#homebrew

1 messages · Page 41 of 1

peak inlet
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saving throw seems very weird for the way this scales as well

spring tusk
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Aspect of the Crucible

2nd-level Erdtree Transmutation

Casting Time: :: 1 action
Range: :: Self
Components: :: S, V, M (a burning stick with multiple points)
Duration: :: Instantaneous

You take on a trait of the primordial Crucible to take action against your enemies. Choose from Horns, Tail, or Breath and gain the benefit listed below:

Horns. You swiftly move up to your Speed towards a creature as horns sprout from your head and force it to make a Strength saving throw as you slam into it. A creature takes 3d10 Bludgeoning damage and is thrown back 10 feet and knocked Prone on a failed save, or takes half as much damage on a successful one and is only thrown back 5 feet on a successful one.

Tail. A large tail sprouts from behind and swings twice in a 10-foot Emanation, forcing each creature within that Emanation to make a Dexterity saving throw. A target takes 2d10 Bludgeoning damage and is knocked Prone on a failed save, or half as much damage on a successful one.

Breath. You gullet protrudes from your throat filled with flames that you spew out into a 15-foot Cone, forcing each creature caught within it to make a Constitution saving throw. A creature takes 4d8 Fire damage on a failed save, or half as much damage on a successful one.
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Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard

true forge
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how much does Dragons Breath do again?

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isnt that like 3d6 or something

spring tusk
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at 2nd level usually it'd be 4d6, Dragon's Breath deals 3d6 but thats because it can target a second creature and last for a minute with concentration

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I specifically went with 4d8 because I think that Horns throws creatures back and deals fair single target damage while Tail hits creatures in an AoE and knocks them prone, but Breath really only has its damage,

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though I suppose it is Fire damage, and its AoE

true forge
spring tusk
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how do you feel about 3d8?

true forge
spring tusk
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for sure

true forge
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4d8 seems like alot for a 2nd level spell (or what i assume to be a spell)

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although

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i would make tail something different

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that and horns are basically the same, with horns being abit better

spring tusk
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also horns allows you to move up to your Speed at the same time

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this is my first attempt at an Abjuration spell, the description of the Elden Ring counterpart is "Greatly increases magic damage negation for self and allies"

Barrier of Gold

2nd-level Erdtree Abjuration

Casting Time: :: 1 action
Range: :: 30 feet
Components: :: S, V, M (a small golden ring worth 10gp of which the spell consumes)
Duration: :: Concentration, up to 1 minute

You and up to 6 creatures within range gain resistance to one damage type of your choice from Acid, Cold, Fire, Lighting, or Poison for the duration.
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At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose an additional damage type for each two slot levels above 2nd.
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Spell Lists. Cleric, Druid, Paladin, Warlock

spring tusk
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10 gp action that requires concentration giving you and up to 6 creatures resistance to an elemental damage type for up to 1 minute?

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what about that? I changed it so you can only pick an extra damage resistance every 2 slot levels

spring tusk
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I can increase the gp cost, raise the slot level, or lower the number of creatures, what do you think?

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or alternatively, 1st level, up to you and 4 other creatures, resistance to force damage for the duration

spring tusk
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fair enough,

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30gp ring, self and 4 creatures?

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actually, 50gp ring,

peak inlet
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Stone skin is BPS, 100 gp, 1 creature

spring tusk
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self and 4 creatures

peak inlet
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4th level

spring tusk
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thats.. fair

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50 gp, self and 3 creatures, 3rd level, no level scaling?

peak inlet
spring tusk
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sickk

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I just made an attempt at another Abjuration spell if you'd be willing to check it out?

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Bestial Vitality

2nd-level Bestial Abjuration

Casting Time: :: 1 action
Range: :: Self
Components: :: S, V, M (a carved strip of leather harvested within the last month)
Duration: :: 1 minute

You have advantage on Constitution saving throws against being Poisoned and regain 1d6 Hit Points at the start of each round for the duration.
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Spell Lists. Druid, Ranger

peak inlet
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2014 or 2024?

spring tusk
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i'm not experienced with making spells, so i'm sorry i'm posting like so many i'm just trying to gauge how balance functions with them from people who understand it better than I

spring tusk
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though I do capitalize things more like 2024 does

peak inlet
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it’s probably too much healing for 2014

spring tusk
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fair enough, I can either drop to 1d4 or scrap the adv on con saves

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or do both and drop to 1st level

peak inlet
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I think it works for 2024

spring tusk
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gotcha, okok

peak inlet
spring tusk
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I mean, 1 minute no con saves consistent healing def has its uses as a 1st level, but I can understand it being picked less

peak inlet
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you should probably lose it when you become incapacitated

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it’s a concentration spell without concentration, it’ll always be weak

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I don’t see anyone using this over Mirror Image for example

spring tusk
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I think you keeping it even while incapacitated helps towards its niche

peak inlet
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Death Ward is 4th level

spring tusk
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1st level, heals 1d8 each round, no concentration, works even while incapacitated?

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I can understand picking other spells over it, its not meant to be a higher power level, i'm just trying to translate the Elden Ring spell into D&D, and the base description of it is just that it heals you an amount over time

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like.. a really small amount of health

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honestly maybe I just make it a cantrip, heal 1d4 for 30 seconds

peak inlet
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either make it at the end of your turn

spring tusk
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I've got- one more spell I was hoping to get some insight on, a 3rd level conjuration, its a little controversial though which is why I really would like some insight on it

spring tusk
peak inlet
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controversial?

spring tusk
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i'm not quite sure where it stands power wise,

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but i've never seen a spell that does this

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Black Blade

3rd-level Erdtree Conjuration

Casting Time: :: 1 action
Range: :: 40 feet
Components: :: S, V, M (a gem encrusted ring worth 300gp of which the spell consumes)
Duration: :: Instantaneous

A spectral blade of light forms in your hands as you swing out an arc of red light. Each creature in a 15-foot-wide and 90-foot-long Line makes a Dexterity saving throw. A target takes 4d8 Necrotic damage on a failed save, or half as much damage on a successful one. A target's Hit Point maximum is reduced by the amount of damage taken. If this damage would reduce their Hit Point maximum to 0 the target dies.
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At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
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Spell Lists. Artificer, Paladin, Warlock

peak inlet
spring tusk
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by 2024 maybe 1d6 for 1 minute then

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ehh no there's healing word

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but thats at range, and this only targets yourself

peak inlet
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Cure Wounds and Aura of Vitality are your comps

spring tusk
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oh, maybe 2d4 1 min concentration cantrip,

peak inlet
spring tusk
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actually I think that'd be better at 1st level

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yeah

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like 8-9 healing potions for a 1st level spell slot

peak inlet
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first off, there’s never going to be a healing cantrip

spring tusk
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or 5-6 if I make it 30 seconds instead

peak inlet
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as soon as a healing cantrip exists, the game breaks

spring tusk
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we're in homebrew I can make whatever I want, and I play with a lot of busted stuff anyway, but I get what you're saying

peak inlet
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that includes a 1d4 full action heal

spring tusk
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1st level then,

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30 second concentration 2d4 healing 1st level

peak inlet
peak inlet
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and 30 seconds isn’t a standard time

spring tusk
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I dont want it to be busted and these spells are also not only meant to be used by me and my group, I want these to act as resources for others as well if they want them

spring tusk
spring tusk
peak inlet
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like a single use?

spring tusk
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what slot level would you consider worth 300gp?

peak inlet
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it’s 50gp per slot level

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right?

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I don’t remember

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450 for a 9th level spell seems too cheap

spring tusk
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i'm asking because 2d4+2 is a healing potion so if you can hold concentration for the duration you can get about 5 healing potions worth out of the spell

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5-6 more like, with each healing potion being ~50gp

peak inlet
spring tusk
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mm

peak inlet
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the difference is that anyone can use a Potion

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so it loses the range

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vs. Healing Word that requires a specific user so with the same price and action economy, it has a range of 30 feet

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maybe +1-3 healing

spring tusk
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i've got another idea

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okay, how about a 2nd level that heals 1d4 each round and grants advantage against disease and poison for 1 minute with concentration

spring tusk
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yeah? does it work?

peak inlet
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whether it’s worth using is up to the players, but it’s not broken

spring tusk
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thats good enough for me

peak inlet
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that’s 2014 level healing

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Druid/Ranger

spring tusk
peak inlet
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makes sense

spring tusk
peak inlet
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the damage might be too high

spring tusk
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well for a third level typical damage is 6d6 for a multi target spell

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I could decrease the damage if you think that would make sense, also sorry I messed up on the material components one second

peak inlet
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I think Range should also be Self

peak inlet
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we can say equivalent of 6d8

spring tusk
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8d6 is Fireball and only Fireball

peak inlet
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3d10 with Prone

spring tusk
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which is already actively advertised as a spell thats stronger than is intended for its level, but is so notorious at this point they refuse to change

peak inlet
peak inlet
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the radius is the issue, not the damage

spring tusk
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thats 6d8, which has worse averages and lower minimum's, is also in a much more difficult to line up AoE

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the 2014 DMG that I have right next to me says that a multi target 3rd level spell deals 6d6 on average,

peak inlet
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  • an additional effect
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  • the additional effect is based on the damage dealt
spring tusk
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the 2024 DMG that I now have in front of me also says 6d6

spring tusk
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its typically 6d6 for a third level, the damage has been reduced because of the effect, if thats your reasoning for it

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if you think I should reduce it I can do that but i'm not going lower than 3d8 or 4d6, I also don't mind increasing the spell level

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also I did change the material component on the spell from what I accidentally had it as before, its now a 300gp gem encrusted ring that's consumed

peak inlet
spring tusk
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actually, I have to ask, does it change anything if I note that this spell in Elden Ring can't be gathered until you kill Maliketh the Black Blade, which is the 4th to last boss in the game?

spring tusk
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because before it was a chunk of rock

peak inlet
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don’t have it be consumed

spring tusk
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that works

spring tusk
peak inlet
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yeh, what I’m saying is that 4d8 is usually fine

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if it was something like knocking prone

spring tusk
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ah

peak inlet
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but destroying the creature is not quite that

spring tusk
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what damage should I have it/what level should I have it do you think?

