#homebrew
1 messages · Page 39 of 1
Gloves of Self Propulsion.
um not sure if this is the right thread
pretty cool!
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?
That's good! Don't know if this change would be necessary for matching D&D's grammar, but I would swap out "they" in "...if a creature is hit by multiple booms they have to make..." for "it" to maintain the same number in the sentence (since they is plural and it is singluar like creature), but overall I think it works well!
if your wondering why i made this spell its mostly to give bards some on theme damaging options
And as a Sorcerer main I approve of them getting it too lol.
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
Wait so we each make a “frankensubclass”?
gonna be pretty hard to comb through the channel to collect everything, but I like the idea
Yesterday I was talking about Speed Sandwich initiative in #dm-discussion, and today I have formalized it here: https://docs.google.com/document/d/1qzrrUcIuQvYuJH8UeSyhzTVsjoe6JcsGApXgC9c4PzQ/edit?usp=sharing
Would love to have a few extra pairs of eyes on it.
Just made this with some stuff I had. Did tweak some stuff to work with any class.
https://docs.google.com/document/d/1-hTU97mZmRAaOqVVAemcOdQvYvbruC5k7VmoBWWuz9U/edit?usp=drivesdk
oh i meant the whole channel collaboratively does it
ummm like, hmm
wish there was more time to organize, let me see if i can put together an example...
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
#ddb-support might be better
Thx
oh god this is going to be messy
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.
the doc containing the options and current progress is here https://docs.google.com/document/d/1mIzL6QlYWDzlRtuCVLBWki3wKpBYAeh5E-rcTC_9k4U/edit?tab=t.n8vz3f6p81yc#heading=h.ydigw97bm0vl (assuming I've shared it properly)
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
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.
seems fine to me
Keep one thing in mind, ranger is not bad and it is better than all martials and one of the best classes for straight damage along with druid, so think twice if ur trying to buff it all around the board
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
I don't think it needs too much in terms of buffing, like I said I just don't like how many features are centered Hunter's Mark and how that locks you put of your other Concentration spells.
I'm ultimately going for a sidegrade here, not an upgrade.
Unless you’re also nerfing something, it’ll be a buff
Might be fairly easy to push it over the top in terms of damage
I was gonna remove Precise Hunter, Advantage on top of an additional +6 to hit is way too much.
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.
"choose any 1st level spell" dont sound balanced to me
Intended for use for 5e 2014.
How would I balance it?
limit the options, exclude the most powerful spells, or curate a list of approved spells
or do something else
Equestrian magic is also very problematic
Any 1st and 2nd level spell is too much
Also the number of free casts in all features is absurd
Precise hunter?
How about once per long rest?
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.
Yeah that’s much better, you still need to make a list of possible spells tho, like this you can grab a lot of stuff without needing to multiclass or feats
Like gift of alacrity as a cleric
Oh i’m not rly familiar to 24, but removing that feature won’t change ranger’s power level as it is bad
It doesn’t see much use in the first place
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.
Yeah that’s a lot better
This is pretty overtuned. You get spellcaster benefits, monk benefits, advantages, flying, more free spells.... all without even picking a class. Usually a race gets a pretty small effect... like dark vision
i'll put this on snooze for now
guys, question
what do you guys think of this homebrew skill for my goblin conjurer wizard
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.
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.
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.
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.
........
its basically a moving fortress but she would mostly summon this not for combat but for the party to take short/long rest
A long rest already restores all ur spell slots
yeah, that's not overpowered right?
or I have to tweek it further that this sentinel can only be cast once a day regardless
What i mean is
If you take a long rest u already get all ur spell slots back
You don’t need the line where you recover an extra spell slot of up to 2nd level
maybe they houseruled that away
oooooooh, i see
what if I replace that with an 1 additional "lucky" for the whole party when taking a long rest
adding things for the sake of adding things is generally not a good idea
It's already really good as is, you get a summon and rest house, plus other perks for just staying in jt
yeah, hmmmmmm..... I'll remove the extra lucky then
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
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?
ty guys
aight, unsnoozing this for a little while
Does anyone have any tips, comments, and/or criticism on my BBEG statblock that I put in here yesterday?
