#homebrew
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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.
:
Spell Lists. Artificer, Druid, Sorcerer, Warlock, Wizard
4d8 seems like alot....
how much does Dragons Breath do again?
isnt that like 3d6 or something
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
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,
though I suppose it is Fire damage, and its AoE
fair, forgot about the time limit on Dragon's Breath lol
but doesnt this also target multiple creatures?
how do you feel about 3d8?
prob better lol
for sure
4d8 seems like alot for a 2nd level spell (or what i assume to be a spell)
although
i would make tail something different
that and horns are basically the same, with horns being abit better
well horns is single target and tail is a 10-foot Emanation is why
also horns allows you to move up to your Speed at the same time
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.
:
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.
:
Spell Lists. Cleric, Druid, Paladin, Warlock
too strong
10 gp action that requires concentration giving you and up to 6 creatures resistance to an elemental damage type for up to 1 minute?
what about that? I changed it so you can only pick an extra damage resistance every 2 slot levels
yes
I can increase the gp cost, raise the slot level, or lower the number of creatures, what do you think?
or alternatively, 1st level, up to you and 4 other creatures, resistance to force damage for the duration
I think you gotta do 2 of those
Stone skin is BPS, 100 gp, 1 creature
self and 4 creatures
4th level
I think that could work
sickk
I just made an attempt at another Abjuration spell if you'd be willing to check it out?
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
2014 or 2024?
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
2014 I guess? thats what i'm using for a lot of the examples of phrasing
though I do capitalize things more like 2024 does
it’s probably too much healing for 2014
fair enough, I can either drop to 1d4 or scrap the adv on con saves
or do both and drop to 1st level
I think it works for 2024
gotcha, okok
it’ll be completely useless
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
you should probably lose it when you become incapacitated
it’s a concentration spell without concentration, it’ll always be weak
I don’t see anyone using this over Mirror Image for example
I think you keeping it even while incapacitated helps towards its niche
then you gotta make this the whole point of the spell
Death Ward is 4th level
hmm
1st level, heals 1d8 each round, no concentration, works even while incapacitated?
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
like.. a really small amount of health
honestly maybe I just make it a cantrip, heal 1d4 for 30 seconds
either make it at the end of your turn
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
I can do that, 1st level heal 1d8 at the end of your turn no con?
controversial?
i'm not quite sure where it stands power wise,
but i've never seen a spell that does this
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.
:
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.
:
Spell Lists. Artificer, Paladin, Warlock
I mean, again, 2014, Cure Wounds is 1d8 for 1st level and only activates 1 time
by 2024 maybe 1d6 for 1 minute then
ehh no there's healing word
but thats at range, and this only targets yourself
Cure Wounds and Aura of Vitality are your comps
oh, maybe 2d4 1 min concentration cantrip,
healing?
actually I think that'd be better at 1st level
yeah
like 8-9 healing potions for a 1st level spell slot
first off, there’s never going to be a healing cantrip
or 5-6 if I make it 30 seconds instead
as soon as a healing cantrip exists, the game breaks
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
that includes a 1d4 full action heal
if you want your stuff to be busted, I don’t think you need help balancing it
that’s more than 1d8 healing
and 30 seconds isn’t a standard time
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
doesnt need to be,
would you consider a 1st level slot worth 300gp,
not really
like a single use?
what slot level would you consider worth 300gp?
it’s 50gp per slot level
right?
I don’t remember
450 for a 9th level spell seems too cheap
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
5-6 more like, with each healing potion being ~50gp
2d4 is also the healing from Healing Word in 2024
mm
the difference is that anyone can use a Potion
so it loses the range
vs. Healing Word that requires a specific user so with the same price and action economy, it has a range of 30 feet
maybe +1-3 healing
i've got another idea
okay, how about a 2nd level that heals 1d4 each round and grants advantage against disease and poison for 1 minute with concentration
I mean, that’s not broken
yeah? does it work?
whether it’s worth using is up to the players, but it’s not broken
thats good enough for me
this though i'm really curious about
makes sense
how would you scale it to 2024? 1d6 instead of 1d4?
