even then, I think it’s too strong

indigo escarp
peak inlet
#

I think the autocrit is definitely an issue

#

as for the other effect, I would take out the d4 roll

#

probably better off doing -1 DC and disadvantage on attack rolls

indigo escarp
#

I could although let the mark vanish if the target isn't attacked after being marked

indigo escarp
peak inlet
#

maybe give a -1 to DC and Attack rolls then

#

you can just always have it on for that minute

#

then separate the crit to be only on first application

#

would likely need to have an action cost

#

something like activating it as a Reaction to the enemy attacking another creature

#

you can probably also add extra stuff to start when it first activates

#

Magic Items don’t usually scale with Proficiency Bonus

#

but if you have a limited enough number of uses

#

you can make it a -2 DC and Attack Rolls

#

it’s just the amount of d4 rolling becomes a lot

#

especially if they have legendary actions

indigo escarp
# peak inlet it’s just the amount of d4 rolling becomes a lot
Ring of Vengeance

Very Rare, wondrous item (requires attunement by a Artificer, Barbarian, Fighter, Monk, Paladin, Ranger or Rogue)

This plain copper ring, of unknown origin, bears an inscription worn by time yet still legible:

"No crime goes unanswered, no wound forgotten. With this ring, vengeance is sworn and pursued until the bitter end." When it comes in contact with blood it radiates a faint black fog.

While wearing this attuned ring, you can mark a creature when you hit it with a weapon attack or unarmed strike. The mark lasts for 1 minute, the marked creature dies, you mark another creature or didn't attack the marked creature. You gain the following benefits and drawbacks while the mark is active:

Furrius strike When the marked creature lands a critical hit or reduces a other creature than you to zero hit points, the next attack against the marked creature with an melee attack before the end of your next turn becomes an automatic critical hit.

Mark of Vengeance: When the marked creature attacks a creature other than you or forces another creature to make a saving throw, its attack rolls and its saving throw DC is reduced by 2 until the beginning of its next turn. If the mark of Mark of Vengeance is activated the round the creature was marked, your next melee attack becomes an automatic critical hit.

Unyielding Pursuit: When your Mark of Vengeance was triggert, you gain extra movement equal to half your walking speed. You can only use the extra movement to move towards the marked creature

Cinder eyes: The marked creature cannot benefit from the invisible condition against you.

You gain advantage on attack rolls against the marked creature and a +1 bonus to the attack’s damage roll. The marked creature gains the same bennefits on it's first attack roll against you on each of its turns.

#

You can mark a number of creatures twice per day and you regain all uses at dawn.

#

@peak inlet like that?

ashen ginkgo
#

How extra can I go about making a magic item for my Arcane Trickster player ?

ashen ginkgo
prime sequoia
#

Hello all!

#

I have a character I want to roll up that follows this class.

#

Oop, I can't link yet... Erm

It's called "The Physician - Non Magical Supporter" on GM binder

#

There is also a relevant Reddit thread on r/UnearthedArcana that I will refer to based on discussion there

#

Essentially, I like the idea of a non-magical support role when it comes to dnd, which is why i'm gravitating towards this homebrew class, specifically an alchemist.

#

however, I think the healing is quite overtuned

#

I wanted to know what your guys' thoughts are on the class, and how to balance it better

#

I personally think that being able to heal people twice per short rest at the amounts the Physician is capable of is a little bit absurd (Class level + first aid die)

#

We're starting at level three, and having an INT of 17 would mean I already have a modifier in medicine of +8 (the class gives expertise in medicine)

#

so, according to the rules under "First Aid" (second page), if I were to give medical attention to another PC using two first aid die, I would have a DC of 14. With a +8 to medicine, that's a 25% to fail, 25% to succeed, and a whopping 50% to crit heal, and double the amount of first aid dice I use

#

which would mean, at lvl 3, I would be able to heal 4d8 +3 at a 50% chance... And I can use it twice per person per shortrest

#

compared to the now buffed cure wounds (2024 phb 5e), which heals 2d8 but costs a spell slot that only comes back on a long rest, this seems absurdly powerful

#

granted, cure wounds can't fail, but even if I fail a roll, I don't lose the healing, i just only heal half the amount, so I'm still rolling 2d8 +3 and taking half

#

This whole healing system also kind of goes against what I imagined a physician's role in healing to be,

#

I was imagining magical healing (specifically casting spells for healing, or something like lay on hands), to have the pros of immediacy, convenience, and power, but physical healing having more capacity, but requiring more focus and time.