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.
the way i'm designing it is kinda like if you took a monk and gave it a gun
i dont like the idea of a feature giving +1 to rolls in general
what'd you suggest replacing it with?
i dunno
I think there’s already a gunslinger class
Unless you have your own take on it
Check that out first
Okay, so the vote was for option B for the level 1-3 feature. The remaining rounds should follow a bit quicker... next up is the level 4-7 feature. https://docs.google.com/document/d/1mIzL6QlYWDzlRtuCVLBWki3wKpBYAeh5E-rcTC_9k4U/edit?tab=t.yuo3b0284x8j#heading=h.3utcs84weftn
and no, its just a coincidence the features are wildly lopsided, the subclasses were chosen at random
i know, but a take on a gunslinger is something every brewer has to do
<><><><><><><><><><><><><><><><><><><><><><><><><><><>
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?
lol jk
:3
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?
Looks interesting
blade's one could use some rewording, just a touch
i thought the talisman from pact of the talisman was something the warlock typically wore ... giving it to others was just a nice bonus
you can give it to anybody
sure but I mean in practice
most of the invocations help if somebody else wears it tho lol
well i just wonder if it should have a benefit if the warlock wears it too
maybe, could add something lol
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?
If I don't specify, can it be assumed it is what ever the attuned creature's spellcasting modifier?
RAW, it would default to theirs iirc
Alright thanks!
Okay, Round 2 goes to option A for the level 4-7 feature... now level 8-12, now that we've got two sets of features maybe there's some coherence forming ... or maybe not. Building a frankenclass-- vote for the option you like the most
https://docs.google.com/document/d/1mIzL6QlYWDzlRtuCVLBWki3wKpBYAeh5E-rcTC_9k4U/edit?tab=t.6y0u1oh15gda
***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
but, who picks talisman?
everybody gets one
i think thats the only way to make someone pick talisman lmao
i mean, when tome and chain are right there (blade aswell but less so)
basically just a self aura of protection lol
i mean i don't disagree
oh well
we love people picking the bad one anyway :D
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
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"
"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
It do be like that sometimes.
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?
i'm having a hard time visualising the trap/challenge
i dunno if i understand what the players will see and how they will figure out what to do
also i'ma call this vote and move on to the final round
Round 3 goes to A! Last round, then we collaboratively decide what class this subclass goes to (and will have the opportunity to errata anything that's broken/nonfunctional) The level 13+ feature vote, where will it land? https://docs.google.com/document/d/1mIzL6QlYWDzlRtuCVLBWki3wKpBYAeh5E-rcTC_9k4U/edit?tab=t.2bpbgdjh3vid
one of these options is ... quite unfortunate at this point :X
https://docs.google.com/document/d/1MCgtquiW3FBZEn3w9wKlP8thfHVRUD_FmB7H3lpetV0/edit?tab=t.0
well its done, The Draushum (dragon in draconic) warlock!, thoughts are welcome
draconic apex feels like fighter would be jealous of that sandwich
2014 fighter had to fight to get their indomitable buffed in 2024, and then this warlock just gets a legendary resist
and 20 AC
i mean, it fits the patron :P
AC doesnt really matter much when most creatures at 14th have +10 to hit and such
its just the principle of the matter
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?
no clue
if there's still a tie in the next 15 mins, avrae will decide with a 1d2, B = 1, C = 2
Working on home brewing 12 species bc dnd is the best place to put them while I write their story 👍
(I don’t hate myself trust)
(Especially with the fact I’m adding a whole new class)
(Just for this crap)
#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!
i'ma be honest i'm surprised C won
that was the one I thought was quite unfortunate lol
but um ... which class wants to cast fear, move fast, and grapple three foes at the same time
paladin?
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.
causation seems like the most specific one, and it's the most ... narratively abstract ... at the same time
Causation would be stuff like Bless, Bane, anything related to "luck", basically.
holy wall
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.
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.
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)
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
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
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
well, i got somebody saying its abit too much like dragon sorc and other dragon subs, which i say it isnt but whatever, might give it something else at 10th, but falling flat on ideas, any you guys/gals have?
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.
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?
if this is 2024, I think you’re actually doing worse than you could
Vex already gives you advantage on your next attack, and Soulblade does give Vex
so your dagger would likely be the Nick weapon
just ask for a magic dagger with a once per turn effect from the items that exist in the game
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
if you’re doing it for the Fighter option suite + Action Surge + Riposte, I would still only go 3 levels in Fighter
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?
Its 2014. Fighter is mostly for throwing weapon figthing stlyle and action surge. Also considering going psi warrior for the added damage once per turn.
do note, that you dont get more psionic dice
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
Yeah its the same name of the die but they server 2 different funtions
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)
What are the legendary action? Does he have no reaction? Does he attack only once per turn?
Fights with a single big enemy are gonna get eaten alive by a party of 5 btw
Sorry I guess I don't have everything there his abilities can all be used as legendary actions or he can make an attack.