I think the HP Max should be 10 at minimum
the damage might be too high
well for a third level typical damage is 6d6 for a multi target spell
I could decrease the damage if you think that would make sense, also sorry I messed up on the material components one second
I think Range should also be Self
it’s 8d6 without effects
we can say equivalent of 6d8
8d6 is Fireball and only Fireball
3d10 with Prone
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
Lightning Bolt
it’s not
the radius is the issue, not the damage
thats 6d8, which has worse averages and lower minimum's, is also in a much more difficult to line up AoE
the 2014 DMG that I have right next to me says that a multi target 3rd level spell deals 6d6 on average,
Line is 5 by 120, this is 15 by 90, a much better area
- an additional effect
- the additional effect is based on the damage dealt
the 2024 DMG that I now have in front of me also says 6d6
which is why the damage is reduced to 4d8
its typically 6d6 for a third level, the damage has been reduced because of the effect, if thats your reasoning for it
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
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
3d10 or 4d8 work for usual extra effect
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?
why?
because before it was a chunk of rock
don’t have it be consumed
that works
it is 4d8
yeh, what I’m saying is that 4d8 is usually fine
if it was something like knocking prone
ah
but destroying the creature is not quite that
I think if you put a 10 HP cap, it should be fine
hmm,
thats fair, I can do that
though now that i'm thinking about it I think having it as a 4th level spell might make more sense anyway
the Disintegrate effect means that it necessarily has to be 3d8 or a level higher (4th level)
which would increase the damage to 5d8 I think,
oh I mean it doesn't disintegrate the target,
the body is still there, can be revifified just fine
just kills the PC
or the enemy
I’m not so sure it works in the way you think it does
afaik dying doesn’t remove effects
i'm basing the phrasing mostly off of the 2014 Wraith
which means you’re revivifying to 0 HP
hmm
that- didn't occur to me
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
also, you should probably mention the curse can be removed with a LR or Remove Curse
yes yes
how's this?
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
Probably should say, "such as via the revivify spell" to also allow for other forms of resurrection
The spell itself is alright.
Ring component is needlessly restrictive. No need for a GP cost here.
also make it removable by Remove Curse
I think you do need a gold cost with this, but it can be 50 or cheaper
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
yeh I know, but that’s kinda what gold cost is for in the game
Besides. This is less damage than lightning bolt a level higher and prevents healing it back. It's not even a good spell.
Just wide tho
non-consumable ones are just a “if your DM feels like allowing it”
yeh it’s wide, and can be used against other PCs
I mean yeah. But it's also annoying. DM could just not allow it.
malicious use is easy
That's less annoying than requiring the cost.
I mean. Malicious use of a whole lot of things is easy. I don't design around PvP at all.
And I'm entirely fine with that
I don't play the game with PvP and neither does anyone in my circle of people I know.
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.
that’s fair, I still don’t get the material cost on Chromatic Orb, but when something has an unusual effect it generally does have a material cost, it can be 10 gp for all it matters
Chromatic orb didn't need all that I agree.
yeh I meant more as in using it at a good situation minus 1 ally being there and then screwing them over
Ye. Acceptable cost, ala fireball, only this is worse due to no recovery.
Cost of doing business with this spell.
(And cost of your buddy being in melee)
I did initially miss the width. It's a solid width yeah.
Much more usable than lightning bolt.
Lightning Bolt getting Circle spell Expand finally being able to hit more than 2 targets
I always thought it should be a 10 foot line.
meanwhile radius scaling on Fireball still makes Lightning Bolt fall behind
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
partially a consequence of battles generally wanting to be bunched up in a circle
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
I did say that, just used by instead of via
My bad can't read
i've made quite a few more spells if you'd like to check out any of them
i'm not 100% on this one
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.
:
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.
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,
Looks good. Though I am unsure if the repeatable damage should be a 2d6?
Personally I would not create an entirely new condition for this. I feel like making new conditions would be a slippery slope.
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
You could always just do something such as taking away their reaction.
Well the main standing point for a new condition is that I intend for there to be at least 4 more spells and at least 3 magic items that all have similar effects
A condition that only applies to 4 spells and a handful of items? Personally I would be hesitant to do that.
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
Never touched that game, no.
Looks good
I've considered play testing a system that uses a lot of that- HP, FP, Stamina, stuff like that
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
ouch
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
There's also Death Blight that when builds up auto kills you
And Scarlet Rot that poisons you for give or take an hour and slowly ticks down your health
I'd be tempted to make the first two Str based moves. Feels more logical. I'd be more open to this being an exception where you can combine Sneak Attack with non finesse weapons.
i mean the sneak attack thing so i dont have to add it for every single arm lol
Just say that they’re finnesse
I have just said this because some of these natural weapons don't feel very... finessy. Small thing.
well i said act as finesse for sneak attack triggering lol
I got it.
not they are really easy to spin around or anything lol
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.
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.
Might change the name to Ring of Finger Missiles so that it more closely matches the name my player had suggested.