#

I kind of want to rework the healing system in order to reflect this better, but wanted to consult more experienced people.

#

I was considering, as a quick and easy solution, I would instead just lock crit healing to being a nat20 only, then change first aid so that I can only use X amount of die per person per short (possibly long) rest, and keep the DC rules

#

This way, I would be able to choose between healing lower amounts over several rolls to get the most benefit from class level flat healing, or using more dice for more immediate burst healing, but less overall

indigo escarp
ashen ginkgo
#

ohh aight

peak inlet
# indigo escarp Than have fun

Ring of Vengeance

Wondrous Item, Very Rare (requires attunement)

-# This plain copper ring, of unknown origin, bears an inscription worn by time yet still legible:
-# "No crime goes unanswered, no wound forgotten. With this ring, vengeance is sworn and pursued until the bitter end." When it comes in contact with blood it radiates a faint black fog.

While wearing this attuned ring, you can consume a charge to mark a creature as a Reaction when they make an attack or force a saving throw against an ally you can see within 30 feet. The mark lasts for 1 minute, it ends early if the marked creature dies or if you mark another creature. You gain the following benefits and drawbacks while the mark is active:

Furious Strike. When first marking a target or when the marked creature causes an ally within 30 feet of you to drop to 0 Hit Points, your next attack against them is empowered, turning any hit into a critical hit.
Vengeful Soul. When the marked creature attacks a creature other than you or forces another creature to make a saving throw, its attack rolls and its saving throw DC is reduced by 2. If that attack deals damage to that creature, you can use 10 feet of your movement speed to move 15 feet towards the marked creature during your next turn.
Cinder eyes. While a creature is marked, they cannot benefit from the invisible condition against you. Additionally, you gain advantage on attack rolls against the marked creature, and the marked creature gains advantage on its first attack roll against you on each of its turns.

This ring has 4 charges, it regains 1d4 charges at dawn.

#

this is what I was trying to get across

solar spire
cyan hornet
#

I'm running a cyberpunk, retro-future reskin of 5e, and one of my players suffered from direct exposure to highly radioactive chemicals. He's undergoing certain mutations, which have given him a feat that allows him, as a fighter, to utilize Mirror Image once per short rest. This feature is due to him projecting a "probability matrix" of possible courses of action, and we've paired it with his "Lucky" feat for roleplay purposes (when he misses or fails, one of the probability "ghosts" can succeed). It's been awesome. He's asked about pushing it farther at a later time with perhaps being able to "split" his resources between two versions of himself (shared initiative, action economy, movement, HP, etc) so the advantage would just be board status. What do you all think? Is that any more OP than having a familiar?

fierce dome
#

sounds like he should just play an echo knight

primal osprey
#

Yeah a surprising number of times, homebrew isn’t needed to achieve things

edgy roost
#

well not my case right now XD

#

I need help "balancing a homebrew creature" (its from outclassed NPC statblocks manual)

Blood Bender

AC 15 (studded leather)
Initiative +3 (13)
HP 77 (14d8 + 14)
Speed 35 ft., swim 35 ft.

STR 10 (+0) DEX 16 (+3) CON 12 (+1)
INT 10 (+0) WIS 18 (+4) CHA 12 (+1)
Senses: Passive Perception 14
CR 3 (700 XP) PB +2

Traits

**Bleeding Edge. **As a bonus action, the bender reduces its hit points by any amount up to 7 and until the end of its turn increases its speed by 5 ft. for each hit point lost this way. Alternatively, it can reduce its hit points by 7 to take the Dodge action.

Fists of the Bloodied Soul. The bender’s unarmed strikes count as magical for the purpose of overcoming damage resistances and immunities.

Transfusion. The bender regains 2 (1d4) hit points when it hits a creature with a melee attack, as long as that creature has blood and isn’t undead or a construct.

Actions

Multiattack. The bender makes four unarmed strikes, or two unarmed strikes and uses Dominion of Blood.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) bludgeoning damage.

**Dominion of Blood. **The bender makes one unarmed strike against a creature with blood. On a hit, it can cast dominate person on the target (spell save DC 14, +6 to hit with spell attacks).
Once a creature fails its saving throw against this spell, the bender can’t use this action again until it finishes a long rest.

