#homebrew
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to be fair
Against the same target it's 1 instance of dmg
it would be quite distracting to be machinegunned but yeah
It's not a concentration machine gun XD
you could not target different targets here
Single target is best.
yeah
otherwise dnd rules kinda croak
homebrew should always try to fit into dnd rules
Splitting things is fine. Sometimes.
So modded gun
BA to prep to fan
A to fan dealing 1d6 +Xd4, 1 attack roll, 1 target
Eh. It's fine to break em. If you're very confident.
absolutely but its a good goal anyway
Gotta add new mechanics somehow.
See: if bard magical secrets didn't exist, people would think it's game breaking.
I mean my steam mechanic is basically just a reload prop on more than guns and crossbows
bullets better be rare though or this gun is still quite strong
fan the hammer should be a serious consideration
It's gonna drain a lot of steam and steam is (for being needed for a lot of steam gear ) expensive
Ammo isn't hard it's the other more necessary resource
Also cause a psion exists in the pc party and wants to use bullets for their version of Eldritch blast
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 prep 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 then action to fan the hammer using 40 steam + total shots fired, Normal dmg 1d6+dex mod
@molten wigeon what do we think?
i still think fan the hammer should add dex
imagine hitting someone with 5 bullets and it deals less damage than a single bullet under the right circumstances
I think the DMG is already pretty good
Well the main shot is like lined up and stable fanning is much more "JUST EMPTY THE CHAMBER"
its top damage currently is 5-26
For fan?
for the single shot, its 2-11
that just doesnt seem right to me
now of course fan provides more stable damage through multiple dice rolls but in the end, without the dex static, it loses a lot of that stability as well
Because fanning isn't stable and consistent
the first shot is
which is still in there
d6+5+5d4 makes more sense to me, considering d6+5 is the default (assuming max dex)
if the dex mod is not applied, i might actually vote that you can split the bullets up after all
That's what I was thinking
that way they can at least crit
Declaring how many shots and at who then doing dmg
and if you are aiming at multiple people, it really starts making sense to neglect the dex bonus for accuracy
at that point its just a spell, basically
which works for balancing
the only problem is that spell slots are limited. bullets are technically not (in the moment)
its kind of like carrying scorching ray scrolls around with you
I think a max of 3 targets 1 instance of dmg each so it doesn't machine gun concentration, no dex mod bonus to DMG, and declaring how many and of which DMG dice are hitting who like 3 targets id go like d6+2d4 on #1 2d4 #2 and the last one with just 1d4 or something like that
that sounds serviceable
Okay any other body mods with big up and downsides?
Hey. I tried making magic items for the first time
Can you give me your toughts
Both of them were inspired by Ambessa's magic resistance stones in Arcane.
- Runes of counterspelling
A leather rope holding 10 runes. Whenever a magical attack you can use your reaction to use one of the runes and cast a lower version of counterspell. You make an ability check against the spell regardless what level the spell is or if it a cantrip, following the rules in counterspell. Once used the rune breaks into ash and can never be restored again.
- Runes of shield
A leather rope holding 10 runes. Whenever someone makes a physical attack against you you can use your reaction to use one of the runes and cast a lower verion of the shield spell. Only for the turn of the attacker you gain +5 AC against all of the enemy's attacks on it's turn. Once used the rune crumbles into dust and can never be restored.
Both need attunment. Both can be worn in a way that does not prevent them from using both hands (weather wrapped around your arm, weapon, waist or somewhere else). Bith lose their charges permanently so that they are not too broken.
What do you think?
hello evernyan
How are you. Fine thank you
i'm currently working on a statblock for an adult amethyst dragon with a few monk like abilities- namely four elements monk
I intend to offer a deflect attacks/absorb elements style ability, an extra attack or two, and a specialized breath weapon, but what I need to figure out is what CR feels about fair for this statblock, considering its meant to be used by one of my players in an upcoming one shot thats being ran for their birthday
the party in particular is CR 14, and its set in my homebrew world which means I can also make any CR of creature or specific encounter to challenge them if need be,
base adult amethyst dragon is CR 16, base young amethyst dragon is CR 9, so my first thought is somewhere in the middle
i'm just not sure,
depends on the rarity of these, but I think mixing the two might be best, and perhaps reducing the power but creating a charges based system
since its meant to be a "lesser version" of shield i'd instead say you can use a rune to impose disadvantage since mathematically adv/disadv is a +5/-5 to a roll anyway, this makes it so you're not stepping on any toes but you're still helping to protect yourself
I do like the "lesser counterspell" forcing a saving throw to counter it no matter the level of the spell, but phrasing wise I think you should include the specific wording of counterspell in the magic item and how the effect is lessened,
and then fit both those abilities into one magic item, give like 8 charges collectively between the two, and have it recharge 1d6 + 2 runes over the course of a long rest
I honestly don't look at cr. I use it as a guideline and look at the damage it can deal or what resistances it has. I made a homebrew monster, the people here told me i should give it a CR of at least 8 or 10. I did that and my party melted that thing like butter. Some of them almost didn't take damage. I wouldn't look at the CR. Adjust it to your players' abilities. Maybe try testing their abilities against your monster and vice versa to see how it will turn out
CR is absolutely still important to look at, I know how to make statblocks,
I'm just not sure what CR I should make the creature, because- again, one of my players is going to be playing it
and I dont want it to be too much stronger than the other players in the party
When you tossed that creature against your players, what level were they, and what other creatures were there
In counterspell all lv 3 or lower spells immediately fail. The rest need an ability check with DC 10+ spell lv to fail the spell. I made it for every spell so that it's not that broken and even lower lv spells can pass trough
I get that, it looks cool,
though I will note the stones never let her just cancel a spell, it specifically dissipated magic attacks
I am planning to throw it against them with 2 separate enemies both having one of those to make them play a little bit smarter.
so maybe its just flat out- if a spell attack would hit, you can spend a charge to impose disadvantage on the roll, recharges 1dX charges per dawn
gotcha, sounds fun
Lv5, one other young variant of the same creature but i didn't use it too well. I needed to boost the damage with at least 1 more die
are you planning on including any other monsters in that encounter?
boosting damage by a whole die is hefty
what was the CR of the second creature,
and how many players were there
action economy is the most important thing in this game
I am not trying to make an exact replica. I saw her eating catelyn's rifle shot and tought that i wanted this in dnd to throw against the bard and paladin. To waken them and make them do something else than spam smite or hideous laughter
let them spam smite and hideous laughter
what
its what pallys and bards do
big damage and buff/debuff, thats what those two are centered around
challenge your players sure but don't create stuff just to tell your players "nuh uh you can't" that's not cool
I didn't put one. I just made the adult one's attacks and hp lower and removed the resistances. There were 4 players and one npc. My monsters barely managed to hurt the paladin that's why i wanted to add one more die
yeah you need more creatures
you want like 3-5 creatures in an encounter minimum for a party of four
and at level 5?? no wonder they shredded through two CR 8's
It will beiteraly for one fight. One is great against melle attacks. The other one against magical attacks. Their task is to notoce this and change targets. Or find a way to deplete the runes these guys are wearing. Or use some other methodes like the bard buffing allies or the paladin using his spells. I will definetly not make it a permanent thing. Just this once to change things up and make them strategise. The paladin loves strategies and i want to make it interesting for him
even if it's not a permanent thing telling your players "nuh uh no you can't" is never fun
but I get what you're saying, yer just tryna shake things up a bit, I understand ya
O think they will love it. As i said the paladin loves such strategies. He literaly plays alful on purpose in other table tops to nerf himself because it's too easy.
Btw the fight was really long. The boss just wasn't hitting hard enough to hurt anyone
if you say so
Alright, I’m feeling a bit better about this, not sure if others agree.
Seconds
Weapon (rapier), Legendary (requires attunement)
-# The long lost third piece of the time weapon set. While the other two components spread throughout the land, most copies of this weapon, including the original, were lost in time in a prison of their own making.
While you are holding the weapon, you gain the following benefits:
Magic Weapon. The damage die of this weapon is 1d12. Your attacks with this weapon have a +2 bonus to hit and damage. You always go first within your initiative bracket, no matter what you or the other creature’s Dexterity modifier is.
Quickened. As a Bonus Action, you can make a single weapon attack using this weapon, you don’t add your ability modifier to this attack’s damage unless that modifier is negative. The weapon can hold up to 4 charges. When rolling Initiative, you can spend 1 charge to move your initiative up before the creature right ahead of you in the initial count.
Clockwork. This weapon gains 1 Tick after every attack you land against an enemy (up to 4 Ticks); you go back to 0 ticks whenever you exit combat. When an attack gets you to 4 Ticks, you consume them all, gaining 1 charge and turning the triggering attack into a True Strike (using the weapon’s ability modifier as the spell modifier).
Moment. If you are holding this weapon and it has 4 charges, you can sheathe it right before your turn, consuming your charges and casting Time Stop (no action required) lasting 1 round, if you still have 4 charges, you can consume them and extend the effect by 1 more round. Unsheathing the weapon immediately ends the effect. Once this feature is used, it can’t be used again until the next dawn and you can’t gain any charges until the next dawn.
Final Chance. At any point in time, you can get 4 charges, when you do so, you can activate Moment immediately using a Reaction. Until the end of the ongoing combat, you can use Moment without incurring the once per dawn restriction and without stopping you from gaining charges. Once you exit Initiative, this weapon gets sucked into a rift, getting lost in or out of time. Once this feature is used, it can’t be used again until the weapon experiences a new dawn.
I'm doing a Ranger Redux with a Beast Companion as part of the base class, should I make this a bullet point under Spellcasting?
Companion Immunity. Your Beast Companion cannot be damaged by by any spell cast by you or by effects created by spells you cast. If your companion becomes Charmed by a hostile creature or otherwise becomes hostile to you, it loses this immunity.
you could prob throw it under spellcasting or the feature were you get the beast
That's what I'll do.
Do you think there's anything I should change? Is the wording alright?
well, besides the spelling mistake of ypu, looks fine
Gotcha, thank you.
Any thoughts on this Ancient Time Dragon/Chronurgist Wizard/Artificer BBEG? Is he too cosmically powerful to face, even for a party with literal dragons in it?
P.S. I tried to gate his most broken abilities (those not granted by his subclass or species) behind thematic Artifacts and lair abilities. I used a specific emoji to flag each of those, for easier removal or transfer during play.
The damage types for his elemental breath weapon were taken from the 2e "Avatar of Io" stat block, while some of the features granted by his hourglass Artifact were adapted from the 3.5e "Great Wyrm Time Dragon".
I'm tempted to allow Swarmkeeper to increase their Flying Speed to 20 ft at Level 11 and 30 ft at Level 15. Is this too much?
my question for most of this is “why?”
it’s not a player character
crank down the amount of choices there are
2 casts of Wish per day?