I think since it's essentially one big magic missile it should auto damage the one target then do an AoE that targets everyone within 5 feet of the target other than the target to deal 10d4
Beyond that there's just some aspects of phrasing.. you have it worded like a spell
Starting at 6th level, your arm gains another damage dice, becomes magical to overcome resistances and immunities, and can absorb the magical effect from any magical melee weapon as long as you are attuned to it (if it requires attunement).
added this as those were some major problems
Could you elaborate on the phrasing issue?
Personally I think this amount of damage being an auto hit would be a little unsavory to me, the DM.
I'd hate to see bosses get obliterated.
Morning all
I made a homebrew class and I need people to look at it to see if it’s balanced
Let me go link it
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
Just tried to follow the wording that the official books use.
The auto hit feels a bit too much. Especially when this big blast can already eat away something such as your action and bonus action.
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.
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
I'm thinking 1/2 or 1
Ah thanks. I was thinking 1/2 but wasn’t sure, that that works out.
How many times per day is Slow?
Once per day
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.
why is a fey rabbit's claw and bite dealing extra bludgeoning and psychic?
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.
It was mostly just I don’t see many fey that do psychic outside of spells. But if it feels too weird I’d be open to switching the damage
Your weapon attacks made with this magic weapon score a Critical Hit on a roll of 19 or 20 on the d20. If you already score a Critical Hit on a roll of 19 or lower on the d20, then the minimum roll required to score a Critical Hit is reduced by 1 instead.
Oh nice. I think I'll even go with even simpler:
When your make a weapon attack with this magical weapon, the minimum roll required to score a Critical Hit is reduced by 1.
I don't know why I didn't think about that; Thanks a lot!
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
So if you’d all recommend I remove the extra damage types to make it feel more balanced I’d be open to that
When you make a weapon attack with this magic weapon, the minimum roll on the d20 required to score a Critical Hit is reduced by 1.
Well, it's an hedge case but I want this to be able to stack.
I mean more so like I wrote, using both, establishing it, and then if it's redundant, explaining how it expands/stacks
hhow should i word this feature,,
actually- i still need to figure out what type of action it is 😭
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,,
It’s CR 2, but in a bad way.
It has a defensive CR of 1/8 and an offensive CR of 2. That means it’ll die really quickly.
ddefensive usually matters quite a bit more,,
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 😭
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.
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.
Still need some input for this
I’d make it so you can give the advantage/disadvantage as a reaction
So the target would be able to reroll the WIS Save at the start of each turn, you can only do this 3-5 per LR, and you have to use a Reaction for it? That feels a bit much. May I have your reasoning so I can be convinced?
Any ideas for something else it could do?
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?
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.
Another thing I'm working on is a magic sword that allows Marshals to recover resources once per day.
Thanks, I’ll co solder it a bit more
~200 damage for a 7th level spell isn’t too bad
🤔
I never had player take it.
They all say they would rather take 3 lvs in cleric to get spiritual weapons than give up learning a different lv7 to get that spell.
guys question
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
can I do that?
or do I have to homebrew slingshot weapon class
Whenever you have a question about flavoring, the best person to ask is your DM. We certainly can't decide for them.

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I see, thank you so much
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
I see
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.
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.
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.
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
Ohhh I did mean instantaneous duration
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?)
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
just increase 1 die on both attacks
it’ll probably be higher than CR 12 damage
actually, give Rock 2d10 extra
What about saving throw and the hp?
Also how could I change the aura in a fair way that doesn’t petrify them I want them to be Midas touch like
oh, I read “DMG” as “damage”
to really mess up your players, increase this thing’s CHA by 2 to increase the DC by 2
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
Could I change the petrify aura to damage aura?
you mean like a Spirit Guardians?
what level are your players?
and is there only 1 of this thing facing them?
Lv8 al base classes idk how they killed a cr 16 without a loss of character
how many players?
Army leader who is cocky and is gonna retreat when knocked to 0 hp
give it single attacks with Greatclub as Legendary Action + 3 Actions and 3 Resistances
4-5 lv 8
Only 4 today
Wildfire Druid with 2 levels in cleric
Necromancer wizard
Hexblade warlock
Fighter
if he’s not Legendary, he won’t put up a fight
Barbarian not fighter
Wanna just dm me to not flood the channel?
