#homebrew
1 messages · Page 40 of 1
Subraces are reasonable but as above, animated servant need a cap of 1 active servant at a time.
And likely a cap on uses per LR
Otherwise you can just endlessly get the same guy up over and over again with no resource.
oh shit good catch lol
it was 100% intended to be once per long rest whoops
thanks dude
fixed it
Been working on a homebrew sistem to enchant items:
Enchanting runes:
Runes can be used to enchant an item, to inscribe a rune the player/npc must be proficient with either tinkering tools or runesmithing tools.
Each rune costs:
100gp x lvl of the spell which takes 2x lvl of spell level hours of work and the respecting spell slot (if inscribing a spell)
50gp which takes 1 hours of work (if inscribing an activation word or condition)
To fully enchant an item it must have:
At least 3 activation runes (depending on the type of item and activation this might increase)
2x lvl of spell runes (this up to lvl 3 spells, if inscribing a spell)
3x lvl of spell runes (this up to lvl 5 spells)
5x lvl of spell runes (up to lvl 7 spells)
7x lvl of spell runes (up to lvl 8 spells)
10*x lvl of spell runes (9th lvl and up spells)
End rune (50gp)
—
Enough material potential:
Copper/Bronze up to 10 runes
Iron up to 15 runes
Iron reinforced Silver/Gold alloy up to 20 runes
80% Gold/silver 20% Mithril alloy up to 40 runes
Any alloy with more than 50% Mithril up to 50 runes
Pure Mithril up to 65 runes
Adamantine/Iron/Silver-Gold alloy with at least 20% of Adamantine up to 75 runes
Major Adamantine alloy up to 90 runes
Pure Adamantine unlimited runes
—
Any opinions?
Why not allow metalsmithing tools to engrave runes?
Or smithing tools I should clarify
Would wood working tools work for wooden items?
Leather working tools for leather/skins?
I see right now it's focussed on metal items
Would you say that wood is good at conducting magic?
Also yes I would imagine so
Why does shillelagh the spell work on wooden staffs? 😉
That suggest wood can hold magic just fine.
Or wands...
Mhm so what tier of runes do you think that players/npc could put on wooden items without reinforcements?
I'd allow the full range of spell runes for wood as it's a natural material and potentially connected to the magic of the world. Maybe even have a table similar to the metals based on the quality of the wood.
Anyway interesting idea - I'd suggest playtesting it a bit to refine the resource usage and costs (and time expenditure) to make sure that works and is balanced.
But also consider simplifying this down to materials have 3 tiers of quality that impact how many runes they can hold.
Alright thanks!
Anyway, good luck with your brew!
anybldy wanna help me come up with more factors for my homebrew oneiric manipulation, harm and slaying?
yo can anybody help?
A question was asked previously (#homebrew message).
Who gets this ability?
wdym who gets this ability?
so, that is kinda niche and very hard to do, dream druid is also right there lol
i jsut started dnd im sorry
also smith is asking who gets this, like, a character, monster, item ect ect
o ty well a character and also waht would be the msot suitable option, what is a dream druid, or eaht class would be best
Oh, oneiric is Dream related
yeah the Circle of Dreams subclass for Druid is based on dreams already
perhaps use that for inspiration, or, if it is what you want, you can use that
wait trhgsi acutal;ly helps so much, is it like high level to unlock?
and also where do i go for help creating a character
As of the 2024 rulebooks, each class gets their subclass at 3rd level in the class. Circle of Dreams is a subclass available to Druid, found in the book Xanathar's Guide to Everything (XGtE)
is it on dnd beyond?
Yes, DDB has all the official 5th edition content being sold on it, as well as substantial amounts of third party content now
aw man it isnt i have tro make it manuallyyyyyyyy (i mean costs money)
it's either that, being in a campaign with someone who has it and thus the ability to put it on your character or just using content sharing, or purchasing the licensed content
ill sjut have to make it manually, is there a page i go to for elp making characters?
#character-discussion for generally making a character, and I believe #optimization for optimization as it says on the tin
Ello. I havent homebrewed anything in awhile. I only realized I made this like a year ago XD. But may as well ask for feedback here. Go ahead, tear this apart. Would you give this as treasure to your players or just use something else?
https://www.dndbeyond.com/magic-items/7253322-pungi-of-the-spirit
it’s both too strong and too weak
I would never give this to my group, unless I’m planning on starting a plot specifically about bringing someone’s pet snake back
Can you please explain how it’s both?
lets look at this item and what it does:
- you can summon a pet
bonespirit naga ( permanentCR 4CR 8 companion) - it takes a ridiculous amount of steps and potential fail states to do so
i think it makes more sense to give the naga a time limit but massively simplify the process
it says it’s a Bone Naga using a Spirit Naga stat block
which is a CR8
oh right, still my point stands
yeh, I fully agree with you
99% of the time it does nothing, 1% of the time you have a stronger thing than any artifact
and this is also 2014 Spirit Naga, which has multiple Dominate Monster, Hold Person, Lightning Bolt, and Dimension Door casts per day requiring no extra action
I think you misread it
It uses the 2014 bone Naga which has a different spell list depending on which naga it was in life
So you still get Lightning bolt but not a CR 8 immortal
Hey guys should I use home brew for my first campaign my dm is fine with it but since it’s my first campaign and it’s on rollmops I’m worried there may be issues
I personally wouldn't recommend using Homebrew for you first character. Better to get a feel for what the actual game has to after, before you start messing with the norm.
it’s still too much when it’s active but usually not enough
also, the wording probably needs tweaking, it’s extremely confusing
and it doesn’t really tell me what’s being consumed when, it just goes up to interpretation for too many things
I've homebrewed a Legendary weapon for the elf avatar of my BBEG. Can I post it here for y'all's feedback?
Fire away
(Voidwalker)[https://www.dndbeyond.com/magic-items/10800259-voidwalker] is the link to the page in DnD Beyond.
The description, which is long:
Voidwalker is a Double-Bladed Scimitar crafted from Voidsteel, an unfathomably rare Starmetal and Chardalyn alloy that allows for otherwise impossibly powerful enchantments, and the storage of great volumes of magical energies, respectively. It's said that Voidsteel is truly indestructible; that it may only be unmade - or even dulled or damaged - in the heart of a singularity.
Voidwalker's blades appear as reflections of the darkest of night skies, emblazoned with distant stars, shifting to remain stationary as the blades move, creating a sense of pseudo-motion; a rend in the reality of the Prime Material Plane, an actual window into Voidpace itself. To be struck with such a blade is to experience the vacuum and bitter cold of the Void itself.
Aspirant Awareness
Voidwalker's wielder is aware of the presence of any Tiny or larger creatures within 120 feet of it with an intelligence of 3 or higher, and can’t be charmed or frightened.
Devour Knowledge
Whenever a creature is struck by Voidwalker, it must roll a DC 18 Constitution saving throw. On a failed save, Voidwalker consumes 1 Intelligence point and that creature takes an additional 2d10 Force damage and is restrained; on a successful save, the creature is unaffected by the Intelligence draining effect of Devour Knowledge, loses half their movement speed until the start if its next turn, and takes half that force damage instead. If that creature is struck again by this effect, Voidwalker's wielder absorbs the Intelligence point and adds it to its total. All Intelligence points not absorbed this way return to the creature if it is not struck again within 24 hours. Voidwalker can store up to 18 Intelligence points (9 per blade) from different creatures this way, so long as these slots aren't occupied by spell levels. If a creature reaches 0 Intelligence points, it dies. A creature that dies this way can only be revived by means of a Wish Spell, or an act of Divine intervention; no other means can regain their knowledge and intellect from Voidwalker or its wielder.
Null Gravity
Voidwalker's blades grow and widen, temporarily opening a planar rift to Voidspace; gravity ceases to function in a 100-foot sphere centered on Voidwalker's wielder. Each creature of your choice within the sphere drifts 10 feet away from the ground and must succeed on a DC 18 Dexterity saving throw or be restrained. A flying creature automatically succeeds on the saving throw, but its speed is halved unless it can hover or flies magically. This effect lasts 1 hour, or until it is released.
Spell Storing
Voidwalker can store spells cast into it, holding up to 18 levels of spells (9 per blade). Voidwalker may also absorb spells cast whose area of effect includes it, provided it has enough empty slots (Divided between Intelligence points and spell levels) to store it; if it doesn't, the spell can be reduced in power by a number of levels equal to the number of spell slots available, so long as this is higher than the lowest possible level of the spell cast. Spells stored or absorbed by Voidwalker can be recast using its wielder's spellcasting abilities.
Sentience
Voidwalker is a sentient chaotic neutral weapon with an Intelligence of 28, a Wisdom of 25, and a Charisma of 23. It has hearing and darkvision out to a range of 360 feet. The weapon can speak, read, and understand Common, Evlish, Primordial, Draconic, and Voidspeech, and can communicate with its wielder telepathically. Its voice is deep and multitudinous. While wielding it, Voidwalker also understands any language you know.
Voidwalker speaks with a whispering, conspiratorial tone, as though accustomed to keeping secrets. The weapon's purpose is to consume long-lost, forbidden knowledge. It doesn’t care what or whose knowledge it consumes; it wants all knowledge, but as a timeless entity, it's in no hurry to claim it. Voidwalker believes that all matter and consciousness sprang forth from the Void, and will one day return to it. The sword seeks to protect all knowledge from this fate by storing it all within itself. Voidwalker's hunger for knowledge must be regularly sated; If the sword goes seven days or more without consuming some creature's intellect, a conflict between it and its wielder occurs at the next sunset. If a creature attempts to attune to Voidwalker and fails or is rejected, Voidwalker absorbs one point of Intelligence from that creature per attempt to attune.
Proficiency
Proficiency with a Double-Bladed Scimitar allows its wielder to add their proficiency bonus to the attack roll for any attack you make with Voidwalker, and to use its mastery properties. The front blade of Voidwalker possesses the Nick property; the back blade possesses the Gravitation property: if a creature is struck by both blades in the same turn, that creature becomes doubly affected by gravity until the beginning of its next turn; it must pass a DC 18 Dexterity saving throw or become restrained, and take an additional 1d6 force damage. On a successful save, it takes no additional damage and its movement speed is reduced by half.
The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Forged with techniques honed over centuries, these blades are strong, sharp, and remarkably light. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp) — few though ever have the opportunity to purchase one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer to prove they’re worthy to wield it.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
I understand how busted it is; my BBEG should be fighting a lvl 15-20 party that's been significantly buffed, and by the time they get there (they're only about 15% of the way through right now) if I don't think they can handle it, I'll tone it doen a little.
Permanently losing intelligence (which is what happens if the charge is used) feels pretty bad.
Especially so for a wizard.
The way it is worded is if the intelligence is absorbed it is gone forever.