And as for the encounter don't worry about that the party will be facing this boss mob along with about 5 wyverns and 10 to 20 kobolds
Just want to ask if it seems like a balanced statblock for a group of that size should any numbers be bumped up?
I mean it heavily depends on the party and what they have
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
Do the wizard/bard have access to simulacrum/magic jar and mirage arcane/wall of force/forcecage?
Only wall of force out of those spells listed was taken by the bard
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
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
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
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 🙏
https://homebrewery.naturalcrit.com/share/w9fqJIig4wov
So... can you rate those races I've made?[
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
Sounds cool, but powerful. I’d add some condition for adding the intelligence modifier to damage, like sneak attack
anybody running homebrew (yes i've checked in #looking-for-players)
Yeah, I could do that. I wanted it to be powerful because I think rangers need it. If you are worried about abuse like multiclassing fighter I could change it so you can only add the int mod to damage rolls 1 per turn. And then maybe remove that at level 15 with the other feature.
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,,
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?
Can I have this in real life?
Too much
Why?
It sounds amazing, tho I do think it would have to be a very late game item to not be OP
That’s an average of 187.5-250 damage every turn, even as a late game item it’s stupid
So true
What? I didn't understood, might be cuse of my English
a 5 room dungeons is a dungeon with 5 rooms, usually containing at least 1 minor fight, 1 puzzle, and 1 boss fight
And what the other 2 rooms?
fill em with more fights and/or puzzles
Abd what is brotien shake ?
Or a goody goblin NPC who steals everything from them? 🤣
portmanteau of "bro" and "protein shake"
What?😂 😂 😂 😂
@tawdry swift Yo buddy I need a second thought on some homebrew could you help me out
Sure! (I don't recommend pinging random people but I don't mind)
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
the wish spell cannot go beyond what it does (e.g., cannot go past 106h level effects)
Ahh, Can't lie, the wish spell confuses me so thx
If the DM allows, RAW yes.
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.
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.
Depends on party level.
Lethal for level 1s. Nothing at all for level 20s.
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.
Should I adjust the damage or DC here based on lvl 3? And of the options of A or B, which would maybe be easier to run at the table.
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.
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
I do like this. Would you consider a cool down dice timer before another zone becomes hot? Or just a new zone every round that fires at the end?
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
Combats tend to last about four rounds. It won't be too much of a factor if you wait several rounds to do it again. You could, however, roll for the number of new hot zones.
So some turns will have less restriction than others, or some more, depending on the dice.
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.
so i have some homebrew stuff i need someone to look over its my first attempt and i wanna make sure its ok
Sure
Does anyone know the code wrapper mouse-over thingy (square brackets thing) for "D20 Test"?
#ddb-support (?)
I mean like when doing homebrew and you're adding in things like [action]Hide[/action].
Ah, nevermind, it was [rules]D20 Test[/rules].
@faint sonnet I'm reading through your classes doc, would you be down to discuss it?
For animal companions, do y'all prefer "any Beast of X CR or lower" or the Beasts of Land/Sea/Sky statblocks?
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
I should get around to updating some of it, as there are parts that have changed, but are you curious of any classes or parts in particular?
yeah cleric and armor choices, I think where you pick 1 of 3 favored armor choices and get bonuses based off of them
I think this is interesting, but a lot of armor choices seem to be tied to the flavor/mechanics of particular domains, even if they surely don't 1:1 exactly
what are your thoughts on that either potential for synergy or being too tied up in existing domain design
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.
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.
cries in bard
tying it more to deities is interesting, do you have a current framework of working in both deities and domains
honestly I've always vibed more with the polytheistic pantheon type framework for divine magic/religion
I guess I can add Bard 
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
Not a strict one, but part of the overarching spellcasting rework I'm doing does largely make Divine classes getting various themes a "opt-in" thing based on the PC working with the DM to determine what spell themes are appropriate for them to have based on their faith.
I've always wanted to see wizard schools centered around philosophy or theroetical framework rather than schools but that is way complicated
and a little too INT-heavy for the player probably too
Up here is my existing list of what I call "Clusters", though there's some not included there and I did decide that Telecontrol was gonna be merged into an Arcane-only Cluster.
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.)
how many can each class pick, are there any conflicting clusters?
