#homebrew

1 messages · Page 40 of 1

void jewel
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Free limitless army with no resource spend.

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Subraces are reasonable but as above, animated servant need a cap of 1 active servant at a time.

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And likely a cap on uses per LR

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Otherwise you can just endlessly get the same guy up over and over again with no resource.

formal moat
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oh shit good catch lol

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it was 100% intended to be once per long rest whoops

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thanks dude

formal moat
pure spruce
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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?

sturdy knoll
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Why not allow metalsmithing tools to engrave runes?

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Or smithing tools I should clarify

pure spruce
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Kind of forgot to write em down

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Thank

sturdy knoll
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Would wood working tools work for wooden items?
Leather working tools for leather/skins?

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I see right now it's focussed on metal items

pure spruce
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Would you say that wood is good at conducting magic?

sturdy knoll
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Why does shillelagh the spell work on wooden staffs? 😉
That suggest wood can hold magic just fine.

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Or wands...

pure spruce
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Mhm so what tier of runes do you think that players/npc could put on wooden items without reinforcements?

sturdy knoll
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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.

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But also consider simplifying this down to materials have 3 tiers of quality that impact how many runes they can hold.

pure spruce
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Alright thanks!

sturdy knoll
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Anyway, good luck with your brew!

dusky vine
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anybldy wanna help me come up with more factors for my homebrew oneiric manipulation, harm and slaying?

dusky vine
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yo can anybody help?

midnight chasm
dusky vine
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wdym who gets this ability?

true forge
dusky vine
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i jsut started dnd im sorry

true forge
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also smith is asking who gets this, like, a character, monster, item ect ect

dusky vine
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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

amber hollow
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Oh, oneiric is Dream related
yeah the Circle of Dreams subclass for Druid is based on dreams already

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perhaps use that for inspiration, or, if it is what you want, you can use that

dusky vine
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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

amber hollow
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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)

dusky vine
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is it on dnd beyond?

amber hollow
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Yes, DDB has all the official 5th edition content being sold on it, as well as substantial amounts of third party content now

dusky vine
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aw man it isnt i have tro make it manuallyyyyyyyy (i mean costs money)

amber hollow
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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

dusky vine
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ill sjut have to make it manually, is there a page i go to for elp making characters?

amber hollow
ivory hearth
peak inlet
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I would never give this to my group, unless I’m planning on starting a plot specifically about bringing someone’s pet snake back

ivory hearth
heady stream
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lets look at this item and what it does:

  • you can summon a pet bone spirit naga ( permanent CR 4 CR 8 companion)
  • it takes a ridiculous amount of steps and potential fail states to do so
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i think it makes more sense to give the naga a time limit but massively simplify the process

peak inlet
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which is a CR8

heady stream
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oh right, still my point stands

peak inlet
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yeh, I fully agree with you

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99% of the time it does nothing, 1% of the time you have a stronger thing than any artifact

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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

ivory hearth
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I think you misread it

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It uses the 2014 bone Naga which has a different spell list depending on which naga it was in life

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So you still get Lightning bolt but not a CR 8 immortal

copper niche
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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

coral delta
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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.

peak inlet
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also, the wording probably needs tweaking, it’s extremely confusing

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and it doesn’t really tell me what’s being consumed when, it just goes up to interpretation for too many things

zenith frost
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I've homebrewed a Legendary weapon for the elf avatar of my BBEG. Can I post it here for y'all's feedback?

primal osprey
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Fire away

zenith frost
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(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.

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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.

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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.

void jewel
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Especially so for a wizard.

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The way it is worded is if the intelligence is absorbed it is gone forever.

bitter verge
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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.

zenith frost
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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.

zenith frost
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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.

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I wish I could post the render of it here, but it won't let me add a pic.

peak inlet
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and an INT of 3 isn’t really a breakpoint for anything

zenith frost
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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.

zenith frost
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Shoot, probably should set it at 4.

peak inlet
zenith frost
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I'll change that. I think I have to delist it and edit, then re-list it to fix. One minute.

peak inlet
mild cove
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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.