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
so this thing might die within the first round
no one else is really talking here rn
My Meta gamer was the only one who’s played before and they really needed a tank out first they were a group of only spell casters so he offered to change to a tank and he is pure tank not damaged really
make it Legendary and give it a bit more damage, you should be good
if you wanna increase the CHA for the saving throw, give it DC14 or 15 but it’ll make it much more swing-y
What should I make the aura do
this is higher than CR12, but in a solo fight, it should probably be a bit more powerful
What should it do then
some tankiness trait
if you wanna change
it’s fine as is
if you change it, you need to change Petrified Touch as well
The touch attack petrified
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
not the DC, the Petrifying Touch depends on the current aura
without the aura, you’re never gonna be able to use it
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
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
this is the summary
Legendary Actions, Legendary resistances, +1d8 on Greatclub, +2d10 on Rock, maybe +1 to CHA which increases the aura saving throw DC to 14
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?
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
and CR is not designed to tell you what two PCs of any level can handle
It's worth noting that the formula is not great tbh
Just go with your gut imo
It only determines PB anyway
I've heard that CR is equal to a 4 player party. So a team of 4 level 10 characters should be facing cr 10. IS THAT CORRECT?
kinda
Not really
I did not see cap lmaoo
Per the old advice, that encounter would be challenging enough for them to use their resources.
CR says "one of these creatures is a moderate difficulty for 4 adventurers of level equal to the CR"
moderate difficulty is not necessarily what the party should be facing, but sometimes it is
This would vary heavily even with same cr creatures
It's true. In actual practice, CR is far from a useful metric.
Hey guys what channel do i go to if I need one more person for my campaign?
Some creatures would not even require a single resource of any kind, whilst others had a risk of a tpk
alr, and i guess that a cr 4 would be a moderate challenge for two level 8's?
Nooo
It would get bodied, with very few to no losses
No, CR doesn't divide by that.
thats what im mainly confused on-
It's not a very good metric to go on for encounter balance
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
You too, good luck!
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).
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
Mainly, is balance ok and does it sound like a fun weapon for a dex based fighter
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
please im down to hear it
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”
You deal damage to all enemies that are caught in the dash
I find the wording very difficult to understand.
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
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
I feel like you should cut the wording of dash so people don’t confuse it for the dash action
flashing blade dash
makes sense
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.
I say ditch ChatGPT, look at items from the dungeon master’s guide, and look at how it’s formatted
Yes, it does feel like way too much for an uncommon item
yeah thats it. Tbh the uncommon thing was chat gpt's reccomendation, i didnt add it
it auto added it
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.
My balancing thought was that the damage is pretty low and it's only usable 3 times a day
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.
I think it’s just kinda guessing the format
Honestly I didn't even read it. But I felt like commenting on that dash thingie.
Also I hate AI.
Same there, sister /lh
Also note we don't allow AI-generated work to be posted here. 
Not even stuff like homebrew items and classes?
I don't really care 'cause I wouldn't even use AI to tell me how to boil an egg. Just curious.
On it. I should have reported it earlier
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.
I'd like to point out that the actual item is completely my idea, the AI had no say in how it works. All it did was make it easier to read vs my original draft of the item, which was much much worse than the format that it came up with
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
I still think you could have done a better job yourself by look at how the DMG formats magic items
yeah
But to veer this topic away from what is against the rules, what would be a cool name for a ghost-themed fighter subclass?
they Bold effect names
Ah don't worry I can just post one of mine here in a mo. I have the formatting exactly to how it is in the DMG
Amazing that would be awesome
Spectral Knight?
Apparition Commander?
Spirit Caller?
Ghost Buster?
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
Hmmm, maybe Phantom Knight. Ty
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.
Witch Knight?
Could be a good name for another subclass I might make
Witch Knight is not really ghost :P lol
which class :3?
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.
Damn, sorry for trying
Awesome this is super helpful, appreciate it. The formatting is pretty easy actually
I'm sure bobble didn't mean it that way
i wasnt trying to be smart or anything lol, just saying Witch Knight is more for, well, witchs
Hmm fair, what kind of ghost vibe? Wraith, shadows, ghost-ghost
Yeah. You get a hang of it after a while
What rarity would you suggest I make the katana
Ghost-ghost. It has abilities like turning spectral to dash or avoid damage
I'll have to post it once it's done
Rare or Very Rare
I'm leaning towards rare
Sg, tysm! Appreciate the help
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
For a tank:
Spectral Juggernaut
For a standard fighter:
Warrior of the dead
No problem. Sorry if I was harsh earlier. You're much more capable than chatGPT though
Hmm 🤔
Apparition? Phantasm?
Uhhhh... see-through person /silly
Nah it's all good. This is my first time dming and home brewing, so I've been using chat gpt to fill in gaps (such as item format) that I don't know how to do. This is great help though
I guess a witch themed warlock, wizard, or fighter subclass could be cool
The first word that came to mind was Pick-a-boo
I'm blaming my toddler
Sounds perfect for a ghost-rogue subclass :D
damnit, hoped you said paladin so i could give ideas, oh well :P (i made a witch paladin lol)
Peak
What was the oath called?