I've had this idea for a homebrew D&D campaign based in the Castlevania universe. Does anybody have any ideas or any sources I could use? I am new to playing D&D, and I want to host this campaign for my friends and myself. I'm building the world, starting with gods and areas of importance, and then I can create the smaller details later.
The end-goal of the campaign is that the party destroys the BBEG, an Ancient Void Dragon. When it dies, it creates a singularity. They'll either have magic or a macguffin that can get them out of the 1,000 ft radius in time before his death trigger happens; a singularity that deals an absurd amount of damage. It'll also destroy the sword, and both he and the sword are gone, they'll recoup their INT points. Alternatively, if a wizard can snatch it before it pops, he'll get to use the INT ability for himself, potentially becoming god-like in using it.
Yeah, essentially; if you're hit with it once, the sword absorbs one INT point from the creature that's struck, and stores it. Only if that creature is struck again does it lose that INT point forever, as it's transferred to the wielder, and the new INT point is stored in the blade.
If that's too punishing by the end of the campaign, maybe I could make it an INT-muting effect? Like being struck with the blade nullifies an INT point for 24 hours, after which it's restored; getting hit twice in succession allows the wielder to use those INT points while the creature's INT is muted.
I wish I could post the render of it here, but it won't let me add a pic.
Tiny or larger doesn’t really mean anything
and an INT of 3 isn’t really a breakpoint for anything
I stole that bit of the description straight from the page and templating of the Blackrazor. Lol I didn't like the description personally, but couldn't of a reason why they would've been so specific, so in case there was something I didn't know, I just kept it.
3 INT is generally the boundary between human and animal intelligence.
Shoot, probably should set it at 4.
yeh, generally, it’s 4 or more vs. 3 or lower
I'll change that. I think I have to delist it and edit, then re-list it to fix. One minute.
is that 2014 Blackrazor or 2024?
Scooter of Ankle-Breaking
Very rare magic weapon (requires attunement)
As an action, you can move up to 60 feet without provoking opportunity attacks. It also functions as a martial melee weapon with the finesse, two-handed, and reach properties. On a hit, it does 2d8 bludgeoning damage. In addition, on a critical hit the target is prone until the end of your next turn, if it is large or smaller.
How does this look?
because I’ve definitely read the 2024 block and I don’t recall “tiny or larger” being used
Ah, it was the 2014 version.
Doesn’t “tiny or larger” encompass every creature?
fair enough, I don’t really understand 2014 stuff
yeah, that’s why I was confused
I'm pretty sure it does, so why it doesn't just say "every creatur" I have no idea. Lol
Reach without 2-Handed is a lot and Finesse with 2d8 is also a lot. It’s Very Rare so I’m not quite sure
On second though maybe this analogy doesn’t work
gotta compare 
The Soul Hunter feature was entirely removed from the new Blackrazor, so nothing to compare it to.
Prone doesn’t have a time limit and this doesn’t have a size limit or a save which is very unconventional
hmmm, you probably shouldn’t have 2H without Heavy
the only weapon that does that is Shortbow and some other Simple weapon I think
I’m not sure what kind of interactions that opens
eh, it should be fine
I would still make it Large or smaller enemies for the Prone effect
done
yeh, it requires attunement so everything else should be fine
I’ve made items that are two-handed but not heavy. I was about to list a few until I thought deeper and realised that logically they’d definitely be heavy weapons
Let me say this:
-if a DM gives a permanent debuff to my character, I kill my character and make a new one without that debuff. And if the DM is a buffoon who doesn't support new characters, I start standing beside the enemy as a wizard and fireballing myself until I die.
Do with that what you will.
I know many players share this mindset. It depends on what your players think though
When designing game features, ask "does this give my player an incentive to actively die?". If the answer is yes it's probably not good.
First of all, I want to say that I love your attitude here. I fully support your perspective. Lol
Second, I agree; this shouldn't be an effect that's used lightly at ALL, and as far as our campaign goes, is going to be a final encounter sort of thing that the debuffs can be corrected in the prologue.
If the PCs are very clever, or conversely very foolish, they have an utterly TINY chance of meeting this weapon very soon. In that case, the blade will explicitly only strike any single player one time so they can feel its effects, properly understand the threat they're facing, and the wielder will essentially toy with them and then dip out.
The context for this is a bit convoluted, but a summary:
We're running Princes of the Apocalypse. The 4 elemental cults are being puppeted by a necromancer who is actually the brother of Strahd - Sergei, our BBG - who is attempting to gather fundamental elemental magics and use them to restore Barovia to the Prime Material Plane. Sergei is unaware that HE is being puppeted by the same dark powers that imprison and torment his brother, Strahd; the Ancient Void Dragon who is THE BBEG of the campaign. The VD is machinating all of this to feed off of their combined misery, and in so doing, gain enough power to supplant the other Dark Powers and become the true god of the Shadowfell/Domains of Dread.
This weapon is wielded by the BBEG when in his elven form; a character that's been rather helpful to the party thus far, but is very much a background NPC that pops up now and then as a plot device.
Totally agree, in 99% of cases. This one I think might be ok, since they'll only ever experience it in the final confrontation of the campaign, and have a tiny possibility of acquiring it (if we finish at lvl 15) and carrying it into the Vecna campaign after this one; a campaign designed for lvl 15-20, where perhaps it won't be so busted.
If it IS, I will tone it down. As-is, I think the INT boon granted needs to have a time limit and not be permanent, else the PC could turn into a god-like caster. Maybe it needs a bottom threshold where it can't affect creatures under a certain base INT so they can't just farm rats for free IQ points, I dunno. Lol I think I'd rather have the blade pick and choose which creatures its willing to siphon INT from; like a rat wouldn't be good enough, or only siphon INT from creatures that have knowledge it wishes to acquire, that sort of thing.
yeh, it requires attunement so everything else should be fine
it can make you quite the insane Spirit Guardians Monk
If the campaign ends immediately after then yeah its functionally not permanent at all
Do you think I should use "Evil Creatures" or limit it to Fiends and Undead? Also the wording seems kind of funky.
Anathema. If the virtue targets an (Evil creature/Fiend or Undead) with a spell that would normally cause it to regain hit points that creature instead takes Radiant damage equal to the number of hit points that would have regained, and its maximum hit points are reduced by the same amount.
Or should I just say that whenever it uses a healing spell it can choose to do Radiant damage instead?
So I'm creating a magic dagger, it is very important to world lore and is technically an artifact level item but I'm going to put it in a suppressed state so it can appear earlier in the campaign in the hands of a major enemy that is using it.
The dagger has the soul/essence of an ancient lich inside of it and the dagger stores the souls of those it kills
With enough practice the user can contact these kills and eventually the lich (very long time from now if that even happens tbh)
I want to give the dagger a more combat oriented ability that feels correct for the item but isn't too broken for a level 3-5ish party, any ideas?
I'm thinking attunement might be difficult so the ability might not be used by the party for a bit, but it will definitely be used against the party relatively soon
Im creating a monster for a campaign and I thought of one of its attacks being to make you unconscious so would that be a good idea or should I use a different affect
Ik thinking the item will be suppressed to be rare strength, probably going to have the arc boss fight at level 5 so anything at that level with attunement required would be nice
Im thinking necrotic damage if a certain condition is met, or even something to do with calling undead
So long as there's a save for it
Ok I have an idea for what effect I'm gonna use
The dagger is rare with attunement, and when you kill someone with it you get some sort of life steal
How much life steal is balanced for a rare attunement weapon?
I might also make it come back to you if you throw it or smthn for cool factor
Temp hp equal to the half the enemy’s hp
Like half of max HP?
It's also a short sword that's flavoured as a dagger so damage die is a d6 not d4 because that's boring lol
Yeah
Cool cool that sounds good I will definitely use that
The dagger is sentient-ish and really wants to kill things so the fact that it mechanicaly gives you a benefit when you kill is cool
Ooo is it cursed?
Seems a lil op depending in the dm’s style
Mmm I see I am the dm so how do you mean
If it’s cursed, a cool thing would be you lose hp equal to 1/4 of that enemies hp, but gain temp hp equal to 1/2 their hp
Like how difficult I make encounters basically?
The curse is more RP based than mechanical tbh but it is cursed
Curses are so fun. I'm just getting into them in my campaign. The party has 2 and they don't know about them yet 👀
It's a fun way to balance powerful items imo
If the dm is like me and they send a medium batch of medium strength enemies then that dagger is 100% busted
Ooo yea I love them tbh my campaign will revolve around obtaining certain artifacts of old and I plan on each having a different curse/drawback
But if the dm sends one big thing then it is very weak
What would you recommend for a more balanced item? I am definitely a medium difficulty dm so I probably should need it a bit
Make the healing based on a set number or a creatures cr imo is the best way to fix a kill procing ability
Ohhh also if I'm going off my own lore the life steal would only take effect if the enemy is a humanoid/sentient so maybe I should put that mechanicaly on there
Yea in thinking a set amount probably but idk how much
Like ~4d6 should be good for the medium enemy
But at the end of the day it is what you say it is and you can balance it on the fly
True I can always change it if it's broken
Itll be a while before the party even encounters this item so I'll take a bit to mull it over but thanks everyone for the input
If anything they get it and they don't know how to attune to it yet or smthn until I figure it out 😭
Good idea
If this is a mcguffin tho you should make it scale with the campaign
Yea if anyone uses it for long enough it will grow in power as they level, probably becoming more cursed with time even
I can totally see them seeking a remove curse asap and putting it in a vault too tho lol
If you are doing this do not let the gremlin player or the murderhobo touch this thing even once
Ah yea... Didn't think of that tbhh
Give it to the party mom and see the moral dilemma unfold
Would it be bad to say the item can't be attuned to by a paladin specifically so he doesn't TwT
Or like the dagger won't deal with someone if they use divine magic basically
hm,,
ccan i get a second opinion on something,,
i'm working on a feature (it's called 'Excision" atm but i'm thinking of changing it) where the player gets a maximum amount of vestiges, a class resource, from scavenging throughout the day,,
It honestly would be similar if anyone (except the paladin) gets it
Small cat person druid would be interesting
Innocent halfling farmer with an evil dagger is giving frodo vibes
Rogue that "doesn't kill" compelled to kill by an ancient dagger is fun
(My players have all cleared that curses are on the table and chill)
i;m thinking of changing that to just, you get the maximum amount of vestiges from using excision during a short rest,,
that’s insane
vvestiges are used for quick alchemy, where you use a vestige to make an alchemical item that lasts for 1 minute (used for martial combat), and pythonic mods, which add additional effects to your casted spells (spellcasting combat, probably healing too), both are bonus actions,,
bbasically like, how do you feel abt the change to excision - you get max from a short rest or the base version,,?