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5th?

peak inlet
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I think if you put a 10 HP cap, it should be fine

spring tusk
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hmm,

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thats fair, I can do that

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though now that i'm thinking about it I think having it as a 4th level spell might make more sense anyway

peak inlet
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the Disintegrate effect means that it necessarily has to be 3d8 or a level higher (4th level)

spring tusk
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which would increase the damage to 5d8 I think,

spring tusk
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the body is still there, can be revifified just fine

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just kills the PC

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or the enemy

peak inlet
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I’m not so sure it works in the way you think it does

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afaik dying doesn’t remove effects

spring tusk
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i'm basing the phrasing mostly off of the 2014 Wraith

peak inlet
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which means you’re revivifying to 0 HP

spring tusk
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hmm

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that- didn't occur to me

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but now that it has it does remind me I need to add in a clause that the HP reduction only lasts until the end of a long rest

peak inlet
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also, you should probably mention the curse can be removed with a LR or Remove Curse

spring tusk
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yes yes

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how's this?

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Black Blade

4th-level Rememberance Erdtree Conjuration

Casting Time: :: 1 action
Range: :: Self
Components: :: S, V, M (a gem encrusted ring worth 300gp)
Duration: :: Instantaneous

A spectral blade of light forms in your hands as you swing out an arc of red light. Each creature in a 15-foot-wide and 90-foot-long Line makes a Dexterity saving throw. A target takes 5d8 Necrotic damage on a failed save, or half as much damage on a successful one. A target's Hit Point maximum is reduced by the amount of damage taken. If this damage would reduce their Hit Point maximum to 0 the target dies. This reduction lasts until the target finishes a long rest. A creature returned to life such as by the Revivify spell is returned with their original Hit Point maximum.
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At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
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Spell Lists. Artificer, Paladin, Warlock

void jewel
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Probably should say, "such as via the revivify spell" to also allow for other forms of resurrection

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The spell itself is alright.

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Ring component is needlessly restrictive. No need for a GP cost here.

peak inlet
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also make it removable by Remove Curse

peak inlet
peak inlet
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I mean, it’s homebrew which means it’s already restricted, but assuming it was in the base game rules, I think it should be restrictable

void jewel
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It is restrictable yes. It's homebrew.

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DM can just not allow it.

peak inlet
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yeh I know, but that’s kinda what gold cost is for in the game

void jewel
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Besides. This is less damage than lightning bolt a level higher and prevents healing it back. It's not even a good spell.

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Just wide tho

peak inlet
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non-consumable ones are just a “if your DM feels like allowing it”

peak inlet
void jewel
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I mean yeah. But it's also annoying. DM could just not allow it.

peak inlet
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malicious use is easy

void jewel
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That's less annoying than requiring the cost.

void jewel
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And I'm entirely fine with that

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I don't play the game with PvP and neither does anyone in my circle of people I know.

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It's got a bad consequence for hitting PCs with it by accident though. But my opinion on a spell being able to be used for griefing is this: if you use a spell for griefing the party, get out of my house.

peak inlet
void jewel
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Chromatic orb didn't need all that I agree.

peak inlet
void jewel
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Ye. Acceptable cost, ala fireball, only this is worse due to no recovery.

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Cost of doing business with this spell.

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(And cost of your buddy being in melee)

peak inlet
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the area is pretty good

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I think it justifies the higher level

void jewel
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I did initially miss the width. It's a solid width yeah.

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Much more usable than lightning bolt.

peak inlet
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Lightning Bolt getting Circle spell Expand finally being able to hit more than 2 targets

void jewel
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I always thought it should be a 10 foot line.

peak inlet
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meanwhile radius scaling on Fireball still makes Lightning Bolt fall behind

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Lightning Bolt is good if you can create a bottleneck in the battlefield, but Fireball is the same level and action cost without requiring a setup

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partially a consequence of battles generally wanting to be bunched up in a circle

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and Lightning Bolt not being castable from the enemy back lines without substantial setup so you can’t usually use it to take out the enemy ranged back line

spring tusk
void jewel
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My bad can't read

spring tusk
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i've made quite a few more spells if you'd like to check out any of them

spring tusk
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i'm not 100% on this one

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Bloodboon

2nd-level Blood Oath Evocation (Cleric, Sorcerer, Warlock, Wizard)

Casting Time: :: 1 action
Range: :: 20 feet
Components: :: S, V
Duration: :: Instantaneous

You splash flaming blood into a 5-foot-wide 20-foot-long Line starting at a point within 20 feet of you that you can see. This line forms a surface of flame that lasts until the end of your next turn. Any creature who walks into or starts its turn in the flame takes 3d6 Fire damage and must succeed on a Constitution saving throw or be Poisoned for 1 minute, or half as much damage on a successful one. While Poisoned this way if the target were to fail the saving throw against this spell a second time, they take an additional 3d6 Fire damage.
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Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

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namely i'm not sure if I want to have this be the effect, or if I want to create a seperate bleeding status effect,

meager whale
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Looks good. Though I am unsure if the repeatable damage should be a 2d6?

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Personally I would not create an entirely new condition for this. I feel like making new conditions would be a slippery slope.

true forge
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Mutated Arms

3rd level Mutant feature

Your arm is replaced by a monstrous appendage. Your arm mutates into one of the following options below. You are proficient with this arm, which also acts as a Finesse weapon for the purpose of triggering Sneak Attack and a normal arm for putting on rings, armour and other clothing as well as opening and closing doors and containers.

  • Grappling Claw. Your arm is replaced by giant crabs claw, your grip is now as strong as a vice. This claw alters your unarmed strikes to deal 1d8 + your Dexterity modifier bludgeoning and using your Dexterity modifier for attack rolls. When you make an attack roll with this claw, you may also try to grapple the target as you open the claw and shut it on the target. You can use your Dexterity modifier instead of your Strength modifier for any checks relating to grappling if it doesn't already.
  • Hooked Horror. Your arm is replaced by a framework of bone and cartilage, your hand becoming hooked and barbed. This hook alters your unarmed strikes to deal 1d6 + your Dexterity modifier slashing damage using your Dexterity modifier for attack rolls. You can fire this hook towards a creature within 30 feet of you that you can see, making a ranged attack roll. On a hit, the creature takes 1d6 + your Dexterity modifier in piercing damage and is pulled 10 feet closer to you.
  • Stinger. Your arm is replaced by an insectoid stinger. This stinger alters your unarmed strikes to deal 1d6 + your Dexterity modifier slashing damage using your Dexterity modifier for attack rolls. When you damage a creature with this stinger, you can inject a poison into their body, the target must make a Constitution saving throw (DC= 8 + your Dexterity modifier + your Proficiency Bonus), on a fail the target is poisoned for 1 minute. Once poisoned, you cannot poison them in this way again until they take a long rest.

thoughts on this? for a monstrosity based rouge im making

meager whale
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You could always just do something such as taking away their reaction.

spring tusk
meager whale
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A condition that only applies to 4 spells and a handful of items? Personally I would be hesitant to do that.

spring tusk
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Less so a condition and more of a status effect- not sure if you know Elden Ring well, but every thing is kinda managed with status bars

meager whale
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Never touched that game, no.

spring tusk
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I've considered play testing a system that uses a lot of that- HP, FP, Stamina, stuff like that

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But also in this case, the status effect would be "Hemorrhage", which has a buildup that when met cuts down a flat 15% of your health

true forge
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ouch

spring tusk
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Yee it's a very punishing game, but it's mostly a thing for the players to use, only really seen on higher power enemies

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There's also Death Blight that when builds up auto kills you

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And Scarlet Rot that poisons you for give or take an hour and slowly ticks down your health

meager whale
true forge
mild cove
meager whale
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I have just said this because some of these natural weapons don't feel very... finessy. Small thing.

true forge
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well i said act as finesse for sneak attack triggering lol

meager whale
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I got it.

true forge
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not they are really easy to spin around or anything lol

meager whale
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Anyway I was also hoping to get some opinions on something I have made. I have shown this off months ago but no one had much to say.

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Ring of the Missile Mage, rare (requires attunement)

This ring has 7 charges. You can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. If you use 6 or more charges, you can concentrate the missiles into a single yet more powerful projectile. Each creature in a 5-foot-radius sphere centered on a point must make a Dexterity saving throw. A target takes the respective amount of damage on a failed save, or half as much damage on a successful one. On a failed save, the target is forced to either take a action, bonus action or reaction until the start of its next turn. While wielding this ring each missile deals 1d4+2 force damage instead, whether the user is using the ring to cast the spell or not.

The ring regains 1d6 + 1 expended charges daily at dawn. If you expend the ring's last charge, roll a d20. On a 1, the ring bursts and turns into dust.

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Might change the name to Ring of Finger Missiles so that it more closely matches the name my player had suggested.

spring tusk
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Beyond that there's just some aspects of phrasing.. you have it worded like a spell

true forge
meager whale
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Could you elaborate on the phrasing issue?

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Personally I think this amount of damage being an auto hit would be a little unsavory to me, the DM.

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I'd hate to see bosses get obliterated.

dire sparrow
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Morning all

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I made a homebrew class and I need people to look at it to see if it’s balanced

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Let me go link it

spring tusk
# meager whale I'd hate to see bosses get obliterated.