"Might seem crazy what about it say"
Oath of Witchhood, abit basic lol
Not as flashy as I thought but it works
well, the theme is more Curse with a side of Transmuting
there it is, its prob one of my better paladins in terms of quality lol
No witchbolt? megamind meme
tell me a spell with the most unfitting name :P
"Witch Bolt, it zaps, for whatever reason"
I think that's pretty cool!
Love the level 20 ability name
I suppose I never really thought about its name
or at least how much it fits
I think the fact it latches onto you is pretty witchy
i love witches as well-!
(Witch aesthetic irl)
i need to work a bit more on my witch faction,,
unrelated but i'd be a witch if i was able to,,
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
i like it, , , ,
And for once I made a nice hag
A nice arch hag
But she can be a strict teacher at times
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,,
tturning this character who died because the player left into an npc for a different campaign :3
:D
thank god some offical paladins have hour long transformations
I love paladins
Yeah, only so far hex can go
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,,
mmy, now i wanna work on my warlock subclass, , , ,
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 💀
https://docs.google.com/document/d/1Mlu6hRGODZZCF6vXsKejD8AHjvgprL1G50LH-kU78RU/edit?tab=t.0 okay here it is i need feedback and also ideas for the level 14 feature : A Shape with Lion Body and the Head of a Man
https://docs.google.com/document/d/1H2T5h-avGabT0yclztAB9nRn8XAEN6BY3TfZNCHWrsQ/edit?usp=sharing link to my homebrew feat, what can I do to balance it?
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?
thats just the Shove option
open hand monk has essentaly that maybe steal something from them, unarmed strikes do get grapple which kinda works as a mastery
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
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,
You could just add riders
But punching is kinda one of the only things monks get
So just be careful not to step on toes
Yeah it just feels bad picking weapon mastery I won’t use unless I am throwing a trident once in a blue moon
Would the topple property seem too good for it as a mastery? Seems funny to punch a dragon out of the sky
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
what do people think of this barbarian subclass meant to be more support focused https://docs.google.com/document/d/1U3Cq8d8hYZVRQ4FwqdiadbTiYULhB2jayhTdby6JVaA/edit?usp=sharing
https://docs.google.com/document/d/1aAZ2rrjhwicC-LxVMUqOzd5Hjf_mYfZsBOe_jnIKGhA/edit?usp=drivesdk
boss encounter for 7 level 8 pcs, thoughts on balancing? they have access to some very powerful magic items, plenty of potions, and the party is relatively balanced, though they lack a cleric as of right now
i can't really decide if he's too strong or not strong enough
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
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
the wording is intentional, the party is able to exploit the "per one attack" condition
for instance, magic missile would be particularly devastating, meanwhile he's able to eat the typical burst spells like fireball
ok
I made a list of classes + subclasses that I think some of y'all might enjoy. These aren't perfect by any means, but they're some that I felt confident in sharing. I'd appreciate it if y'all aren't too harsh in analyzing my work, I put a lot of time and effort into it and I'm bad at handling criticism and I'd appreciate more constructive feedback
https://docs.google.com/document/d/1Or0gZbnPoULCEJty3waxTaZqBrUHbVYLvXi8qH1jhcw/edit?tab=t.0
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?
I mean I think it sounds alright, an ancient dragon would be better at using a draconic item than a normal person no doubt
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
Yes, this is a joke spell that I want to balance
This is hilarious
Yup. any class can have homebrew.
Define what you want to homebrew.
Subclasses and Spells? Definitely possible.
When talking on paper, or for more freeform digital sheets, even features and invocations can be changed.
A homebrew of undying and undead subclasses
i made a little guy based off of the phantom from minecraft, id like to hear you guys' thoughts https://docs.google.com/document/d/1qGiKer7alLXHLgNtVBtiyHKG_BXqNAXGwkixLfeChTs/edit?tab=t.0
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.
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
still looking for balancing feedback
also looking for some balancing feedback
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.
How does targeting the glyph work? Has this mechanic been hinted at or been present in a similar fashion in earlier? How tactical does your party play?
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.
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
Balanced. Award at level 2
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
The reflecting damage against fighters and the feather fall feel targeted
I think you gotta let this one go, I don’t think anyone’s willing to give feedback on this one anymore
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
What is this? I'm assuming it is some sort of artifact level weapon, but even then, not even close to balanced or usable (as well as a huge pain in the a** to read)
remove all the summon spells from the spell list
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
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.