I'm curious what the use cases you have in mind are
like it just replicates making 3 attacks?
mostly gish stuff especially once they get magic weapons feel like they starts falling a bit behind in burst
yeh, that’s all it does
oh man imagine a build where they use this and then use a bonus action to make another attack
lmao
stuff like Sorcerers trying to go Gish don’t have any options
I have been making Sorcerer stuff for Gish
a level 20 full caster would be so op upcasting this as the attacks are made at advantage and it doesn't say you have to be proficient in the weapon used, right ?
they get to make 6 attacks using a 9th level spell slot
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?
does the somatic component require that they only be using a one handed weapon or no
that’s a good point, I can control that with the material component, but I do want it to be usable at range
so I might limit it to one-handed melee weapons and make them create some effect that extends forwards
also can small creatures use heavy weapons with no disadvantage via this spell?
this is 2024 so they already can
but heavy weapons without enough STR would be neutral
I haven't played a 2024 game yet 
yeh in 2024, the disadvantage is based on your STR for melee weapons and DEX for ranged weapons
this also applies to Pact of the Blade
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
so I think it might actually be fine not to remove two-handed weapons
it is a spell slot for the extra attacks
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
hmm
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
I might scrap the advantage for another effect
but that does limit it to being used for casters with an ability modifier swap
if they are going gish anyway, won't they be putting higher stats/ASIs in physical stats as well?
At this point I don't have any truly conflicting clusters, and how many classes can pick is somthing I still gotta parse out.
cool let me take out a smoothie I made so it warms up and I'll give some suggestions
that’s fair, I’ll think up another effect that would cover for not having weapon masteries as well
trying to do gish focused campaign with out of box classes is kind of hard ngl
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
I’m not making a campaign, I’m just designing player options
yeah I meant like working with existing classes mechnically even if adding player options
but I think you can find something that works
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
@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?
idk I’ll think it over
The listed clusters are grouped by what class groups can get them, e.g. Arcane, Divine, and Primal, though that isn't listed there. Part of the rework is also related to bringing the clusters more in-line with each other by ensuring they all get approximately (or exactly, more likely) the same quantity of spells.
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.
what if its a deity of magic lol
and got you
can i send a link to a google doc of a hombrew.. feat? subclass? idk what the correct term is, here?
I think the telic ones lean more arcane and divine than primal, but you can fit in primal stuff
if yer new, might i reccomend to try out playing the game before homebrewing?
like summoning druid-y things, using primal methods of communication, etc.
i was just bored so i lwk js made something
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.
The Telic ones do rely on a bit of extrapolation, yeah, and subsets of each Clusters are based on what spellcasting type is used.
interesting, do you have a provisional list to share
When I get home, I can send the list of Fundamental Cluster cantrips.
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.
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.
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.
Am I allowed to send links for my homebrew
The intro of the document is in a very rough draft as there's lots I need to add, but here's the existing Fundamental cantrips in alphabetical order, each with their own page because they all will be getting much more expansion.
Cool I'll take a look tomorrow
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.
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.
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
I think the only way to stop +(defense) bonuses from being good is to eliminate bounded accuracy.
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.
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.
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.
Putting some defensive stuff in class kits is kinda my first thought, yeah.
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)
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.
I think the martial-caster divide is mostly because martials don't have features that are real. They don't really get anything.
Something that I think is unintuitive to people is that casters are the problem, not martials.
E.g. This set of assumptions is only allowed because 5e tries to let you play how you want in a way that removes meaningful limiters that existed to avoid this exact scenario. Previously, Wizards couldn't wear armor or use shields at all.
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.
Eh. That assumes being a wizard requires 100% of your time.
That was the assumption, yes.
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
For sure, but you still couldn't cast in armor because it was incompatible.
Yes though I found that a bit heavy handed narratively. Depends on the magic system though.
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.
What happens if they ran out of MP?
Same thing as if you run out of spell slots lol
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.
Oh, i expected something like gaining one exhaustion level or something lol
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
In most campaigns I've played it usually ends up as a reflavored glaive
tbh, glaive with finesse or just a base glaive works for a scythe
K thanks
I've made one before
oh?
It was Versatile 1d8(1d10) Slashing with Reach and Finesse,
If you were gonna throw a weapon mastery trait on id go with Graze
what do u think of the one my dm set up?
"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."
The proficiency benefit is essentially the Cleave weapon mastery which is more meant more brutal weaponry like the greataxe
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
thing is it doesnt have any damage modifiers outside that 2d6
Why not
its just locked at 2d6 i think
just how he set it up
That's.. strange, and a little dumb, in my opinion
i think there are plans to make it stronger as we go bc it is a backstory weapon but rn uts litterally just 2d6
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
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
Oh y'all are new, okay
It should work about fine
2d6 Finesse, I'd still change it from cleave to graze though
ill see what the dm says
Define fun
As in something with unique story hooks
admittedly looks cool
though personally i would give them bestow curse instead of fear
depends on what you're looking for. I have one for Enlightenment (determination to find out everything), Vanguard (Protecting those who cannot protect themselves) and Liberty (standing up for freedom)
vanguard actually fits for a character idea i have so send that one to me
Alright gimme a sec
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.