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How does this look?

peak inlet
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because I’ve definitely read the 2024 block and I don’t recall “tiny or larger” being used

zenith frost
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Ah, it was the 2014 version.

primal osprey
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Doesn’t “tiny or larger” encompass every creature?

peak inlet
peak inlet
zenith frost
primal osprey
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It’s like saying “every human being aged 0 or older”

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Minus the foetus stage

peak inlet
primal osprey
peak inlet
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gotta compare doya

zenith frost
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The Soul Hunter feature was entirely removed from the new Blackrazor, so nothing to compare it to.

peak inlet
mild cove
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Which is why it’s only on a crit

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But I will add two handed

peak inlet
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you can PAM it

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nvm it’s not Heavy, it’s just 2H

peak inlet
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the only weapon that does that is Shortbow and some other Simple weapon I think

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I’m not sure what kind of interactions that opens

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eh, it should be fine

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I would still make it Large or smaller enemies for the Prone effect

mild cove
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done

peak inlet
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yeh, it requires attunement so everything else should be fine

mild cove
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Ok

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Thanks

primal osprey
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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

void jewel
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I know many players share this mindset. It depends on what your players think though

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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.

zenith frost
# void jewel Let me say this: -if a DM gives a permanent debuff to my character, I kill my ch...

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.

zenith frost
# void jewel When designing game features, ask "does this give my player an incentive to acti...

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.

peak inlet
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yeh, it requires attunement so everything else should be fine

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it can make you quite the insane Spirit Guardians Monk

void jewel
rapid latch
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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?

grave galleon
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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?

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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

fervent anvil
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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

grave galleon
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Im thinking necrotic damage if a certain condition is met, or even something to do with calling undead

bold valley
grave galleon
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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?

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I might also make it come back to you if you throw it or smthn for cool factor

mild cove
grave galleon
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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

mild cove
grave galleon
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Cool cool that sounds good I will definitely use that

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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

bold valley
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Ooo is it cursed?

grand kraken
grave galleon
mild cove
grave galleon
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The curse is more RP based than mechanical tbh but it is cursed

bold valley
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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

grand kraken
grave galleon
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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

grand kraken
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But if the dm sends one big thing then it is very weak

grave galleon
grand kraken
grave galleon
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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

grave galleon
grand kraken
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But at the end of the day it is what you say it is and you can balance it on the fly

grave galleon
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True I can always change it if it's broken

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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

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If anything they get it and they don't know how to attune to it yet or smthn until I figure it out 😭

grand kraken
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If this is a mcguffin tho you should make it scale with the campaign

grave galleon
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I can totally see them seeking a remove curse asap and putting it in a vault too tho lol

grand kraken
grave galleon
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Ah yea... Didn't think of that tbhh

grand kraken
grave galleon
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Would it be bad to say the item can't be attuned to by a paladin specifically so he doesn't TwT

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Or like the dagger won't deal with someone if they use divine magic basically

golden temple
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hm,,

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ccan i get a second opinion on something,,

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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,,

grave galleon
# grand kraken Give it to the party mom and see the moral dilemma unfold

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)

golden temple
peak inlet
golden temple
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bbasically like, how do you feel abt the change to excision - you get max from a short rest or the base version,,?

peak inlet
mild cove
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And finesse

peak inlet
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well, compared to Shortswords

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they’re also Light and Finesse

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if this is 2024, there’s also the mastery

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you can still get away with 1d6 with everything else staying dagger on magic items though

golden temple
grave galleon
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Ah yea that makes sense, honestly Ita only a dagger for cool factor tbh

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This is 2014 rules too btw

golden temple
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ddamage decides tohit and crit, and crits are exploding die, so smaller die means big spikes and troughs in damage,,

grave galleon
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Iv heard of using exploding dice for damage but I don't wanna do all that for my first campaign I'm dming 😭

golden temple
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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,,

peak inlet
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you can probably get away with a 2d4 dagger that gives you tempHP equal to the hit that killed the creature

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on a Rare dagger with attunement that doesn’t have a +1

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I guess with 2014 rules, it would be 1d4 piercing + 1d4 Necrotic and you get tempHP equal to the Necrotic damage + DEX/STR

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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

grave galleon
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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

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2d4 does sound better than 1d6 but idk which I'll do

peak inlet
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if you’re going 1d6 you’re also probably going with +1

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Vicious Weapon is Rare, non-attunement

grave galleon
peak inlet
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I guess it 2014 it was crap, but in 2024, it’s +2d6 damage to all attacks with that weapon

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honestly, I still think it’s too strong, you can just get +7 DPR per hit without attunement

slim stump
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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.

celest mica
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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.