Water Whip. Melee Spell Attack: +6 to hit, reach 30 ft., one target.
Hit: 9 (1d10 + 4) bludgeoning damage, and the target must make a DC 14 Dexterity saving throw.
On a failed save, the target takes 11 (2d10) extra bludgeoning damage and is knocked prone or pulled up to 25 ft. toward the bender (bender’s choice).
On a successful save, the target takes half damage and isn’t moved or knocked prone.

This is the creature I need to "rebalance" cause I think its not a real cr3.

#

Context of the Encounter:

Party: 4 players lvl 8 (Dance Bard, Barbarian Ancestral, Warlock Celestian/Paladin Redemption, Warlock Fey) all well equipped with magic Items.

Encounter:
4 Blood benders + Boss (House Captain Drow Cr 9 with legendary actions and boss stuff)

Combat moves around kill in the boss and destroying an "magical blood orb" that is casting an invulnerable Blood Dragon (like Illusory Dragon but blood skin)

#

Dominion of Blood its way to strong I thing... and 77 Hp its maybe to much too

I lke the whater(blood) whip cause I ll be able to CC melee characters away from the Orb easy

#

what I was thinking is just Remove the Dominion of blood and put 50 hp but I want opinions

undone rain
#

When I say 'high level' I mean 'Characters of this rank are able to buy rare magical items'

rapid latch
#

Thoughts?
Calcify/Flesh to Bone
Level 7 Transmutation (Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (bone from undead creature raised by you)
Duration: Concentration, up to 1 minute.

You attempt to turn one creature that you can see within range into solid bone. The target makes a Constitution saving throw. On a failed save, it takes 4d6 Necrotic damage and is Restrained for the duration. On a successful save, its Speed is 0 until the start of your next turn and takes half damage. Constructs, Oozes, Plants and incorporeal creatures automatically succeed this save.
A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. If it fails a saving throw by 5 or more it counts as having failed two saves. A creature Petrified in this way takes 4d6 Necrotic damage at the start of each of its turns not resisted by the Petrified condition. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind.
If the target is reduced to 0 hit points while Petrified by this spell or you maintain your Concnetration on this spell for the entire possible duration, the target is raised as a Skeletal Undead Spirit as if you had cast Summon Undead at 7th level, but remains at your side and at your command indefinitely unless slain.

karmic sparrow
#

For those who have Adventures in Faerun, how would you tinker with the 8 faction-specific bastions to make them a bit more setting neutral?

void jewel
#

Or just reflavor and keep the mechanics.

#

Could reflavor them to have nothing to do with the faction.

karmic sparrow
#

how are people reflavorig them and keeping the mechanics, often when they tie into a faction specifically

#

like, for instance

void jewel
karmic sparrow
#

if you don't have an equivalent order of the gauntlet, do you have a different reward for hosting a tournament?

void jewel
#

However that specific facility is only good because of the late game rewards (bringing a body to a place to get resurrection cast on it)

#

But it could be good for different reasons (money)

karmic sparrow
#

the tournament field doesn't resurrect people

void jewel
#

If you get enough rep with them you can haul your dead bro's body to their local church and they'll do it there

#

One sec let me get the book

karmic sparrow
#

Oh I see at 50 reknown

void jewel
#

Tbh you could have all the exact same favors there and just reflavor to "local kingdom/lord" as the faction.

#

Like in that case the facility does little EXCEPT give you reputation but all the rep bonuses are great.

#

So just reflavor to "organization xyz"

#

That could even be "the court of people who like really cool tournaments"

gloomy flower
bold valley
#

Thoughts on this item? Found from a cultist:
Smiling Mask
-Advantage on Intimidation
-Advantage on Wisdom saving throws.

Cursed
-after attunement to this item, the wearer has an urge to cause pain to others and if they do not for 24hrs, they gain no benefits from rest and gain a level of exhaustion. The user cannot remove the mask without a remove curse spell and removing the mask causes inflict wounds on the wearer at 2nd level (4d10 necrotic directly on their face)

humble warren
#

I do not think that would be the best item

#

You could keep it and use it for when you need someone to do something very important or when you are interrogating someone

bold valley
#

They wouldn't know the curse effect yet, but they do know it's benefits

heady surge
#

Any caster in the party can just learn and use remove curse for it, if getting that spell wouldn't be a bother to them. The kicker for me is it requires attunement(?) for not much gain

bold valley
#

Should have more benefits then? How bout resistance to psychic?