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.
what level are they?
also, how long does the transformation last?
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).
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?
Those last two are two tenants of devotion paladin no?
Or atleast that second one, it sounds cool
Hey, i put some more work in the update for the arteficer I made and wanted to ask if someone could take a look at it?
(i havent updated the patch notes, since i plan on doing that later on, after i got feedback on it)
https://drive.google.com/file/d/1OOOi50iHmOKDxEC740VTIBPunM6ecEnd/view?usp=sharing
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.
Seems pretty good to me. Just to clarify, they can use shields for AC, but armor causes them to use the regular AC calculations?
Exactly
Sounds balanced to me.
Perfect
Nope
closest you get is aasimar
or goliath, depending what version of nephilim you use
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?
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
This is just a very rough draft for a recent idea, kinda dumb but I was tired.
https://docs.google.com/document/d/16-96WbW-qx6RVStFXidAy6yG7Wwqn8ToMf4ghICBGzg/edit?usp=sharing
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
There aren't any sizes I know of, the closest I can think of is the heavy stat.
Or having something like a greatsword (they're normally described as large)
Or shortswords which are well short
its gonna be awkward for a Nephilim holding a short sword like a toothpick
Looks good
Honestly I would just suggest playing a Goliath. Way too many issues with the nephilim race as it is currently written here
I kinda add some elephant in the room weaknesses due to their size
It would be comedic tho
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"
That wouldn't make much fun, since you can't enter most dungeons at all
yeah, hahahaha
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
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
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.
or be a fighter and treat a ballistae like a crossbow and deal heck of a damage with precision
Maybe try using that instead of the giant concept?
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
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
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
Ty, I might work on it.
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
Thoughts about it?
We already have something like that, it's called aasimar ^^
would charisma or wisdom be better for a gunslinger class' power stat?
Wisdom generally lends easier to it, IMO.
wwisdom makes more sense yeah,,
i was actually thinking of having wisdom replace dex for longbows and rifles' modifiers,,
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.
Definitely fine in uncommon, yah.
Arguably could be common, but I'm not an expert on common magic items.
https://homebrewery.naturalcrit.com/share/tyV-W8q9Ns0c can i get some feedback/ideas for this very unfinished class (levels 1-3 and the spell lists for like, two subclasses are done)
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".)
hi for this section >A practitioner, not a mage.
its unclear how this name distinction is meaningful
like mage can mean a whole number of things
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."'
yeah I was thinking either it be performance or focus for the power source
yeah I got you practitioner sounds fine
I just don't get the distinction
ehhhh I'd say no tbh
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
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!
Im thinking of a subclass for sorcerer called “dark arts”
Its still out of the blue
At lvl 1, he/she gets:
- 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
What does that mean? A regular attack but elemental (sorcerous burst?) And the DM gets to decide if it hits?
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
You're describing a creature that has lightning vulnerability
A few points
-
Sorcerous burst is a can trip on the sorc. List that does something similar.
-
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.
I'm not sure how significantly different this would be than a rider feature onto a casting of an elemental spell like Chromatic Orb or Chaos Bolt
At lvl 6, he/she gets 2 spells
- 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
- Bolts of Fury
It releases the concentrated bolts
Why a flat check?
And so you're making checks to "store energy" then release it on a later turn?
The sorcerer still needs to roll to hit and the damage, it just multiplies
Why would a sorcerer do that instead of multiple castings of leveled spells?
Multiple damage, not stronger damage
Damage will rely on the roll of the dice, doesn’t amplify
Yeah and it gets harder the more you store energy
Personally unless we’re dealing with a boss and someone in the team has portent, guidance, other that can boost my rolls
I’m stopping in 3-4 bolts and release it
No need to max it up
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.
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
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
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
I’m still guessing on this idea either.
I’m kinda worried if its too OP
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
- 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?