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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.

halcyon flint
frozen fog
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Does anyone have some decent stat lines for military air and land vehicles?

celest mica
frozen fog
sturdy knoll
worthy meteor
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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?

gaunt owl
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when do you guys add attunement to your items?

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if at all

sturdy knoll
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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.

golden temple
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hm, ,,

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i need to figure out a name for a feature,,

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it's a fifth level feature where you get an extra class resource by interacting with a corpse felled in an ongoing combat,,

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i'd go with 'Excision" but i already used that for the feature that introduces the class resource, so- -

sturdy knoll
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Exfiltrate Knowledge?

golden temple
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mmmh, for context- ^

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tthat one is the class resource feature in question,,

sturdy knoll
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Knowledge withdrawal?

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Or doesn't even have to be explanatory - could be some name like "Kis'ton Rites" or something

golden temple
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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," , , ,

true forge
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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) ?

golden temple
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,,?

void jewel
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In terms of "vibes" it's mildly furry, but for most people there's nothing wrong with that.

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Some clown somewhere probably would judge you for it but you don't want them at your table anyways.

true forge
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Its also based on the Egyptian gods lol

void jewel
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Not critiquing it. It's totally valid

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Just mentioning some less desirable people might not like that. But we don't care for those people

nova basin
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Tabaxi is "general feline with room for interpretation" vs "you're a mf lion"

stuck raptor
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tbf, leonin are also mtg/theros specific

nova basin
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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

nova basin
stuck raptor
#

fun fact, there was a pride of leonin who got sent to Icewind dale

#

from theros

true forge
#

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

stuck raptor
#

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

grave galleon
#

"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

grave galleon
primal osprey
#

It’s kraken season, boys >:D

grave galleon
#

I may have to add titans into my world after hearing of this item...

#

Big ahh creatures sound cool

primal osprey
#

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

grave galleon
#

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

spring tusk
#

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

grave galleon
#

Will probably never run that mini campaign but eh

spring tusk
spring tusk
true forge
#

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

true forge
#

ig it doesnt also help that most Egyptian gods are based around fertility :P

#

could add grapple advantage on starting them lol

primal osprey
#

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

burnt cipher
#

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.

oak sand
#

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?

peak inlet
#

also, there’s no such thing as a proficiency die roll

oak sand
peak inlet
#

I mean, Rangers are almost always choosing Piercing

burnt cipher
oak sand
#

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

peak inlet
peak inlet
burnt cipher
peak inlet
#

I’m confused by everything you’re saying

burnt cipher
grim lark
#

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.

peak inlet
#

that’s if you want them to be Monk-specific

#

oh mb, I didn’t realize you were looking for HB

peak inlet
grim lark
peak inlet
#

I have a few general mobility magic items

grim lark
#

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

peak inlet
#

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

grim lark
#

i love it actually, i might tweak it for balancing but im for it

peak inlet
#

damn, I mostly have time-based stuff

peak inlet
stuck raptor
peak inlet
#

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

grim lark
#

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

peak inlet
#

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.

grim lark
# peak inlet I’m looking for feedback on this, it has gone through a lot of changes since the...

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.

compact panther
#

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:

  1. 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.

  2. 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

  3. 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!

peak inlet
# grim lark I would first look at the initiative, i would make it something like: you can ch...

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

minor ridge
#

anyone able to help me quickly write a haunted house one shot?

rapid latch
#

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?

compact panther
# rapid latch This is for a CR 15 Celestial (Angel) statblock. Do you think I should use "Evil...

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 🧂

rapid latch
#

Nah, the radiant damage spells are gonna be put in, you're good.

peak inlet
#

I think 4 should be easy to track

#

and it works much better

sand peak
#

What equipment would work for a 2024 version of the Feylost background?

hollow siren
#

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\

solar spire
#

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?

hollow siren
#

relatedly i am also contemplating redoing the mechanical meat behind many of the WT feats themselves

solar spire
#

But the drawback is that it won’t be as effective when cast in 8th or 9th spell slot

hollow siren
#

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

solar spire
#

Yeah, the subclass is chonomancer from sorcerer

#

And how did you know what I was thinking?