daggers are d4 because they’re simple weapons and they also have the Thrown property
And finesse
well, compared to Shortswords
they’re also Light and Finesse
if this is 2024, there’s also the mastery
you can still get away with 1d6 with everything else staying dagger on magic items though
i like how nimble 5e does it,,
Ah yea that makes sense, honestly Ita only a dagger for cool factor tbh
This is 2014 rules too btw
ddamage decides tohit and crit, and crits are exploding die, so smaller die means big spikes and troughs in damage,,
Iv heard of using exploding dice for damage but I don't wanna do all that for my first campaign I'm dming 😭
llowest damage is a miss, crit is a 4, if you crit, you roll again, if you crit that second roll, you roll again, repeat until you don't crit,,
you can probably get away with a 2d4 dagger that gives you tempHP equal to the hit that killed the creature
on a Rare dagger with attunement that doesn’t have a +1
I guess with 2014 rules, it would be 1d4 piercing + 1d4 Necrotic and you get tempHP equal to the Necrotic damage + DEX/STR
alternatively, if you don’t want “kill stealing” to be an issue, something like Reaction to a creature dropping to 0 hit points within 60 feet, you cast False Life
The person who weilds it should be encouraged to kill (which adds on to the whole curse thing) so I'll probably use one of the former ideas
2d4 does sound better than 1d6 but idk which I'll do
if you’re going 1d6 you’re also probably going with +1
Vicious Weapon is Rare, non-attunement
Ah I see yea
I guess it 2014 it was crap, but in 2024, it’s +2d6 damage to all attacks with that weapon
honestly, I still think it’s too strong, you can just get +7 DPR per hit without attunement
Working on an ability. I’m wondering if this is too much for a reward from surviving a test of Ilmater.
The test would be the suffering of all those who are in pain and praying to him would be transferred to the pc for the next 24 hours. The player can tap out at any time (using saves against exhaustion).
If they endure their hitdice becomes their class’s base hitdice+1d10+their con mod per level (example if they were a 5th level wizard their hd would be 5d6+5d10+con and their hit point maximum would be increased by 35+con). And from then on they can spend hitdice to increase damage dealt to hostile creatures on any damage rolls they make by spending and rolling their hitdice.
Lately I’ve been itching to make a Pokémon-inspired system for D&D where you can catch, train, and upgrade creatures. First things first, there needs to be a level-based system in place so the power and abilities of a character’s creatures scale with their level. Secondly, there needs to be a system for actually catching and/or taming creatures.
I’m not entirely sure where to start though. I think the Warlock’s Pact of the Chain invocation and its upgrades are good reference points for what I’m going for.
There's a lot of these already made
Does anyone have some decent stat lines for military air and land vehicles?
Awesome, is there one you’d recommend?
Im trying to cook up a sci-fi/modern campaign set on a big desert planet so id kill for some nice stat lines for vehicles
Could potentially take a big CR monster stat block and make some tweaks to convert it into a vehicle/military equipment.
I am making a homebrew weapon, is there any way for me to have 2 charges on a short rest AND 1 charge on a long rest? The dropdown menu only allows me one or the other. Is there any way to do a both/and situation?
When the power level/benefits of the thing is such that some balancing is needed.
I know that it isn't terribly specific but you can kind of get a feel for when attunement is needed by comparing the benefits of your thing to official magical items.
hm, ,,
i need to figure out a name for a feature,,
it's a fifth level feature where you get an extra class resource by interacting with a corpse felled in an ongoing combat,,
i'd go with 'Excision" but i already used that for the feature that introduces the class resource, so- -
Exfiltrate Knowledge?
Knowledge withdrawal?
Or doesn't even have to be explanatory - could be some name like "Kis'ton Rites" or something
it could- something vague would work for it, the only thing is that something a bit too,, ,, intangible-? given that the examples are "flesh or fruit, spirit or stone, relic or antique," , , ,
would having a cat and a lion option for a race be weird (context, race gains effects based on their head, so lion would gain a different effect to cat for example) ?
,,?
Nothing is weird unless the people at the table think it is
In terms of "vibes" it's mildly furry, but for most people there's nothing wrong with that.
Some clown somewhere probably would judge you for it but you don't want them at your table anyways.
You would be the 2nd person to say that lol
But the race isnt born persay, more dreamt into being
Its also based on the Egyptian gods lol
Not critiquing it. It's totally valid
Just mentioning some less desirable people might not like that. But we don't care for those people
Look at the tabaxi leonin split
Tabaxi is "general feline with room for interpretation" vs "you're a mf lion"
tbf, leonin are also mtg/theros specific
I think at that point you should either commit to giving distinct kinds of big cats their own subrace or keep it vague enough that you can reasonably be any feline
You can be boring if you want but you know damn well that a leonin paladin named Argus Goldmane is a perfect fit in neverwinter
fair enough
I gave the cat one a claw natural weapon and resistance to fall damage :P
Although for lion, the Egyptian god that has one for a head is Sekhmet, goddess of war and destruction (something else as well) so trying to think of a way to weave both together
Titan Piercer
Weapon (Longbow), Artifact (Requires Attunement)
This bow was made from the bones and essence of titans from ages past. Made to pierce even the thickest hides of the titans, the bow is unwavering and unrelenting as it punches through almost any material.
Bonus. You have a +3 bons to attack and damage rolls made with this weapon.
Random Properties. Titan's Piercer has the following random properties:
- 3 minor beneficial properties
- 1 major detrimental property
Titan Piercer. Attacks made with this weapon ignore Resistance, and attacking at long range doesn't impose Disadvantage. Additionally, attacks deal an additional 3d10 Piercing damage, or 6d10 Piercing damage if the creature is a titan.
need some more feature to give it. i was thinking maybe the ability to track down stuff
"titan piercer" sort of gives me the idea of the arrow piercing through enemies, so maybe it can also be used as a 5ft wide line some of some length you think is good
Like a lightning bolt but a r r o w
I like it!
It’s kraken season, boys >:D
I may have to add titans into my world after hearing of this item...
Big ahh creatures sound cool
Titans are fun to add. Shame I only have a few Empyreans and one Kraken
Although there was one time where an Elemental Cataclysm almost got into the material plane
I have had the idea of a huge man o' war or jellyfish as a bbeg for an underseas campaign
Yess each can represent an element or smthn the jellyfish can be water
Badass
I've been thinking about making a species based on the Omen from Elden Ring
Medium (typically 6-7 ft. tall) , 30 ft. movement Speed
It has a similar lifespan to Orks, with the carrying capacity boost of a Goliath, has a tail swipe unarmed strike, and can once per short rest either move up it's speed at 0 cost, or gain 30 ft. Fly Speed for a minute
Will probably never run that mini campaign but eh
That last feature isnt a one or the other the player will choose from I'm just not sure what I want that last trait to be
!! Currently I'm working on a Bhaalspawn Empyrean for my DM
Ooh awesome
ok, got a effect
basic
but darkvision, 120 feet of it and Survival prof
prob not the best, but eh, abit annoying as i have a bite attack to the Jackal (Anubis) head
So what does the croc head get
reaction attack when a ally within 5 feet attacks, the god with the croc head (Sobek) is a god with a domain(?) of military prowess
ig it doesnt also help that most Egyptian gods are based around fertility :P
could add grapple advantage on starting them lol
So I have a homebrew background named “War-Scarred”, basically war affected the character in some way, and now the rage of war lives on in the character. But I need some help with the homebrew feat it gives you - Wrath of War. I am currently very torn on what to make it do
My original idea was basically making it fighting spirit from the fighter samurai subclass, but I allow players to use the samurai subclass. For some reason I am currently blanking on ideas for it to do. The flavour of it is that the character is basically unleashing the wrath inside them that war infected them with
Maybe it could be some kind of necrotic smite
Trying to figure out a good Level 7 Feature option for Monster Slayer Ranger. I'm stuck on a Supernatural Offense Feature. Right now, it allows Attacks you make to bypass Resistance/Immunity to Non-Magical BPS Damage... but at Level 7, you're bound to have Magic Weapons by then. My other optional features are:
Defense: As a Reaction, add half a Prof Die Roll to your AC and Saving Throw until the start of your next turn
Knowledge: Advantage on Perception, Insight, and INT Checks against Favoured Enemies.
I’m adding the orbs of dragonkind to my game as object a group of ancient dragons are seeking to control all dragons. Now this means I need to make the orbs much more powerful than they are RAW, but what spells or saves should I add to them if the players end up trying to use the orbs themselves?
generally, 7th level Ranger features are defensive I think
also, there’s no such thing as a proficiency die roll
For the offensive what if they can choose a resistance to bypass? Number of uses equal to your WIS mod per long rest, and it allows the ranger to tailor their attacks to take down enemies they come across.
I mean, Rangers are almost always choosing Piercing
There is. It's normally an optional rule to replace static Prof Mods, but I've been wanting to make it more common.
Fighting a young red dragon? Fire resistance, your attack cuts through the resistance if the dragon fails a save and now your wizard can fireball it for full damage
proficiency bonus is generally used to decrease the number of dice you have to roll, so this seems like it’ll slow down play a lot
ah, that’s what you meant, I think that’s a good feature
Already have that Feature for Base Ranger at Level 17. Although in that case, the target makes a WIS Save when hit by Hunter's Mark (now a Level 2 Feature).
using what rule set?
I’m confused by everything you’re saying
I made Hunter's Mark a Level 2 Ranger Feature instead of a Spell and have a Level 17 Feature that allows for Hunter's Mark to ignore have attacks ignore a Resistance when the target fails a Wisdom Save.
Anyone know any good hb monk items? Specifically ones that can help Open Hand Monks.
Right now, I'm kitting out a monk npc for the Monk to fight and need to give him items for when the Monk inevitably robs him.
Dragonbelt from Fizban and probably +X Bracers
that’s if you want them to be Monk-specific
oh mb, I didn’t realize you were looking for HB
what rarity are you looking for?
im looking for around rare to v. rare
I have a few general mobility magic items
mobility is good, ill add that to the list
although mobility isnt a huge problem in my game, we mostly fight in crowded and cramped areas, not really needing mobility
Quick Save Clock
Wondrous Item, Rare (requires attunement)
As a Bonus Action, you can expend a charge to activate the clock, assigning your current position until the end of your next turn. During that time, you may use a Reaction to an enemy attacking you or to being forced to make a saving throw to teleport to the Quick Save Position (or to the closest unoccupied space around that position). The teleportation happens before the triggering action resolves. Alternatively, you can use a Bonus Action to teleport back to the Quick Save Position. After using the teleport, the effect ends early.