We'd need numbers to determine if it'd be OP or not. Though I think this runs into the same issue as your last idea about an "orbital strike" class- the character is effectively doing nothing for the chance of doing something big, so there is little active participation.
listen man, sometimes homebrew is Not™ what you need to do
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
hot take
hunter's mark should be a class feature
and they were kinda cooking with the spell-less ranger UA
i feel like it's only really good on ranger for all the classes it's officially on
yeah but also what paladin is gonna be using HM
yeah it was vengeance i was about to mention that
also technically lore bards can get it?
well, if HM was a ranger class feature, what about hex? should that become a class feature or just a spell for warlocks?
cant any bard pick it up?
warlock isn't based around hex
ranger isnt based around hunter's mark
Oh this one is more manageable number wise and less destructive for this still has the single target unlike the orbital strike of the grey which covers everything on the map
Like if you play Luna from FF10 where the ultimate attack is just barrage of bolts where you need to spin the analog stick as fast as you can
Here, you need to roll 1d20 again and the bar goes higher each stack
wait to clear up any discrepancy are we talking about '14 or '24
(unless you say 2024 but 🤢 )
it basically is
it's the class' main schtick
not really
the class doesn't really have any good rocks tbh
HM is the only thing it has going for it
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
favored enemy
favored foe is from TCE
eh same shit either way sorry for being pedantic
who uses favored enemy?
i see people use tasha's thing for ranger more then base 2014 ranger lol
not me but also i don't play ranger
i do sometimes, but from my experience HM is fine as a spell
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
Nog really casting hunters mark thou
Just using up favored enemy uses
It's a trash tier bait spell
Here's the thing: spells, quite literally, ARE a ranger's thing. You're 50% of a druid and 80% of a fighter. The ranger spell list has some serious bangers, and using HM prevents you from using them. It also doesn't even add DPR in almost every situation, with a reasonably optimized ranger that can use their BA to attack instead.
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.
yeah what he said
spellcasting, no matter what, is ALWAYS a rock
if you have the ability to cast spells, that is a rock
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.
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
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.
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
💀
that's not that high
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"
What would y'all name a spell that does Necrotic over time and Petrifies the target by calcifying its soft tissues? Flesh to Bone?
Everlasting Rot
Ooh, that's good.
Creeping Necrosis? NGL I kinda like Flesh to Bone for that necro theme.
Calcific Withering
It's a repost, since the original one went down under
Hey, i put some more work in the update for the arteficer I made and wanted to ask if someone could take a look at it?
(i havent updated the patch notes, since i plan on doing that later on, after i got feedback on it)
https://drive.google.com/file/d/1OOOi50iHmOKDxEC740VTIBPunM6ecEnd/view?usp=sharing
honestly flesh to bone is great
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
dude, calcifying isnt a fancy word. it just describes a mineralisierungsprozess
*minerialising process
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!
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
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.
I think the Common Magic Items that aren’t attunement are supposed to be completely useless functionally
and I definitely don’t want this to be attunement because then it would just give away the caster’s location
thats totally fine for a common magic item. its effecently just a torch ^^
there is one more thing I wanna add to it, and it’s to cast the zone or light away from yourself so the dim light effect can help with stealth
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
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
really? that seems like True Vision which goes to level 10+
I feel like that would be Rare
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)
If it would get both yeah, but on a DC 10 Dex save, nah
Don't forget that Broom of Flying is although a uncommon item
how about an advantage on Search and Study checks while in the zone for whoever is holding the physical lamp
like removing the usual disadvantage for advantage instead
nevermind, that would need to be attunement now that I think about it
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
Yeah, sorry I had my arms full with my groceries, that's why I took longer to answer
no, it’s fine, I was thinking about it on my own, that’s why it took me a while to respond
I think that’s fair as a Magic Item, but it doesn’t exactly do what I’m looking for
I would add that part to your lantern, than you would gain a fun uncommon magic item
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
That's a typical common item
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
No, it won't work in atleast the area affacted by the darkness spell, since it turns even magical light in darkness
the zone isn’t magical light though
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
That will bring some strange interactions
I agree, which is why I asked if it should be higher than Uncommon, but I forgot that this interaction existed until just now
I would still say it's a common item, maybe one of the weakest uncommon ones, but definitely not higher than that
so you don’t think the radius of the zone should go down to 30 feet?
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.
Not really, the adventurer ring does nearly the same thing and you still have both hands free
yeh, but the point of my lamp isn’t the free light, it’s the dim light field
that overwrites all magical darkness and magical light
Exactly, that's why I would say it's a common magic item, it does the same as the ring a bit better (don't forget dim light does still grant stone dbuffs) and one hand is occupied, but it works for the down side in magical darkness
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
yeh, but I was thinking of that as more of a positive since you can use it for Stealth as well
I guess it’s both a positive and a negative
It's a double sided coin
There could be a enemy you don't see thanks to it,
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
It would be funny though, the rouge that runs straight in the arms of a guard he didn't saw coming
Sure that would work fine
I’m using it for my detective NPC
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
Sure, the way it is right know it would be common impo
@peak inlet could you take a look at my homebrew?