7 different Reactions without limited uses but 1 Bonus Action with 1 use
Are some of these supposed to be Legendary Actions/Legendary Reactions?
yeah, an issue with thi statblock is just. Bloat. A lot of these can be turned into Legendary Actions/Reactions, and a lot of these just might need to be cut or somehow incorporated into other actions
To be fair, the worst of the bloat is merging a bunch of homebrew items directly into the statblock itself.
Without those, the statblock looks like this: https://www.dropbox.com/scl/fi/ufe1oxapm6d2so41mu6s8/Serrithraal.2025-11-07.base.png?rlkey=n8rqyfy643dr22nyim7sq05xm&st=gbzvwuh8&raw=1
Most of his base capabilities come from either the Chronurgy Wizard subclass (which I copied faithfully), or the Ancient Time Dragon species (which I adapted to use the 2024 syntax). Though I did also give him Truesight, Telepathy, and the ability to Hover.
Conceptually, this guy is trying to rewrite the entire multiverse to support his insane vision of Chromatic and Metallic dragons being merged into one race. He forged the pair of artifacts used in his statblock—which allow him to bypass both the laws of time and the laws of magic—as components of a larger cosmos-altering machine
As far as gameplay goes, he is supposed to be encountered by the players (in disguise) several times throughout the campaign. I wanted to take into account the possibility that he might help the players through a tough spot at some point.
you don’t need to place all the random spells on the statblock, why is Knock a single use but Wish 2 uses?
it doesn’t really make sense
the stars you place in the stat block are the basic ones, the rest is up to you when it comes up whether he has them or not, the players can’t see the stat block
again, he’s not a player character
I find it convenient for verisimilitude to treat monsters and players interchangibly, when it comes to class features.
It probably does not help that all my previous experience with D&D is from the 3.5 era. In fact, this character was originally envisioned back then.
I have never played 3.5, but that tends to make very difficult to run monsters and very convoluted stat blocks
3.5 did tend to have a lot of bloat i hear...
Even 2e and 4e had a lot of bloat. It was not until 5e that WoTC started agressively streamlining both the lore and mechanics of the game.
In this case, it is mostly for this one BBEG. The other enemies will typically have one or two features from their supposed class (such as Fighters getting Action Surge and Second Wind).
But for someone who might act as a companion NPC at some point, a bit more detail is warranted.
P.S. Regarding Wish, I also envision him as carrying a bag full of Rings of Three Wishes somewhere on his person. He uses those (which he crafts himself in the distant past every so often) as currency for major magical favors.
I could easily have listed Wish as "At Will" with that lore, but I felt that would be way too broken.
I added more to the repurposer cannon:
https://docs.google.com/document/d/16-96WbW-qx6RVStFXidAy6yG7Wwqn8ToMf4ghICBGzg/edit?usp=sharing
I'm thinking about implementing slot based multiclassing.
You can gain up to 20 levels in any class and subclass (need to work on how HP works but so far averaging the HP of all the classes on any given level seems appealing)
And you can switch any class or subclass feature you have unlocked with any you'd normally have of that level or higher (for example if you have a class feature you get at 3rd level you can switch it for a class feature you've already got on that same level or higher)
Thoughts?
Sounds cool
recently in one of the campaigns im in my fighter character got experimented on and he got vicious mockery through a second mouth that is on the middle of his tongue
i talked with my dm and he lets me use constitution as the DC for it
thing is, the experiment also reduced my constitution from 16 to 14, so my spell save dc is now 8+2+2 (12)
yall think im gonna have any use of vicious mockery? i wanna do something fun with it but im just not sure if its gonna be of much use
Oof. That's a very unfortunate tradeoff.
Big player nerf.
No, unfortunately viscous mockery is a bait cantrip and is almost never worth the action relative to other things, especially for a martial.
Got your con mod perma-reduced by 1 in exchange for a gold star sticker.
1d6 with cantrip scaling for your whole action and a rider effect that weapon mastery had anyways? I'd strike it off my character sheet, at least that way I won't waste time reading it.
Maybe you'll use it to kill a goblin at 1hp in a social scenario by saying "your mom" which at least has funny value
question for the #homebrew regulars, do you think it could be interesting if we organized an open panel of people here, have folks submit brews to be looked at in the future, and then like the panel would spend an hour together hanging out and giving commentary out on pre-submitted brews in a structured format?
I think this type of thing would work very well, specifically when there's a set criteria to use, which is why I internally have a very precise set I use myself. Without set criteria, feedback can kinda miss the forest for the trees at times, and even end up hostile sometimes.
Hey everyone would you guys mind if I throw some ideas around for a monster for my next session
I've done a few homebrew that my players adored but this one needs to be stellar and I wanted to get opinions and input
Case by case basis. What does the curse do?
i'm assuming that getting people to supply homebrew to look at will be the easy part and writing up some simple guidelines the panel can agree on will also be easy--- and the hard part will be getting a panel and finding a time slot that works for everyone
Honestly sound like a really cool idea, most messages just go ignored, so having a ton be replied to would be great
then the real question becomes, who would have the time and energy to join the panel?
✋
So, I'm currently playing a lvl 16 wizard, subclass war magic. My DM gave me an item that I'm trying to find a way to use. It's a staff that in order to attune to it, it takes 1d20 years of being frozen in a time bubble before you fully attune to it. Is there potentially a spell I can use to skip time. Idk if this should go here, but unsure where else.
That... sounds neat
It needs to be frozen? Or just takes 1d20 years
to skip forwards in time, as in forwards time travel? Not to my knowledge, so that'd be homebrew. As for waiting it out, Sequester.
So, from what my dm told me. Myself and whoever is around me will be frozen in a time bubble, and will be frozen for 1d20 years
That’s what I was thinking
Damn, thanks!
Do y'all think all Ranger subclasses should get spells like the Paladin subclasses?
Do they not in 2024?
sounds like a good idea
I'm down - besides, I wouldn't mind a panel of people tearing my class apart.
I keep doing that myself every day anyways. I've scrapped the entire thing twice now and restarted.
It's something I've had in mind for a while and even have a set of ideas for how it would work, I just have so many projects going that I could only jumpstart it with the foundations.
I think it'd be valuable.
Especially because this channel has issues: more problematic content gets more attention. The closer content is to "good", or looks at a glance, the less it gets discussed. Even if there's glaring rules issues or exploits.
The other set of ideas I had was for rules, with the same vein of thought. If there's interest, and it seems there is, I may do some prepwork.
When making a cursed item in DnD Beyond, do I include the effects of the curse for my players to see?
The curse calls for the player to roll a d20 after using the item and if they roll a 1, they experience a negative effect in the form of a vision of the dragon the item was crafted from, and the number they have to roll increases each time they use it.
what does the vision do?
Depends. Are they identifying the item? If so, then almost always, unless it's the extremely rare curse that is immune to identify, which is possible.
It changes every time. At first it distracts them, causing disadvantage on their next attack. Then the next time, it’s this plus disadvantage on saving throws, then it’s all of that plus some lightning damage. So it gets worse over time.
oh cool
They identify most things before attuning to them, so I was planning on the curse being revealed after it’s attuned. So only the positive effects would appear on Identify
Be careful. That can feel scammy. But the vision seems harmless, so no big deal.
i feel like the purpose of the identity spell is to see if the item is cursed before attuning so unless the curse is extremely powerful i wouldnt do that
just my thoughts/input though do whatever you want
Oh. Item quickly becomes worthless.
It's gonna get used a time or two when the consequences are minimal, then thrown in the nearest ditch, unless the benefits are truly amazing.
It can only be unattuned with a spell like Remove Curse
I just feel like if I tell them it’s cursed with Identify, they won’t use it at all
As a player with this, I'd intentionally stall the campaign and just seek out someone who can cast remove curse, doing nothing else.
do you want them to use it?
Or simply never use the item. It's functionally just -1 attunement slot until you find remove curse.
I’d like them to. I think it’s a powerful item (essentially it’s a twice a day free smite), but with a fun catch
You don't HAVE to use it. So just minus a slot. Annoying, but not game changing. Then when you get remove curse, straight in the nearest ditch.
Smite's a really bad spell.
There's worse, but smites are generally not even worth spell slots, let alone all these downsides.
There's a beyond specific channel here somewhere that can help you
Ah ok thank you
Also, this is my reaction as a player to "hey there's this curse, you know nothing about it and can't learn about it with identify, but it gets worse every time. But it can deal some extra damage!"
"Whoa, I'm never using this, and getting rid of it as soon as possible"
If it requires experimenting, sure. But you can't afford to experiment, since it gets worse every time it's far too big of a risk to take
You have no idea where the line stops.
try and add some story necessity to it like for example the vision gives you a quest and you need to keep getting visions to continue the quest
I was also planning on the extra damage increasing over time as well, as the PC adapts to the visions of the dragon in its head. Plus I felt like it opened up some interesting role play opportunities
True, but it shouldn't be plot relevant, since the PCs could just go "nah" and never use it
ah true
It’s not. I’m going to add the item in, I’m just debating how far to take the curse and when to reveal that to them. Like they find out it’s cursed and it’s limits/effects through experimentation
Disadvantage on all saves is pretty bad. It'd need a massive amount of extra damage, even at step 2.
Depends who your players are. I have a very unique DMing style. Enemy health numbers are visible, their AC is known at all times, and I open roll every single roll. I think this builds a foundation of trust.
Hiding mechanics from my players isn't something I, personally, do. I hide narrative. But I don't hide mechanics.
And my players have expressed they like this. Maybe some other players wouldn't. Depends.
I also read the exact text of enemy abilities when they become relevant.
Im planning on having one of my players magical weapons undergo a “evolution” where it wraps around him and becomes a suit of armor for him. This is the weapon for reference:
Entcrusher (Greataxe, Rare, requires attunement by an Aura user): "A mighty axe, made from a branch of the Tree of Life. Once wielded by a guardian of the grove, it calls out to you ready to be wielded once more."
- You have a +1 bonus to attack and damage rolls made with this magical weapon.
- Entcrusher has 3 charges. All expended charges are regained at dawn.
- When you hit a target with an attack, you can expend one charges to conjure roots and vines to hold them down. The target must make a DC 15 STR save or be restrained by the entangling plants. The target can use an action to remake it's STR save to escape.
- When you hit a target with an attack, you can use a bonus action to expend two charges to curse them. The target must make a DC 15 CON save or have thorns begin to fester in their wounds. At the beginning of the targets turn, they take 1d6 piercing damage as the thorns grow into their wounds. This curse lasts for 1 minute and can be ended by a "Remove Curse" spell.
- As an action you can spend 3 charges to slam the earth with all your might, causing vines to grow around you in a 10 foot circle centered on you. Creatures of your choice in that radius must make a DC 15 DEX save or take 1d12 + STR bludgeoning damage on a fail or half as much on a success as the vines lash out.