The item has 12 charges, regaining 1d12 expended charges the next dawn.
it’s a bit wordy probably, but I think it’s useful for a Rogue/Monk even if they are in cramped places
i love it actually, i might tweak it for balancing but im for it
damn, I mostly have time-based stuff
I honestly didn’t check the balancing on this one
yeah, thinking about doing special shots it can use
I had something else that I balanced then decided I didn’t like it much, it probably has too many charges, the Reaction should probably use up an extra charge
this was an initial redraft that I haven’t touched in a few weeks so even if it just gives you some idea, you can take it
yea, for sure. It's nearing the end of the campaign so im not too stressed about balancing, definitely gonna cut down on the charges
probably a good idea lol
I’m looking for feedback on this, it has gone through a lot of changes since the last time
Seconds
Weapon (rapier), Legendary (requires attunement)
-# The long lost third piece of the time weapon set. While the other two components spread throughout the land, most copies of this weapon, including the original, were lost in time in a prison of their own making.
While you are holding the weapon, you gain the following benefits:
Magic Weapon. The damage die of this weapon is 1d12. Your attacks with this weapon have a +1 bonus to hit and damage, and you always go first within your initiative count. It can have a maximum of 4 charges.
Quickened. As a Bonus Action, you can make a single weapon attack using this weapon, you don’t add your ability modifier to this attack’s damage unless that modifier is negative.
Clockwork. This weapon gains 1 Tick after every attack you land against an enemy (up to 12 Ticks); you go back to 0 ticks whenever you exit combat. Once you get 12 Ticks, you consume them all on the next attack you land, gaining 1 charge and activating Seconds.
Seconds. Until the start of your next turn, all your attacks with this weapon (including the one that activated this effect) turn into True Strikes using the spellcasting modifier of your choice other than Constitution.
Moment. If you are holding this weapon and it has 4 charges, you can sheathe it right before your turn, consuming your charges and casting Time Stop (no action required) lasting 1 round, if you still have 4 charges, you can consume them and extend the effect by 1 more round. Unsheathing the weapon immediately ends the effect. Once this feature is used, it can’t be used again until the next dawn.
Final Chance. At any point in time, you can get 4 charges, when you do so, you can activate Moment immediately using a Reaction. Once you exit Initiative, this weapon gets sucked into a rift, getting lost in or out of time. Once this feature is used, it can’t be used again until the weapon experiences a new dawn.
I would first look at the initiative, i would make it something like: you can choose to have initiative count 20 or roll for it.
second, Keeping track of ticks would be a lot, especially with charges involved too. I would scrap clockwork and seconds. Seems fine without them and a pain to track.
Free action Time Stop seems a little busted for just 4 charges. I dont think you mentioned how many charges it has, but it should take up most, if not all, of the charges, and cost an action.
Actually, there's not much to spend the charges on outside of time stop, so maybe replace clockwork/seconds with something that costs charges, rather than managing a new resource while regaining the other.
I like the idea of Final Chance, but it could be a bit more flashy if youre definitely going to lose it after combat.
Hey there everyone,
So I’ve got a question for everybody that’s familiar with the cypher system as well as 5e DnD. (I’ll try to explain the part from the cypher system I’m talking about later, for those not aware).
The one big thing from the cypher system I really miss in playing DnD 5e is the idea to apply effort to a roll. In short it allows for the use of your might/speed/intellect Ressource to lower the difficulty of a check, basically the idea of giving players agency over the idea of „this is a really important roll, I wanna give it my all“. The risky part of this is, that in the cypher system your stat pools are also your „hit points“ (kind of..), making it an exhausting but often times worth effort to use it! You could (depending on your characters tier aka level) apply more than one level of effort by spending more resources.
Lately I started thinking about how I could include it into 5e System (and I know there’s player agency in a „this is important“ kind of way, as to use inspiration, Guidance, other Buff spells/Potions etc, but not like in a way of „I’m gonna give it my all, even if it might cost me something).
I came up with a few starting points for a homebrew rule to include this:
-
let players use their health pool as a resource. I don’t like that one, since it benefits physical players over others, when effort should also be able to be applied to intellectual tasks.
-
let players use hit die as a resource. I don’t like this one as well, since we’re not a playgroup with a lot of encounter/short rest scenarios, so using your hit die is not risky enough in our group
-
Let players take the risk of taking levels of exhaustion in exchange for a bonus to the roll. For example if you take 1 effort you roll an additional d6, that’s independent to the skill checks sum, but rather says on a 1&2 you take a level of exhaustion and in exchange you add +3 to your skill checks sum. If you wanted to add more effort, you’d add another die, increasing the chances of getting exhausted, or even taking 2 levels of exhaustion, but getting more in return. You could also tie the max amount of effort applied to your PB. So far I like this the most, but I feel like something is missing/off.
Really looking for feedback or additional ideas! Thanks!
The initiative part isn’t supposed to be a major part. Going first within your initiative bracket just removes the bad feeling of rolling the same number and then still going after the enemies.
I’m not sure the ticks are really an issue. You should know how many attacks you can make per round. I do think the bookkeeping is definitely the part that is the possible big issue, but I’m hoping it’s not actually that bad in play. The ticks are currently the only method of earning charges (the max charges are 4 - I thought I mentioned it but it looks like I might have missed it, but you don’t regain charges at dawn)
if the Time Stop uses an Action, you don’t gain any benefit from it, that’s why it’s a free Action.
I agree Final Chance should probably be stronger, my idea for that was to just activate Seconds for a whole minute after using it but I’m worried it might be too much (this is 2024 True Strike)
The reason it doesn’t have any other uses for the charges is because it’s supposed to be an incomplete weapon, 1 of 3 parts of an artifact. I’m not sure if that makes the weapon feel bad, but as long as it doesn’t feel bad and isn’t weak, idm it feeling like it’s incomplete
anyone able to help me quickly write a haunted house one shot?
This is for a CR 15 Celestial (Angel) statblock. Do you think I should use "Evil Creatures" or limit it to Fiends and Undead? Also the wording seems kind of funky.
Anathema. If the virtue targets an (Evil creature/Fiend or Undead) with a spell that would normally cause it to regain hit points that creature instead takes Radiant damage equal to the number of hit points that would have regained, and its maximum hit points are reduced by the same amount.
Or should I just say that whenever it uses a healing spell it can choose to do Radiant damage instead?
Personally am not the biggest fan of using alignment in mechanics (and I know there’s some RAW that do that, kinda don’t like them either 😅) so I’d prefer the idea of using creature types that are opposed to celestials, like you mentioned. For me it fits the flavour of angels not even being able to heal fiends, even if they wanted to, since that’s not what they were made for.
So in addition I’d also rather use some cool radiant damage spells instead of the „chose to heal or to damage“.
But that also comes from a flavour and lore perspective, that might totally not fit your world/setting, so take it with a grain of salt 🧂
Nah, the radiant damage spells are gonna be put in, you're good.
I think I can just have 4 ticks to True Strike once instead
I think 4 should be easy to track
and it works much better
What equipment would work for a 2024 version of the Feylost background?
contemplating making a psion subclass that leans into the elemental flavor of wild talent feats
the only problem with doing so is that telepath is already a blaster-y subclass for psion
and, well...elemental subclasses tend to be basically blasters\
Guys question
If I create a subclass for example manipulates time to a certain extend
Can one of the (i assume higher level spells) be activated but on a lower tier
Like 2nd grade or 3rd grade?
relatedly i am also contemplating redoing the mechanical meat behind many of the WT feats themselves
But the drawback is that it won’t be as effective when cast in 8th or 9th spell slot
no, they cannot. Having said this, you can design an ability that functions like the spell but watered down
im guessing you want time stop lol
Yeah, the subclass is chonomancer from sorcerer
And how did you know what I was thinking?
Really wish I could post images because I want to check if this race is balanced
Yeah, very watered down, that’s the downside
ive tried brewing this concept myself lol
both for sorcerer and warlock
Oh 😁
I also have an idea that encompass that skill
A “haste spell” can last a lot more than a minute but the lethargy backlash would be on the chronomancer himself/herself
Also he/she can’t move if he/she cast haste
dont use the cant move
I have to add drawbacks for time is a very delicate thing to comprehend, let alone controlled
just have em learn Haste/Slow and can cast Cha mod per day each without a slot
or as normal with a slot too either, to be clear
Yeah but there’s a drawback, I want to redirect it to the caster
anyway. for the psion idea i had. so far the concept i had going was this:
-3rd level: ESL and an ability that lets you get a wizard cantrip (alternatively sorcerous burst i guess? this would generally accompany other HB cantrips ive made, such as Lightning Blast, a d12 or d10 Lightning damage ranged attack cantrip). i would also include an elemental affinity feature here
6th level: telepath feature (+Int Mod to Psion Cantrips) . the psionic energy die feature would be taking destructive thoughts and upgrading it somehow
10th level: TBD. contemplating 2 passive benefits where one just adds a free SB bonus damage die or something, and maybe a damage boost to psion spells and a 2nd cantrip int mod bonus.
14th: because all psion subclasses lean into the 4th level spells on the ESL, i would do something there.
could also do at will but any time you cast it after once (for each) you gain a level of exhaustion
Is it okay if I copy-paste the race I'm trying to work on right now?
sep docs preferred
Nice 😎
yeah!
its harder tho because like i said, telepath is meant to be the blastery subclass
ish
Well is it?
If it's a lot of text, we'd prefer it in a link to a doc or something similar.
no caster is ever going to cast it anymore
unless they’re literally not fighting
Haste rn is considered a trap spell
making the caster suffer for casting it will make it completely obsolete
I honestly don’t think it needs the Lethargy rule. I missed that part of the spell for 5 years and I never felt like it broke my games, it was strong, sure. 3rd level spells in general are strong
Haste is an extremely effective trap. It seems to get every new player.
I still use it
I just build super high AC with low HP
so if I get hit, it doesn’t matter that I’m losing a turn coz I’m dead anyway
Is the low HP a requirement somehow to get the AC though?
In my mind you could have both
Unless somehow using unarmoured defense and dumping con for the second AC stat
I mean low relatively compared to usual builds
Ah fair
so like +2 CON at 14
Hardly seems like a frail character compared to a 16 con tbh
But I get what you're going for
Haste can be alright where the speed is useful and you can't remain mounted
that’s assuming point buy, when I play roll for stats, the 3rd stat is usually 12 or 13
rn I’m playing 17/13/11/11/9/9
Natural Armor. Your tough skin acts as a natural armor. When you aren't wearing armor, your AC is 12 + Your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Tail Whip. Your long and powerful tail can be used as a natural weapon. This attack has a reach of 10 feet. On a hit it deals bludgeoning damage equal to 1d6 + Your Strength or Dexterity modifier. Instead of the normal damage for an unarmed strike.