lethal cedar
#

Really wish I could post images because I want to check if this race is balanced

solar spire
hollow siren
#

both for sorcerer and warlock

solar spire
#

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

hollow siren
#

dont use the cant move

solar spire
#

I have to add drawbacks for time is a very delicate thing to comprehend, let alone controlled

hollow siren
#

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

solar spire
#

Yeah but there’s a drawback, I want to redirect it to the caster

hollow siren
#

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.

hollow siren
lethal cedar
#

Is it okay if I copy-paste the race I'm trying to work on right now?

hollow siren
#

sep docs preferred

hollow siren
#

ish

coral delta
#

If it's a lot of text, we'd prefer it in a link to a doc or something similar.

peak inlet
#

unless they’re literally not fighting

hollow siren
#

yeah the no movement is too steep

#

balanced does not mean unplayable

peak inlet
#

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

void jewel
#

Haste is an extremely effective trap. It seems to get every new player.

peak inlet
#

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

void jewel
#

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

peak inlet
#

I mean low relatively compared to usual builds

void jewel
#

Ah fair

peak inlet
#

so like +2 CON at 14

void jewel
#

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

peak inlet
#

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

lethal cedar
# coral delta If it's a lot of text, we'd prefer it in a link to a doc or something similar.

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

coral delta
#

Are you making this for the current rules, or the 2014 ones?

peak inlet
#

it looks to me like 2014

coral delta
#

That's why I'm asking. The natural weapon part is throwing me off.

lethal cedar
peak inlet
#

the Natural Weapon is throwing you off?

peak inlet
coral delta
#

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

lethal cedar
peak inlet
#

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

lethal cedar
void jewel
#

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.

peak inlet
void jewel
#

If you somehow have 18 con then at best you match medium armor + shields until half plate is available.

void jewel
#

I calced with a shield.

#

This feature caps at 15AC with 16 con.

#

Plus a shield is 17

peak inlet
#

I was just confused what you were trying to say

void jewel
#

The feature is worse than medium armor proficiency, fundamentally, so it's fine.

lethal cedar
#

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

peak inlet
#

I mean Torts exist with their non-scaling AC, so again, I’m not saying it’s OP

void jewel
#

Yeah this matches tortle baseline.

#

15+2 for shield.

#

However tortle can shield

peak inlet
#

you can easily get 18 CON

lethal cedar
void jewel
#

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

void jewel
#

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.

peak inlet
#

I never said there’s an issue

void jewel
#

Fair.

peak inlet
#

I just said I don’t like it

#

either way, I think it needs an extra feature

#

something that gives it flavor

void jewel
#

That's fair.

Me personally I am all for competition to the medium armor + shield being pseudo a mandatory in optimized builds.

peak inlet
#

I don’t know what the monster does, but the current setup is pretty bland imo

peak inlet
lethal cedar
#

Well I'd say then the sauropod race is okay to use.

void jewel
#

Yeah medium armor + shields being mission critical is an issue IMO

lethal cedar
#

Like they were a min maxxer final boss.

peak inlet
lethal cedar
#

Anyway now I've got like 3 races left to try and make/fix.

peak inlet
#

that’s specifically what this race will do

lethal cedar
peak inlet
#

it’s for the level 3 spellcasters to get 17 AC

lethal cedar
#

Oh yeah I guess if they do take a 16 in con...

peak inlet
peak inlet
#

that’s the only other stat they need

#

Concentration checks and HP both scale with CON

#

and now AC

lethal cedar
#

Tbf most people I've met say you can dumb it becuase you rarely make the con checks past for poison

#

same for strength

peak inlet
#

Spellcasters use it a lot more

#

and the strong saves are WIS, DEX, and CON

lethal cedar
#

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

peak inlet
peak inlet
void jewel
peak inlet
#

some casters get shield proficiency and some don’t

lethal cedar
void jewel
#

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.

void jewel
#

An optimized caster blows an optimized martial out of the water.

lethal cedar
peak inlet
void jewel
void jewel
lethal cedar
#

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

void jewel
#

19 usually happens at level 5. 20 if they buy an uncommon +1 shield.

void jewel
#

I got auto corrected

lethal cedar
#

Yeah they were very annoying

peak inlet
#

give them a Turtle shield Blobblush

void jewel
#

Being mean to other people is suboptimal.