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.
Nice. IDK about the "you deal damage" part though. I want the damage to be one roll used for every target too. It should be specified in the description I think 🤔
would anyone happen to have a good source for Half-dragon race?
(No dragonborn)
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?
I suggest getting onto google docs to write it, and looking at how other bard subclasses or tiefling lineages are written
As for spells, it would take a while to make a whole new spell list
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.
you should probably specify the properties you can add
I would probably suggest the ones Fighters can add
Good call
I’m tempted to allow cleave. Just because it would be funny to do it with a dagger
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
Topple should be fine
you can go for the ones that affect the target (non-damage)
Vex would be madness, I imagine every player would pick vex as the secondary mastery almost every time
Maybe I could allow graze
I def don’t think that’s a good idea
Ooh, I should specify that you can't pick the same mastery twice
You're right, fighters would be unstoppable
that’s basically a whole feat by itself
all your misses now deal damage
those all sound reasonable
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
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
Makes sense. It would be hard to Nick with a longsword
Or cleave with a dagger, despite how funny it would be
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
contemplating reworking the 3 elemental wild talent feats to be closer to mark feats and include more straight damage boosts based on element
yeah, that's probably a good idea, it's just that he isn't an especially powerful figure lore wise and it didn't feel all that appropriate
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
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
also the bonus action idea is cool, but i'll have to think on it
having summons tied to his spell slots was kind of intentional to force him to ration slots, but i see why the bonus action summon may be important
i'm thinking i could allow him to cast a spell as part of his multiattack
you can Nick with a Light Hammer tbf
as little as that makes sense
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.
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
at face value it seems op
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
i love it
is it possible to make homebrew item
It’s very possible
Is Dominate Undead well balanced?
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
i love the elden ring inspiration, i know a guy here whos doing an ER 5e conversion project?
Oh ya! That's my buddy Avecyn
might range this out to acid, thunder damage too
Tbh all I did was take the name Maliketh. The rest I did my best to be original.
i was talkin bout turtle (tho theres too many turtles here lol)
ahhh fair. even so, love the flavor
like the subversion of necromancer tropes for the necromancer to be noble
Yeah, he was quite a nice guy
Sure, he might have... taken some parts too far... but he still ruled his people well.
I can post his lore in #dm-world-building
to add to this, it is one non-repeatable feat. initially it started out as a way to introduce some sorcerer flavor and draconic sorcerer's mechanics to the wizard (i.e. gale is a wizard prodigy aka sorcerer whos just smart really). the prerequisites would the first level in druid, rogue, sorcerer, wizard and the sage background OR level 4 (like wild talent feats)
So, what's this formula about?
I see it's a 3e thing. Sadly I have no clue 😭
oh i should reply to the initial message juist before lol
initially multiple reworks of the wild talent feats that i ended up drafting (rough draft) into one
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
Oooh, cool
contemplating replacing the synergy with elemental adept with a psionic (nonverbal) casting benefit instead
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
i think its because gishes be all the rage these days
and i get why
but still
but yeah agreed
All I can list off the top of my head for full mages is elemental adept, ritual caster....
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
Yeah!
yeah, thats what the intent there was too
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
Oh I do love element themes
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
I've got two things, is there anything notably broken about the handcross bow (The Examiner)
https://www.dndbeyond.com/magic-items/10814236-the-examiner
and is the Quick-Draw Bracer to strong to not be attunement for a rare or very rare item? Would it even need Attunement even at Uncommon?)
https://www.dndbeyond.com/magic-items/10800021-quick-draw-bracer
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
if youre using this for 2024 i would advise you to consult the item interaction rules. IIRC they changed
but me too, i feel like elementalists are one of the neglected build archetypes that 5e allows for and then does not support lol
Very much so. It is very difficult to make a build around one element
no, 2014
to add to this and the potent spell bit:
one way i contemplated curbing cheesing shenaniganery was to set the modifier limit to 2 total from this feat
extremely so yeah
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)
i see! thank you for the feedback friend :)
further update i am an idiot and have revised it yet again
i wanted this feat to count for empowered evocation
which is only activated/implicated by wizard spells/cantrips
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"
What level of spell do you want?
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.
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
Yea cantrips are hard to balance in general I would assume
if you use Reddit, r/UnearthedArcana has some of the best homebrew out there
I'll check it out thanks
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.