Giant's Servant. You gain proficiency with two of the following skills of your choice: Animal Handling Nature, History, Medicine, and Perception
Traditional Geomancy. You know the mold earth cantrip. Once you reach level 3 you can cast the earth tremor spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
It's for a race of sauropod people
-# that gif thing is gonna get on my nerves
Are you making this for the current rules, or the 2014 ones?
it looks to me like 2014
That's why I'm asking. The natural weapon part is throwing me off.
Basically it's a whip
the Natural Weapon is throwing you off?
it’s not like a whip
I'd still reword that trait to remove the "natural weapon" phrasing. Look at how Tabaxi et al have changed Natural Weapon language to Unarmed Strike
Okay well a more damage dealing whip
oh, you meant the wording yeh
I don’t like the CON-scaling armor + stronger natural weapons
but I don’t think it’s OP either
I’m assuming it’s Medium with 30 feet of speed
I still don’t like the CON-scaling and the Reach
The nat armor I honestly used the Loxodon's armor.
The con scaling armor is fine. Any natural armor that is inferior to medium+shields is fine.
Functionally this caps at 15 with point buy. Plus a shield is 17.
Lower than medium+shield's starting value by 1, and lower than half plate by 2, let alone depriving you of magic armor.
yeh I know it already exists, I just don’t like it lol
If you somehow have 18 con then at best you match medium armor + shields until half plate is available.
you can use shields with this
I was just confused what you were trying to say
The feature is worse than medium armor proficiency, fundamentally, so it's fine.
I was originally going to try and figure out some way to make the long neck play into the race but ultimately I couldn't figure it out how it could be used
I mean Torts exist with their non-scaling AC, so again, I’m not saying it’s OP
but you’re dumping DEX when running this
you can easily get 18 CON
let them dump dex it's too neccessary I want to play a tank with a lower dex
Even if you dump dex you can't really get 18 con with point buy. Not unless you start 17CON and then take a half feat with CON, which would be a questionable optimization choice.
And you're also giving up 17 in your main stat for that
18 at level 12
not 4
Now you have an AC of 18 at level 12 with your nonmagical shield. Someone with medium armor had that at level 1. I don't see the issue.
And the medium armor person probably has at the very least +1 half plate for a total of 20 with a nonmagical shield.
I never said there’s an issue
Fair.
I just said I don’t like it
either way, I think it needs an extra feature
something that gives it flavor
That's fair.
Me personally I am all for competition to the medium armor + shield being pseudo a mandatory in optimized builds.
I don’t know what the monster does, but the current setup is pretty bland imo
not having Medium Armor/shield proficiency is quite the detriment usually
Well I'd say then the sauropod race is okay to use.
Yeah medium armor + shields being mission critical is an issue IMO
I cannot describe my annoyance during a D&D session when at level 3 the parties spellcaster had an AC of 17 and was basically taunting me
Like they were a min maxxer final boss.
you’re amplifying this with the race you just showed
Anyway now I've got like 3 races left to try and make/fix.
that’s specifically what this race will do
at level 3?
it’s for the level 3 spellcasters to get 17 AC
Oh yeah I guess if they do take a 16 in con...
yes, it’s 17 AC for a level 3 spellcaster
why wouldn’t they?
that’s the only other stat they need
Concentration checks and HP both scale with CON
and now AC
Tbf most people I've met say you can dumb it becuase you rarely make the con checks past for poison
same for strength
Now I gotta figure out what could fix this and still make sense
...eh if a tortle can get an ac of 19 at level 1 it ain't that bad
no class has 2 of these for a reason
I mean, it’s all about the shield proficiency
Rookie numbers. Should start with 18 at level 2.
some casters get shield proficiency and some don’t
They were also out damaging the martial and pretty much every specific thing a class was good at they were still outpacint
The AC total is a nonissue because medium armor and shields is still instantly better. They start the game with 18AC and get 19 at half plate.
Casters are just better in every way, normal result.
An optimized caster blows an optimized martial out of the water.
They were doing better than the other casters and they were a warlock
why are you giving them half plate that early anyway
Yeah sounds like they were optimizing.
You aren't. But they still have 18 from just scale plus shield.
And every time a player did a non optimal action they belittled and called them an idiot to the point 2 players stopped wanting to play
19 usually happens at level 5. 20 if they buy an uncommon +1 shield.
Well that's just them being an are.
I got auto corrected
Yeah they were very annoying
give them a Turtle shield 
Being mean to other people is suboptimal.
they can have their 20 AC
The sauropod race?
it’s a cursed magic item, so I hope not
I meant the player
the race needs a flavor feature
idk what the thing they’re based on does, but whatever interesting thing they have, port it over
low impact high flavor
That’s the drawback
The chronomancer is a sitting duck
Its a price to pay, the lethargy must be placed elsewhere
that’s not a drawback, that’s something that completely shuts the spell down
I use Haste on myself most of the time
On the lore of Chronomancers (sorcerer) subclass
A scribe who documented these rare lineage described the ancestors of the chronomancers for the lack of better term “scammed by the gods”
plus, if I’m using it on someone else, I don’t wanna destroy myself
When being taught as well as blessed on manipulating time and space, the gods left a fine print but crucial detail, on the amount of energy and vitality / life force needed
Turns out that however the training and the blessings/infusions
the mortal body can only take so much
Apparently that’s one of numerous drawbacks
My party is doing a campaign based on Fullmetal alchemist so things like alchemy and homunculus are a thing
Yeah, if your character takes on this subclass
As the scribe put it
“Your ancestors got scammed by the gods”
It's sauropod dinosaurs.
You mean like how lizardfolk have cunning artisan?
To add salt to the wound
Some warlocks or clerics who have patrons “laugh in ridicule” in which sometimes the host or chosen avatar can’t control
We also added a language called tism cant
But make no mistake, if one played their cards right, Chronomancers can literally turn the tide of the battle
Does the tism reference alchemist?
Or... is it a play on autism?
Yeah the entire party is autistic lol
Fair. Most of my party is too. I think the only player who doesn't has Adhd
yeh I get that, but I thought there was a monster or something you’re basing it off, didn’t realize it was just straight up
Hello evernyan
i've been working on a long term project trying to translate Elden Ring spells, items, and statblocks into the mechanics of D&D
Our party also has 19 people lol and most of us are playing chaotic evil
currently i'm taking a break from the huge amount of statblocks to make some spells- i'm not too well versed in the creation of spells though
would anyone more experienced than I on that be willing to offer some feedback if I post a draft or two?
No it is just a race of sauropod people. Normally they are the size of ogre and hill gaints but the playable ones are the tiniest of them standing 8-9 feet tall and weighing over 750 pounds
Need to steal this for use with my girlfriend.
When one of us does an overly autistic thing, new catch phrase.
Go ahead lol
alright i'm just gonna post it and hope somebody checks it out
Adula's Moonblade
2nd-level Glintstone Conjuration
Casting Time: :: 1 action
Range: :: Self
Components: :: S, V
Duration: :: Instantaneous
A large weightless blade of moonlight forms in your grasp. Each creature within a 20-foot Cone must succeed on a Dexterity saving throw or take 4d6 Radiant damage
:
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd.
Should be above 2nd.
mmm, looks fine
3d8 is routine blast damage. 4d6 is comparable. This is fine.
Scale by 2d6/slot level if you want it to remain usable (this is not typical, but is still decent design)
For comparison at third level that's still a much worse fireball, and at fifth it's only 10d6 in quite a small area.
4d6 is standard for 2nd level multi target spells,
Is swapping the Aasimars cantrip and healing touch racial features for smth similar to the hill dwarfs dwarven toughness feature where they get more hp a fair trade off, if not why?
which is inline with AoE's
they already get resistances
No. The can trip is worthless and healing touch is near worthless.
The extra HP is not
Light is an actual trash bin cantrip, a mundane lantern is way better.
Lanterns are so cheap the may as well be free.
I didn't say it was cool. But power wise, it's garbage.
Wasn't cool*
but they aren't, and players dont always remember to grab them, and again, it makes casters feel cool
I guess if you're looking at it from only a damage output standpoint sure
This person was talking about power , you are having a different conversation.
No I mean in its job. It is worse than a mundane lantern. Forgetting to grab a lantern is something easily solved in the next town.
Light is COOL maybe, but it's terrible at doing what it mechanically tries to do
So my point is swapping it for a mechanically useful feature isn't an even trade
ehh I guess thats fair
And healing hands is sadly a pitiful amount of healing
The +1hp/level would be a considerable upgrade vs. Those features
I think it letting you keep a hand free, costing nothing to cast, and making wizards feel cool is like, good enough for a cantrip, but I can agree its not on the same level as the ability trying to be swapped in
Tying a lantern to your belt also keeps your hands free
But yeah it has vibes
that's 1/3 traits but also technically RAW there aren't any rules for tying something to your belt, but thats really just me getting pedantic and thats unnecessary
Yeah
If we are at the point where we can't tie lanterns to things, the game kinda ceases working in other regards (how would a street light work? What is considered a lantern?)
As a side note, light SHOULDN'T be worse than a lantern and I support buffing it to 30*30
20 iirc
i'm more down on dancing lights than the light cantrip personally
Dancing lights has actual utility yeah
the concentration kills it
yeah
The main use of dancing lights is exploring while obscured
It's not a combat cantrip
You can illuminate an area while you yourself remain in darkness.
Yeah it's purely exploratory when you don't have those things up. Not amazing, but at least it has a use case.
you can do that with light as well, with the S-tier mage hand cantrip as an assist
True
Fair enough, do you have any suggestions for a possible single feature replacement for both? Trying to make a protector Aasimar like feature
Give them a cantrip from the wizard list.
yeh but it takes up a Cantrip slot, you’re almost always better off grabbing regular Light for general use
Let them take something useful
The race is fine as is though. But if you really wanna replace something you could let them swap out light
Though steps on elf toes a bit
Could use the cleric list but that's just handing out guidance
Pally list maybe
If real??
They don't get cantrips
Or you could just make healing hands scale tbh
Healing hands main issue is zero scaling
Tbh I'm just spitballing. Idk how to accomplish this one
i spaced out-- the goal is aasimar with more hp?
Like a Aasimar how can defend their allies a little better
Whether that be through giving out temp hp, having better defenses, a taunt, or a diff cantrip I’m not sure
oh, thats kinda outside the power budget of a species...
um
maybe something vengenacy could fit into the power slot?
Like potentially smth lighter, maybe similar to the kender ability or something if that power level.
Maybe a reaction to take a hit for someone in your movement range
If the race has more health it sort of synergizes I think
alternatively to that spell i'd posted,
how do we feel about this?
Adula's Moonblade
2nd-level Glintstone Conjuration
Casting Time: :: 1 action
Range: :: 10 feet
Components: :: S, V
Duration: :: Instantaneous
A large weightless blade of moonlight forms in your grasp, shooting an arc of frost on each swing. Make a melee attack against one creature within range. On a hit, the target suffers 1d6 Radiant damage. Each creature within a 20-foot Cone facing the target must succeed on a Dexterity saving throw or take 3d6 Cold damage.