I would say Dex tbh, but from those two I would say wisdom
well, if it has trick shots or something like it, i would prob make it WIS, if its for a general move pool (like BM), i would say CHA
although INT could work for both here lol
yeh I remember this, I honestly still don’t see the point of it as a whole especially with the new Artificer coming out in a month.
I still think the Ring of Mystra is too strong, I gave my opinions on the rest except for Ring of Vengeance.
I think Ring of Vengeance is too strong and I don’t think it quite makes sense considering it lasts 1 minute but all the effects last 1 Round
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
No, the mark lasts for one minute and when the marked creature attacks someone else then you, the one round affects get activated
ok, you definitely need a save and resave for this
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
I could although let the mark vanish if the target isn't attacked after being marked
I want it to stack with other taunt abilities and most of them impose disadvantage
that’s kinda what makes it too strong
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
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?
How extra can I go about making a magic item for my Arcane Trickster player ?
Depends on the rearety
Let's say it would be very rare or legendary
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
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
Than have fun
ohh aight
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
I like this, if you have the full loadout, I like to copy it to incorporate it to my characters
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?
sounds like he should just play an echo knight
Yeah a surprising number of times, homebrew isn’t needed to achieve things
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
https://critterdb.com:443/#/creature/view/6906ded7602030b6fba39c03
Got a BBEG sheet I wanna run by you guys for a high-level group of characters Levels 6-8.
When I say 'high level' I mean 'Characters of this rank are able to buy rare magical items'
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.
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?
Add an equivalent faction to the setting, or literally just rip the faction one for one and put it in your setting
Or just reflavor and keep the mechanics.
Could reflavor them to have nothing to do with the faction.
yeah that's what I'm asking
how are people reflavorig them and keeping the mechanics, often when they tie into a faction specifically
like, for instance
Just remove the faction relevance. For example, purple dragon study is just you being obsessed with dragons in a library.
if you don't have an equivalent order of the gauntlet, do you have a different reward for hosting a tournament?
You could always make it money.
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)
say what?
the tournament field doesn't resurrect people
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
Oh I see at 50 reknown
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"
ok yeah I was thinking WIS thanks
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)
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
They wouldn't know the curse effect yet, but they do know it's benefits
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
Should have more benefits then? How bout resistance to psychic?
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
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
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...
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
So they know the benefits but not that it's even cursed?
Correct
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...
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
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
Hmm, alright. Idk the table. You gotta make the judgement call there
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
If you give me this I'm metagaming it
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.
Torturing a poor rat? 🐭
Hmm yea it might be too vague on that end. Maybe a different downside would be better.
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
Would giving my Arcane Trickster player access to Arcane Recovery be weak, be strong, be just aight ?
I think i gotta stick to what I said originally but causing fear sounds interesting. Like if they fail either of the checks, they become feared. Thanks! I think I'll do something like that actually. They are pretty good intimidator already but aren't good at wisdom so it might still fail sometimes
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?
It's fine as is for uncommon no attunement
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
you can add a +1 to it
+1d6 to enemies when they’re at max HP isn’t consistently replicable, so it’s not that major
Ah yea I see
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
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
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
It's not that good so you're fine yeah
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.
Ah yea that makes sense for sure
Has anyone here tried merchant class by any chance?
Which merchant class?
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.
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
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.
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.
As long as those items can be held in one hand. Maybe I just bop off the potions part.
Would it be terrible to increase this to 2d6 to make it a little more impactful when it happens?
(shooting to make an uncommon item that requires attunement)
making it very rare would make it pretty bad
so, it would just be bad as a very rare item? perfect
it is non attunement if that makese a difference
this is basically the gist of the merchant class
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”
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
yup
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
that sounds like hella a lot of bookkeeping
I plan to help keep track on it
Server we made had a specific channel to store each characters information
What would count as a kill, because you could easily run into a bag of rats problem
New idea! Repurposer cannon, sucks up material and shoots it out as high speed buzzsaw blades.
https://docs.google.com/document/d/16-96WbW-qx6RVStFXidAy6yG7Wwqn8ToMf4ghICBGzg/edit?usp=sharing
I'm gonna kill every rat, fly, and gnat I see to power up my sword
Innocent goblins will die.
Murderhobo everything
Prisoners? Nah. Stronger sword.
Needs to be precisely defined in text.
You could maybe require "humanoids"
Then all the player needs to do is raid some orphanages...