Does anyone have any ideas for ways I could implement this? For reference the players are level 5
well
did a poll on what Pact Boon should i make
and well, one is winning by one
Pact of the Staff, Pact of the Whip and Pact of the Idol
you can kinda guess what each to lol (more magic, whip and support)
yay--- so best way I know of to keep momentum on a thing is to give it a snappy name (my weakness), and then start writing down folks who are interested, and write down some basics as well so that its easier to share the idea
honesty same
Wordsmith is abit, weird with some stuff so :P
2dn ability, add a way to end the curse at the start or end of each turn. either another con save, or a str save to rip out the thorns (and maybe take two or three rounds of minor bleed damage.)
I mentioned to Whisper that I basically already had an idea akin to this and this gives me an impetus to work on it, especially because the other aspect of my idea was focused around game rules, so it would be dual purpose.
if you've got the time to work on it, sure, it'd be better for sure to not recreate what already exists
Can I have some help reviewing a spell I made?
Power Word Actually
1st level Enchantment
Casting Time: 1 reaction, when a creature within 60 feet of you makes an ability check or attack roll
Range: 60 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 saving throw. On a failed save, the creature automatically fails the ability check or attack roll it was making.If the creature is an ally and fails the saving throw, you can choose to make the ability check with advantage, allowing the creature to use your roll.
If the creature was making an attack roll and succeeds on the saving throw, it makes the attack roll with disadvantage.
_ _
Classes: Bard, Wizard
to strong
Which part of it is too strong?
Eh it's not bad. Initially I misread but this is actually underpowered if anything
A spell slot and a reaction to possibly prevent one attack roll is pretty meh. And the ability check thing is niche.
You say "saving throw" but the reaction tag isn't for saving throws
So I'm going to assume saving throw is in error
If it DOES let you roll allies saves, then it's far too powerful
The saving throw mentioned is from this spell
it has a wisdom save attached to it
if you use it on an ally, they auto fail their ability check, but you can use your ability check to substitute
its like differently shaped silvery barbs
Would it be overpowered if instead of attack rolls it triggered on attacks?
i don really like 1st level reaction spells, too scarred by shield and absorb elements and silvery barbs
This would give it a niche where it could potentially cause guaranteed hits from Paralyzed and Unconscious to miss instead
Made this for a monster girl dnd campaign a player wanted to play a flaming undead creature
does anyone have any advice for creating there own system?
Sick pfp
thnks
huh?
Like their own entire system? Probably not a topic for this channel ngl
- Plan everything, lest you get sidetracked and end up unsure of where to go next.
- Take meticulous notes, lest you get confused about what you meant to do when you originally wrote something.
- Challenge your own assumptions, as you will get stuff wrong on the first, second, third, fourth, times you do it.
- Set fair but achievable goals so that you can actually get stuff done and feel accomplishment.
ok, so far im just kinda taking parts of other systems and merging them or using them as a base for the parts im not excited to make. i guess saving my energy for the part i wanna do. ive also been taking detours to lore and worldbuilding if i start to feel burnt out
its a super heros system
you could usually just use the Help Action for that second effect
Shield and Silvery Barbs already cover the attack roll parts but better
1st level Reactions are plenty
you could do an unconventional thing and make this a Cantrip giving an ability check advantage or disadvantage as a Reaction
but you’re still usually using the Help Action
Usually you want to work backwards from your biggest bridges when you're making a system. 5e is a good example.
First you pick a dice. 20 resolutions on one dice, 5% increments, that sets the nuance you can have to your resolution. Set up 3 D20 tests. Your Dice VS Their Number. Your Dice VS Their Dice. Your number VS their Dice. Now you have a kind of engine.
Most of the calculations from things like AC, HP, and by extension damage dealt, are based also on how high or low a d20 can go. Tear apart 5e, look at what each part does and what its connected to, then ask yourself if that system exists and how it exists in your own.
Planning on running a 2024 campaign for some friends, but the new Ranger is really bad, so does anyone know any interesting Revised version of the class for 2024?
I don’t have a full Ranger revision, but I do have this
it’s a Ranger Optional Feature that tries to make Hunter’s Mark a usable spell even after you hit higher levels
it doesn’t make it OP, so you can still use other spells, but it makes it less bad to use (at least that’s the hope)
(there are some feats and magic items in the same document after all the Ranger things, you can ignore those)
Does this work well? (Offensive Duelist is a HB feat for the Dueling Fighting Style)
Master Duelist
General Feat (Prerequisite: Level 8+, Offensive Duelist or Defensive Duelist feat)
Ability Score Increase. Increase your Dexterity or Strength score by 1, to a maximum of 20.
En Garde. If you aren’t holding a shield, you gain a +1 bonus to your AC and +1 to your damage using melee weapons that are held in one hand.
Riposte. If you used a Reaction against a creature that made a melee attack against you and missed this turn, you may make a melee weapon attack against the attacker (no action required). This feature can be used a number of times equal to your Proficiency Bonus, regaining all your expended uses when you finish a Long Rest.
Pact of the Whip
As a bonus action, you can summon an otherworldly whip to your hands. This whip is referred to as your Pact Whip, which uses your Charisma modifier for attack and damage rolls and can deal necrotic, radiant or thunder damage on a hit (your choice when you deal damage). You are proficient while you weld it and when you cast a warlock spell that requires an action to cast, you can make a weapon attack roll with this whip as a bonus action. Only one Pact Whip can be summoned at any given time.
If you have a magical whip, you can, over the course of a short rest, bind it to your soul, which makes it act as your Pact Whip. You can revert this by doing another ritual over the course of a short rest.
When you make a weapon attack roll with this whip, you can instead do one of the following effects instead.
Disarm. You can attempt to disarm a target of their weapon or item they are holding. The target must make a Dexterity saving throw against your spell save DC. On a fail, a weapon or item is separated from the targets and magically appears in your hands. This effect can happen once per round.
***Bind. ***You attempt to cause the whip to ensnare the target. The target must make a Strength saving throw against your spell save DC. on a fail, the creature is Grappled. The target can remake the saving throw at the end of their next turn/s.
Your Pact Whip disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
well, making this
Maybe you could reword Riposte this way? (To make it less convoluted)
When you use a Reaction to target a creature that made a melee attack against you and missed this turn, you can make a melee weapon attack against the creature as part of the reaction.
Otherwise it is balanced well
yeh, the wording was annoying me
I think I like your wording
it does open up the ability to attack if the creature used a ranged attack that you used a Reaction against then comes over to melee attack you and misses
but honestly, I don’t think it matters that this is allowed
wait, it does say “as part of the same Reaction” so I guess it doesn’t
is this 2014 or 2024?
2014
I feel like it can just be an Invocation with Pact of the Blade requirement
PotB is so bad in 2014 its not funny
then make it so as Homebrew you use the 2024 PotB in general
Yeah it hurts
But not the enemy
It hurts the user
because what’s the point of it in the 2014 state?
also, it makes it so you can get the other invocations with PotB prereqs
add a designer note saying this is intended to be used while replacing Pact of the Blade’s effect with the 2024 version
im not making it to replace in game, this serves a general purpose other then attacking, control
nope, its getting options to help you control the enemy better, like an invocation this will get is push/pull and a save or be prone (the same invo)
that’s not what I was trying to say, I’m saying you can add a Designer’s Note which tells people who use it how you intended it to work, and then make it an Invocation instead of a Pact
it’s just too similar to PotB and PotB can also create a whip
uh, no?, tbh if this were a PotB thing it would be weaker
making a whole new pact, you can make it a non-weapon item that you attach to weapons or something
it’s 2024 PotB except for the last part and the whip limitation
so, just make it an invocation to be used with 2024 PotB replacement in 2014
you’re still making a weapon, it’s not a different pact
thats more for damage, this is more for other things like support via control
then don’t make it a weapon
give it more control options
have it be something completely different
it will, via invocations
like what?
Ruby of the War Mage attaches to weapons, Eldritch Tattoos give you 15 foot reach for specific actions
this isnt a magic item
technically, the pacts that exist are all magic items or creatures
you can make it so it’s a tentacle in your shadow
you give you options to disarm, push/pull, prone ect ect, basically, a control based pact boon
thats the thing i gave to somebody in a different server
or your hands turn into tendrils
those can almost all be done using unarmed strikes
Is PotW a specialised whip-related feature while PotB is a more general-ish thing in comparison?
basically
yeah, but no warlock is going to punch a thing
If so, then maybe you could mention (in a footnote) that those who want more stuff with whips can use this instead of PotB
they will when their punches have 15 foot reach and can apply those effects
eldritch claw tattoo is horrid on warlocks
and anyway, whats seperating that from a whip?
5 more range?
more damage?
literally just the fact that it isn’t the full PotB with extra stuff
thats the point.....
Many thanks
why would i give PotB a option for control? it for 1, doesnt fit, 2, makes it worse
make it 20 feet, give it the extra damage, but this changes the interactions and build tree
because that is literally exactly what you did
just because it looks like PotB doesnt mean it is
if that were the case, this would be 10x more boring
PotB and PotW don't need to be the same thing just because they have a lot of similarities
but its not, this is widely different to PotB in many ways, its just the base Pact Boon, if its similar to another, so what?
at base yes, i agree
but i havent even started on the invocations
thats were it splits off into its own, unqiue thing
It is, yes, but that has changed its identity so being a bit more specific in control. It won't mesh well with PotB's theme of weapon-using
thats what i said
right here
I don’t agree with it being a full separate thing, it could be a subcategory of PotB if you have a bunch of similar stuff like that for example, but it’s not distinct enough from PotB to be completely separate
you’re still benefiting from extra attacks using this, it doesn’t use a full action for the control effects
it’ll still be a specialized PotB and not a separate Pact
This is without looking at the specific Invocations, so maybe those might make it more unique
it doesn’t really matter what invocations it has, it’s still a specialized PotB because your Pact item is a weapon
if you make a special summon pact, it will still be PotC
what about Pact of the Trigger? that one very popular homebrewed pact boon
its a gun based one
"oh sorry, PotB has a ranged weapon invocation"
yeah, I think it should’ve been done differently
I still don’t agree with it being a separate Pact
idk which one you’re talking about, but the one I actually don’t mind as much is the one that doesn’t have the other effects of PotB and just has a full host of separate different effects
in the Pact itself
yes it makes a weapon, but the weapon doesn’t gain all the benefits of PotB but it’s a gun
At the end of the day, it's still homebrew. It's not perfect, but it doesn't have to fit every criteria or rule
I mean yeh, I was just giving my opinion in the end
I disagree with it
but you’re not forced to do what I prefer
Level 1 Inchoate Flesh feature
Destabilized Soma
The magic in your body has made your form unstable, but more enduring. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.Your body is also much more malleable under your will. While you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Charisma modifier.
Making a shapeshifting (body horror themed) sorc subclass. Would this feature be too strong if I were to add a natural weapon to it?
it’s already the full first Draconic Sorcery feature
adding Natural Weapons to it would count as just a ribbon feature though
Yes, but this is a more melee oriented subclass (kinda like Bladesinger)
This is the 6th level feature btw
Starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Also, when you make a melee spell attack using a Sorcerer spell and deal damage to a creature, you can choose to gain temporary hit points equal to the spell's level + your Charisma modifier.