heady surge
#

Idk how significant the item is to the plot. From just what I know, I would just remove the attunement requirement and everything else is fine ig. You said they wouldn't know the downside at first, right? Heck, the item just appearing to be advantage in intimidation and wisdom saving throws might make some ppl suspicious like, "...wait whyyyy is it just giving me advantage on these nice rolls for free?...", and get more role play interaction

bold valley
#

It was found from an evil cultist torturer who just rolled godlike wisdom saving throws lol. Attunement is required for curses i believe. The downside isn't too bad if they are in combat enough, but it could come into play when traveling or in a town for an extended period of time

heady surge
#

The way its worded, it sounds like they're cursed immediately after they attunement to it. If that's not the intention, and the curse only happens after 24hrs of no violence and they can remove the mask with no problem before then...

bold valley
#

Attunement requires long resting with the item. Then it's bound to them and they are cursed. Making them have an urge to cause pain. They cannot remove cursed items unless a remove curse spell is cast and that doesn't remove the curse from the item itself it just breaks their attunement to it.

#

Least that's how I understand curses

heady surge
#

So they know the benefits but not that it's even cursed?

bold valley
#

Correct

heady surge
#

So they might get blasted in the face before even reaching those 24hrs by just taking it off to go to sleep?

#

Lol ig that could be funny

#

If it doesn't kill them...

bold valley
#

The rogue got it so, it might if it rolls really high lol

#

That cultist downed him with inflict wounds last session so it could come back to haunt him if he wants these benefits. Or he gives into the evil ways. I think it'll be interesting for rp

heady surge
#

Then unless random lethal things like that are a fun campain gimmick or whatever that yall are purposely playing with for fun, idk if that will end well

heady surge
bold valley
#

Given his character I think he'd be ok with it. Kinda goin down a darker arc rn

#

Idk if it's a balanced tho, I actually didn't intend for them to take the mask and that was the end of the session, I said it'd give the 2 advantages and then I was gonna work on a curse for next sesh

#

Just to balance it out cause those are 2 really good advantages

void jewel
#

I'm going to unarmed strike my party once per LR

#

I hate "haha you're evil now" items

#

I'll do 1 bludgeoning to my paladin, who will immediately use a single lay on hands to heal it off.

#

That's assuming that entering any combat ever and dealing a single point of damage doesn't count as "causing pain" though

#

Or I'll carry around a rat in a bag and deal nonlethal damage to it once every 24h.

bold valley
#

Torturing a poor rat? 🐭

#

Hmm yea it might be too vague on that end. Maybe a different downside would be better.

heady surge
#

Could do something like flip the wisdom saving advantage into a disadvantage and the intimidation into illusions/hallucinations that cause fear to the wearer

#

Something like that

#

With the hallucinations being versions of either the wearers own internal fears or twisted images of their current surroundings. Think Scarecrow gas from Batman comics

#

So it could mess with them mid-situation/conversation/combat/etc. if they don't manage the curse

#

Just an idea

ashen ginkgo
#

Would giving my Arcane Trickster player access to Arcane Recovery be weak, be strong, be just aight ?

bold valley
grave galleon
#

Improvised a cool magic item mid session as loot, not sure if it's balanced (party level 2)
It is a longsword (flavoured as a scimitar) that deals 1d6 extra fire damage to enemies that have full health
Is this balanced as is or should I make it like 3ish charges a day for the effect?

nova basin
#

It's fine as is for uncommon no attunement

grave galleon
#

What about if it needs attunement, would that warrant a stronger item or smthn? I was imagining it as an attunement item is why I ask

peak inlet
#

+1d6 to enemies when they’re at max HP isn’t consistently replicable, so it’s not that major

grave galleon
#

Ah yea I see

peak inlet
#

you can add something else to it probably (non-combat effect)

#

you can add the effect of a non-attunement Common Magic Item to it

grave galleon
#

Ok so make it +1 and maybe some noncombat thing and attunement will be justified? Or are you saying one or the other would do it

peak inlet
#

+1 and one effect from a non-attunement common magic item

#

both

grave galleon
#

Ok cool I'll look at some items to steal effects from

#

Thanks for the input

peak inlet
#

I don’t think there is a combat effect there

#

but just in case, a non-combat one from that list is what you’re looking for

void jewel
#

It encourages poor gameplay (not focus firing, encouraging the player to hit people who are less likely to die) and that's also an indirect nerf keeping it reasonable.