:
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the Radiant damage increases by 1d6 for each slot level above 2nd.
:
Spell Lists. Artificer, Sorcerer, Warlock, Wizard
not better imo
Seems more complicated I would personally rather use the former one
it's not meant to be better more so just meant to be accurate
taking liberties with conversions to make them smoother is usually worth it
in Elden Ring the spell forms a magical blade of moonlight from the tip of your staff, you swing it as though it were a greatsword with reach and then it shoots an arc of frost from the slash
I agree, I do it rather often, but it's not exactly the precedent on spells that make an attack and then also force a save
in general i'm going for two things
does it look fun
does it look accurate
Hey yall can I text wall rq
one sec
It's 1 item and it's not actually complicated I just don't know how to make the wording more efficient
I think the other is better. This is poor value. It has a low damage attack and adds a hard-to-control cone that does subpar damage with no rider.
Look at Rimes binding ice for competition. Similar damage, but a VERY potent control rider.
And much easier to aim
control rider?
if youre looking for accuracy, i think a line would be more accurate than a cone, and I think one dex save to handle it all would appear accurate enough
Speed of 0 until they use an action to remove the ice
On rime's
okay, i yield
mm, okay,
A rider is an effect that happens with the damage that isn't itself damage
Plus, the cone here is dependant on an enemy. Both being in melee range and being positioned relative to other enemies.
then how about a 10-foot-wide 20-foot-long Line that deals 4d6 Cold damage?
I guess there can be damage riders but they're usually just called extra damage
flat, no half on a success
Cones generally don't have a width
That is very potent damage though. Definitely a high tier second level spell. Not overpowered though, since it's still a no-rider blast.
It would likely see some play.
Yeah it's cool imagery but there's more consistent damage, aoe shapes, better riders
If you're spending a slot, you want it to be fight swinging, and damage only swings fights if it can kill
I will add, no half on a save is usually reserved for extremely specific cases (magic missile)
Control effects are much stronger
And some high level spells aren't half on a save
no half on a save means you can bump the damage up
sorry sorry I meant Line
No. He means there is NO SAVE
well yeah- thats a fair point though
there's no save?
Incoming text wall btw
She, and no
I said no half damage on a successful save
I've been trying to get feedback on this item for like a month plsChamp
Mark of the Breacher
Wondrous Item (rare), requires attunement [by a monk or spellcaster]
This magic tattoo can have any appearance, but always has 6 distinct marks that glow when sufficiently powered. This item has 6 charges, and you regain any spent charges at dawn or after spending one hour physically consuming explosive fuel. When you take the attack action, you can replace any number of attacks to place an explosive rune on an object or creature using charges up to your proficiency bonus. If you attempt to place a rune on an unwilling creature, make an Unarmed Strike attack roll. If the attack hits, the rune is placed on the target. If not, no charges are expended. While you have explosive runes placed, you can use your bonus action to detonate or release all active runes. Any active runes released refund the charges spent on them. You can have a number of runes active equal to your proficiency bonus, and a maximum amount of charges spent on active runes equal to double your proficiency bonus. When you create a rune, its statistics change based on the number of charges used. The runes automatically detonate if you don't activate or release them before their duration ends or you move out of the rune's detonation range.
- 1 Charge: 1d6 fire and 1d6 force damage, 10 ft radius explosion, lasts until the end of your next turn, detonation range 30 ft.
- 2 Charges: 2d6 fire and 2d6 force damage, 15 ft radius explosion, lasts 1 minute, detonation range 100 ft.
- 3 Charges: 3d6 fire and 3d6 force damage, 20 ft radius explosion, lasts 1 hour, detonation range 200 ft
- 4 Charges: 4d6 fire and 4d6 force damage, 25 ft radius explosion, lasts 8 hours, detonation range 1 mile
- 5 Charges: 5d6 fire and 5d6 force, 30 ft radius explosion, lasts 12 hours, detonation range 1 mile
- 6 Charges: 6d6 fire and 6d6 force damage, 30 ft radius explosion, lasts 24 hours, detonation range 2 miles
I said that didn't I?
Then the spell is underpowered. Could easily add half on a save
i mean i see dex save in the spell text so I was confused
yeah no half on a success
When you said "flat" I misread yeah

you deal 1d6 fire and 1d6 force for each charge you spend, additionally the range increases by 5 feet and the detonation range increases by 50 feet for each charge you spend
Adula's Moonblade
2nd-level Glintstone Conjuration
Casting Time: :: 1 action
Range: :: Self
Components: :: S, V
Duration: :: Instantaneous
A large weightless blade of moonlight forms in your grasp, shooting an arc of frost on each swing. Each creature in a 10-foot-wide 20-foot-long Line must make a Dexterity saving throw, taking 4d6 Cold damage on a failure or half as much on a success.
:
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.
:
Spell Lists. Artificer, Sorcerer, Warlock, Wizard
at its core its a tattoo that makes remote-activate glyphs of warding?
there's this, but admittedly I think having it deal damage on an attack roll so it has some flat damage while making the dex save either a damage or no damage kinda situation makes more sense for the accuracy of the spell
ehh actually scrap the attack roll I can see that being sucky
and then a dex save being yes or no is also boring
especially on a 2nd level spell
you could bump up the damage to 5d6 and make it no damage on a success but i dont think that will feel more accurate in practice
Yup
its not like some burst of cold its specifically an Arc of cold that you can jump over so accuracy wise is telling me it should be flat no damage on a success
...but then again enemies in game don't really jump or dodge,
so
Solid. Use 2d6 scaling if you want it relevant at higher slot levels.
atleast the smaller ones dont
Well no
But basically
I want pocket glyphs of warding without all the complex stuff or material cist
alrighty then
Think of it more like a semtex field kit
and then do the spell lists look accurate? Artificer, Sorcerer, Warlock, and Wizard?
Grenade pouch, mines, breach charges
I have a cantrip for this, gimme a min
theres quite a few little extra features like being able to reclaim spent glyphs and a glyph limit of double your prof bonus that are pumping up the word count
I was gonna call it something with demolition but it doesn't roll off the tongue as well for something that's supposed to be sneaky
i dunno how to make it more concise without cutting features
That's the other thing, I think it's confusing but idk how to clarify it
With a pb of +4, you'd be able to have 4 runes active at once, and those runes have a combined maximum of 8 charges between them
Oh and I didn't even write in the overwrite clause
Damn
That's concise but I want the higher charge runes to have more setup utility in time and distance, and that scaling doesn't go far enough or long enough for what I have in mind
there's no mathematical way we could shorthand what you're looking for
Which is why I'm thinking a table makes more sense
like Acid said, there's like.. no way to really make this more concise without cutting features
But you can't make tables in discord
yyou can make a sort of one-? with lines and dashes 😭
tell that to tamms
The word length is fine you're good
Tamms is very autistic (compliment) and I don't have that kind of dedication
Autism improves homebrew.
i need to figure out some action economy for a 5th level feature,,
Anyway, assuming I can make this word soup into a word appetizer, how's the balance on it?
fair enough
bbasically, the class gets a resource at level one called 'Vestiges", these vestiges are used for pythonic mod, bonus actions that alter the spell, at level one you get pythonic blight, which is just DOT poison etc etc not the point,, at level two, you gain access to quick alchemy, allowing you to make alchemical items to be used on the field from a vestige and a container, again, using a bonus action, assuming the player would use the item for an action on the same turn,,
ffor 5th level, they get a feature called combat excision, where you gain the ability to acquire a vestige from interacting with a corpse of a creature killed in an ongoing fight, what i need to figure out is what kind of action i'm going for it,,?
i'm running an Elden Ring themed One Shot in a couple weeks, one of my players namely really wanted to be able to cast Agheel's Flame, which is similar to another Elden Ring spell, Dragonfire,
but both of which are essentially just upscaled Dragon's Breath
bbasically, i can;t decide whether it should be a free action, bonus, reaction, etc , , ,
Nobody's given me balance critique on my tattoo PUHLEASE
the main difference is that Agheel's Flame lets you rise up like 10 feet and spew flames from above, giving you a bigger AoE
any thoughts on how I could do this?
3rd level Transmutation, bigger AoE that deals slightly more damage?
maybe not Transmutation, maybe Evocation since its just coming from you
or Conjuration since as part of the spell you're technically just summoning a dragon head over your own
ssorry i needed to figure out my alchemist thing 😭
That's just burning hands
burning hands doesn't let you rise up 10 feet no
thats also a 2nd level spell, of which in the same level there's literally a spell called Dragon's Breath
Indeed
Why are you trying to homebrew in options that already exist
Some stuff is better left to flavor
i'm not trying to, i'm trying to in fact make it unique
It's not gonna end up different enough to be worth the brews though
Agheels Flame is a wave of flame in front of you correct
The only visual difference is that it summons a head to do from above you instead of your hands, yeah?
almost all of the dragon communion incantations are just variations of Dragon's Breath,
again, why are we using Burning Hands as an example and not Dragon's Breath
the difference is that its a bigger AoE, its meant to be stronger than the base dragons breath, and Agheel's Flame, similar to the other dragon communion spells that have names attached to them, all allow you to rise up into the air before making the AoE
Because dragon's breath is a buff state that you can use repeatedly instead of a single burst
Placudisax’s Ruin
Dragonclaw
Dragonmaw
Greyoll’s Roar
Borealis’s Mist
Magma Breath
Theodorix’s Magma
Glintstone Breath
Smarag’s Glintstone Breath
Rotten Breath
Ekzyke’s Decay
so this is actually almost all of the dragon communion spells
and im realising that most of them actually aren't just flat Dragon's Breath or Burning Hands
this is a fair point
What happens after you rise into the air, can you move from there or just fall back down
you just kinda fall back down
the thing about you rising up is that it makes the AoE bigger
thats kinda the big thing I guess,
so just a bigger AoE burning hands that comes from a conjured dragon's head
You keep saying that but it doesn't logically work like that, it's a game mechanic
Especially with any sort of gas/plasma/flame aoe, it diffuses and weaknes as it travels, so at best you only ever get the same aoe
What level did you want this to be anyway? I have an idea but idk how strong it should be or if it would even work for your thematic
yes thats what i'm saying
mechanically it just creates a bigger AoE
the actual rising can just be flavor
what about
Dragon Communion, 3rd Level Conjuration
you can summon either a dragon's head to spew elemental damage in a cone, or a dragon's head to make make an Emanation scream that pushes enemies back,
and then Dragon's Claw can be a 1st level Transmutation that gives you a giant claw melee attack as an action
actually, I was thinking about making a Dragon Communion Paladin subclass
maybe I just make all the Dragon Communion style abilities options from the subclass
since its all about devoting yourself to Dragon Communion, you can just straight up learn Glintstone Comet by finding it somewhere, but you can't just learn Dragon Communion spells without devouring the hearts of dragons
I was gonna say this makes more sense for a sub
The elden ring magic system and balance isn't super close to dnd
Maybe the CD is choosing a dragon weapon form
Spectral head for breath, spectral wings for emanation, spectral claws for something idk yet
okay so, Ancient Dragon's Lightning Spear and Ancient Dragon's Lightning Strike,
the first summons a bolt of red lightning to your hand that you can then strike down against a creature within like, 5 feet, and then it deals an AoE Sphere centered on the target
the second though summons about half a dozen lightning bolts that all come down and strike a target,
Call Lightning is a third level conjuration, but its an AoE that targets multiple creatures within range of a singular lightning bolt
so maybe fourth level conjuration that summons 5 bolts against individual targets that all have to make a dex save, and its only one instance?
for the lightning strike I mean
and then for the spear maybe its an attack roll with an AoE
@void jewel how do we feel about this one?