This is the 6th level feature btw
then I would say you should probably remove the HP increase for Natural Weapons
what I did for a similar situation is I just gave free uses concentration-free of Alter Self
you have Alter Self prepared, can cast it CHA times without expending a spell slot. When used in this way, the duration is reduced to 1min but it doesn’t require concentration.
you can also make it so it activates with Innate Sorcery and give it extra stuff from Innate Sorcery if you’re doing 2024
but if you just want the natural weapons, you can just swap the extra HP for the Natural weapons as well
The 10th level feature allows you to fuse with other creatures to share hp (among other stuff) or absorb dead creatures for thp and is still in progress
14th level feature is probably going to be conc-free Alter Self at will
18th level feature will enhance the 10th level feature
Yeah that sounds good
Thoughts on this magic item a player of mine made?
Tactician's Robe
Wondrous Item, legendary (requires attunement by a spellcaster)
These silver and purple robes are bulky and supported by protective runes woven into it by powerful spellcasters.
These robes have 20 charges.
You gain these benefits while wearing the robe.
Protective Aura. Creatures of your choice within a 30ft emanation of you gain a bonus to their AC and saving throws equal to your half of your spellcasting modifier (rounded up).
Reactionary Advantage. You gain an additional Reaction you can use. This additional Reaction can only be used to perform an option from the Rebuke feature on these robes.
Rebuke. When another allied creature within your Protective Aura takes damage, you can use your reaction to use one of the following options.
- Escape: You can expend a 1st level or higher spell slot, or 1 charge from the robes, to cause them to teleport to an unoccupied space you can see within 60ft of their current position. They gain your Protective Aura benefits even if they are not within range until the end of your next turn.
- Absorption: You can expend a 3rd level or higher spell slot, or 3 charges from the robes, to cause them to take half damage instead. Before the end of the creatures next turn, when they roll a damage die, they can add the damage prevented by this feature to that damage die, adding your spellcasting modifier to the total.
- Redirect: You can expend a 4th level or higher spell slot, or 4 charges from the robes, to instead cause the damage taken to be redirected at another creature of your choice within 30ft of the allied creature. The allied creature takes no damage, and the other creature you choose within range must make a Constitution saving throw, taking the full amount of prevented damage, plus your spellcasting modifier, as force damage on a failure, half on success.
- Rescue: If the creature that was damaged would be reduced to 0 hit points you can expend a 5th level or higher spell slot, or 5 charges from the robes, to instead cause them to be dropped to 1 hit point and regain 5d8 hit points, adding your spellcasting modifier to the total.
Regaining Charges. The Robes regain 2d8+4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the robes become mundane, losing all magical properties and become the Fine Clothes item. On a 20, the robes regain 1d8+2 charges.```
Ball lightning
5th-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Until the start of your next turn
You conjure a sphere of crackling lightning and hurl it toward a foe.
Choose one creature you can see within range. The target must make a Dexterity saving throw, taking 8d8 lightning damage on a failed save or half as much on a success.
Until the start of your next turn, the sphere remains in play, bouncing with divine energy.
At the end of each creature’s turn, you cause the sphere to bounce to another creature of your choice within 40 feet of its current target. The new target must make a Dexterity saving throw, taking 4d8 lightning damage on a failed save or half as much on a success.
A creature can’t be chosen as the sphere’s target on consecutive turns. The sphere vanishes at the start of your next turn or when no creatures are in range for a bounce.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the initial damage and each leap’s damage increase by 1d8 for each slot level above 5th.
Should maybe add a clause that if no other creatures are in range for a bounce the spell fizzles
Also should say choose not you can choose to make that more clear
It can deal 4d8 for each turn before the start of your next turn, bouncing between two of your enemies. It's too powerful and just not a standard for D&D imo.
I would rather see it be something like flaming sphere where you can send a sphere, and then creatures of your choice, up to 3 or something, withing range where it stops need to make a dex save or take that 4d8 damage.
So something more like:
5th-level Conjuration
Casting Time: 1 action
Range: 60ft, (5ft radius)
Components: V, S
Duration: Concentration, up to 1 minute.
You conjure a sphere of crackling lightning and hurl it towards an unoccupied space within range. You can choose a number of creatures within 20ft of the sphere, up to your spellcasting modifier, to zap with lightning. Each creature you choose must make a Dexterity saving throw or take 4d8 lightning damage, half on a success.
As a Bonus Action, you can move the sphere up to 30 feet. If you move a sphere into a creatures space, that creature makes the save against the sphere as if it was zapped by it, and the sphere stops moving for the turn. When the sphere stops moving, you can cause the sphere to zap creatures of your choice with lightning.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.```
No I dislike that. It’s supposed to sit somewhere around chain lightning and reward tactical players in high enemy count situations. The more enemies the better the spell. The better at positioning the more likelihood it keeps bouncing. Making it the same cookie cutter thing that already existing isn’t what I’m going for
Target the wrong creature who runs out of range and boom the spell fizzles. Target the right creatures in the right order and situation and it gets more value. Unique mechanically and situational
I mean now that I see they can't be a target again, it is fairer, but if you're fighting a ton of enemes, 40ft is a long distance and your allies turns, your allies summoned creatures turns, etc, all come into play here. You can essentially deal 12d8 to one creature and 4d8 to as many creatures as there are turns, quite easily. Long as you have half a brain that is.
*is a long distance, damn my brain this morning
Right that’s true but enemies with half a brain would spread out seeing a ball of lightning bouncing around also. It also only gets good value against large mobs early in combat rounds. So again there is a built in limiter. Not gonna help you against a solo boss very much unless he’s surrounded by minions. Effectively it would have to bounce to 8 targets as a level 6 spell to do the same damage as chain lightning. I would like to assume in 8 turns assuming initiative most DMs would spread their bad guys out
It requires a player to stay engaged the entire round and forecast their jumps planning for movement and such. I had it written as 30 originally but then that’s average movement assuming they were right on top of each other when the fight started your spell fizzles. Gives some more counter play. Still can be cancelled by dispel magic and smart enemies
It needs to be play tested but I did run the damage numbers and a 5th level fireball hitting 3 enemies does roughly the same amount as hitting 4-5 with ball lightning from what I estimated
I could probably shorten the distance if anything but I feel pretty good about the damage numbers and mechanics overall
If you guys were to make a Demigod in D&D, would you make it a Species, a Class or a Subclass (or multiple subs for different classes)?
Not a player option
I literally have a demigod class written
Why
bit too MC-ish for my taste
I was thinking of the Examplar class from Pathfinder
I dont play PF
I’m writing a whole Olympic themed book and basically have it finished
I think players with Main Character Syndrome are gonna act like a MC regardless of the class lol
have you checked out Theros perchance?
Yeah
That's cool as heck
Here I can post what I got so far. That’s where the ball lightning spell comes from
There are a few Greek Mythology third party books but they are more like "what if D&D but similar to Greek Mythology?" instead of "what if D&D but in literal Ancient Greece?"
4 subclasses. Spawn of Zeus, Spawn of Poseidon, Spawn of Hades and (not a demigod technically) but spawn of titans
I was thinking of making a subclass for each D&D class (including Artificer) for each of the 12 Olympian Gods + Hades
i mean, literal ancient greece was just like any other nation at that time
Demigod core class
Primary Abilities - Strength or Dexterity and Intelligence.
Hit point dice - D10 per Demigod level
Saving throw proficiencies - Dex and Wis
Skill proficiencies - choose two skills from Acrobatics, Arcana, History, Insight, Investigation, Perception, Persuasion, or Religion.
Weapons proficiencies - Simple and Martial weapons
Armor training - light and medium armor and shields
(Level 1) Weapon Mastery - As a student of war you have come to find the beauty in studying a weapon to its fullest potential. Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice.
Whenever you finish a long rest you can practice weapon drills and change one of those weapon choices.
When you reach certain Demigod levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Demigod Features table.
(Level 1) Spellcasting -
(Level 1) Divine Mark - You learn the Sight of Olympians spell and always have it prepared. It doesn’t count against the number of spells you can prepare. You can cast it a number of times equal to your proficiency bonus without expending a spell slot, and you regain all expended uses when you finish a long rest.
When you use Sight of the Olympians against a creature, you mark them for 1 minute. While a creature is marked by your Sight of Olympians, your weapon attacks against that creature deal an extra 1d4 cold, fire, lightning, or necrotic damage (your choice when you gain this feature). You can only have 1 creature marked at a time. This damage increases as you gain levels as shown in the Demigod table.
(Level 2) Fighting Style - You gain a Fighting Style feat of your choice (see chapter 5). Instead of choosing one of those feats, you may also choose one of the options below.
Windcarver - When you move at least 10 feet before making a melee weapon attack, you gain a +1 bonus to the attack roll. After you make an attack in this way, the creature or creatures you attacked can’t make opportunity attacks against you for the rest of the turn.
Aegis Style - while holding a shield, when a weapon attack hits you, you can use your reaction to attempt to deflect the blow toward another creature of your choice within 5 feet of you (other than the attacker). Compare the original attack roll to the new target’s AC. If the roll would hit that creature, you and that creature each take half the attack’s damage (of the same type). If the roll would miss, you take half the attack’s damage, and the other creature takes none.
Relentless Wrath - When you reduce a hostile creature to 0 hit points with a weapon attack, you can immediately make one additional weapon attack as part of the same action. You can make only one additional attack per turn in this way.
Relentless Wrath - When you reduce a hostile creature to 0 hit points with a weapon attack, you can immediately make one additional weapon attack as part of the same action. You can make only one additional attack per turn in this way.
(Level 2) Clever Correction - Your sharp wit shines when you find yourself in an unfamiliar situation.
When you fail an ability check using a skill in which you are not proficient, you can draw upon your godly intellect to reassess your approach. You may reroll the check, adding your Intelligence modifier to the new roll. You must use the new result, even if it’s lower.
You can use this feature a number of times equal to your intelligence modifier, and you regain all expended uses when you finish a long rest.
(Level 3) Olympic Lineage - Subclass
(Level 4) Ability Score Increase - You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Demigod levels 8, 12, and 16.
(Level 5) Extra Attack - You can attack twice instead of once whenever you take the Attack action on your turn.
(Level 5) Reposition - When you roll initiative you may immediately move up to your movement speed.
(Level 6) Critical Revelation - Your weapon attacks can critically strike on a 19-20 roll. Additionally when you critically strike a creature you may use your Divine Mark feature without expanding a charge against that creature. If the creature you critically struck is already marked you may instead use it against another creature in range. You can have up to two creatures marked at a time.
(Level 7) Subclass feature
(Level 8) Ability Score Increase - You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Demigod levels 12, and 16.