#

Not a problem since they can just choose not to do that. Just helps tone down the power.

grave galleon
solar spire
#

Has anyone here tried merchant class by any chance?

restive tusk
#

Which merchant class?

hasty onyx
#

Is this to good to not be attunement? Does bumping it up to Very Rare make it any more balanced? (does rarity even matter......)
https://i.ibb.co/VFP9TfF/Screenshot-2025-11-03-163125.png

Short version: Quick-Draw Bracer,

  • Allows storage with an action of one-handed items, Very Rare or lower quality, with some other limitations - must fit in one hand, can't be a 'set' of things like clothes or armor.
  • One bracer stores one item. Can be stored (action,) recalled (bonus action,) or quickly recalled (reaction, with penalty to initiative.) Shields can be stored and summoned Donning them, projectile weapons can be stored loaded and ready. But jewelry isn't auto-equipped, just put into hand.
  • Can combine using a potion with summoning it if the action to drink is the same (regular, bonus, reaction) as the summon action.
solar spire
#

I saw in youtube about merchant class from the homebrew section

I plan to create one but someone got it first

I think they had this wagon thingi

#

Can I post a youtube link here?

That one has 11 subclasses

restive tusk
# hasty onyx Is this to good to not be attunement? Does bumping it up to Very Rare make it an...

Keeping it rare is fine. The main utility seems to be using potions on yourself, since it's less effective for drawing out other combat items (e.g. weapons) compared to keeping them in their scabbard/holster or compared to keeping them in a bag of holding. I can also see a use case for storing magic items larger than the dimensions of a Bag of Holding using this item, which seems fun.

restive tusk
# solar spire I saw in youtube about merchant class from the homebrew section I plan to crea...

All links need to be provided with context, but otherwise you should be able to.

Homebrew by nature is just an umbrella term for unofficial content so there isn't a single source for it, including this channel. If the subclass was made by a specific Youtuber you might want to see if they have a discord server and ask if their fans have playtested it. If they've published it to a site (e.g. dmsguild) then the listing might also have reviews from people who have used the content.

hasty onyx
grave galleon
#

(shooting to make an uncommon item that requires attunement)

royal osprey
hasty onyx
#

so, it would just be bad as a very rare item? perfect

#

it is non attunement if that makese a difference

solar spire
#

there’s a link to dmsguild abot this as well which they put it into description

#

but that video itself kinda summarizes the merchant class

i kinda find the “sharing of spell slots” intriguing

#

i think the name is “on the house”

restive tusk
#

I took a look at it

#

Sharing spell slots is pretty powerful, same for the ability that lets you convert higher level spell slots to lower level ones

solar spire
#

yup

rocky birch
#

Magic item for one of my players in a Warhammer fantasy DND game I'm about to run, wanna make sure it's decently balanced for them with the knowledge that casters get a bit of an advantage in this world

Vengarog The Ashslayer (weapon name Ashslayer for short)

It's a +1 weapon that gets stronger as time goes on

At base, it gains +1 to damage rolls every 4 levels

The weapon grows more powerful the more lives you claim as the blade is a khornite demon turned weapon

10 kills (unlocked)
+1 to damage and attack rolls

50 kills
1/day: 3 auto hit fire bolts shoot from the blade and can target up to 3 creatures

100 kills
Critical hits grant an extra attack, and you crit on 19s

150 kills
Dealing 50 or more damage in a turn gives you haste for 2 rounds and no side effects
When you take damage in combat, split it in half, give one quarter to your attack bonus, and the other to your damage bonus on your next attack

200 kills
Your critical hits deal maximum
All attacks deal +1d8 fire damage that bypasses resistance and treats immunity like resistance

300 kills
When you kill a creature, you gain whatever damage you dealt as temp HP
damage and grant an additional 2 attacks

500 kills
You land criticals on 18s or higher
Critical hits deal an additional amount of dice equal to your prof bonus

1000 kills
If you attack an enemy with 30 hp or less, they die instantly
Damage from your weapon cannot be healed

5000 kills
Your weapon retains all buffs and crits on 17s and higher and you become a powerful Daemon prince

stuck raptor
#

that sounds like hella a lot of bookkeeping

rocky birch
#

I plan to help keep track on it

#

Server we made had a specific channel to store each characters information

restive tusk
#

What would count as a kill, because you could easily run into a bag of rats problem

rocky birch
#

Properly quenching souls

#

So people

#

Lizardmen, vampires, humans

midnight elk
void jewel
#

Innocent goblins will die.