Ambush Shard
Night Evocation Cantrip
Casting Time: :: 1 action
Range: :: 120 feet
Components: :: S, V
Duration: :: Instantaneous
You pull a shard of light through a rift in space to fling at a target from behind. Make a ranged spell attack with Advantage against the target. On a hit, the target takes 1d6 Force damage.
:
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
:
Spell Lists. Artificer, Sorcerer, Wizard
That's pretty fun actually. Everyone loves rolling two dice. Damage is reasonable even after calculating advantage.
This is a firebolt alternative.
Some people would make a big deal about the damage type being force. I don't. If you want to appeal to them, you can make it piercing.
Excellent cantrip. Fun, not broken in any way, mathematically sound
awesome awesome
Also has synergy with eleven accuracy and such
there's something to be said about a spell naturally having advantage
feels a bit ... it dont stack with advantage
yea there isnt really precedent for it. But it doesnt break anything I suppose
Triggers eleven accuracy and whatnot.
Personally I think it's fun and distinct and balanced.
Does "Domeheads" sound like a good race name for a bunch of pachycephalosaurus people?
Worried it might sound demeaning
it sounds a little like a slur yeah
Thought so
Anyways folks thoughts on a cantrip:
Action cast
120ft.
V,s
Instant
Target makes CHA save, failure = get teleported 10 feet to destination of caster's choice that is on a solid surface or liquid that can support target. .
Scaling +10 feet at cantrip scaling levels.
Comparison point: EB, which does solid damage while also moving people, but only moves them back/towards you.
I think it depends on the context of what you've called other races
well EB movement requires another invocation and is very class specific
Like if you had brachiforms, tyrans, trifocaforms, and domeheads it'd be a little cringe
I think that'd be better as a 1st level, personally
But if you had longnecks, bigmaws, forkheads, and domeheads it'd probably be fine
Yes. This is also class specific (homebrew class). The goal is to compensate for the damage being nonexistent by making it directional.
thats fair,
Garbage first level. 10 foot teleport to a non-airborne destination would be a wasted spell slot.
gotcha, no damage and it's class specific I think works for a cantrip
Unsaveably broken
The class in general is damage anemic and control heavy
Ah, you mean when used on yourself. Fair enough. "Hostile creature".
Fixed
You can target yourself and choose to fail
Fixed with "hostile creature"
Eh. I'm confident the directional control and extended range will give it use.
i mean thorn whip requires it to be pulled towards though
The class has an area denial spell at second level that is similar:
2nd level. 10 foot radius zone of difficult terrain. Cha save on starting turn in zone. Failure = get teleported 20 feet to supported area of caster's choice.
Radius*
Yeah, but a 10 foot pull is still a big move, and low damage high control usually means tank, which means pulling towards you is almost always what you want to do
They are druid durability
D8, medium armor shields
Druids are BULKY dude
Well. Druid durability sans wild shape
Most of that is wildshape and healing but still
Cleric/druid armor and hit dice.
I don't see the use in the class if it's just movement control, and not even a slow to 0 or restrain
This would be really cool in a real time game, but it loses most of its effectiveness due to being turn based
The class has a large number of debilitating AoEs. Such as the one above.
You can put them inside the AoEs.
Best case scenario with the warp aura is dropping into other aoes
But fair. I'm fine with it being perceived as slightly underpowered.
u teleport someone to teleport them again?
And that sounds like a concentration spell so you'd need help
You could here yeah. You could warp them into the area that warps them more.
i'm trying to figure out Ancient Death's Rancor now, the thing about it is that you summon 9 skulls floating in black flame that move forward in a line, my first thought is that its just like.. a 3rd level Line AoE Necrotic damage, but the skulls move very slowly and its also noted that each individual skull deals damage, then stops in its tracks, leaving the others to keep going, rather than it just being one singular line
thoughts on this?
The class needs some sort of effective damage, but being primarily utility and control means you're either squishy and supportive backline or bulky and disruptive frontline
It has some moderate damage. It has a first level blast that is slightly weaker than magnify gravity.
Can only one skull hit a target
And a 3rd level fireball that pulls to the center in exchange for only dealing 5d6 instead of 8d6.
Like a mini gravity sphere from dunancy, one level lower.
No actually very little fire damage.
Lies
The only fire damage spells are from some spells that have chromatic orb options.
why would u think fire damage 😭
Nope
(The above gravity sphere thingy does force)
????
Based take, it's all fire damage
each individual skull deals damage yeah
Cold damage is just very low fire damage with an inverse exponential conversion
its not one singular big line its 9 skulls that all deal individual damage but if they hit the one target the individual skull explodes and the others continue in a line until they hit a surface or creature
No I mean if you send the skulls in a line and there's 3 creatures on that line, can a creature only be hit by one skull from that cast, meaning 6 wasted skulls
And how do you determine how many skulls hit
nay, hypothetically one creature could be hit by all 9, or only 3,
That's what I figured but how do you determine that
thats- kinda part of the issue i'm trying to figure out
You could do tiered saves
dexterity saving throw, on a fail roll 1d4 and take that many d6's in Necrotic?
Fail by 1-3: 1 skull per size class (Medium and smaller get 1, large gets 2, huge gets 3,)
Fail by 4-6: 2 skulls
Fail by 7+: 3 skulls
Maybe
Charisma saves are very uncommon
Agreed
Also up is a direct 10 ft up is 1d6 fall dmg and prone
Wait didn’t see the supporting
Maybe change the save to wisdom and instead of teleporting make them walk there to get around putting /taking people out of jail with ease
Ancient Death Rancor
4th-level Death Conjuration
Casting Time: :: 1 action
Range: :: Self
Components: :: S, V, M (a small doll pierced with slivers of iron)
Duration: :: Instantaneous
You summon a flurry of vengeful spectral skulls coated in black flame that float in a line towards individual targets. Each creature in a 15-foot-wide 120-foot-long Line makes a Dexterity saving throw, rolling 1d4 and taking a number of d6 Necrotic damage on a failed save equal to the result, or half as much on a success.
:
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the dice rolled to determine the number of d6's dealt increases to 1d6 at 6th level, and 1d8 at 8th level.
:
Spell Lists. Sorcerer, Warlock, Wizard
just drafted up this
And treat the movement like the disengage action so it doesn’t trigger opportunity attacks
It's random and doesn't consume the skulls
I added a "hostile creature" clause.
The teleport over walking is intentional, to minimize spike growth and similar shenanigans.
But I'll consider a pull!
If the skulls don't go down that's a crazy big aoe with a ton of potential damagd
Ah
I could scale up the level, but dealing 4d6 max to a bunch of creatures in an AoE at 4th level feels normal no?
oh oh
one second
lightning bolt does twice that at one level lower
the line is narrower but that's hardly enough compensation
Yeah the damage isn't good but the size is too much and it just feels like random damage for fun instead of having any evocative visual
Any balance feedback on this?
Ancient Death Rancor
4th-level Death Conjuration
Casting Time: :: 1 action
Range: :: Self
Components: :: S, V, M (a small doll pierced with slivers of iron)
Duration: :: Instantaneous
You summon 9 vengeful spectral skulls coated in black flame that float in a line towards individual targets. Each creature in a 15-foot-wide 60-foot-long Line makes a Dexterity saving throw, on a failed save the closest creature to you must roll 1d6 and be hit by that many skulls, destroying the skulls in the process, and being dealt 1d6 Necrotic damage for each skull destroyed this way. The next closest creature must do the same but can only be hit by an amount of skulls if that many skulls are remaining, otherwise it's hit by a number of skulls equal to the remaining amount. Each creature within the line in order of distance to you must make the same roll until there are no more skulls remaining
:
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of skulls conjured increases by 2 for each spell slot level above 4th.
:
Spell Lists. Sorcerer, Warlock, Wizard
how do we feel about this
Better thematically, but lacks damage and riders for such a high level spell
If it was just damage on 1-3 targets, it should probably be d10 per skull
neat idea at least
Or it needs some effect like bursting in a smoke/poison/necrotic cloud, aoe on the initial targets, some sort of debuff
I'd probably have it at 3rd level d6s with a short term blind/poison or 4th level d8s with short term something
I think this is too specific of an image to be just another damage spell
Oh, you mentioned it moving slowly
You could make it an instantaneous spell with a lingering effect
I agree that it simply doesn't do enough as is
You send a 10x10 aoe out 15ft, creatures in the area make a dex save to take 1d4 d10s necrotic damage (still limit of 9 skulls), then at the start of your next turn it moves 10 feet in any direction (no action required)
Like an approach fireball in a fighting game
Lasts until you use all the skulls or 1 minute
@spring tusk Thoughts on moving death cloud?
looking at the spell on youtube, this doesn't look like an aoe spell
it looks like necrotic magic missile
It's not a targeting spell
You point it in a direction and it moves in a line
That's the definition of an Area of Effect
All I hear is approach fireball
This is a 214HP if I've ever seen one
Actually nah this is super territory
214214(L/M/HPx2)
Curious: would there be interest in a spell that adds mechanical benefits to shrinking? Like a Reduce Plus?
I've noticed that there's no character options that do this besides the obvious benefits of being smaller (slipping through small spaces).
What
Numpad notation
Personally I think Reduce should make you harder to hit
i think reduce should be a bad thing, tbh
Which is why initially it was just a slow moving in flavor 60-foot Line necrotic AoE
I do like the idea of Reduce as a debuff, but I'm specifically looking to make a different spell that capitalizes on a specialized smaller size.
Yeah I think it should reduce damage and increase AC but enlarge should increase damage and reduce AC
Like +-1d4/2
Sounds like it'd make sense but I can also understand why they didn't do that
No
That's not what the spell does
I also like this.