Well no I don't think that the AoE should be an auto hit, I think the target should be an auto hit that expels an AoE that acts on a dex save.. I did the math wrong earlier it's not 10d4, but if a player uses 6 charges that means they're casting a 6th level magic missile, which is already flat 8d4 big boom,

The only phrasing issues im seeing are- like I said, you're phrasing it like a spell not an item, though I can't necessarily tell you how best to phrase it as an item.. and you have the "on a failed save" clause written twice with two different outputs when you could just tether those two together into one statement

meager whale
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Just tried to follow the wording that the official books use.

meager whale
burnt cipher
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Been wanting to add Hunter's Mark as a Level 2 Ranger Feature similar to Divine Smite. Then I thought 'What if I made a Level 7 Subclass Feature in each subclass to upgrade it in different ways?' I'm concerned that my Monster Slayer's Mark is either to complicated or too strong, so I need some opinions and/or alternatives:

Slayer's Mark (Level 7)

When you apply Hunter’s Mark on a Creature, that Creature must make a WIS Save against your Spell Save DC at the start of each of its turns. On a Fail, it has Disadvantage on all Saving Throws it makes and Saving Throws it forces have Advantage. At the start of its next turn, it repeats the WIS Save to end the effect early on a Success. You can use these Features once per turn a number of times equal to your WIS Mod per Long Rest. If you are either the target of one of its Saving Throws or the enforcer of a Saving Throw it makes, you don’t expend a use and can do so again if you haven’t expended your uses per turn.

fossil ore
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Hey peoples. What is the correct CR for this:

White Rabbit:
Tiny, Fey

AC = 14 (natural)
HP = 12 (2d4+6)
Passive Perception = 12

STR: 6
DEX: 18 (proficient)
CON: 16
INT: 16
WIS: 14
CHA: 10 (proficient)

Attacks:
Claw = 1d4+4
Bite = 1d4+4

Spells:
Minor Illusion
Slow

Resistance:
Cold

Damage Modification
Bludgeoning +1
Psychic +2

Understands but can’t speak common

burnt cipher
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I'm thinking 1/2 or 1

fossil ore
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Ah thanks. I was thinking 1/2 but wasn’t sure, that that works out.

dire sparrow
fossil ore
dire sparrow
fossil ore
# dire sparrow What does Damage Modification mean?

It’s a FoundryVTT thing. It basically adds additional damage types.

So like a claw attack would do like: 1d4+4 slashing + 1 bludgeoning + 2 psychic. For an average totally of 9.5 damage per turn.

It can only attack once per turn.

amber hollow
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why is a fey rabbit's claw and bite dealing extra bludgeoning and psychic?

limber robin
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Hi y'all.
How would you word this:

Your weapon attacks made with this magical weapon score a critical hit on a roll of 19 or 20
To stack with a Champion Fighter's feature? Basically I want this magic weapon to have a -1 to crit range, but I don't know how to word it in a way that's not convoluted and consistent with 5e wording.

fossil ore
amber hollow
limber robin
amber hollow
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That also works, but in the case of not needing the stack, you can just use the base "19 or 20" people are used to seeing

fossil ore
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So if you’d all recommend I remove the extra damage types to make it feel more balanced I’d be open to that

amber hollow
limber robin
amber hollow
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I mean more so like I wrote, using both, establishing it, and then if it's redundant, explaining how it expands/stacks

golden temple
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hhow should i word this feature,,

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actually- i still need to figure out what type of action it is 😭

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bbasically need to figure out the feature you get at 5th where you get a vestige, the class resource, from a creature killed in an ongoing combat,,

native quail
golden temple
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ddefensive usually matters quite a bit more,,

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ssince you want your players to spend a like, amount of time that would work with the pacing of the story, but you also don't want your main characters to die 😭

lethal cedar
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So with the dinosaur races I'm working now on the pachycephalosaurus race and I've got 2 triats figure out now but I just don't know what else to give them.

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Currently it's just this, also using '14 rules.
Reinforced Cranium. Your thick skull is a natural weapon you can use for unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d6 + your Strength modifier. instead of the bludgeoning damage normal for an unarmed strike.

Ramming Impact. Immediately after you use the dash action on your turn and move at least 20 feet, you can make one melee attack with your skull as a bonus action.

burnt cipher
mild cove
burnt cipher
lethal cedar
zinc ore
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Im trying to make Mortikkans sword worth peoples time by home brewing a version of it that isn't just va lv7 spiritual weapon that requires an action and focus to cast any suggestions?

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I'm leaning towards a lv 2 version that's exactly like a spiritual weapon or keeping it at lvs 7 &having an instantaneous effect that does a crap ton of damage.

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Another thing I'm working on is a magic sword that allows Marshals to recover resources once per day.

fossil ore
native quail
zinc ore
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🤔

zinc ore
solar spire
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guys question

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I want my new character to equip slingshots but Its acts like short bow but with different skin and it deals Blunt damage instead of Piercing

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can I do that?

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or do I have to homebrew slingshot weapon class

chilly jewel
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theres a sling weapon

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but you could also do that yes

coral delta
wispy ginkgo
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What is up gamers. I was tasked with promoting a Kickstarter project you guys might find interesting
Enshrined is a mythic horror DND 5E supplements that draws inspiration from eldritch and comic horror.
And as a side thing, if you guys back it using my link, you help a dice goblin get a MASSIVE d20 120mm (plz i just need 12 people to back it)
Send me a dm if you want more details

grave galleon
# solar spire can I do that?

It's always up to your dm but me as a DM allows stuff like that, hell my rogue uses bludgeoning gauntlets and i made them finesse so he can sneak attack with em

solar spire
#

I see

dire sparrow
#

Made a new Artificer subclass, what does it need?

#

3rd level: Songcrafter Spells, Bonus Proficiencies, Music Box

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Songcrafter Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

3rd Level: Healing Word, Thunderwave
5th: Enhance Ability, Magic Mouth
9th: Antagonize, Mass Healing Word
13th: Confusion, Freedom of Movement
17th: Animate Objects, Legend Lore

Bonus Cantrip
When you choose this specialty at 3rd level, you gain the Thunderclap cantrip if you don't already know it. This cantrip doesn’t count against the number of artificer cantrips you know.

Bonus Proficiencies
You become Proficient in Performance and 2 musical instruments of your choice.
In addition, you gain the ability to use a musical instrument as your Arcane Focus.

Music Box
You have the ability to record your own spells.
Over the course of a Short or Long Rest, you can spend 10 minutes and expend a Spell of your choice that has a cast time of instantaneous to create a Music Box. This box is a Tiny object with an AC of 15 and 1 Hit Point. The box takes one Action or Bonus Action to activate, plus 1 minute: Upon a minute passing, the box casts its spell and is destroyed. If the stored spell is targeted, you may choose which creature it targets as long as you can see said creature.
You may only have a single music box exist at a time. At 5th level, this increases to 2 music boxes.

5th level: Potent Spellcasting
You add your Intelligence modifier to the damage you deal with any artificer cantrip.

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11th level: Upgraded Music Box
The craftsmanship of your music boxes has increased exponentially.
Casters other than yourself may now place their spells into your Music Box.
You may choose how long a box takes to activate, choosing from 1 turn, 1 minute, or 10 minutes.

15th level: Harness Creation
You can temporarily utilize the song which created the world.
As a Bonus Action, you begin to sing or play the Song of Creation. You gain the following benefits for 10 minutes.
You have Advantage on all Performance and Artisan’s Tools checks.
You are completely immune to Thunder damage. When you would take Thunder damage, you gain Temporary Hit Points equal to the damage that would’ve been dealt.
You may change the damage type of any damaging spell you cast to Thunder. (Idea credit to Kodiak)

While this is active, your appearance changes to have sheets of music etched across your skin.

hidden delta
#

Other than the last ability of upgraded music box it seems like nice subclass. No player is ever going to choose to waste time casting a spell personally I’d leave the delay because it makes the subclass a more balanced time wizard. Enemies could destroy the box to stop it, which is probably more fun as the party has to work to protect it if they want a “free” win.

peak inlet
# dire sparrow 3rd level: Songcrafter Spells, Bonus Proficiencies, Music Box Starting at 3rd l...

I don’t understand the casting time of this
There also aren’t instantaneous cast time spells, do you mean instantaneous duration? usually you would only be able to use features like this with a 1 Action spell.
5th level is way too early to give you 2 uses if 3rd level doesn’t already give you that
Can this thing hold concentration for you? what’s the point of using it?
tempHP from Song of Creation should be a roll rather than just the damage dealt

dire sparrow
peak inlet
#

usually, those consume spell slots when you actually cast and not when you place it in unless you’re going for more of a Contingency vibe but that one is a 6th level spell (although depending on what you mean by the stuff you’re saying, this one isn’t instantaneously activated?)

sonic ledge
#

does anybody want to help me make the stone giant dream walker a creature of cr 12 according to the dmg but my players literally have killed a cr 16 that they were supposed to run from WITH NO PLAYER DEATHS

peak inlet
#

it’ll probably be higher than CR 12 damage

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actually, give Rock 2d10 extra

sonic ledge
#

What about saving throw and the hp?

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Also how could I change the aura in a fair way that doesn’t petrify them I want them to be Midas touch like

peak inlet
peak inlet
#

depending on their luck, it could make this a CR15 if they don’t have Greater Restoration prepared

#

it’s already pretty tanky, you can give it a few more hit dice if you wanna make it tankier

sonic ledge
#

Could I change the petrify aura to damage aura?

peak inlet
#

what level are your players?

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and is there only 1 of this thing facing them?

sonic ledge
sonic ledge
peak inlet
sonic ledge
#

4-5 lv 8

Only 4 today

Wildfire Druid with 2 levels in cleric
Necromancer wizard
Hexblade warlock
Fighter

peak inlet
#

if he’s not Legendary, he won’t put up a fight

sonic ledge
#

Barbarian not fighter

sonic ledge
peak inlet
#

ok, my level 8 Sorlock is solo dealing up to 130 (average rolls) damage in a turn if I land a single crit while going all out

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so this thing might die within the first round

peak inlet
sonic ledge
peak inlet
#

if you wanna increase the CHA for the saving throw, give it DC14 or 15 but it’ll make it much more swing-y

sonic ledge
#

What should I make the aura do

peak inlet
#

this is higher than CR12, but in a solo fight, it should probably be a bit more powerful

peak inlet
#

don’t make it deal damage imo

sonic ledge
#

What should it do then

peak inlet
#

some tankiness trait

#

if you wanna change

#

it’s fine as is

#

if you change it, you need to change Petrified Touch as well

sonic ledge
#

The touch attack petrified

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Oh the dc you mean

#

Got it

#

Can you do me a favor and summarize what you said I took in like half of it

peak inlet
#

without the aura, you’re never gonna be able to use it

sonic ledge
#

Huh let me double check

#

Oh I see that makes sense

#

Ok I just need the summary within 1 hr please so I have ample time to prep the whole thing

peak inlet
#

if you remove the middle man, you have to make it less powerful, because the Petrification cannot be removed by Greater Restoration

#

you have to treat it while it’s still Charm

peak inlet
#

Legendary Actions, Legendary resistances, +1d8 on Greatclub, +2d10 on Rock, maybe +1 to CHA which increases the aura saving throw DC to 14

cloud jewel
#

genuine question, how do i do CR? im making a homebrew monster and never rly worried about the real cr. but this time i want to. How should i do that. Ive heard cr is 1 pc's level, and then ive heard that its all 4 pc's level. which is it?