#

Murderhobo everything

#

Prisoners? Nah. Stronger sword.

void jewel
#

You could maybe require "humanoids"

#

Then all the player needs to do is raid some orphanages...

humble warren
#

I would say it has to be enemy attackers for it to count

analog oak
#

Working on an ATLA/LOK module
What stat makes the most sense for each element?
My thoughts were
Air: Wisdom
Water: Intelligence
Earth: Strength
Fire: Charisma

stuck raptor
#

Earth i feel also works with CON or WIS

nova basin
#

I don't think that's the best way to tie in the elements

#

What about INT fire benders like combustion man or p'li

#

Wisdom earth benders like toph and the sandbenders

stuck raptor
#

not sure if id say Combustion man uses INT nessecarily

nova basin
stuck raptor
#

fair nough

nova basin
#

But combustion man certainly isn't using charisma

#

He never speaks

#

And you gotta be real precise to aim detonations

stuck raptor
#

charisma isnt just how you speak, its also how you carry yourself

#

that man has max aura despite not speaking

nova basin
#

Sure but that doesn't help his magic powers the way a sharp mind would

stuck raptor
#

and he is tenacious as hell

nova basin
#

You can have aura and be autistic these go hand in hand very often

stuck raptor
nova basin
#

Only that's not how avatar magic works

stuck raptor
#

just because he (literally) uses his head doesnt mean its INT

nova basin
#

No but I'm pretty sure he's gotta be real studied and experienced to aim big shots at long range and pull enough power to use it close-mid range

stuck raptor
#

experience usualy falls under WIS :P

nova basin
#

You don't end up with 2 metal limbs without testing

nova basin
stuck raptor
#

agree to disagree there then

nova basin
#

Why does cha make the most sense then

stuck raptor
#

Force of will, innate power.

#

(but thats all im saying, busy trying to read Waterdeep to prep for a campaign)

nova basin
#

I'll show you deep water when I throw you off a bridge

#

Agree with me already

stuck raptor
#

😶 neigh

nova basin
#

CHAT HORSE REACT THIS MAN

stuck raptor
#

im lucky im not consumed by the uma brainrot

nova basin
#

I'm not either but horse reaction is a really funny bit

nova basin
#

On a narrative level it goes directly against what the show tells us anyway, that anyone can be anything

stuck raptor
#

wait, Tamms is doing an elements rework, @faint sonnet what you think?

nova basin
#

Slow air benders, fast earth benders, evil water benders

#

OCEAN REACT HIM

faint sonnet
#

Being entirely honest, I actually think that the listed stats and elements are the most closely aligned with each other.

#

If you look at the show itself and what drives each element's growth, you really do see those stats being reflected.

nova basin
#

No dispute there, but as the basis for a character creation system, I think it's too limiting to tie stats with effectively your lineage

#

Tasha's has grown on me I'll admit

faint sonnet
#
  • Air can be ridiculously destructive, and can't be truly "controlled" in the same way that the other elements can, considering it's essentially everpresent.
  • Water taking the precise form of what the bender envisions means it lends itself heavily to creativity and precision.
  • Earth wants to be unmoving and takes both stubbornness and power to move, with that being reflected in its movements being hard and choppy.
  • Fire takes drive and is basically defined by passion. The most powerful firebenders end up either having a very strong drive to succeed, seen by conquest, or a very strong belief in themselves, as seen by ||the dragons.||
stuck raptor
#

also with Zuko's powers being weakened after he loses his drive for revenge

#

(its decades old, i think i can spoil at this point)

faint sonnet
nova basin
#

All true

#

But still too restrictive for what the world of avatar offers

pure pelican
#

Hey all I have a monk who is a dragon ascendant and he’s a Dragonborn and his temple are like worshippers of Bahamut. They protect a clutch of silver dragon eggs and their temple is up on a mountain that’s home to a nest of silver dragons. Anyways I wanna give my monk a magic item themed around bahamut nothing crazy but I do think I’d like it to allow him to speak to him and maybe other stuff any ideas on what magic item best fits that role?
I am the dm this is a character my player is playing

analog oak
nova basin
gloomy flower
#

hot take

#

abberant mind should make your spellcasting stat INT

amber hollow
#

if sorcerers had subclass at 1st still, absolutely

#

(also warlocks should've been INT at base and patrons can allow going down a WIS or CHA path)

gloomy flower
#

warlocks being CHA makes sense for the same reason that paladins being CHA makes sense