My thoughts was a flat bonus to specific things. I don't know if it's too high for a 2nd-level spell, but I imagined +3 to AC, Stealth, and escaping Grappled/Restrained conditions.
I think for a 2nd level you could just flat give adv on stealth and escaping the grappled condition
I dunno about restrained,
I've thought about Advantage but wanted to keep it short and sweet
if you say so
🤷 I donno nuffin'
I like thinking about presentation and accessibility on top of mechanics
The AC is probably the main attraction, but I'm unsure if +3 is a bit much considering Barkskin is also level 2.
fair warning: flat bonuses are un-5e
Oh?
its usually a die roll like how bless and bane do, but it's also usually just advantage/disadvantage to satisfy the ever-thirsty totem of bounded accuracy
Would it be too similar to Blur if it gives Disadvantage on attacks against you from larger creatures? Then it could give Advantage on Stealth and Grapple saves?
That's still short and sweet
-# Trying to determine how much I care that this is inevitably going to be a combo of existing spells for the sake of fitting a niche role...
on the one hand, yeah, cause most enemies you fight are going to be larger than you, especially the ones you really want to not get hit by. on the other hand, blur is unfortunate, i wouldnt lose sleep power creeping it
Like acid says. Making a better version of a bad spell isn't a crime
not when mirror image is everyone's preference
I'm nodding along. Thinks to thing about...
Then make it travel in a straight line, but in essence, it is a moving area of stuff you have to dodge
That sounds like a save within an aoe
Can I get some feedback on this explosive tattoo?
Balance and "is it cool" mainly
Actually, sorry
the idea is cool for sure
i mean it might be a bit video gamey to spam remote mines, but that dont bother me personally
I was looking at a version of the spell that had no enemies near
When enemies are nearby they do slowly float towards the enemy
It also doesn't summon 9 all at once, it summons 1 at a time until it has 9 over the course of 3 seconds
I think that's too video gamey to translate to the degree I think you want
Maybe you summon the skulls, then you can pick up to 3 targets within 60 feet, each one takes 3d8 Necrotic on a failed save and is.. Blinded?..
However launching explosive roombas is a very fun image
Maybe 3rd level, each spell level allows you to choose an additional target?
a round is 6 seconds, what someone does on their turn is what they do in those 6 seconds
that is all 9 within the span of the turn
What type of spells do you think an animalistic race might use?
magic missile and fireball
But I made her D&D race called the fox can they're more of a bit of a brutish kind of race but also elegant in a way
Like a type of fire that can be controlled to extinguish to smolder or blaze
does that mean no magic missile then, only fireball?
Going home other ideas but I just wanted to know what type of spells would be good for this type of race
And I wish I could show a screenshot
What is the stat sheet for an undead
which undead
Any undead also is there a rule where I'm dead parts can't mix together?
well, skeleton is here https://www.dndbeyond.com/monsters/17015-skeleton
dont know of any rule about dead parts mixing
Because I want to make a monster that the players themselves create by accident
I understand how it works yeah what's your point
Flesh Golem is technically not undead but it reasonably could be if you reflavored it as such
you saying:
It also doesn't summon 9 all at once, it summons 1 at a time until it has 9 over the course of 3 seconds
this has no distinction in the mechanics due to happening within the turn
Oh, right yeah that was already brought up, I understand that much, that's why I just flat said- 3 targets, 3d8, add an extra target on each upcast, I just wanna know what I should do for the rider
I was going to make it into an undead Hydra basically they are created from dead animals/corpses on the dnd's case objects
They meld together creating an abomination of flesh and Bone so I don't know do I have to take each animal that might end up in my campaign and then take an undead Factor
What
Okay, so, you want it to have connection to the players actions, sort of an "actions and consequences" type thing right?
In that case you want to make it significant
Don't just have every monster they kill come back as an abomination, have certain more important monsters come back as an abomination
I thought that karma tends to get in between people so I'm thinking that the monsters that they kill merge together into a separate monsters that are more powerful even though they're made out of bodies
Think of a necromorph but more horrifying
ah, an amalgamation then
not quite undead but https://www.dndbeyond.com/monsters/17011-shambling-mound
And I'm thinking that these creatures try to also drag living creatures into this amalgamation
Would making items that set DEX, WIS, or CHA to 19 be OP?
tier 3-4 play (level 11-20) and idk yet tbh.
You kind of need to know and you need to figure out how to balance it like a ring that increases your charisma but decreases your intelligence every time you use it it takes a long rest after each use of the Ring to gain back that use amount of intelligence
feel like its not a good idea
you know how on paper, melee builds will outdamage ranged builds, but in practice it doesn't work like that because there are a lot of things that are punishing to be in melee with
thats why its okay for str to get a 19 item but not dex
tl;dr rust monsters
Was looking through subthemes for Illusion and realized I could barely think of any Illusion spells for Druids and Rangers. Turns out that Ranger shares the single same Illusion spell with Clerics and Paladins (Silence), and Druid only gets Hallucinatory Terrain and Mirage Arcane. Pretty confident with entirely relegating Illusion to be an Arcane theme lol
That also means that I end up with 10 Telic Clusters that are "generic", in the sense that they can be taken by more than just one group, which is a much nicer number than 11 IMO.
It's honestly going to be interesting to see how few spells are actually made.
I see it likely that a lot of stuff gets crunched together into a singular spell that has built-in progression, so I may end up with significantly fewer than I initially expected.
I feel like 5e's open ended approach to illusions is actually quite sufficient for lots of things.
The minor illusion/silent image/major illusion combo does most of the heavy lifting.
It is such a customizable spell.
It's more that I realized I could remove Illusion from even needing to relate to Druids or Rangers, and I had already removed it from being a Cleric/Paladin thing.
But yeah, overall I can see people looking at the lists of stuff and thinking it's too few things, when in reality the vast majority of spells really do fit into a sort of progression.
By my calculations, I get a bit over 100 spells.
@lone depot did the Weaver have a spell list? was it an existing one like paladin/cleric or are you going to get to that sometime later?
Look up the Violet Fungus Necrohulk from the Monster Manual.
It forms when violet fungus animates a heap of dead remains. It can graft creatures onto its body, even while such creatures are still living. Could flavor it as a variant Zombie Clot from Van Richten’s Guide to Ravenloft.
Ancient Death Rancor
4th-level Death Conjuration
Casting Time: :: 1 action
Range: :: 60 feet
Components: :: S, V, M (a small doll pierced with slivers of iron)
Duration: :: Instantaneous
You summon 9 vengeful spectral skulls coated in black flame that chase after up to three creatures divided as you choose. Each target makes a Dexterity saving throw with a DC equal to your Proficiency Bonus + your Spellcasting modifier + 2 for each skull targeting it, taking 1d8 Necrotic damage for each skull targeting it on a failure or half as much on a success.
:
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of skulls conjured increases by 3 for each spell slot level above 4th.
:
Spell Lists. Sorcerer, Warlock, Wizard
what do we think of this?
balance wise, fun wise, accuracy wise
Some utility rituals for your consideration, for a class focused more on utility and control than other things. These are brief idea writeups only, looking for feedback.
(One minute non ritual cast time, 24 hour duration), place a rune on an object that can fit in your hand. You may use a magic action to cause the object to return to your hand.
-requires out of combat setup and alone time with the object, but allows you to yoink it back later if taken from you. Or smuggle a knife into somewhere you shouldn't have a knife.
Place a rune that acts as an invisible camera. For the next 8 hours, you can see and hear through it as if you were standing in its space as a magic action.
Place a rune that exudes soothing scents, receives minor aches and pains, and helps comfort the emotions. While a creature within 30 feet of the rune rolls hit dice to restore hit points, it may reroll the dice and use the higher number.
hey Whisper what do you think of that version of Ancient Death Rancor?
Why the custom DC?
Otherwise, it's fine. It suffer from being a non-aoe damage spell, but that's okay. It isn't multiple hits like magic missile which is good, so it can't force 9x concentration saves.
The upcast is good.
It's a solid spell design for what it's trying to do (single target damage)
9d8 is a fair amount of damage for a single target spell at that level.
Me personally if you want me to cast it, I'd want it to have some sort of rider effect.
This genuinely also has visuals in bg3 lol. Artistry of war conjures 6 heat seeking spectral skulls. Fun trivia.
Albeit that one does WAY more damage
(It's balanced because you get it very late game and it has a 1 cast per short rest limitation)
And it's a level higher.
That said, artistry of war is an extremely potent spell and only really suitable as a story reward for a wizard, which is what it is there.
the main thing i'm trying to figure out is how to condense it down enough that either the caster doesn't have to make 9 attack rolls or the target doesn't have to make 9 dex saves
Make one dex save. Half on a success. Just add the damage of the skulls.
If you send 5 skulls after them, 5d8 save for half.
Ancient Death Rancor
4th-level Death Conjuration
Casting Time: :: 1 action
Range: :: 60 feet
Components: :: S, V, M (a small doll pierced with slivers of iron)
Duration: :: Instantaneous
You summon 9 vengeful spectral skulls coated in black flame. Each skull flies towards a target of your choosing, forcing them to make a Dexterity saving throw. The target takes 1d8 Necrotic damage for each skull targeting them and is Blinded until the end of their next turn on a failed save, or half as much damage on a successful one. The DC for this saving throw increases by 1 for each skull targeting that creature past the first.
:
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the number of skulls conjured increases by 3 for each spell slot level above 4th.
:
Spell Lists. Sorcerer, Warlock, Wizard
how's this?
should I scrap the DC increases?
Save DC increasing per skull is a powerful effect though. Solid.
Single target damage is a weak concept, but you can mag dump one dude to make the save DC unreasonably high, all but guaranteeing good damage.
Solid spell given that. Weak premise, obscenely high save DC gives it an actual niche: mag dumping one guy RIGHT now.
here's the link to the spells document
all the ones i've got finished anyway, if you wanna offer any feeback
right now i'm just trying to figure out the phrasing of a spell that lets you pick between three different versions of it
On a failed save, the creature suffers from one effect, chosen from one of the options below:
X:1
Y:2
Z:3
does this mean they take time to get there? “Chase after” makes it sound like it has a speed
technically the skulls are supposed to be slow
then you have to write in the speed
I'd just make them hit instantly like other spells.
but that makes it a bit weird in terms of being able to blind an enemy for 9 rounds
I could scrap the blindness effect in exchange for having the spell last multiple rounds without concentration but I think this works better
like.. I could have it be that they exist for up to 30 seconds, but you can change the target of each skull each round
also this isn't meant to be single target
I like the vision of circle cast Augment with this
Its phrased specifically like the baldurs gate spell you mentioned
I would remove the +2 to the DC to start
where you can choose more than one target, but each skull has a target
@void jewel