peak inlet
#

they can have their 20 AC

lethal cedar
peak inlet
#

I meant the player

peak inlet
#

idk what the thing they’re based on does, but whatever interesting thing they have, port it over

#

low impact high flavor

solar spire
peak inlet
#

I use Haste on myself most of the time

solar spire
#

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”

peak inlet
#

plus, if I’m using it on someone else, I don’t wanna destroy myself

solar spire
#

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

solar spire
violet helm
#

My party is doing a campaign based on Fullmetal alchemist so things like alchemy and homunculus are a thing

solar spire
#

Yeah, if your character takes on this subclass

As the scribe put it

“Your ancestors got scammed by the gods”

lethal cedar
lethal cedar
solar spire
#

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

violet helm
solar spire
#

But make no mistake, if one played their cards right, Chronomancers can literally turn the tide of the battle

lethal cedar
#

Or... is it a play on autism?

violet helm
lethal cedar
peak inlet
spring tusk
#

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

violet helm
spring tusk
#

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?

lethal cedar
void jewel
#

When one of us does an overly autistic thing, new catch phrase.

violet helm
spring tusk
#

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.

void jewel
#

Should be above 2nd.

scenic urchin
#

mmm, looks fine

void jewel
#

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.

spring tusk
#

4d6 is standard for 2nd level multi target spells,

native copper
#

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?

spring tusk
#

which is inline with AoE's

void jewel
#

The extra HP is not

#

Light is an actual trash bin cantrip, a mundane lantern is way better.

spring tusk
#

Light is free, and makes casters feel cool

#

why are you always so negative

void jewel
#

Lanterns are so cheap the may as well be free.

void jewel
#

Wasn't cool*

spring tusk
#

but they aren't, and players dont always remember to grab them, and again, it makes casters feel cool

spring tusk
void jewel
#

This person was talking about power , you are having a different conversation.

void jewel
#

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

spring tusk
#

ehh I guess thats fair

void jewel
#

And healing hands is sadly a pitiful amount of healing

#

The +1hp/level would be a considerable upgrade vs. Those features

spring tusk
#

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

void jewel
#

But yeah it has vibes

spring tusk
#

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

void jewel
#

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

spring tusk
#

whats it right now?

#

20/20?

#

15/15?

void jewel
#

20 iirc

scenic urchin
#

i'm more down on dancing lights than the light cantrip personally

void jewel
#

Dancing lights has actual utility yeah

peak inlet
scenic urchin
#

yeah

void jewel
#

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.

peak inlet
#

it still means you can’t set up

#

you have to break summon spells etc. to use it

void jewel
#

Yeah it's purely exploratory when you don't have those things up. Not amazing, but at least it has a use case.

scenic urchin
#

you can do that with light as well, with the S-tier mage hand cantrip as an assist

native copper
void jewel
peak inlet
void jewel
#

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

scenic urchin
#

i spaced out-- the goal is aasimar with more hp?

native copper
#

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

scenic urchin
#

oh, thats kinda outside the power budget of a species...

#

um

#

maybe something vengenacy could fit into the power slot?

native copper
#

Like potentially smth lighter, maybe similar to the kender ability or something if that power level.

grave galleon
#

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

spring tusk
#

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

scenic urchin
#

not better imo

grave galleon
#

Seems more complicated I would personally rather use the former one

spring tusk
#

it's not meant to be better more so just meant to be accurate

scenic urchin
#

taking liberties with conversions to make them smoother is usually worth it

spring tusk
#

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

spring tusk
#

in general i'm going for two things

does it look fun
does it look accurate

nova basin
#

Hey yall can I text wall rq

scenic urchin
#

one sec

nova basin
#

It's 1 item and it's not actually complicated I just don't know how to make the wording more efficient

void jewel
#

Look at Rimes binding ice for competition. Similar damage, but a VERY potent control rider.