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
https://docs.google.com/document/d/1EIQPGYsRDCaONeGDXdK-FSh9BJIsQqradVM1RP7ktuU/edit?usp=drivesdk
planning a silly little genie encounter, not really looking for balancing tips so much as shit my players may pull that i haven't foreseen, and also any other features he should have
I have it on an INT save, since the effect is weaker. That's up to you.
Even on an INT save, it felt strong but not overbearing
sick spell, though the use case scenario is a bit situational
It solves a different set of problems than web, HP, ect. It has a niche.
That's the goal yeah. It's designed for when your other enchantment spells break (in melee with enemies, immune to charm, ect)
I try to make side grades rather than improvements.
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
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.
think, you can move your echoes without provoking opportunity, and you essentially double their chances of hitting
That's sort of my goal so I might have to use it the only thing is how little spells a sorcerer gets 😔
I consider this worth taking alongside hypnotic pattern. It covers niches hypnotic pattern doesn't. Do that, and you'll always have some control.
throw in maybe like, hellish rebuke, dissonant whispers/phantasmal force, and some other control spells i can't remember the names of, and now you have an OP battlefield controller at low level
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
hypnotic pattern is insanely powerful
id ban it at my table but ive honestly yet to see any of my players use it
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
are you playing an enchanter sorcerer?
i have another insane spell suggestion
Yea divine soul specifically
silvery barbs is a spell i ban at my table 100% of the time
2014 if that matters
I am definitely getting it next level
Planning on it for sure
Then you should ban shield. Shield is WAY worse than barbs.
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
Barbs is just more "annoying" from a general standpoint ig
shield is nutty, but it is limited to sorcerer and wizard
Why is it annoying?
I really like reaction spells I wish there were more of them
Magic initiate is meta for the reason of shield though
In 24
Idk just seems annoying from what iv heard tbh
It's not. People just moan about it because its impact is VISIBLE.
true, but honestly i have not seen it abused as much as barbs
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
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
they aren't really all that comparable
yeah they serve just about the same function, but barbs is also a support spell
and a powerful one at that
could someone help me mod the steel defender that the battle smith gets?
it essentially replaces similar spells like faerie fire and whatnot that are typically used at low level
I mean in terms of balance yeah. Like which would you rather have from an optimization pov
I think I will go into a controll support type thing for my character so I definitely want it
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
Shield mean does something far simpler: making casters near immortal.
yeah it is op for sorcerer and downright necessary for wizard
Yeah I also assume armor dips. So wizards at lv 2 generally have 18AC, shield takes to 23.
the consensus here is to take both shield and barbs if you're a sorcerer or wizard 🙏
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.
casters should be doing anything the martials/half casters can't do
burst damage, battlefield control and ally support in one neat package
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
true
I have never found any trouble with the balance between martials and casters at my tables
just gonna subtly bump this
Both have always had many moments to shine
yeah likewise
the martials are always the main damage dealers regardless of the builds of the casters, at least at my tables
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
yep
Martials are consistent with damage. Casters do it in bursts but not every turn
I find balance trouble depends on optimization level. The divide only exists at mid to high OP
true, and great observation honestly
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”
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.
I can agree with that actually. Normally when I play barbarian I don’t need to think that hard into my choices
Not played well. A good caster will run out of spell slots FAR after a good martial runs out of hit dice.
But again that's only in high OP
Outside of high OP players tend to use spell slots a lot more
Do you mean hit points?
Iv always sort of felt like martials rely on magic items more than caster would that be true at all?
Hit points and hit dice
Hit dice being an added pool of hit points
Yeah, it’s true. I don’t see a lot of magic items made for casters
100%. I give martials +X weapons very quickly.
Ok just making sure I was right on that because Iv been saying it lol
A level one barbarian needs a +2 weapon to compete DPR wise with a normal warlock with EBARB
As a caster I really do feel like magic items don't benefit me as much
Yeah, a lot of the time
Although I do like the robe of the archmage
The right ones do. Ever smoking bottle for example is insane. Turns off tons of enemies.
Weapon of warning gives the entire party initiative advantage.
Magic shields are bonkers for everyone and casters can afford to hold a shield.
Magic armor is always great.
I would appreciate some sort of item to give me more spells 😭 I think a mizit apparatus is a thing
Tbh I don't like the design of the mizzium.
Yea im not super privy to it
Why is that?
Mizz. Mage is simply the game's best build, and it isn't even close.
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.
So it's just too good basically?