An example is, lets say I have a party of two, both level 6 and Im trying to make a monster that is just barely more powerful than the two. what cr would that be?

scenic urchin
#

CR is calculated from a formula in the 2014 book/copied from similar monster stats in 2024

#

if you are copying levels/stats from PCs, CR will do you no good

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and CR is not designed to tell you what two PCs of any level can handle

sick apex
#

It's worth noting that the formula is not great tbh

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Just go with your gut imo

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It only determines PB anyway

cloud jewel
scenic urchin
#

kinda

cloud jewel
#

I did not see cap lmaoo

coral delta
scenic urchin
#

CR says "one of these creatures is a moderate difficulty for 4 adventurers of level equal to the CR"

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moderate difficulty is not necessarily what the party should be facing, but sometimes it is

sick apex
scenic urchin
#

its just a guide post

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its not a strict measurement

coral delta
#

It's true. In actual practice, CR is far from a useful metric.

subtle sentinel
#

Hey guys what channel do i go to if I need one more person for my campaign?

sick apex
#

Some creatures would not even require a single resource of any kind, whilst others had a risk of a tpk

cloud jewel
sick apex
#

It would get bodied, with very few to no losses

coral delta
cloud jewel
#

thats what im mainly confused on-

sick apex
#

It's not a very good metric to go on for encounter balance

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I get that it's confusing, but it's really just a very rough guideline for the monsters general strength, whilst barely taking their features into account

cloud jewel
#

alright, I appriciate the help alot yall!

#

have a good one, ima get back to cooking

sick apex
#

You too, good luck!

rapid latch
#

Any of y'all have spells that deal Thunder damage?

languid raft
# rapid latch Any of y'all have spells that deal Thunder damage?

Concussion

Level Cantrip
Casting Time 1 Action
Range/Area 60 ft.
Components S
Duration Instantaneous
School Evocation
Attack/Save CON Save
Damage/Effect Thunder
You focus and send out a concentrated concussive wave of sound within your next attack. As an addition to casting this spell, you must make a weapon attack. On a hit, the creature takes the normal damage of the hit plus an extra 1d8 thunder damage. A creature hit by this spell must also make a CON save or be defeaned until the end of it’s next turn.

This spell’s damage increases by 1d8 when you reach 5th (2d8), 11th (3d8) and 17th level (4d8).

half quarry
#

The original owner is a "nothing personal kid" katana type warrior that dashes around the whole place. i wanted the katana to retain some of that original thought process

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Mainly, is balance ok and does it sound like a fun weapon for a dex based fighter

primal osprey
#

I think the bot did a shoddy job with the formatting. But other than that, I say it’s pretty solid

#

I have feedback though

half quarry
primal osprey
#

If the flashing blade dash uses your movement speed, why have it when you can just move there normally? If it’s for no opportunity attacks, you could just change the wording so that it says “When you take the attack action, until the end of your turn, your movement does not trigger opportunity attacks”

half quarry
#

You deal damage to all enemies that are caught in the dash

primal osprey
#

I find the wording very difficult to understand.

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And for chain kill 1, it says you can dash again. Does that mean you take the dash action or does it mean you use the flashing blade’s dash again

half quarry
#

I can try to make it a bit clearer, probably a combination of my habit to spew my thoughts in the paper without thinking and chatgpt formatting

primal osprey
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I feel like you should cut the wording of dash so people don’t confuse it for the dash action

meager whale
#

I feel like Zap is trying to say that this weapon allows you to attack any target that you pass by while dashing. Which if I got it right feels like a lot for an uncommon item.

primal osprey
primal osprey
half quarry
#

it auto added it

primal osprey
#

Yeah, ditch the bot

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It has no clue what it’s doing

meager whale
#

It still feels like a lot. Especially since being able to attack multiple targets is kinda something that fighters and paladins earn at late levels.

half quarry
meager whale
#

Sure, I guess.

#

Anyway I agree with Amity. AI makes for a terrible homebrewer. Whoever that AI stole from likely has posted better content on the Internet.

primal osprey
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I think it’s just kinda guessing the format

meager whale
#

Honestly I didn't even read it. But I felt like commenting on that dash thingie.

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Also I hate AI.

primal osprey
sturdy knoll
#

Also note we don't allow AI-generated work to be posted here. dndLurk

meager whale
#

Not even stuff like homebrew items and classes?

sturdy knoll
#

Correct - No AI-generated work allowed

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If you see it, please report it.

meager whale
#

I don't really care 'cause I wouldn't even use AI to tell me how to boil an egg. Just curious.

primal osprey
sturdy knoll
meager whale
#

Interesting policy. Hasbro may be a very flawed company but it's interesting to see them take this stance. Curious though, since they seem to have dipped their toes in that pool. 🤔

#

Can't complain too much.

half quarry
#

Horizon Edge

This finely crafted katana has a blade so sharp and light that it almost seems to cut through the air itself. The hilt is wrapped in dark silk, and a faint hum can be heard when it is swung swiftly.

Finesse & Versatile: This katana functions as a longsword but has the finesse property, allowing you to use Dexterity instead of Strength for attack and damage rolls.

Flashing Blade: When taking an attack action, you may choose to target up to your total movement distance away. If the target is hit, you instantly dash to the position of the target, using all of your remaining movement and dealing damage to all creatures caught in the path of the dash while taking no attacks of opportunity. If a creature is killed as a result of this action, you gain half of the movement you had when using this action back, and can perform another dash up to your current remaining speed, once again dealing damage to all creatures caught in the path and taking no attacks of opportunity. If a creature is killed as a result of this action, you gain 5 feet of movement and take no attacks of opportunity for the remainder of your turn. This ability has 3 charges per day.

Quick Reflexes: When you successfully hit a creature with this weapon, the next melee attack roll against you has disadvantage.

Legacy of the Quick Blade: You gain advantage to attack with this weapon against creatures that have yet to take a turn in combat.

This is the original format that I wrote, no ai had a hand in it

primal osprey
#

I still think you could have done a better job yourself by look at how the DMG formats magic items

true forge
#

yeah

primal osprey
#

But to veer this topic away from what is against the rules, what would be a cool name for a ghost-themed fighter subclass?

true forge
#

they Bold effect names

half quarry
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Sg, lemme see if I can find a copy online, I don't have one lol

#

Ty guys

primal osprey
half quarry
#

Amazing that would be awesome

true forge
primal osprey
# half quarry Amazing that would be awesome

I'll be posting two items for the two different types of formatt.
The sword of Aisho for a weapon with multiple properties,
and the rune-lain silvered weapon for a weapon with just one or two properties

primal osprey
true forge
#

Phantom thats the one

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trying to think of more ghost names lol but fell short

primal osprey
# primal osprey I'll be posting two items for the two different types of formatt. The sword of ...

Sword of the Aisho

Weapon (Longsword), Uncommon

Windstone Build. This sword has the Light and Finesse properties.

Magic Weapon. You have a +1 bonus to attack rolls and damage rolls with this weapon.

Defensive Strike. When you take an action to attack with the sword, you can transfer its attack bonus to your Armor Class instead. The adjusted bonus remains in effect until the start of your next turn.

primal osprey
true forge
true forge
primal osprey
# primal osprey I'll be posting two items for the two different types of formatt. The sword of ...

Rune-lain Silvered Weapon

Weapon (Any Simple or Martial), Rare

This magic weapon is imbued with both magic silver and powerful holy runes. When you hit an attack against a fiend, undead, or monstrosity, the weapon deals an extra 2d6 of damage of the weapon’s type, this damage bypasses resistance to bludgeoning, piercing and slashing damage. Additionally, if the fiend, undead or monstrosity has the Regeneration ability, it does not function until the end of its next turn.

languid raft
half quarry
primal osprey
true forge
languid raft
primal osprey
half quarry
#

What rarity would you suggest I make the katana

primal osprey
#

I'll have to post it once it's done

primal osprey
#

I'm leaning towards rare

half quarry
#

Sg, tysm! Appreciate the help

true forge
#

Monster Among Thieves

3rd level Mutant feature

Being mutated has its benefits. You gain proficiency in the Intimidation skill, if you are already proficient in this skill, you may choose another to become proficient in. In addition, your unarmoured AC becomes 12 + your Dexterity modifier.