#

you're not a worshipper, you're a peon of the being that grants you power, and you force their will on the world

amber hollow
#

That, that is a very good way to explain it

#

but also, I still appreciate the avenue of them seeking the secrets and knowledge

gloomy flower
#

i actually designed a thing for this

#

variant classes

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you can swap out the core stat of a class for another or use another class' spell list

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but you are not allowed to multiclass

amber hollow
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interesting

gloomy flower
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eg the brawler, monk except WIS is replaced with CON and DEX is replaced with STR

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?

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how does that at all relate to what i said

amber hollow
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A: What does that have to do with this
B: Why are you in the definitive D&D server

gloomy flower
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also this is homebrew

dim current
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I have a magical quiver I'm working on for one of my players, and I'd like some feedback on rarity/powerlevel and possible loopholes. It's clearly not published yet, so do I need to send the actual description here or does the link work without publishing?

spring tusk
dim current
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Copy that 🫡

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Metallic Quiver

Lightweight, dark steel quiver with 3 arrows coming out from different holes: a black, a blue, and a violet arrow. A fourth hole is positioned beside them, but it is left empty. The body of the quiver is lined with silver arcane sigils.

This quiver has 10 charges, expended charges are reset after a long rest.

The arrows in this quiver are created by the arcane sigils wrapping the body. Any arrows taken from the quiver are instantly replenished if the quiver has enough charges for the corresponding arrow, but are highly fragile, shattering on impact with a creature or surface. These arrows deal magical damage, bypassing regular damage resistance.

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Black Arrow- 0 charges- The Black Arrow functions the same as regular arrows, save for their sharpness. Any bow or crossbow that uses a black arrow adds +2 piercing damage to the damage roll.

Blue Arrow- 2 charges- The Blue Arrow is wrapped in blue light once drawn. Upon a successful attack roll, this arrow explodes in a flash of radiance, dealing 2d6 radiant damage to the target. If the target is a creature with eyes, it must succeed in a DC14 Constitution Saving Throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of its turn, ending the effect on a success.

Violet Arrow- 5 charges- The Violet Arrow shimmers with violet glow once drawn. When it is shot from a bow or crossbow, it transforms into a 5ft wide, spiraling arrowhead that travels in a straight line for 120ft. Any creature in its path must make a DC16 Dexterity Saving Throw, taking 6d6 force damage and be knocked prone on a failure. On a successful save, the creature takes half damage and is not knocked prone.

Empty Hole- The empty hole on the quiver can be used to store ammo, holding up to 10 arrows, or 2 javelins.

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I was thinking about adding a note about the arrows disappearing after 1 minute if they aren't fired to mitigate an "infinite money glitch", but my players dont really do things like that.

peak inlet
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I think the Violet option should use up your full action

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I would also suggest keeping the DCs the same throughout

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I’m assuming this is Very Rare, so you can probably go with either

dim current
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That's valid. Thanks for the feedback. I'll set the DC for both at 15 to split the difference. 💚

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And of course, tweak that violet arrow

peak inlet
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I would probably also make it so it’s 1 charge for blue, 3 charges for Violet, with 6 as your max charge

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generally, magic items also recover charges at dawn rather than long rest and they generally roll for how many charges come back

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idk if you’re trying to make this Rare or Very Rare, but the Black one can be more powerful as well

dim current
peak inlet
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I mean it should be attunement

dim current
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Yes

peak inlet
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you can get away with +1 for Rare +2 for Very Rare

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but for Rare, the others would have to be toned down

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I think for Very Rare, the damage on Violet can also go up

dim current
dim current
peak inlet
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I mean you can keep the +2 damage +0 to hit if you go for Rare

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the issue is that ranged attacks don’t really get to hit bonuses other than this

dim current
peak inlet
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the ammunition get the to hit bonus

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that’s why I don’t think more damage on Black is the way to go, magic bows usually get a damage bonus

dim current
heady surge
hallow plank
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what is the best extended wild magic table out there?

dusky vine
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Can anybody help me come up with some abilites for an oneiric harm/slaying based power

midnight chasm
formal moat
void jewel
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5th level has unlimited servants

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Including from the corpses of servants themselves.