#

And much easier to aim

spring tusk
#

control rider?

scenic urchin
#

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

void jewel
#

On rime's

spring tusk
#

mm, okay,

nova basin
void jewel
#

Plus, the cone here is dependant on an enemy. Both being in melee range and being positioned relative to other enemies.

spring tusk
#

then how about a 10-foot-wide 20-foot-long Line that deals 4d6 Cold damage?

nova basin
#

I guess there can be damage riders but they're usually just called extra damage

spring tusk
#

flat, no half on a success

void jewel
#

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.

nova basin
#

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

void jewel
#

I will add, no half on a save is usually reserved for extremely specific cases (magic missile)

nova basin
#

Control effects are much stronger

void jewel
#

And some high level spells aren't half on a save

scenic urchin
#

no half on a save means you can bump the damage up

spring tusk
void jewel
spring tusk
scenic urchin
#

there's no save?

nova basin
#

Incoming text wall btw

spring tusk
#

I said no half damage on a successful save

nova basin
# scenic urchin okay, i yield

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
void jewel
#

Oh did you mean no half on a save

#

Guess I was wrong. Fair.

spring tusk
#

I said that didn't I?

void jewel
#

Then the spell is underpowered. Could easily add half on a save

scenic urchin
#

i mean i see dex save in the spell text so I was confused

spring tusk
void jewel
spring tusk
spring tusk
spring tusk
# void jewel Then the spell is underpowered. Could easily add half on a save

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

scenic urchin
#

at its core its a tattoo that makes remote-activate glyphs of warding?

spring tusk
#

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

scenic urchin
#

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

spring tusk
#

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

void jewel
spring tusk
#

atleast the smaller ones dont

nova basin
#

Well no

#

But basically

#

I want pocket glyphs of warding without all the complex stuff or material cist

spring tusk
#

alrighty then

nova basin
#

Think of it more like a semtex field kit

spring tusk
#

and then do the spell lists look accurate? Artificer, Sorcerer, Warlock, and Wizard?

nova basin
#

Grenade pouch, mines, breach charges

void jewel
scenic urchin
#

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

nova basin
#

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

scenic urchin
#

i dunno how to make it more concise without cutting features

nova basin
#

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

nova basin
spring tusk
#

there's no mathematical way we could shorthand what you're looking for

nova basin
#

Which is why I'm thinking a table makes more sense

spring tusk
#

like Acid said, there's like.. no way to really make this more concise without cutting features

nova basin
#

But you can't make tables in discord

golden temple
#

yyou can make a sort of one-? with lines and dashes 😭

stuck raptor
void jewel
#

The word length is fine you're good

nova basin
#

Tamms is very autistic (compliment) and I don't have that kind of dedication

void jewel
#

Autism improves homebrew.

golden temple
#

i need to figure out some action economy for a 5th level feature,,

nova basin
#

Anyway, assuming I can make this word soup into a word appetizer, how's the balance on it?

golden temple
# golden temple i need to figure out some action economy for a 5th level feature,,

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,,?

spring tusk
#

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

golden temple
nova basin
#

Nobody's given me balance critique on my tattoo PUHLEASE

spring tusk
#

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

golden temple
spring tusk
#

burning hands doesn't let you rise up 10 feet no

nova basin
#

But that's just

#

How you use it

spring tusk
#

thats also a 2nd level spell, of which in the same level there's literally a spell called Dragon's Breath

nova basin
#

Indeed

#

Why are you trying to homebrew in options that already exist

#

Some stuff is better left to flavor

spring tusk
#

i'm not trying to, i'm trying to in fact make it unique

nova basin
#

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?

spring tusk
#

almost all of the dragon communion incantations are just variations of Dragon's Breath,

spring tusk
#

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

nova basin
#

Because dragon's breath is a buff state that you can use repeatedly instead of a single burst

spring tusk
#

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

nova basin
#

What happens after you rise into the air, can you move from there or just fall back down

spring tusk
#

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

nova basin
#

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

spring tusk
#

mechanically it just creates a bigger AoE

#

the actual rising can just be flavor

spring tusk
#

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

nova basin
#

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

spring tusk
#

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

void jewel
#

Excellent cantrip. Fun, not broken in any way, mathematically sound

spring tusk
#

neko_R_nodders awesome awesome

void jewel
#

Also has synergy with eleven accuracy and such

scenic urchin
#

there's something to be said about a spell naturally having advantage

#

feels a bit ... it dont stack with advantage

void jewel
#

Sure, but it also has its own upsides

#

Cancels disadvantage

chilly jewel
#

yea there isnt really precedent for it. But it doesnt break anything I suppose

void jewel
#

Triggers eleven accuracy and whatnot.

#

Personally I think it's fun and distinct and balanced.

lethal cedar
#

Does "Domeheads" sound like a good race name for a bunch of pachycephalosaurus people?