Do you guys and gals think that the unarmoured AC should be a total HP increase (akin to dracoinc sorc

#

its a more melee focused rogue sub btw

half quarry
primal osprey
languid raft
primal osprey
half quarry
primal osprey
languid raft
#

I'm blaming my toddler

primal osprey
true forge
primal osprey
#

What was the oath called?

true forge
true forge
primal osprey
#

Not as flashy as I thought but it works

true forge
#

well, the theme is more Curse with a side of Transmuting

primal osprey
true forge
#

"Witch Bolt, it zaps, for whatever reason"

primal osprey
#

Love the level 20 ability name

primal osprey
#

or at least how much it fits

#

I think the fact it latches onto you is pretty witchy

golden temple
#

i have an in house witch class, , , ,

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ssomething to do with a coven, , , ,

primal osprey
#

Oh hit me

#

I love witches

golden temple
#

i love witches as well-!

primal osprey
#

(Witch aesthetic irl)

golden temple
#

i need to work a bit more on my witch faction,,

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unrelated but i'd be a witch if i was able to,,

primal osprey
#

SAME

#

I like flavouring warlocks as witches

#

I got an arch-hag who's a viable arch fey patron so I got a whole school of witch warlocks

golden temple
#

i like it, , , ,

primal osprey
#

And for once I made a nice hag

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A nice arch hag

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But she can be a strict teacher at times

golden temple
#

i had a former player use his optimised hexblood paladin warlock setup and now that i'm working on a new campaign i'm trying to figure how to make these all work with like, a sort of npc who has divided loyalties to the coven and the legion,,

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tturning this character who died because the player left into an npc for a different campaign :3

true forge
#

thank god some offical paladins have hour long transformations

primal osprey
#

I love paladins

true forge
#

prob the weakest link on that sub is the aura lol

#

sure free hex, but its hex

primal osprey
#

Yeah, only so far hex can go

golden temple
#

anyhow witch class is like, typical type of spiritual nature-focused wisdom caster, sort of like if druid was deeper into spellcasting,, at level two they get coven casting, allowing you to basically just put your party into a coven after an hour-long ritual - the coven shares a unique pool of spell slots (starting at one 1st level slot) that anyone in the coven can cast using your spell list,,

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mmy, now i wanna work on my warlock subclass, , , ,

short locust
#

What do you think of my zombie virus idea

It FULLY takes over your nervous system. Meaning if a zombie loses its head its head and body are still alive and can move individually, that's how it works for all limbs. It works as a very dumb hive mind, like it can grab limbs from other zombies and make monstrosities. Each zombie is its own hive mind desperate for more body parts to increase its intelligence and range for its influence

I want to make different variants

Example: a zombie with heads surrounding it's entire body with multiple
arms

I want to make it into a d&d creature, I'm just having trouble figuring out how 💀

golden temple
dawn eagle
agile schooner
#

Has anyone made a homebrew for an unarmed strike weapon mastery? Seems like an oversight that it’s not a thing since there is a fighting style. I’m thinking just push property?

stuck raptor
#

thats just the Shove option

hidden delta
#

open hand monk has essentaly that maybe steal something from them, unarmed strikes do get grapple which kinda works as a mastery

agile schooner
#

Yeah I am building a fighter with unarmed fighting style that focuses on grappling. It would just be nice to have a perk that rewards punching when I am not grappling or have someone grappled

spring tusk
#

Monks characteristically have two unarmed strikes as opposed to other classes because your unarmed strikes don't have characteristics and as such don't have the "light" property to be "dual-wielded" with,

stuck raptor
#

You could just add riders

spring tusk
#

But punching is kinda one of the only things monks get

#

So just be careful not to step on toes

agile schooner
#

Yeah it just feels bad picking weapon mastery I won’t use unless I am throwing a trident once in a blue moon

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Would the topple property seem too good for it as a mastery? Seems funny to punch a dragon out of the sky

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It also seems like the most thematically correct option, makes more sense that you would knock someone on their butt when you smack them as opposed to hitting them five feet

hidden delta
quartz olive
#

i can't really decide if he's too strong or not strong enough

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also as a rule for myself, for the sake of action economy, he is limited to two summons at once, he just has so many summoning spells for the sake of versatility

hidden delta
#

the one thing i'd change is reword the damage ignoring to source. "he cant take more than 20 damage from one soucer, excluding this ability, per turn." or something like that as a very strong spell still deals over 20 damage in one hit to him which i assume he's suposed to ignore

quartz olive
#

the wording is intentional, the party is able to exploit the "per one attack" condition

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for instance, magic missile would be particularly devastating, meanwhile he's able to eat the typical burst spells like fireball

hidden delta
#

ok

robust shore
oak sand
#

If I am adjusting the Orbs of Dragonkind to take control of the dragons they call, and ancient dragons are seeking them, would it be a stretch to say they automatically control dragons they are used against, but if the the players ever get the orbs the dragons get a save because they aren’t an ancient dragon while using the orb?

grave galleon
#

I mean I think it sounds alright, an ancient dragon would be better at using a draconic item than a normal person no doubt

sacred current
#

Power Word Actually
1st level Enchantment
Casting Time: 1 reaction, when a creature within 30 feet of you makes an ability check or attack roll
Range: 30 feet
Components: V
Duration: Instantaneous
_ _
You speak a word of power that frustratingly enlightens the creature on how to do better. The creature is forced to make a Wisdom save. On a failed save, the creature automatically fails the ability check or attack roll it was making.
_ _
Classes: Bard, Wizard

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Yes, this is a joke spell that I want to balance

grave galleon
#

This is hilarious

smoky sand
#

warlocks are interesting classes

#

is it possible to homebrew warlocks?

weak crow
#

Yup. any class can have homebrew.

amber hollow
smoky sand
#

A homebrew of undying and undead subclasses

low palm
smoky sand
#

Special weapons (Attunement topaladin or ranger) - 
+3 melee weapons that deal 4x on a critical hit with the expanded 19-20 crit, deals an additional 4d6 force damage on a hit, a reach of 30 feet, can be thrown with a range of 150/600 feet, and can even heal the user with the benefits of a long rest if they reduce an enemy’s hp to 0HP with weapon attack. 
Gives proficiency on Strength saving throws (Paladins) or Wisdom saving throws (non-gloomstalker rangers) and advantage on Constitution saving throws (Add proficiency if character lacks proficiency). 
Gain +PB in AC and the user can't be blinded, deafened, petrified, or stunned. The user’s walking speed increases by 15 feet and gains a flying, burrowing, swimming, crawl, and climbing speed equal to the new walking speed. 
Gain +2 in all stats up to a maximum of 26 and a proficiency in a skill you're not proficient in and expertise in a skill you are proficient in (the expertise cannot apply to the skill you became proficient in through this weapon)
Gain access to Revivify, Reincarnate, Regenerate, Resurrection, and True Resurrection as an action or bonus action without using a spell slot or material components that refresh on a short or long rest. When used this way, the range of the spells is 30 feet. 
Paladin gains Hidden Power (works like 2014 Divine Smite but up to 9th level, DM’s choice of damage that ignores resistance, deals an additional 2d8 on undead and fiends and dragons)
Ranger gain increased critical (18-20), deal an extra 14d6 fire damage against constructs, the ability to add 5d8 of any type damage of choice that ignores resistances and immunities, heal all existing damage, and removes all curses and banes if the attack is a critical hit, and, as part of the attack, make the target prone.

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Ranger gain increased critical (18-20), deal an extra 14d6 fire damage against constructs, the ability to add 1d12+1d10+1d8+1d6+1d4 of any type damage of choice that ignores resistances and immunities, heal all existing damage, and removes all curses and banes if the attack is a critical hit, and, as part of the attack, make the target prone. Also, the ranger has whirlwind attack, Colossus attack, and as special reactions they can take without using their one reaction, Evasion and uncanny dodge.
Wielder gains action surge (full 2 attacks) and haste (one extra attack) with the weapon if they use a spell during a turn they also attack. Can absorb lightning and thunder damage as a special reaction that isn't on the turn of a normal reaction.
While wielding this weapon, the user cannot be damaged by other players and any attacks from fighters to the wielder of the weapon would deal maximum damage back to the fighter.
Advantage on Opportunity Attacks and target takes an additional 2d8 cold damage
Can also cast feather fall as a normal reaction

quartz olive
low palm
fossil furnace
#

this was for a meme campaign when I was in a highschool dnd club, but we ran a homebrew campaign, and my wild magic sorcerer had my FAVORITE spell ever that was homebrew.

Pandora's spell: 50/50 chance (roll a d100 odds vs evens, or flip a coin.) 50% chance to cause a natural disaster from a table you roll for in a 30 foot radius bubble with the caster in the dead center. OR it plays random disembodied music that can be heard in the same effect radius. (dm plays a random song.)

long story short, it's the most stupidly broken yet hilarious spell I ever got to use in a campaign.

restive tusk
#

Wait, I just saw it was per attack not per turn/round. Tarvos leans pretty weak then. Low concentration saves for summons, low HP, and low AC. A level 8 should be doing well over 20 damage per turn (let alone per attack) especially against a low AC target.

restive tusk
# low palm also looking for some balancing feedback

It's decent for CR2 except for the Delirium ability. I'm not sure if it would be an appropriate ability to use against players of a similar power level (i.e. Level 2-3). Outside of those proficient in Charisma saving throws a level 2-3 has a fair chance of failing a DC14, and it's pretty much a death sentence if they do fail since the Exhaustion mechanic is independent of the normal Exhaustion rules for lack of sleep. Greater Restoration is 6-7 levels away at least.

#

I suggest either lowering the DC to 12 or allowing a lesser spell like Remove Curse or Lesser Restoration to remove the affliction

flint marsh
#

I honestly need to ask what the purpose of posting this stuff is - it is very clearly not balanced at any level of play - award it if you want but you know as well as the rest of us that it's not fit for anyone's table if they aren't playing aan extremely jank game

unique parrot
peak inlet
#

it doesn’t seem like you’re taking any of the feedback and it feels like it gets more absurd every time it gets posted

#

not sure why you’re posting it here, but I assume it’s not because you’re looking for feedback

boreal rover
peak inlet
#

replace it with a Bonus Action summon and choose the stat block you want to summon

#

or make the multi-attack allow for summoning 1 add per attack replaced

#

also, if you have 8 PCs, you probably wanna give it legendary actions and resistances or give it adds to begin with

limber robin
#

Hi y'all. Does this wording makes sense to you:

When you make a melee weapon attack with this magic weapon, you can target every creature within 5ft of you: make one Attack Roll, this Attack hits every creature which AC is equal or bellow your roll plus modifier.

amber hollow
#

My take:

When you make a melee weapon attack with this magic weapon, you can target every creature within 5 feet of you with one sweeping strike. When you do so, you make one attack roll, the result of which is used against every target. You deal damage as normal to each target that is hit by the attack.

limber robin
paper bolt
#

would anyone happen to have a good source for Half-dragon race?
(No dragonborn)

copper niche
#

Hey guys. How would I go about making a bard subclass, tiefling sub race, magical instrument, and new spell list based on lots of lore for a single character?

primal osprey
#

As for spells, it would take a while to make a whole new spell list

primal osprey
#

Hey I got a feat for Martials I'd love some feedback on

#

Steel Grandmaster

Prerequisite: Level 12+, Strength or Dexterity 15+)

You gain the following benefits.

Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.

Weapon Grandmaster. When you Hit a creature and use the Weapon Mastery Property of your Weapon, you may choose a second Weapon Mastery Property to inflict the target with.

peak inlet
#

I would probably suggest the ones Fighters can add

primal osprey
primal osprey
#

Nah you’re right, I should just use them. Imma check which ones

#

Push, sap and slow. Hmm, I’m thinking I want a little more

#

Maybe just adding topple

peak inlet
#

you can go for the ones that affect the target (non-damage)

primal osprey
#

Vex would be madness, I imagine every player would pick vex as the secondary mastery almost every time

peak inlet
#

does Vex affect the target?

#

yeh you’re right it does

primal osprey
#

Maybe I could allow graze

peak inlet
#

I def don’t think that’s a good idea

primal osprey
#

Ooh, I should specify that you can't pick the same mastery twice

primal osprey
peak inlet
#

all your misses now deal damage

primal osprey
#

So push, sap, slow, or topple

#

Sounds good

#

?

peak inlet
primal osprey
#

Nice

#

Okay, changed

#

Weapon Grandmaster. When you Hit a creature and use the Weapon Mastery Property of your Weapon, you may choose a second Weapon Mastery Property to inflict the target with from the following list: Push, Sap, Slow, or Topple. You cannot inflict an enemy with the same weapon mastery twice with one attack.

#

Now I'm thinking about all the combos players can do

peak inlet
#

it’s pretty similar to a feat I made, but mine specifically gave Nick/Cleave to a single weapon

#

it had to be a Light or Heavy weapon though

primal osprey
#

Makes sense. It would be hard to Nick with a longsword

#

Or cleave with a dagger, despite how funny it would be

peak inlet
#

the thing I really like about it is that it allows for Nick on Ranged

#

but to get there, you need 2 feats then you need to also add DW to get a 4th attack

hollow siren
#

contemplating reworking the 3 elemental wild talent feats to be closer to mark feats and include more straight damage boosts based on element

quartz olive
stable radish
#

thinking of homebrewing a magic item for my monk player semi inspired by the DragonHide belt

Restore +WIS Focus once per LR?

#

they already get more in 2024 rules so Martial Arts Die Roll feels like a lot, but WIS is gonna feel less bad than the dice being able to roll a 1 as well

hollow siren
#

the formula would be:

feat by element type (cold, fire, lightning):
-add a modifier of your choice to one damage roll of all cantrips that deal the damage type and all damage rolls of all spells that deal the damage type
-one cantrip that deals the damage type (recommend using the lightning HB cantrips i made, either a save/suck spell i made or a d10/d12 lightning ranged attack cantrip, because why the heck would a caster be in melee to use shocking grasp) and elementalism or prestidigitation (choose)
-a feature that improves elemental adept once you take that feat later

quartz olive
#

i'm thinking i could allow him to cast a spell as part of his multiattack

stable radish
#

as little as that makes sense

copper niche
#

Hey guys

#

I made my first homebrew page but i cant figure out how to make the damn image at the corner blend into the page.

stable radish
#

has anyone ever toyed around with a feature that converts wasted healing into THP etc?

#

I guess it would need some factor like only applied if you were Bloodied, to stop you abusing healing spells to double your HP pool when you're full

primal osprey
#

Heyyy got an artifact that I'd love feedback on! I've cut out the lore part. Just note that the trident belonged to a war cleric who became a lich to keep protecting his people.

#

Maliketh’s Trident of the Dead

Weapon (Trident), Artifact (Requires Attunement)

Magic Weapon. You have a +3 bonus to attack rolls and damage rolls made with the trident. When the trident is thrown, it teleports back to your hand when it hits or misses.

Draining Strike. When you hit an enemy with the trident, the attack deals an extra 2d8 necrotic damage, and the target must make a DC 18 Constitution Saving Throw. On a failed save, the target is attacked with advantage until the end of your next turn.

Dominate Undead. When you hit an undead that is CR 5 or lower, it must make a DC 18 Wisdom Saving Throw. On a failed save, it falls under the effect of Dominate Monster and acts as if you were the one who cast it. You do not need to concentrate on the spell, this bypasses immunity to being charmed, and the undead creature does not reroll the save upon taking damage.

Spells. The Trident has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the Trident, you can cast one of the spells on the following table from it (save DC 18). The table indicates how many charges you must expend to cast the spell.

Speak with Dead: 1
Animate Dead: 1
Summon Undead: 1
Insect Plague: 2
Circle of Death: 3
Finger of Death: 4

#

It's meant to be slightly weaker than the wand or Orcus

#

I think maybe I should get some more cleric spells into the spellcasting part, to represent Maliketh's war cleric past

smoky sand
#

is it possible to make homebrew item

primal osprey
primal osprey
smoky sand
#

i did make the special weapons less op. It deals 2d4 extra force damage and most of the features are gone. Its the +3 weapon that give the proficiencies, bonus in ac and speeds, user cant be damaged by other pcs, and advantage on opportunity attacks

#

and thats it

#

i didnt give extra speed but i gave flying and swimming and climbing

#

Equal to walking

#

i still think the og homebrew weapons were fine but if i were to make them less special

hollow siren
primal osprey
#

Oh ya! That's my buddy Avecyn

hollow siren
primal osprey
hollow siren
hollow siren
#

like the subversion of necromancer tropes for the necromancer to be noble

primal osprey
#

Yeah, he was quite a nice guy

#

Sure, he might have... taken some parts too far... but he still ruled his people well.

hollow siren
#

most wholesomne necromancer

#

lol

primal osprey
hollow siren
primal osprey
#

I see it's a 3e thing. Sadly I have no clue 😭

hollow siren
#

i was first trying to make the wild talent feats that use elements (atmokinesis, cryokinesis, and pyrokinesis) into a better buff for caster-focused casters instead of just for gishes

primal osprey
#

Oooh, cool

hollow siren
#

contemplating replacing the synergy with elemental adept with a psionic (nonverbal) casting benefit instead

primal osprey
#

I did feel that 5e does lack feats for full-casters. Sure there's a few but i still feel like there's far less than what gish and martials get

hollow siren
#

i think its because gishes be all the rage these days

#

and i get why

#

but still

#

but yeah agreed

primal osprey
#

All I can list off the top of my head for full mages is elemental adept, ritual caster....

hollow siren
#

most are more spells or overcome resistances, which arent anything to scoff at but those are really it

#

almost all of the other ones have gish related functions

#

like war caster

#

great feat but what if i want to play a mage's mage, you know?

#

wunferth vibes as a build basically

primal osprey
#

Yeah!

hollow siren
#

yeah, thats what the intent there was too

primal osprey
#

Noice

#

I like the sound of Pyromancy and Cryomancy

#

Although, what's Atmokinesis?

hollow siren
#

oh this was in the psion ua

#

they were wild talent feats

#

it was the lightning version of the pyrokinesis and cryokinesis feats

#

heres my draft BTW, replaced the elemental adept synergy with the psionic/non-verbal casting (i just made it broadly applicable to all cantrips)

#

Elemental Affinity
Prerequisite: EITHER 1st Level in Rogue, Wizard, Sorcerer, or Druid and the Sage background, OR Level 4

Choose one of the following elements and one modifier from Wisdom, Charisma, or Intelligence. You gain the Elementalism Cantrip, and the cantrip associated with the elemental damage type. These cantrips use the modifier you chose. You also add the chosen modifier to all damage rolls for all cantrips and spells that deal the chosen damage type. In addition, you gain the ability to ignore Verbal components for all cantrips. You may not repeat this feat.
⦁ Cold: Ray of Frost
⦁ Fire: Produce Flame OR Fire Bolt (choose)
⦁ Lightning: Lightning Blast [HB, d10 or d12 lightning damage at range basically] OR Shocking Grasp (choose)
⦁ Thunder: Thunderclap
⦁ Acid: Acid Splash
⦁ Radiant: Starry Wisp

#

i included radiant because starry wisp is precious and so flavorful

#

for coolness sake, feel free to rename lightning blast to lightning bolt, and make the 3rd level spell named fulminata

primal osprey
#

Oh I do love element themes

hollow siren
#

me too!

#

one idea i had was to throw in a cantrip damage die progression for the element in addition to the modifier bonus, buuuuuuut i feel like thats a bit much for one feat

hasty onyx
hollow siren
#

this feat is meant to synnergize with either the evocation wizard in base game (preferably a variant that swaps the 2014 2nd and 6th level features but keeps as is) OR my potent spell universalized feature

#

meaning i designed it to balance neatly with the first in mind and also the second, but i advise against that personally as an evocation wizard would manage to get a +15 on cantrips of a particular damage die by level 2 or 4 and thats waay too broken.

hence why this is in rough draft stages

hollow siren
hollow siren
primal osprey
hollow siren
hollow siren
#

literally the kaldor or whatever it is pyromancer is the only real way because draconic only dips its toes into elementalist territory halfheartedly and storm sorcerer is so bad (base game, to self promote i did fix it lol). none of the above except draconic actually support damage types with modifier bonuses

#

and all 3 kinda dont do a full job at supporting such a build

#

evocation wizard is the best way and yet it requires one feat to actually make an element focused build, and even then youre more of a generalist with a specialty than an elementalist/elemental specialist

#

oh im dumb

#

lol

#

ok brb

#

ok FIXED

#

Elemental Affinity
Prerequisite: EITHER 1st Level in Rogue, Wizard, Sorcerer, or Druid and the Sage background, OR Level 4

Choose one of the following elements and one modifier from Wisdom, Charisma, or Intelligence. You gain the Elementalism Cantrip, and the cantrip associated with the elemental damage type. These cantrips use the modifier you chose. You also add the chosen modifier to all damage rolls for all cantrips and spells that deal the chosen damage type, and cantrips that deal the associated damage type gain an additional bonus damage die. If this feat would add your modifier to any damage roll more than twice to a cantrip, you instead only add a bonus damage die equal to the amount the cantrip progresses at higher levels. The cantrips you gain from this feat count as if they were class cantrips for the purposes of any features that depends on the cantrip being of the same spellcasting class. In addition, you gain the ability to ignore Verbal components for all cantrips. You may not repeat this feat.
⦁ Cold: Ray of Frost
⦁ Fire: Produce Flame OR Fire Bolt (choose)
⦁ Lightning: Lightning Blast [HB, d10 or d12 lightning damage at range basically] OR Shocking Grasp (choose)
⦁ Thunder: Thunderclap
⦁ Acid: Acid Splash

OPTIONAL:
⦁ Radiant: Starry Wisp

NOTE: if you're using 2014 and have not backported Elementalism, just give Prestidigitation instead.