(Level 9) Clever Resolve - When you fail a saving throw for which you are not proficient, you can draw upon your godly intellect to resist. You may reroll the saving throw, adding your Intelligence modifier to the new roll. You must use the new result, even if it’s lower.
You can use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.
(Level 10) - Echo of Ascendance Your mortal form can no longer contain the fullness of your godly spark. You learn to project a radiant echo of your ascendant self.
As an action, you manifest an ethereal echo of yourself in an unoccupied space you can see within 60 feet. The echo lasts for 10 minutes or until you dismiss it as a bonus action. It is intangible, invulnerable, and sheds bright light in a 10-foot radius and dim light for another 10 feet. You can manifest it twice per long rest.
While the echo exists:
Awe or Dread. When you create the echo, choose Awe or Dread. Creatures of your choice that start their turn within 30 feet of it must make a Wisdom saving throw (DC = 8 + PB + Int). On a failure, they are charmed (Awe) or frightened (Dread) until the end of their next turn.
All-Seeing Reflection. You can see and hear through the echo as if in its space. It has advantage on Perception, Insight, and Investigation checks, and you can use its results. Hidden or invisible creatures within 30 feet of it are faintly outlined to your sight.
One Will. You can move the echo up to 30 feet as a bonus action and speak through it in your own voice.
(Level 11) Subclass feature
(Level 12) Ability Score improvement
(Level 13) Greater Revelation - As a bonus action, you can call upon the insight granted by your Divine Mark, momentarily revealing your foe’s vitality. You instantly discern the creature’s current hit point standing, as with your Sight of Olympians spell, and until the end of your turn, you have advantage on all attack rolls you make against that creature.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
might be better to send a link
(Level 14) Unshakeable Resolve - Your uncanny endurance and intellect allow you to remain unbroken in battle. You gain advantage on Constitution saving throws.
In addition, when you make a Constitution saving throw to maintain concentration on a spell or ability, you can add your Intelligence modifier to the roll.
You can use this benefit a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
(Level 15) Subclass feature -
(Level 16) Ability Score Improvement -
(Level 17)
Indeed
Since I haven’t finished it I don’t have it on Google Docs yet but yes for future
I’m finishing the capstone features today most likely. Still needs playtesting
i mean, it still better to send as a link even if its not finished.
I don’t have a link as I just said
¯_(ツ)_/¯
It’s literally typed in my notes app
nothing is stopping you from CRTL + C
Nothing is stopping you from being kinder either
I know, I just mean like, those books have a setting that is very similar to Greek Mythology (like Theros) instead of the actual thing
Sometimes I just want to play like a Barbarian who worships Ares, not Path of the Raging Ocean Barbarian based on the god Undyne who is married to Selune, goddess of Moon (made up)
I have a path of the war god subclass
Oh ic what you mean
I’ll send in message as to not upset this one here if you wanna check it out
you want the actual peeps
Yeah, the actual stuff
That seems fitting XD
I sent you a message with the subclass for you to check out !
I found a way to make an artificer on dnd beyond without paying for Tasha’s cauldron of everything
that sounds a bit too close to piracy there mate
They have an artificer in the premade characters section of the character creator. All you have to do is rewrite the whole character sheet except for the class
Oh
Im not gonna do piracy. But exploiting loopholes is fair game
Doesn't that also lock you into the specific subclass from the sheet (that is, if it does have one)?
ye, Vi is stuck as an artillerist
Yeah but you still get an artificer
sad battle smith lover noises
I want to make a Necrotic-themed Ranger Subclass, and decided to make the Conclave of the Reaper:
Through your travels across the world, you’ve gained an appreciation towards the circle of life… and a distaste to those who would dare pervert it. Whether they be of undeath or immortality, creatures refusing to die must be slain before the world falls to them.
Level 3
Subclass Spells (Ranger Level - Spell):
3 - Cause Fear
5 - Gentle Repose
9 - Bestow Curse
13 - Death Ward
17 - EnervationBond with Death:
Your desire to preserve the circle of life give you a kinship with the Death itself, granting you a number of Benefits:
You gain the Toll the Dead, Spare the Dying, and Enfeebling Hand Cantrips
You gain Graveland as a Favoured Terrain and Undead as a Favoured Enemy
Spells you cast against and Status Effects you inflict on Favoured Enemies ignore Creature-specific Condition Immunities (Undead are now affected by Cause Fear).
Creatures that are brought to 0 Hit Point while targeted by Hunter’s Mark cannot be Resurrected or turned Undead by a Spell of a lower Level. Attempts to do so with the same or greater Spell Level must beat your Spell Save DC.
Spells you cast and status effect you inflict ignore creature specific immunities is strong. I would either make it so it takes them from immune to resistant or make that effect apply only to hunters mark targets
How do you resist a Condition?
Advantage on save
Honestly would just be cleaner and more class specific to do against hunters mark and gives it more uses since it’s a useless as spell at higher levels anyways
I added more to the repurposer cannon. Can someone take a look?
https://docs.google.com/document/d/16-96WbW-qx6RVStFXidAy6yG7Wwqn8ToMf4ghICBGzg/edit?usp=sharing
Also, there's a hidden warning
Already got that covered for base Ranger rework.
Ok I didn’t know you were using an augmented version of the class even still I would say keeping it in line with class specific features helps or you could even say again favored enemies in this case
Probably an elemental im not sure though.
That's definitely something I wouldn't want to see IRL
You look out from the rightmost window of the inn to see lightning crackling like never before. You dont know the source, but its getting closer.
https://www.reddit.com/r/DnDHomebrew/comments/1miakdn/sea_twister_conclave_ranger_subclass/
This is a link to a homebrew ranger subclass i made. I was wondering if the drain moisture ability is too weak
should i buff the drain moisture effect?
Elder Tempest
Hows this as a concept for a feat?
Critical Line
+1 to Dex/Con/Str
When you achieve a critical success on a D20 roll, the closest ally to you can spend their reaction to automatically achieve a critical success on their next D20 roll within 1 minute. When an ally within 30 feet achieves a critical success, you may spend your reaction to automatically achieve a critical success on their next D20 roll within 1 minute. This effect cannot stack, and critical successes granted by this feat cannot be used to reactivate the feat.
I was thinking it might be a bit too powerful in some cases, so it would instead automatically grant a 19 on the next roll instead of a 20
Well, this feat would allow the cleric to critically hit with, say, Guiding Bolt, for what it's worth
Is that an observation or a problem, im not familiar with clerics
Just an observation. It's a first level spell that does 4d6 damage, so 8d6 on a crit
Continuing from this
Level 7
Reaper's Mark
When you cast Hunter’s Mark on a Favoured Enemy, you can forgo the 1st Spell Level’s additional Damage and prevent the Creature from Healing. If cast at 2nd Level or higher, you still deal the additional Damage from that Level. The Healing Prevention can be removed if the Creature uses Remove Curse or similar Spell, but it will revert Hunter’s Mark to its normal state (additional Damage from Reaper's Mark remains).
I'm not Finished Yet
When you are about to make a Death Save, you can instead restore yourself to ¼ of your Hit Point Maximum. Also, your next Attack has Advantage as your enemies are Surprised at your rapid recovery. You can only do this once per Long Rest.
Notes: I had InFY bring you to a 1/4 of HP Max to coincide with changes I made to Polymorph and Wild Shape when defeated in another form.
Adding features to HM generally doesn't work because hunters mark is a waste of your concentration and spell slots. Especially side grades like this
I made Hunter's Mark a Feature that scales better with Spell Slots. Might remove Conc if needed.
Even if the damage die scales a bit it's still a massive waste of concentration.
Like, you have spike growth. At higher levels, you have conjure animals. Why would you use hm.
So conc is a decent start
Anyone know of something similar to purity seals from Warhammer 40k for character adornments?
₊˚ ✧ ━━━━⊱⋆⊰━━━━ ✧ ₊˚
Praseria's Secret Class:
Warlord
Class Role: Attacker / Tank / Fighter-type
Boosted Stats: Strength, Dexterity
Techniques, traditions, and teachings have been honed through the ages to create the ultimate fighting machine
Although they can wield very basic magic, it's typically not recommended.
Level 1 –
During combat, your tuned senses allow you to able to control the elements within you, and control elements directly around you
Choose two of the following:
Iron Clad - Manipulate elements from the ground upon which you stand to create a shield around you. Different materials create different shields, for example, standing on a concrete floor will create a stronger shield than loose sand in the desert.
Bloodlust– Upon defeating an enemy, choose to engage in bloodlust. Advantage on all rolls involving combat during your next two turns. However, if you don't defeat an enemy within the allotted two turns, take D4 mental damage
Pulse Strike – Channel all the kinetic energy from your current attack outwards. Melee enemies in a small radius (10 ft.) are pushed back and take minor damage.
Thoughts?
needs a lot of formatting work done
and maybe a name other than Warlord
It looks more like a Barbarian subclass, than a new class
also, the iron clad ability doent really seem to fit in with the rest of it mechanically?
Idk, it's like a last class tank ability
Could be a barb sub yeah
Mechanically similar to barb as well - see reckless attack for advantage
and Rage*
Honestly closer to Artifact-tier power, tbh, and maybe even a bit more than that. The number of charges, number of charges regained, and ability to also use spells slots is huge.
Even the passive bonus to AC and saving throws by itself on an item is Legendary-level, if not greater, considering that this would always be active on the spellcaster.
But the bigger reason it likely looks like a subclass is because it just isn't fleshed out. You can always start work and see what happens. I guarantee it'll morph and change
A full class takes a huge amount of work and changes
hmmm that’s pretty cool but i feel like it should only be able to be done once per long rest
I had an alternative version in mind that getting a 20 gives allies within 30 ft +1d10 to the next d20 roll
Or 1d6, d8, whichever seems less broken
So I’m working on a Ghost Rider subclass for fighters and it’s not allowing me to publish it even though I have the subclass feats on the proper levels. What am I missing?
does it say why it wont let you publish?
Feats on proper levels
fighters get subclass features at 3, 10, 15, and 18. Make sure theyre all set to... Granted? In the dndbeyond
Correct. I just looked and one was on 7. I’m guessing that was old rules
oh they also get one on 7
I thought so
wait, i might have it wrong, its 7 instead of 10
Still same issue. I might try to figure it out by going through each level
Final Gambit
Prerequisite: 20th level, proficiency with katanas
Description:
As a bonus action, you can expend all but 1 of your current hit points to unleash your ultimate technique. For 1 hour, your Strength and Dexterity scores each increase to 20 (or your normal maximum if higher), your speed is doubled, and you gain advantage on all attack rolls made with katanas during this time.
Effects:
• Hit Points: You drop to 1 hit point.
• Ability Score Increase: Your Strength and Dexterity scores increase to 20 for the duration.
• Increased Speed: Your movement speed is doubled.
• Enhanced Attacks: You have advantage on attack rolls with katanas.
Duration: The effects last for 1 hour. After the hour ends, your Strength and Dexterity scores return to normal, but your hit points remain at 1.