#

Worried it might sound demeaning

spring tusk
#

it sounds a little like a slur yeah

lethal cedar
#

Thought so

void jewel
#

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.

nova basin
#

I think it depends on the context of what you've called other races

spring tusk
nova basin
#

Like if you had brachiforms, tyrans, trifocaforms, and domeheads it'd be a little cringe

spring tusk
#

I think that'd be better as a 1st level, personally

nova basin
#

But if you had longnecks, bigmaws, forkheads, and domeheads it'd probably be fine

void jewel
spring tusk
#

thats fair,

void jewel
spring tusk
void jewel
#

The class in general is damage anemic and control heavy

nova basin
#

Resourceless teleport

#

Jail is no longer a factor

void jewel
#

Fixed

nova basin
#

You can target yourself and choose to fail

void jewel
#

Fixed with "hostile creature"

nova basin
#

Yep

#

Now it's not worth it

#

It's a worse thorn whip

void jewel
#

Eh. I'm confident the directional control and extended range will give it use.

chilly jewel
#

i mean thorn whip requires it to be pulled towards though

void jewel
#

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*

nova basin
#

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

void jewel
#

D8, medium armor shields

nova basin
#

Druids are BULKY dude

void jewel
#

Well. Druid durability sans wild shape

nova basin
#

Most of that is wildshape and healing but still

void jewel
#

Cleric/druid armor and hit dice.

nova basin
#

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

void jewel
nova basin
#

Best case scenario with the warp aura is dropping into other aoes

void jewel
#

But fair. I'm fine with it being perceived as slightly underpowered.

chilly jewel
#

u teleport someone to teleport them again?

nova basin
#

And that sounds like a concentration spell so you'd need help

void jewel
spring tusk
#

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?

nova basin
#

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

void jewel
nova basin
void jewel
#

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.

nova basin
#

I'm sensing a theme

#

It's a fire class isn't it

void jewel
#

No actually very little fire damage.

nova basin
#

Lies

void jewel
#

The only fire damage spells are from some spells that have chromatic orb options.

chilly jewel
#

why would u think fire damage 😭

nova basin
#

Nope

void jewel
#

(The above gravity sphere thingy does force)

nova basin
#

Fire class

#

Force is just fancy fire

chilly jewel
#

????

void jewel
#

Based take, it's all fire damage

spring tusk
nova basin
spring tusk
#

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

nova basin
#

And how do you determine how many skulls hit

spring tusk
#

nay, hypothetically one creature could be hit by all 9, or only 3,

nova basin
#

That's what I figured but how do you determine that

spring tusk
#

thats- kinda part of the issue i'm trying to figure out

nova basin
#

You could do tiered saves

spring tusk
#

dexterity saving throw, on a fail roll 1d4 and take that many d6's in Necrotic?

nova basin
#

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

frozen dove
void jewel
frozen dove
#

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

spring tusk
# nova basin Fail by 1-3: 1 skull per size class (Medium and smaller get 1, large gets 2, hug...

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

frozen dove
nova basin
#

It's random and doesn't consume the skulls

void jewel
#

But I'll consider a pull!

nova basin
#

If the skulls don't go down that's a crazy big aoe with a ton of potential damagd

spring tusk
#

oh oh

#

one second

scenic urchin
#

lightning bolt does twice that at one level lower

#

the line is narrower but that's hardly enough compensation

nova basin
#

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

nova basin
spring tusk
#

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

nova basin
#

Better thematically, but lacks damage and riders for such a high level spell

spring tusk
#

should I make it 1d8?

#

1d10?

#

drop it to 3rd level?

nova basin
#

If it was just damage on 1-3 targets, it should probably be d10 per skull

scenic urchin
#

neat idea at least

nova basin
#

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

void jewel
#

I agree that it simply doesn't do enough as is

nova basin
#

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?

scenic urchin
#

looking at the spell on youtube, this doesn't look like an aoe spell

#

it looks like necrotic magic missile

spring tusk
#

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

nova basin
#

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)

upper tinsel
#

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).