#

now its balanced with both my universalized potent spell AND celestial warlock/draconic sorcerers (fire) in mind

#

5d10+10 fire bolt is nothing to scoff at but its less ridiculous than 4d10+15 lol

#

or 3d10+15 i guess as that build comes online by level 12 really

#

(im still working on potent spell universalized in fairness, precisely because of the draconic/celestial multiclass build lol)

low palm
hollow siren
#

i wanted this feat to count for empowered evocation

#

which is only activated/implicated by wizard spells/cantrips

grave galleon
#

Anyone have good ways to find homebrew spells without scouring DND beyonds unbalanced mess?
I try to find cool enchantment spells but in DND beyond every other spell is "shit pants" or "cantrip - time stop"

void jewel
#

The best way honestly is to ask homebrew sources you trust, or design it yourself assuming you have experience.

#

I have a few ones that I have made that I'm happy with seeing play without being overpowered.

#

And if they fit your level, I'll send them your way. Depends what you want. Looking for anything in particular?

#

I don't have cantrips, though. Enchantment cantrips are quite difficult.

grave galleon
#

Mainly level 1-3 spells, I don't want anything in particular I just feel like there's something missing from the spell list I have currently for some reason tbh, I'm playing a divine soul sorcerer so feel free to send any sorcerer or cleric ones you have my way

grave galleon
quartz olive
void jewel
#

I designed one I'm happy with. Slwo is abysmal, Tasha's mind whip is cool, and HP was my max power limit and it's under that. It's designed to upcast well.

First level
Concentration 1 minute
V, S
90 feet/60 feet (your call).

Force 1 creature you can see to make a WIS save. On a failed save, it can only take an action or a move for the duration and cannot take reactions, and incoming attacks have advantage on the creature.

Upcast: per level, target 2 additional creatures.

Some comparison points:
Level one: offers a less powerful version of Tasha's hideous laughter, since it isn't a complete disable (they can still move or do something, but not both). However, it offers no repeat save, which compensates.

At level 2: we are now competing with hold person (better Tasha's), suggestion (an insane spell, but single target), web, ect. You can cripple up to three creatures by restricting them. Again, they can still do things, but only so many.

Third level, five creatures, but we're competing with hypnotic pattern which takes actions to remove and can often instawin encounters.

At fourth and above, you get tons of targets, but that's fair because spells at that level do a lot more than just limiting a move or action and granting advantage.

#

It's a "target specific creatures to avoid friendly fire, persistent debuff but not complete incapacitation" one I made.

#

It's designed to be upcastable. I don't have time to dig up the proper text, but that's how it works.

#

Tasha's mind whip being second level is mostly because it is non concentration, and this also doesn't deal damage.

#

I wanted to make something similar to slow. Slow SUCKS because of its repeat save. This does not.

#

In play test, it worked well, but wasn't as powerful as things like hypnotic pattern at higher levels. However, it had its use.

#

Like slow, it also is NOT labelled as a charm, giving it a niche over HP

#

You won't USUALLY cast this over web, but it can serve you well if enemies are scattered and/or you have a melee martial in the mix, since it chooses targets within range.

grave galleon
#

Ooo that's cool I like the Tasha's mind whip but my character is more charms than dealing actual damage so it could be a cool alternative to tashas

quartz olive
void jewel
#

Even on an INT save, it felt strong but not overbearing

quartz olive
void jewel
#

It solves a different set of problems than web, HP, ect. It has a niche.

void jewel
#

I try to make side grades rather than improvements.

quartz olive
#

it is a very unique spell, though id only really take it on a wizard or an extremely dedicated battlefield controller

#

now that i think about it, this on an echo knight might be insane

void jewel
#

It was designed for exactly that, a class that is almost pure control.

#

I called it "Mind Snap" but use whatever you want. If you wanna credit me, I'll take "Whisper's mind snap" or break instead of snap.

quartz olive
grave galleon
void jewel
quartz olive
grave galleon
#

I play a wizard in a different campaign I didn't realize just how little spells I would have as a sorcerer tbh

#

Yea hypnotic pattern is a must as an enchanter I think

#

It's like enchantment fireball lol

quartz olive
#

hypnotic pattern is insanely powerful

#

id ban it at my table but ive honestly yet to see any of my players use it

grave galleon
#

Really I didn't know it was that good

#

I mean like I know it's good but didn't know it was bannable good

quartz olive
#

i have another insane spell suggestion

grave galleon
#

Yea divine soul specifically

quartz olive
#

silvery barbs is a spell i ban at my table 100% of the time

grave galleon
#

2014 if that matters

void jewel
#

HP is good, but not bannable IMO. It doesn't work

#

All the time

grave galleon
#

Planning on it for sure

void jewel
#

I don't agree with banning barbs tbh. I don't see why people do. It isn't that powerful and is one of the few spells that encourages teamwork

grave galleon
#

Barbs is just more "annoying" from a general standpoint ig

quartz olive
void jewel
#

Why is it annoying?

grave galleon
#

I really like reaction spells I wish there were more of them

void jewel
#

In 24

grave galleon
#

Idk just seems annoying from what iv heard tbh

void jewel
#

It's not. People just moan about it because its impact is VISIBLE.

quartz olive
void jewel
#

shield is both way better than barbs and also extremely selfish is my take.

#

And frankly I'm shocked shield didn't get a nerf in 24

grave galleon
#

I mean it takes your reaction for stuff like counter spells eventually so by the time you can spam it it's punishable I would assume

quartz olive
#

yeah they serve just about the same function, but barbs is also a support spell

#

and a powerful one at that

hasty sage
#

could someone help me mod the steel defender that the battle smith gets?

quartz olive
void jewel
grave galleon
#

I think I will go into a controll support type thing for my character so I definitely want it

quartz olive
#

between it being a reaction, imposing an attack reroll, and giving advantage on not only attack rolls but also skill checks and saving throws, it is much much more versatile than shield

#

shield does two of these things but it cannot reliably give your allies advantage on any roll they make in the next minute

#

add on inspiration because if you're taking barbs you're probably a bard

void jewel
#

Shield mean does something far simpler: making casters near immortal.

quartz olive
#

yeah it is op for sorcerer and downright necessary for wizard

void jewel
#

Yeah I also assume armor dips. So wizards at lv 2 generally have 18AC, shield takes to 23.

quartz olive
#

the consensus here is to take both shield and barbs if you're a sorcerer or wizard 🙏

void jewel
#

Its insane

#

Hell yeah it is

#

You want both.

#

But I love what barbs does to casters: helps support their teammates, especially on a crit.

#

Barbs personifies what casters SHOULD be doing IMO which is support

#

I also open roll, so it helps me not kill my players because I can't fudge.

#

I rely on the wizard to fudge for me occasionally.

quartz olive
#

burst damage, battlefield control and ally support in one neat package

void jewel
#

Yeah which unfortunately is too much. I like when I have supp caster players, it let's martials feel good.

#

God wizard is both optimal caster and optimal for the fun of the table.

#

Supp your martials and let them shank things

quartz olive
#

true

primal osprey
#

I have never found any trouble with the balance between martials and casters at my tables

primal osprey
quartz olive
#

the martials are always the main damage dealers regardless of the builds of the casters, at least at my tables

primal osprey
#

I have seen moments where the casters wouldn’t have been alive with the martials, and moments where the martials wouldn’t have been alive without the casters

quartz olive
#

yep

primal osprey
void jewel
#

I find balance trouble depends on optimization level. The divide only exists at mid to high OP

quartz olive
primal osprey
#

A wizard can obliterate a large group of enemies, but not forever

#

Meanwhile Martials, in the words of captain America… ”I can do this all day”

void jewel
#

Good casters also take a lot more skill, because spell lists look like this:

Trap option, trap option, trap option, trap option, insane spell, trap option, trap option, insane spell, trap option.

primal osprey
#

I can agree with that actually. Normally when I play barbarian I don’t need to think that hard into my choices

void jewel
#

But again that's only in high OP

#

Outside of high OP players tend to use spell slots a lot more

grave galleon
#

Iv always sort of felt like martials rely on magic items more than caster would that be true at all?

void jewel
#

Hit dice being an added pool of hit points

primal osprey
void jewel
grave galleon
#

Ok just making sure I was right on that because Iv been saying it lol

void jewel
#

A level one barbarian needs a +2 weapon to compete DPR wise with a normal warlock with EBARB

grave galleon
#

As a caster I really do feel like magic items don't benefit me as much

primal osprey
#

Although I do like the robe of the archmage

void jewel
grave galleon
#

I would appreciate some sort of item to give me more spells 😭 I think a mizit apparatus is a thing

void jewel
grave galleon
#

Yea im not super privy to it

grave galleon
void jewel
#

An optimal party is four mizz mages

#

You think it adds variety, but the existence of options that are too powerful prevents other options from being used.

grave galleon
#

So it's just too good basically?

void jewel
#

This is less a factor on someone who didn't build for the apparatus. But if you build for it, the text reads "cast any spell in the game at will"

void jewel
#

Then you just get every spell in the game

grave galleon
#

Ah I see I didn't know it was that insane

void jewel
#

Yeah unfortunately it is

#

You abuse things like wizard's arcana proficiency and knowledge cleric adding WIS to arcana checks

quartz olive
grave galleon
#

I wish there were a weaker version that could focus on a certain spell type like enchantment

void jewel
#

I will say my entire perspective us tilted because I build for players using high OP

quartz olive
#

of course they make up for that with mage armor and shield and other abjuration spells

#

but there are always ways around that

void jewel
#

Or their peace cleric dip in 2024

#

2014*

void jewel
#

I actually don't like how medium armor and shields are SO essential.