Aftermath:
Once you use this ability, you cannot use it again until you finish a long rest. Additionally, you suffer one level of exhaustion after the effect ends, as the immense strain takes a toll on your body.
remove profieciency with katana and related katana-requirements
The "use this ability to die and then suffer too" ability.
Upsides aren't NEARLY worth immediately dying the next time you stub your toe and an exhaustion level
Especially at level 20
I wouldn't use this at level 1 tbh
Yhea pretty much it’s a “hope you get good damage” or “well after rolling a 1 you tripped on a rock stubbing your toe and died”
The only time you'd ever pop this is if you're already at like 3hp
Though there’s a spell the support can get (haven’t finished it yet) but in short if your at 1hp you get buffed all the way to full. Very specific but if they notice then their golden
So I've been trying to find a way for my Pachycephalosaurus race to work and I've been really unsure what other racial traits to give it.
So far it's just got the Minotaur's Horns and Goring Rush ability.
Right now I've been really unsure what else they should get.
Unarmored defense?
Still need some feedback on this...
Bad feature (hm sidegrade) and a slightly better death ward. The HM section may as well not exist. The death ward thing is mediocre. Disappointing if this is all the get at 7
Improved Pact Whip
Prerequisites: Pact of the Whip feature
Your Pact Whip gains +1 to its damage and attack rolls. In addition, when you deal damage with your Pact Whip, you can force the target to make a Dexterity saving throw against your spell save DC, on a fail, the target is pulled 10 feet towards you or is pushed 10 feet away from you in a straight line and fails prone. This saving throw can happen once per turn.
Eldritch Reach
Prerequisites: Pact of the Whip feature
Your Pact Whip’s reach becomes 20 feet instead of 5, for a 25 foot reach.
the first 2 invocations
I made a Custom Spell for this item im still Figuring stuff out, its called (Ectoplasm in a bottle)
It is exactly what is says it is ectoplasm in a bottle to even get this item you must use the ectoplasm ability, this is also a healing potion. (The creature/being must be dead in order to even use this), this kind Ectoplasm is used in small doses of medication because it's always pure, the reason is because huge doses like 50HP isn't easy to come by, Doctors would Foam over the mouth to get that much or more.
(Let's say for reference a creature your stealing from has 264Hp seems like alot, well you take hafe of that which comes to 132HP
to better understand how this works here's a small calculation of what you need to do
(Stolen HP ÷ 2 ÷ 1.5) or for better reference (132hp ÷ 2 ÷ 1.5 = 44hp)
if a calculation look like the following 57.666666666, just use the first number so 57HP.
now YOU yes you are in charge of how much HP you recover when you have this bottle
You can even poor this on a weopon of choice to do life steal damage (HP Stole ÷ 2 ÷ 1.5 = ??HP ÷ 2 = ??hp), the number at the end of this calculation is how much HP you Snag away from an opponent (this doesn't effect the weopons Damage output that stays the same)
After usage the E,I,A,B turns back into a jar)
I mean I'm not sure if that would work as well since they kinda had average animal skin
Would advantage on concentration checks for spells be broken
A racial trait for the pachycephalosaurus race
I mean... I guess a thick head makes you good at staying hard headed
it would be alot, but warlocks can get it via a invocation so maybe not
Minor side note' "this saving throw can ONLY happen once per turn" not "can happen once per turn"
If it can happen once per turn, that doesn't mean it can't happen twice, or three times.
I can throw a ball once. I can also throw it twice.
I guess maybe I could find a different racial thing that can be made put of their culture instead of their biology
if you're already a hard martial your str/dex are gonna be 20+ already, why handicap yourself like that?
https://www.dndbeyond.com/spells/1555892-create-smoke-guardian
https://www.dndbeyond.com/spells/1555900-engulfing-smoke
Who likes smoke? I made these smoke themed spells a long time ago. And i wonder if they still hold up. Think these are useable?
Anyone one have a monster I can use?
A frankly absurd amount. What are you in the "market" for? 
i assume an arch vile, which ... yep, help yourself #homebrew message
Huh…Yhea you right I shall boost it to 30
Idk if this is the right place but I homebrewed a boss monster and need help with names and abilities
it would be yes
Ok so the monster in question is currently under the prototype name “the pile”. It’s a whole grave yard of corpses that combined into this mound of undead.
ok, so basically a living graveyard
also, instead of drop to one health, give vulnerability to all damage, and remove the requirement of a katana
Pugilist
Brutal beatdowns and bloody knuckles are your calling card, and by conditioning your flesh to combat, you gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d10 + your Strength modifier, instead of the normal damage of an Unarmed Strike.
- Once on each of your turns, when you hit a creature with an unarmed strike, you can make another unarmed strike as a part of the same Attack action.
- When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away from you or grapple it. You can use this benefit only once per turn.
Thoughts on this?
Ok I have an idea for a class feature but I feel like it's way too OP.
The idea is basically, the subclass uses "sigils", gained by taking or dealing damage. This feature makes it so you use 4 sigils, and a creature who dropped to 0 hp within 30 feet of you immediately takes an additional turn before actually falling to 0 hp. I was thinking of making it so when they take this additional turn, they gain an additional 2d10 damage to their attacks and when the turn ends, they gain one failed death save. The feature is 16th level, I should have mentioned that from the beginning
If it is too OP, is there any way I could make it less OP while still keeping the essence of the feature?
i like each of these but they also feel like a lot packed into one feat
right up my alley
Honestly, "The Pile" works still
You can look at the Zombie Clot and Graveyard Revenant monsters for inspiration
Really now
I always imagine things like this almost like a fromsoft game.
You walk into a graveyard with a lot of empty holes. And then a mound rises out of the ground and a health bar labelled "The Pile" appears. Absolute awe.
Oh I didn’t know monsters like these already existed, but mine are a bit different
For one, this creature is smart
It also has an ability where it can cause arms to rise from the ground and grab onto a person, keeping them trapped with zero movement till they beat a strength save
graveyard revenants had human level int iirc
yeah, they have 13 int and can speak common and two other languages
Okay so it might be a bit odd but I did get an idea for something it can do
Basically it gets the battle master pushing or tripping attack
Might be able to work with this
theyre basically a group of revenants put together from the art
I should add that the pile also incorporates parts of the graveyard itself
1d10+mod unarmed strikes, an actual genuine extra attack feature, free grapples every turn with those, AND it's a half feat? Bonkers overpowered.
I mean the last part is fine
the full on extra attack is too OP, the d10 Unarmed Strike steps on other feats and is too strong
this seems like grappler on coke
wait, that’s why it’s fine
it’s because it already is part of the Grappler feat
I was about to say you can have that part with some other effects and it would be a good feat
For Gnolls, as monsters or as a player race/species, do y'all think it would be a good idea to give them a bite attack and on hit they can choose to deal damage or attempt to Grapple the target? Considering how in the wild hyenas can actually crunch down on bones and kill smaller prey by shaking them back and forth in their mouths.
unarmed strikes can already grapple
- the feat is already pretty strong, you may want to consider removing the ASI
- make the damage 1d8 to match unarmed fighting style
- make the extra attack a bonus action
- this is fine
bonus: consider a level req for this
the Unarmed Fighting Style by itself takes a full feat slot
This is why I shouldn't post this late. My bad.
oh right people play 2024
https://www.reddit.com/r/DnDHomebrew/s/TyxbNqFwWI
this is a link to a homebrew ranger subclass I made
any comments?
As written, simply does not function properly for a large variety of reasons.
alright, elaborate
If you standardize language and clean up logical inconsistencies, it'll be able to be judged.
Example:
"strength saving throw or be pulled within 5 feet of you"
Against your spell save DC? Who knows, this is a weapon.
Within 5 feet of you? Where within 5 feet of you? To a space of your choice? The closest space to them that's also within 5 feet of you?
And that's just one sentence
There's many of these, I'd have to spend 10+ minutes reading it and asking you for clarity in order to know what features did
If you clean up the language, people will be more able to help you (and more importantly, without cleaning it up, it's unplayable at a table)
fine ill try to fix it
there, did an update
Aquatic adept is a fun ribbon.
Being wisdom SAD is helpful, but unfortunately aqua shuriken only does that if you are willing to commit to melee (20 feet is functionally melee). Reasonable tradeoff, but not really a power increase. From an optimization POV, this is a feature the ranger will never use: it will be almost always better to be holding a proper ranged weapon and be farther from the enemy. This lives or dies on the options. So let's look:
Water whip is fine.
Water jet is actually usable. Small AoE. The damage is low, which it should be for this effect.
Ice spike: 60ft ranged attack with slow mastery. Somewhat compensates for the earlier issue. However, objectively worse than a heavy crossbow with push (slow is worse than push)
Drain moisture is fine. Strong effect, but targets a bad save and nothing on a successful save. Balanced.
My main issue with all of these options is this: why am I not just holding a heavy crossbow? It's better than all of them.
Ice shield is fine. Somewhat like arcane deflection, without the save bonus but with damage. Bit disappointing that it's all you get at 7 though.
11th level feature makes the attacks hit harder than any weapon is capable of at base. Usable now. Few issues:
-auto grapple as a player is a balance nightmare. Reconsider. A save is needed.
Water jet is fine hhere
Ice spike is the only option that exists, outside of the insane autograpple. This outclasses all other options, mainly due to both doing the most damage, having the highest range, and packing an excellent debuff for focus fire that scales with multi attack.
Drain moisture: sure.
Aquatic supremacy: sure, amazing control once per LR. Works.
Really hard to commit to actually being wisdom SAD seeing as you want 14 dex for AC anyways, no feats will ever meaningfully nteract with these attacks, and the heavy crossbow is kind of just better.
i tried to make the utility of it more useful than just base damage
i do know that actual weapons will more often than not do more damage but with the water effects you can cause debuffs like slowness and weakness
also the auto grapple only happens if the target fails its strength save against being pulled
Fair so there is a save on the grapple. The additional effects are nice, but simply not worth the range issues. When they scale at 11, they probably are, but before that using them is kind of silly. But all that ignores feats, which make other weapons way better than these.
Feats are the real issue here. CBE/SS notably make these throwing to use outside of situational times
Don't get me wrong. This is totally playable. It just happens to be worse than a normal ranger
what should i do to make the aqua combat actually viable then?
What's the highest single target damage spell?
I want to homebrew a spell for my campaign's god of death, flavoured as him pointing a blasting a hole through people
Something really brutal, single target and devastating if it goes off
i mean its not the highest single target (might be with upcasting, idk), but Disintegrate could work
max possible damage is 154, but I'm not really in the habit of rolling 19 6s
You have a problem:
If you make it better than a weapon with multiple feats, it's vastly overpowered
If you make it worse than a specced weapon, players will take the weapon.
My advice: have it add riders TO weapon attacks, rather than being a new type of attack.
For reference, see 2024 weapon masteries. You could, for example, cause it to give attacks a 10 foot push or pull and flavor that as water doing it.