spring tusk
nova basin
#

Numpad notation

spring tusk
scenic urchin
#

i think reduce should be a bad thing, tbh

nova basin
#

789
456
123

#

Facing right

spring tusk
upper tinsel
spring tusk
#

Like +-1d4/2

#

Sounds like it'd make sense but I can also understand why they didn't do that

spring tusk
#

That's not what the spell does

upper tinsel
spring tusk
#

I think for a 2nd level you could just flat give adv on stealth and escaping the grappled condition

#

I dunno about restrained,

upper tinsel
#

I've thought about Advantage but wanted to keep it short and sweet

spring tusk
#

shrugs if you say so

upper tinsel
#

🤷 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.

scenic urchin
#

fair warning: flat bonuses are un-5e

upper tinsel
#

Oh?

scenic urchin
#

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

upper tinsel
#

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...

scenic urchin
#

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

void jewel
#

Like acid says. Making a better version of a bad spell isn't a crime

scenic urchin
#

not when mirror image is everyone's preference

upper tinsel
#

I'm nodding along. Thinks to thing about...

nova basin
#

That sounds like a save within an aoe

nova basin
#

Balance and "is it cool" mainly

scenic urchin
#

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

spring tusk
#

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

nova basin
#

I think that's too video gamey to translate to the degree I think you want

spring tusk
#

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?..

nova basin
#

However launching explosive roombas is a very fun image

spring tusk
#

Maybe 3rd level, each spell level allows you to choose an additional target?

amber hollow
restive hare
#

What type of spells do you think an animalistic race might use?

scenic urchin
#

magic missile and fireball

restive hare
#

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

scenic urchin
#

does that mean no magic missile then, only fireball?

restive hare
#

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

scenic urchin
#

which undead

restive hare
#

Any undead also is there a rule where I'm dead parts can't mix together?

scenic urchin
#

dont know of any rule about dead parts mixing

restive hare
#

Because I want to make a monster that the players themselves create by accident

spring tusk
scenic urchin
#

ah, i have the stats for that

#

not undead tho

spring tusk
#

Flesh Golem is technically not undead but it reasonably could be if you reflavored it as such

amber hollow
spring tusk
restive hare
#

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

spring tusk
#

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

restive hare
#

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

scenic urchin
#

ah, an amalgamation then

restive hare
#

And I'm thinking that these creatures try to also drag living creatures into this amalgamation

spring tusk
#

Corpse flower maybe

#

I don't have the statblock but could go with that

smoky sand
#

Would making items that set DEX, WIS, or CHA to 19 be OP?

restive hare
#

That depends

#

What is the level of the player and what are the tools and questions

smoky sand
#

tier 3-4 play (level 11-20) and idk yet tbh.

restive hare
#

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

scenic urchin
#

feel like its not a good idea

smoky sand
#

Why

#

Also is elven accuracy good for a half elf CHA based class

scenic urchin
#

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

faint sonnet
#

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.

void jewel
#

The minor illusion/silent image/major illusion combo does most of the heavy lifting.

#

It is such a customizable spell.

faint sonnet
#

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.

green helm
#

@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?

upper tinsel
spring tusk
#

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

void jewel
#

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.

spring tusk
#

hey Whisper what do you think of that version of Ancient Death Rancor?

void jewel
#

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.

spring tusk
#

ooo

#

wait let me look that up

#

wait thats just this spell

void jewel
#

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.

spring tusk
#

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

void jewel
#

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.

spring tusk
#

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?

true forge
#

seems kinda weak for 4th imo

#

ig it does have a blindness thing aswell so maybe not

void jewel
#

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.

spring tusk
#

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

void jewel
#

On a failed save, the creature suffers from one effect, chosen from one of the options below:

X:1

Y:2

Z:3

peak inlet
spring tusk
peak inlet
#

then you have to write in the speed

void jewel
#

I'd just make them hit instantly like other spells.

peak inlet
#

but that makes it a bit weird in terms of being able to blind an enemy for 9 rounds

spring tusk
#

I could scrap the blindness effect in exchange for having the spell last multiple rounds without concentration but I think this works better

void jewel
#

I mean just hit em with all instantly, it's fine

#

No need for speed gimmick

spring tusk
#

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

spring tusk
peak inlet
#

I like the vision of circle cast Augment with this

spring tusk
#

Its phrased specifically like the baldurs gate spell you mentioned

peak inlet
#

I would remove the +2 to the DC to start

spring tusk
#

where you can choose more than one target, but each skull has a target

spring tusk