#

I think light and unarmored need to be better.

quartz olive
#

yeah it really limits your options

void jewel
#

The difference is titanic.

quartz olive
void jewel
#

I think that's unfortunately the choice.

#

The problem is bounded accuracy. The higher your AC is, the better getting more AC becomes.

#

So options like shield are exponentially better on casters who armor dip vs those who don't.

#

I think the heavy to medium armor difference of 1 AC is good enough to make a difference.

#

I think light armor should be behind by AT MOST 2 relative to medium armor and shields. 18-16 at game start is a huge difference.

#

Assuming light + shield.

#

It currently just barely reaches that

#

Or limit multiclassing. But the problem with that is that you just push druid into the top of the meta and push out arcane casters not named hexblade warlock or valor bard.

#

Cleric stocks would also rise massively

#

Druid is not far behind a wizards power level and starts with medium armor and shields.

primal osprey
#

Is this a good spell? I'm trying to make it good while not being OP, but I think right now it's actually a little weak

The Wild Flame of Garcelle

5th level Conjuration (Druid, Warlock)

Casting Time: Action
Range: 120 ft
Components: V, S, M (bark grinded down to dust)
Duration: Concentration, up to 1 minute

You launch an orb of fire to a space you can see within range. Wild flames then engulfed a 5-foot radius area. All objects in the radius start burning and creatures in the area must make a Dexterity Saving Throw, taking 8d6 fire damage on a failed save, and half on a successful one. For the duration, at the start of your subsequent turns, the radius increases by 5 feet and the damage increases by 1d6.

midnight elk
#

I call it the "Repurposer Cannon"

dry lintel
lone turret
#

Does anybody have post-apocalyptic homebrew content they can share with me? I am looking for homebrew subclasses, items, subraces, etc. I want it to be more fantasy so gun technology will not be automatic guns but bolt action or semi auto.

void jewel
#

You should likely say not immediate damage, but say "whenever a creature starts their turn in the area"

#

This will functionally damage all the creatures it's cast on at least once.

#

While also providing text for how to handle subsequent turns

#

I do have one concern: 9 increases of a 5 foot radius is MASSIVE

#

It would easily become impossible to escape. You should likely limit the maximum size.

#

However, combat does not last 9 turns. So it may be less of an issue.

dry lintel
void jewel
#

I'd still limit the maximum size to 40 foot radius, or maybe 50. Also, this could be a fourth level spell.

#

Because fireball is third and at first this is small fireball that costs your concentration.

#

So tl;Dr clarify when the damage ticks, add a cap to radius, and reduce the spell's level, if you want

#

Taking your concentration for pure damage without a rider is a big cost, so it can afford to be a level lower.

void jewel
# dry lintel hey Whisper, can you plz give some feedback for my custom subclass?

Weapon attack without any restrictions on the modifier added as a BA at level 3 is a very powerful thing. Couples with the damage bonus, this class gets a LOT. This is what will happen:

-bonus action attack, trigger sneak attack and get the bonus from the subclass.
-ready action an attack for immediately after your turn, which gives you sneak attack again.

You're allowing rouge to, without really any cost or need for setup, get double sneak attack at level 3.

Is this a balance issue? No, rouges are bad. But does this alone outcompete other subclasses? Yes.

#

Still reading the rest.

#

Oh. And it also has attack riders? That's a lot at level 3.

#

That's like five features disguised as two, all of which are good.

dry lintel
#

THe intent was to make a subclass better than the others

#

anyways

void jewel
#

Success there then

#

Also your level 9 feature references something that doesn't exist: your cunning action attack lists no sneak attack die cost for that option specifically.

#

Probably should label that cost.

dry lintel
#

that is why

void jewel
#

Fair. Just clarify.

#

"The target takes additional poison damage equal to half your Sneak Attack dice (rounded down)."

The amount of dice or the total of the roll? Obviously the latter, but worth clarifying to be precise.

dry lintel
void jewel
midnight elk
#

I mainly made it for fun.

void jewel
#

2.5 rounded down

#

Since 5 dice.

dry lintel
dry lintel
#

but that might be too op

void jewel
# dry lintel oh, I meant 2d6

Okay, clarify then, probably "roll an amount of d6s, half of what you normally would for your sneak attack, rounded down"

dry lintel
#

and how it is written is to minimal

void jewel
#

Also:

"The target can’t take reactions until the start of your next turn."

Amazing rider. This basically says every attack, given the subclass.

#

Same with:

"Once per turn, when you deal poison damage, you can maximize the damage of the roll."

#

Your subclass is certainly more powerful than the base ones. I'd warn you though, it seems TOO much more powerful, for a host of reasons.

void jewel
#

I think several features should be gutted. You choose which, but it needs to be toned down a bit IMO.

I know it feels bad, removing cool features. But this is a LOT.

dry lintel
#

at least keep the ignore reistance/immunity

void jewel
#

I'd start with the BA attack. I'd limit it to only after you take the attack action - this prevents using your real action to ready sneak attack.

#

"After you take the attack action, as a bonus action you may"...

dry lintel
void jewel
#

It gives you a second attack which is still VERY strong but doesn't allow effortless sneak attack doubling.

void jewel
#

You could turn venemous prescusion into a ribbon.

Your other level 3 feature is DOUBLE DPR. No need to also make all of those attacks cripple people.

#

That'd be a good start.

#

You could delete the second third level feature entirely and it's still amazing at level 3, so turn that into a ribbon.

dry lintel
void jewel
#

Exactly. Make those proficiencies the entire second feature.

#

And delete the current version of it.

dry lintel
void jewel
#

The capstone is fair.

And I missed that the 13th level feature has a limit use. It's fine given that.

#

I think auto-failing the save at 9 is a bit much. Consider disadvantage.

#

Auto-fails also just remove drama which is eh

dry lintel
void jewel
#

I mean, your call, I still think straight disadvantage is better (and easier to adjudicate)

void jewel
#

But I think with those changes, you have a very potent subclass. It's still amazing, but I think less crowded.

It boils down to just a huge DPR increase and some fun poison stuff.

#

Which is fine as design space

#

And rouges, being a weak class , could use the buff.

#

Consistent access to double sneak attack is great for them. And this alone makes a great subclass.

#

In terms of "it's powerful"

dry lintel
#

Hey, thank you so much.

#

Thx for the feedback.

frosty lance
#

Okay @molten wigeon and @tranquil dew here's the custom gun block
Dex Weapon, Piercing, 50/80 Range, 5(Steam)/Shot, light property, reload ammo/steam can on a bonus action, if dual wielding reload as an action (Both weapons), Active Steam ability as a bonus action to fan the hammer for the rest of the shots left dealing 1d6 + xd4 where X is the number of shots fired after the first, Normal dmg 1d6+2

#

It'll all in 1 block cause beyond sucks

molten wigeon
#

i like the handling of fan the hammer here quite a bit

#

i do think you might want to add the dex modifier anyway though

frosty lance
molten wigeon
#

the only worry i have is that you could do fan the hammer every turn with this

frosty lance
#

BA to reload

molten wigeon
#

well, almost

frosty lance
#

And you have to use ba to activate

#

At most every other and that's a lot of ammo and steam

molten wigeon
#

would fan the hammer need both action and bonus action or just the bonus action?

frosty lance
#

Fanning is Ba

#

Reload EITHER the ammo or can is Ba

void jewel
#

Cassidy overwat

molten wigeon
#

so dealing d6+xd4+dex is a bonus action?

#

that seems off

frosty lance
#

No dex bonus on fan

molten wigeon
#

still

void jewel
#

How many d4 is it

molten wigeon
#

up to 5

#

(if its a six shooter)

frosty lance
#

Yes

void jewel
#

Dex bonus being there no longer matters.

molten wigeon
#

i feel like a normal shot should never deal more damage than fan the hammer

void jewel
#

Also it doesn't prevent you from attacking with a DIFFERENT weapon using your action. Weapon juggling time.

molten wigeon
#

with this, it could

void jewel
#

Even if you need to reload, you could instead just pick up another weapon lol

frosty lance
#

I could probably just make each shot after the first at a flat - to hit or at disadvantage

void jewel
#

Get 5d4 AND an attack

molten wigeon
#

yes whisper but that doesnt sound like a good thing to me

molten wigeon
#

not to forget, it doesnt line up with dnd rules

void jewel
#

It's OP

molten wigeon
#

shooting a gun should be an action

#

alright playstation, i think i have it

#

how about this. have you seen paladin smite spells?

frosty lance
#

No 😅 I know the jist of higher level slots = more dmg

molten wigeon
#

shooting the revolve is an action
fanning the hammer bonus action
the fanning will augment the next shooting action to do the d6+d4s thing

void jewel
#

Modern firearms are the equivalent of magic items so this should be the same but even as that the bonus action is just overtuned.

molten wigeon
#

so if someone wants to fan the hammer they need to use action and bonus action but i would say add the dex mod

frosty lance
#

So ba to prep to fan

#

And A to fan

void jewel
#

Does it make separate attack rolls?

molten wigeon
#

exactly

molten wigeon
void jewel
#

Good

frosty lance
molten wigeon
#

1 attack roll

frosty lance
#

Okay

void jewel
molten wigeon
#

so the max damage would be 6+20+dex

frosty lance
#

Could. I make them target separate targets?

molten wigeon
#

now here is the other part to this balancing act though

#

the reload

frosty lance
#

Action to reload both can and chamber or ba to reload 1 of them

void jewel