Tone down the power lots, but have them just apply in addition to existing attacks.
Problem is that sort of removes the water bending flavor. The entire point of the subclass is that water IS your weapon
make it a magic item instead
or a spell
as a feature, it would almost always have to be either a Monk subclass and count as Unarmed Strikes or be a rider onto weapon attacks
I very much doubt I could make it into a single spell
you’re not really condensing all the effects into a spell
choose 3-4 effects, make it either do orbs or change your form
the choice you make determines the level
This is the subclass we’re talking about BTW
yeh, I read that
But no I’m not making it a magic item either
I mean even for a subclass, you have too many different dice denominations and amounts
Because then the player would have to ask their DM for it, which means other players would also want magic items and it turns into a big mess
I’ve never had a magic item turn anything into a mess so idk
I’m fine with the subclass having below average DPS if it means it can be viable in other ways like support
you can also craft magic items RAW in 2024
idk, I honestly don’t think it’s more helpful than a Beast Master Ranger for example
I refuse to make it a magic item
it doesn’t have to be a magic item, but it definitely is off as of now
It is staying as a subclass because that is what the character fantasy is supposed to be
What about it is weak in your opinion?
it’s not really about being weak
it’s just not really good at what it’s doing for the class
it doesn’t fit the class or interact with it much
the feature choices undermine the other choices
and it’s way too much to memorize
I made the subclass the way it is because I wanted it to fit a character fantasy
try standardizing the main damage and range
make it something a Ranger can actually handle
you are losing Weapon Masteries and your Fighting Style when you use this
Problem is I don’t think each effect SHOULD do the same damage or have the same range, because that’s boring just doesn’t really make sense.
I personally don’t find it to be too overwhelming
it doesn’t have to be the same damage
but the same damage dice at least
you can give it 2 range tiers if you really wanna lock some stuff
the way it’s set up right now is way too much
Honestly I genuinely don’t see a problem with how the damage system works currently
you still can’t use feats to upgrade it, you are very limited in Magic Items you can use, and a lot of your Ranger spells aren’t usable with it
The only way for me to fix that would ruin the character fantasy
that’s not true
I don’t want to have them just use weapons
they don’t have to use weapons
Okay what are you suggesting then?
Soulknife Rogues also have their own weapon
So you think they should have weapon properties?
I think it should be 1 weapon that they can conjure, and then you give it riders
No that breaks the character fantasy
If they just water bend to make a sword made out of water then it’s not really water bending, your just making weapons
that’s not what I said
Okay elaborate then
I could do that but only for the water whip and the ice spike
it can be a thrown weapon and then some riders require you to use a melee attack to activate them and others require a ranged attack
What does “riders” mean?
extra effects that activate when you land the attack
I personally don’t like making ALL of the water techniques count as weapons
I can do it with some of them but not all of them
then they shouldn’t count as part of the Attack action
you can make a separate feature that allows you to use your actions for specific effects
What about sun soul monk? They have a similar system don’t they?
the thing I’m telling you is the way Sun Soul does it
it creates a fake weapon that it then uses
Fine I’ll give weapon properties to the water whip and the ice spike
I don’t think a high pressure jet of water should count as a weapon attack
It’s me having a character fantasy I want to fulfill
look at Ice Knife
I’m not making a water jet use an attack roll
I updated it to make water whip and ice spike have weapon properties
you completely missed what I was trying to say, I think someone else will have to go through it with you
Sorry I am incredibly stupid
I mean, I explain a certain way, I know I can’t get my point across to everyone
and I can’t think of another way to explain it
Anyone else willing to discuss this?
Sure
how does this subclass look to you?
Scourge of the Forgotten
Prerequisites: 5th level, Pact of the Whip feature
When you make a weapon attack roll with your Pact Whip, you can forgo the attack roll to do one of the following effects instead. You can use this invocation once per short rest.
Lust’s Lash. The target must make a Wisdom saving throw against your spell save DC. On a fail, the target is Charmed for 1 minute. The target may repeat this saving throw at the end of their next turn/s. While charmed in this way, the creature must spend its movement to get within 5 feet of you. While the charmed creature is within 5 feet of you, all attack rolls made by the Pact Whip automatically hit and any saving throw caused by the Pact Whip automatically fails.
**Wraith’s Punishment: **The target instead makes a Charisma saving throw against your spell save DC. On a fail, the creature’s next turn must be spent attacking a creature of your choice within 30 feet.
Pride’s Benediction: The target gains Temporary Hit Points equal to damage the whip would have dealt. While a creature has these Temporary Hit Points, they become immune to the frightened condition and have advantage on the next attack roll they make.
so, made the only(?) leveled invocation for Pact of the Whip
Getting every option at level 3 seems a bit OP, I’d make it like the battle master where you learn more at higher levels
I also agree with what the other people were saying with wording being off. For example, you don’t need to mention that you can dual wield ice knife as long as it has the light property
that is fair its mostly just to show that when you make the attack you can choose to summon two ice spikes
I'm 100% confident you can still make it water bending flavor. Just get creative.
That ice spike one? You conjured a mass of water into your loaded crossbow and froze it with your mind.
i dont want them to use regular weapons, because in my opinion thats boring
The whip? You used your crossbow to help accelerate a line of water, which you then used your fancy water bending to freeze around people and pull them in.
Then replicate them.
i mean i sort of did with the water whip and the ice spike as they now have weapon properties
Make a 1d8 ranged "weapon" with the exact stats of a crossbow and describe it as something else.
They aren't tagged as specific types of weapons
You need to tag them as, literally, being the weapons, and then have them mechanically act exactly like the weapons (plus your additional effects)
again this is a 2014 subclass, its made WITHOUT weapon masteries in mind
I wasn't mentioning masteries.
Said nothing about them
You COULD make your own types of weapons. However, you'll run into the feat problem again then.
i would rather have the subclass be underpowered but fit the character fantasy than be balanced but break the fantasy
But if you either reskin a real weapon shot, or make your own thing that is flavor wise entirely different but mechanically just a weapon with a rider and tag it as the type if weapon, then you'll be good.
You can have both, with sufficient imagination.
Flavor is entirely free. You can redskin anything into the game into literally anything else.
You can run an entire wizard who has no magical abilities whatsoever and never "casts" any spells
i dont want the subclass to just have the same effects as a crossbow, thats boring
i already have that
You have new attacks with riders, not riders to existing attacks. Make riders to the existing attacks and flavor them as new attacks.
Everything to gain with no loss of flavor
im not doing that
Sure, that's fine
It's playable as is, just that the player will give up a bunch to use its features. If that's acceptable to them, and other players are at a similar power level, you won't have any issues at all.
also i made it so the ice spike and water whip count as weapons
At the end of the day, an underpowered subclass is better than an overpowered one anyways, since an underpowered one can be safely ignored while an overpowered one can warp the game around it
That's a good start for the sake of interactions with features (sharpshooter)
neither of them count as ranged weapons, they are melee weapons with the ice spike having the thrown property
Iirc that requires a "ranged weapon attack" so if the ice spike is a ranged weapon, that'll work. But maybe I'm remembering wrong
Oh unfortunate
Martials are dependant on sharpshooter
Consider giving the spike a ranged weapon tag
Rather than thrown
If you want water bending flavor, consider flavoring it as if you create the spike and then fling it magically, rather than throwing it
problem is im not sure a weapon can have both ranged AND be a melee weapon
You can tag the options separately
"When you use this option, it is a ranged weapon, and you make a ranged weapon attack roll"
Hoopak from Dragonlance
I think they meant mechanically
Yeah just checked, feats like sharpshooter just require that it be a "ranged weapon"
And "ranged weapon attack"
"This weapon is both a ranged weapon and a melee weapon"
Side note, hunter is an excellent baseline for a ranger subclass.
Compare to that in terms of power
okay i updated it so the ice spike is both a melee and ranged weapon
Yeah in this case I do thing you want separate tags, so that certain ones suffer disadvantage (ice spike probably should have disadvantage in melee)
so now you can make a sharpshooter ice spike attack
Tagging as both gets confusing - does it or does it not have disadvantage in melee range?
Individual tags for options solves this.
if you make a ranged attack, it'll be disadvantage
if you make a melee attack, it'd be fine
Iirc that's not how it works mechanically, but you could spell it out.
"Ice spike:You create an ice spike and either attack with it in melee or fire it as a projectile. On hit it does 1D8+wisdom modifier as cold damage and the target has their speed lowered by 10 feet until the end of their next turn on hit. This is considered a simple weapon you are proficient with. If used as a melee attack it has the light and when you attack with ice spikes you can duel wield them (assuming you have both hands available). If used as a ranged attack it has the ranged property (50/100)."
This is how it is now
I believe the mechanics are "attacks with ranged weapons have disadvantage when attacking a target within 5 feet" or similar. So if it's both melee and ranged, it still gets disadvantage in melee because it is also ranged and therefore qualifies for disadvantage - being melee as well has no bearing here.
This wording is reasonable.
Good that you use 50/100. Benefits from sharpshooter
Few minor touchups, use wording like "this weapon has the light property" rather than "this weapon has light" and so on.
Someone could think that means the weapon is glowing.
oh fair
You create an ice spike, which is considered a simple weapon you are proficient with, and use it to make either a melee attack or a ranged attack. If used to make a melee attack, it has the Light property. If used to make a ranged attack, it has a normal range of 50 feet and a long range of 100 feet.
On a hit, the ice spike deals Cold damage equal to 1d8 + your Wisdom modifier, and the target's Speed is reduced by 10 feet until the end of their next turn.
thank you for the help though, sorry for being stubborn
A good place to start is studying how bad-faith readings can entirely break spells. Find some spells and find how people abuse wording. Then, you'll learn the importance of precise wording and you'll learn the 5e wording conventions and how to use them.
As far as I understand that's basically the intent of whatever this ice spike stuff is, but yeah I just polished up the formatting
you okay with me copying this?
This, basically. I colloquially call this line of thinking "Bag-of-Rats-ing" the work.
Why else would I do so for you?
Where you look at the thing, and just go, "How do I break it?"
Or ask someone else to find the weak points and see what's broken. Everyone has blindspots.
That is also important. Everything needs revision and eyes.
And you'll probably scrap it and start over three or four times, that's ok
Take your time
Bag of Rats is one of the most famous examples of homebrew abuse. "When you kill a creature you regain HP" with no limit = carry a "bag of rats" and just use that for free HP regen. It doesn't have to be a literal bag of rats but it is the most succinct explanation of the trope.
now the ice spikes and water whip count as weapons it works with feats like sharp shooter so hopefully it should be able to keep up with weapon using rangers
Also, to be honest, an easier way to be taken seriously is to use proper wording. The more bulletproof your wording is, the more other people will consider your work.
Halo effect and all that.
That is helpful. That's the main issue I saw with the sub.
I also think the lv 15 feature may be slightly overbearing, but the wizard had wall of force 6 levels earlier so I can't complain about it too much.