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"
Yes. It's relatively easy to make a build that can never fail the arcana check
Then you just get every spell in the game
Ah I see I didn't know it was that insane
Yeah unfortunately it is
You abuse things like wizard's arcana proficiency and knowledge cleric adding WIS to arcana checks
yeah, and on top of that, wizards generally rely on the frontline martials to keep enemies at a distance
I wish there were a weaker version that could focus on a certain spell type like enchantment
In low OP, yes. In mid to high OP, casters are more durable than martials.
I will say my entire perspective us tilted because I build for players using high OP
wizards still end up being a tad squishy
of course they make up for that with mage armor and shield and other abjuration spells
but there are always ways around that
Na, because they have medium armor and shields from their artificer dip
Or their peace cleric dip in 2024
2014*
okay good point
I actually don't like how medium armor and shields are SO essential.
I think light and unarmored need to be better.
yeah it really limits your options
The difference is titanic.
yeah but can you think of any ways to go about doing that?
I'd just pump the numbers tbh.
But the real answer? Add back the medium armor and shields origin feat that was cut from development and just accept it.
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.
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.
Any opinions on this? It's basically a cannon that eats scraps and shoots them out as high-speed buzzsaw blades.
https://docs.google.com/document/d/16-96WbW-qx6RVStFXidAy6yG7Wwqn8ToMf4ghICBGzg/edit?usp=sharing
I call it the "Repurposer Cannon"
I made a Poison themed subclass for the 2024 Rouge called the Venom Whisperer, and I want some feedback on it. I am mainly worried that it might be too op. https://docs.google.com/document/d/1tZxHXK7CYrulUlUzKQUFZh7DOB73wCv6fJavbJnUv90/edit?usp=sharing
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.
Mini fireball. Expands. Not bad. Nice. Balanced. However, you need to clarify when the damage applies again
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.
hey Whisper, can you plz give some feedback for my custom subclass?
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.
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.
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.
I modified a pre-exisitng one
that is why
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.
ok, how can I reword it to do that?
Specify the cost in the third level feature that grants the action.
I mainly made it for fun.
amount of the dice, I think
So if your sneak attack is 5d6, it does 2 bonus damage yeah?
2.5 rounded down
Since 5 dice.
I meant that it was modifying something from the base class
oh, I meant 2d6
but that might be too op
Okay, clarify then, probably "roll an amount of d6s, half of what you normally would for your sneak attack, rounded down"
and how it is written is to minimal
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.
that was what I was afraid of
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.
what would you suggest then?
at least keep the ignore reistance/immunity
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"...
that was intentional. I wanted to include the Thief's Bracer of Flying Daggers tech in the subclass
It gives you a second attack which is still VERY strong but doesn't allow effortless sneak attack doubling.
Which is accomplished, it just might be a but much. You can keep that, just tone down other things.
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.
oh, you mean like move the poisoners kit/herbalism kit prof there?
Exactly. Make those proficiencies the entire second feature.
And delete the current version of it.
sounds good. I might swap the names of the two level 3 features to better fit them
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
how about auto failing the initial save, then having disadvantage on the rest of the saves?
I mean, your call, I still think straight disadvantage is better (and easier to adjudicate)
ok fair
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"
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
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
Thank you it's my favorite thing I've made so far
the only worry i have is that you could do fan the hammer every turn with this
BA to reload
well, almost
And you have to use ba to activate
At most every other and that's a lot of ammo and steam
would fan the hammer need both action and bonus action or just the bonus action?
Cassidy overwat
No dex bonus on fan
still
How many d4 is it
Yes
Dex bonus being there no longer matters.
i feel like a normal shot should never deal more damage than fan the hammer
Also it doesn't prevent you from attacking with a DIFFERENT weapon using your action. Weapon juggling time.
with this, it could
Even if you need to reload, you could instead just pick up another weapon lol
I could probably just make each shot after the first at a flat - to hit or at disadvantage
Get 5d4 AND an attack
yes whisper but that doesnt sound like a good thing to me
Oh it isn't
not to forget, it doesnt line up with dnd rules
It's OP
shooting a gun should be an action
alright playstation, i think i have it
how about this. have you seen paladin smite spells?
No 😅 I know the jist of higher level slots = more dmg
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
Modern firearms are the equivalent of magic items so this should be the same but even as that the bonus action is just overtuned.
so if someone wants to fan the hammer they need to use action and bonus action but i would say add the dex mod
Does it make separate attack rolls?
exactly
its a single attack
Good
Would it still be 1 attack roll or 1 per shot?
1 attack roll
Okay
It should be one per action.
so the max damage would be 6+20+dex
Could. I make them target separate targets?
Action to reload both can and chamber or ba to reload 1 of them
You need to roll the damage all at once. Otherwise, it'll force casters to make five (5) concentration saves.