I would say it has to be enemy attackers for it to count
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
Earth i feel also works with CON or WIS
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
not sure if id say Combustion man uses INT nessecarily
The point is that there's arguments for benders with every kind of stat distribution that isn't exclusively element consistent
fair nough
But combustion man certainly isn't using charisma
He never speaks
And you gotta be real precise to aim detonations
charisma isnt just how you speak, its also how you carry yourself
that man has max aura despite not speaking
Sure but that doesn't help his magic powers the way a sharp mind would
and he is tenacious as hell
You can have aura and be autistic these go hand in hand very often
i can easily see it being the same as a sorceror uses their powers
Only that's not how avatar magic works
just because he (literally) uses his head doesnt mean its INT
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
experience usualy falls under WIS :P
You don't end up with 2 metal limbs without testing
Still makes more sense than cha
agree to disagree there then
Why does cha make the most sense then
Force of will, innate power.
(but thats all im saying, busy trying to read Waterdeep to prep for a campaign)
😶 neigh
CHAT HORSE REACT THIS MAN
im lucky im not consumed by the uma brainrot
I'm not either but horse reaction is a really funny bit
Point of that is that there's too much variance in what a bender can be and how they can use their power, hardcoding the elements into specific builds bc of stat tying is very restrictive
On a narrative level it goes directly against what the show tells us anyway, that anyone can be anything
wait, Tamms is doing an elements rework, @faint sonnet what you think?
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.
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
- 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.||
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)
That's what I meant by the dragons, yee.
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
True. I've been playing with the idea of offering multiple options
Issue was just nailing down specifics without overcomplicating it
What level are they, and do you want them to keep this item for a long time?
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)
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
That, that is a very good way to explain it
but also, I still appreciate the avenue of them seeking the secrets and knowledge
i actually designed a thing for this
variant classes
you can swap out the core stat of a class for another or use another class' spell list
but you are not allowed to multiclass
interesting
eg the brawler, monk except WIS is replaced with CON and DEX is replaced with STR
?
how does that at all relate to what i said
That kind of stuff makes me wish DDB had a lil more modularity
like how you can just add feats as a button
but there's nothing to just... switch the direction of a warlock's Cha to their Int
A: What does that have to do with this
B: Why are you in the definitive D&D server
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?
You'll need to send the description
Copy that 🫡
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.
.
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.
.
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.
the wording is a bit off, but it looks fine otherwise except for the Violet option
I think the Violet option should use up your full action
I would also suggest keeping the DCs the same throughout
I’m assuming this is Very Rare, so you can probably go with either
That's valid. Thanks for the feedback. I'll set the DC for both at 15 to split the difference. 💚
And of course, tweak that violet arrow
I would probably also make it so it’s 1 charge for blue, 3 charges for Violet, with 6 as your max charge
generally, magic items also recover charges at dawn rather than long rest and they generally roll for how many charges come back
idk if you’re trying to make this Rare or Very Rare, but the Black one can be more powerful as well
For simplicity I'm guessing? I didn't think about that, but it does make more sense to keep the lowest charge at 1 and work up from there.
What do you suggest would amplify the black arrow if it was Rare vs Very Rare? I didn't want to make it too OP as it can be fired at will, and would stack with any bonus given by the weapon firing it.
is it attunement?
I mean it should be attunement
Yes
you can get away with +1 for Rare +2 for Very Rare
but for Rare, the others would have to be toned down
I think for Very Rare, the damage on Violet can also go up
Basically making the ammo +1 or +2 gives them a "to hit" bonus as well as damage?
yes
How much should I tune them back by if I want it to be rare? Damage and DC?
I think the Blindness would need to be 1 Round
I mean you can keep the +2 damage +0 to hit if you go for Rare
the issue is that ranged attacks don’t really get to hit bonuses other than this
Gotcha, I figured that a +2 crossbow using this quiver would get too much value.
What about the violet arrow? Is the damage fine at rare? DC would go to 14 for both.
there’s no such thing as a +2 crossbow
the ammunition get the to hit bonus
that’s why I don’t think more damage on Black is the way to go, magic bows usually get a damage bonus
Copy that. Thanks for the insight friend 🙏 I'll use this knowledge to tweak things around 💚
You're welcome! Glad I could help!
what is the best extended wild magic table out there?
Can anybody help me come up with some abilites for an oneiric harm/slaying based power
Dream-based? There's the dream spell, and everything in the phantasmal category for starters.
Who gets this ability?
Take a look at this Myconid race me some buddies made over a few hours, we used 2024 races as the baseline but please let us know what you think!
https://docs.google.com/document/d/1iBNeYkf0uHao2Txq-sWmM3gSIqvagGz72_se39CGMfo/edit?usp=sharing