I'm fine with martials getting powerful spell like abilities at high levels, personally.
Honestly, I will agree
between the two:
Ice spike:You create an ice spike and either attack with it in melee or fire it as a projectile. On hit it does 1D8+wisdom modifier as cold damage and the target has their speed lowered by 10 feet until the end of their next turn on hit. This is considered a simple weapon you are proficient with. If used as a melee attack it has the light and when you attack with ice spikes you can duel wield them (assuming you have both hands available). If used as a ranged attack it has the ranged property (50/100).
and
You create an ice spike, which is considered a simple weapon you are proficient with, and use it to make either a melee attack or a ranged attack. If used to make a melee attack, it has the Light property. If used to make a ranged attack, it has a normal range of 50 feet and a long range of 100 feet.
On a hit, the ice spike deals Cold damage equal to 1d8 + your Wisdom modifier, and the target's Speed is reduced by 10 feet until the end of their next turn.
One of these sticks out. When you format things in the familiar way, in a way that looks official (and thus 'high quality' on a first glance as it resembles official content), it garners and retains attention much better. And when the rules work correctly, the retention will be easier.
the idea is that you bring the water with you even in places that are normally dry
I will fully admit, I also had my heyday of jank and scuffed wording, it's a phase basically everyone goes through when trying to write new things. No shame in trying to figure out what goes wrong.
i will keep drain moisture and water jet as saving throws as i dont think they should be made into attack rolls
Watch some youtubers that break the game. I can reccomend pack tactics and the_twig readily.
well that also relies on them being accurate to the rules
Pack tactics is optimizer focused which helps you learn why good features are good and how things break, and twig has an excellent understanding of the rules (he can teach you how speed really works)
Yeah that's why I chose those two. I've not seen them mess up, and if they do they correct it.
Admittedly, pack tactics takes RAW to an extreme to make a point, but he isn't usually wrong definitionally.
When considering community-wide public discussion, sticking to the rules provides the most cohesive context, as the basic rules are what we can all read and know for a fact is a mutual fundamental in the discussion
i think the subclass is in a decent state currently. It might lag behind a little in terms of damage but the debuffs it can cause make up for it
The damage is great at 11 when they scale
Main issue is the inability to use magic items (weapons)
Being SAD also helps the subclass a lot
Can't recall if 11 or 13 was the scaling. Whenever that happens.
If a subclass doesn't decrease your generic damage output, then it's generally not actively bad, so ye
having neat debuffs and not 'penalizing' you in some other way should be the neat power bundle a subclass should be
Weapon replacement features do always need to consider the fact that you remove (or at least discourage) players from using magic weapons.
This is one reason I try to do rider effects when working in that space - you can add the rider effects to any type of weapon.
Monks got a whole class of hand wraps added to solve this exact issue
Or, replace/enhance.
A qualm with Soul Knife rogue was the replacement being a useless feature in the face of a magic weapon, or a magic weapon being useless in the face of a feature.
A solution would have been to make soul knife able to make their psi blades, but also be able to enhance a weapon, like dealing psychic damage with that magic weapon, or use their other quirky abilities.
Similarly, i imagine using this to make a weapon deal cold damage, or be used as a second attack after a regular weapon
Here's an old time based monk I made a few years back lmk what ya think
Monk - Time Weaver
3rd level - time jump - when making an attack with a monk weapon, or unarmed strike, you may blink forward up to half your movement speed without expending any movement, if this attack lands it deals an additional 1d6 damage of the weapons type.
6th level - reset - once per long rest you may use a bonus action to select a willing target. At the start of your next turn all of the targets spell slots, changes to hit points, movement, and conditions that occurred or began since taking this action will be restored.
12th level- full force - when using your time jump feature you may spend 2 ki points to gain advantage on the attack, dealing 1d6 bonus damage for every 5ft blinked with this ability. Forcing the opponent to make a dex save (DC 8 + Wis Proficiency) or be knocked back 15ft.
18th level - time rift - once per long rest you can spend 3 ki points, make a wisdom saving throw equivalent to your save DC + 2 if the result is a failure you take 6d10 force damage as the rift slams shut, if it is a success then roll 1d4 select up to that many targets to gain the benefits of the time stop spell, you must be one of those targets.
My take just because I felt like "what if I tried to crunch a redesign within an hour"
A fun little experiment for me, but I don't expect this to be too balanced lol
Monk - Warrior of Temporal Ascendance
3rd - Time Jump - Once on each of your turns when you make an Unarmed Strike or an attack with a Monk weapon, you can teleport up to a distance equal to half your Speed into an unoccupied space you can see, before the attack. If that attack hits, it deals an additional 1d6 damage of the weapon's type.
3rd - Causal Fracture - When a creature you can see within 30 feet is hit by an attack roll or fails a saving throw, you can take a Reaction to warp cause and effect. When used against an attack, it turns into a miss and you take Force damage equal to half the attack's damage. When used against a saving throw, the target can reroll the saving throw with Advantage and must use the new roll.
You can use this feature an amount of times equal to your Wisdom modifier, and regain all expended uses when you finish a Long Rest. While you have no uses available, you can expend 2 Focus points to use this feature again.
6th - Temporal Charge - When you use Time Jump, you can expend 2 Focus points to augment the attack that follows. You gain Advantage on the attack, and on a hit, it deals an additional 1d6 damage of the attack's type for every 10 feet of distance you teleport.
11th - Time Saviour - When you use Causal Fracture, you can also choose to send the target forward in time in addition to the normal effect. When you do so, the target disappears until the start of their next turn or the start of your next turn (target's choice), upon which they reappear. You can use this feature an amount of times equal to your Wisdom modifier, and regain all expended uses when you finish a Long Rest.
17th - Temporal Erasure - When you use Deflect Attacks, you can expend 1 additional Focus point to reduce the damage you take to 0. When you use Stunning Strike and successfully apply the Stunned condition, you can expend 1 additional Focus point to cause it to be the Paralyzed condition instead. At the end of each of your turns, you expend 1 Focus point to use Self-Restoration to remove any condition from yourself, except Exhaustion.
You can use benefits from Temporal Erasure a total of 5 times in any combination, and regain all expended uses when you finish a Long Rest. While you have no uses remaining, you can expend 2 additional Focus points to use this feature again.
ok so i resolved my elemental psion subclass conundrum i think
psykinetic but a variant
basically, my proposed replace psykinetic variant would replace destructive trance with destructive psionics (which is really just potent thoughts from telepath anyway lol) and make an int mod bonus for psion cantrips, and the level 3 ability telekinetic techniques would allow the psion to gain 1 (or 2?) cantrips from the wizard or druid spel lists as psion cantrips
i feel like telepath should have had the destructive trance ability, and the psykinetic shouldve had potent thoughts too
alternatively, instead of granting a wizard cantrip as part of psykinetic, an optional feature at level 1 that allows multiple wild talent feats (this would be accomplished by simply raising the prereq. cap to 2 or 3, TBD on number) and that any spells/cantrips gained from WT feats count as psion spells/cantrips
idk. thoughts on these changes?
lately ive been toying with the psion conceptually because the psion may allow a sort of "wizard prodigy" character to mechanically work
I'm making some sea versions of Mindflayers for a sea campaign.
Pack tactics also intentionally misleads people with bad faith rules interpretations to drive engagement
He used to come onto this server and start fights about whatever his latest video is so people would search to argue with him and find the video
idk, i feel like his interpretations arent bad faith from what i have seen
but i didnt know he would do this tho, thats a bit clout chasey
I think the "you get infinite hp because I am pretending I don't knownwhat a semicolon does" is the big one but he has had a lot of stuff thats just straight up "you can get away with this if your dm isn't looking too closely"
i havent heard that one, yeeeesh
i think the latter, theres some degree of that to be expected
but generally its not to the point of bad faith
Anyway people can watch whatever they want, just giving a heads up to really look closely so you don't inadvertently create friction at the table
Work with your dm instead of someone who makes money off of encouraging people to break games imo
agreed, DM cooperation is paramount to a healthy game
TBEF trying to make powerful builds or broken ones isnt bad per se in and of itself, but that should never come at the expense of working with your DM
(not saying it cant be a problem either tho, as it very much can be)
Trying to make a Necrotic Ranger Subclass (Reaper) and want some more feedback on my Level 7 Feature:
###I'm not Finished Yet
When you are about to make a Death Save, you can instead restore yourself to ¼ of your Hit Point Maximum and get up from Prone without spending Movement. Your next Attack Action has Advantage as your enemies are Surprised at your rapid recovery. You can only do this once per Long Rest.
Hey would the battle master's pushing attack or trip attack be a broken racial trait?
I'd word it like "you make attacks at advantage until the end of your next turn"
Trying to decide the final racial thing for the Pachy race and the idea was them flank butting the target causing them to fall down
Take a look at the minotaur's hammering horns feature
Can swap it from a push to a prone
Oh I guess it is effectively that.
Funny, they already basically have the horns and goring rush
I often find you can get a lot out of mechanics if you strip the flavor out and add your own
I guess the hammering horns can work as reflavored as the player charging full speed into the opponent's side
Hey on my Venom Whisperer rouge subclass (Link: https://docs.google.com/document/d/1tZxHXK7CYrulUlUzKQUFZh7DOB73wCv6fJavbJnUv90/edit?usp=sharing), I am thinking of making two changes:
- I am thinking of adjusting when Venomous Strikes scales in the 3rd level feature, to make it consistent with the tiers of play.
- I noticed on the 13 level feature the the first two of the rider effects are pretty much the same. I am thinking of removing one of them (probably the top one, though regardless of which one I am removing I am going to bump up the damage to make it more impactful, considering it is limited use) and replacing it with a different effect.
What do you think?
(Note, the other features have already been reviewed by Whisperdice, so I don't need any changes on them)
¼ is a very difficult number to calculate on the fly. I'd restore them to a set number, like perhaps their Ranger level.
Now I guess I need one last racial trait for a prof.
...what would a race that is culturally known for trash talking and saying their opinion be prof in
P-performance?
orc sounds like a good choice for that
for intimidation
Basically the idea with the race's culture is they are always straight to the point and give their opinion. They'd rather go "You smell bad." in as few words as possible than kindly tell someone that
initimidation, as I said earlier, would fit best
I dunno, it's kind of hard to associate a skill with not trying to do something.
Kinda funny how the race of pachycephalosaurs have a lot in common with the minotaur race stat wise.
Also this I put in their lore I find kinda funny
They consider it impolite to not mean what you really think. They would rather say they hate a loved one's cooking than tell them it tastes well to save face. Above all they hate name calling, many tavern drunkards have been rammed straight through a wall after calling one "Domeheads."
Anyone one have any ideas to make this less op?
Scattershot Barrage (Recharge 5–6)
Fire 3 rockets in a 30-foot cone. 3d10 elemental damage + 1d6 bludgeoning + 1d6 force to all creatures (Dex save DC 18 for half)
I had someone almost one-shot a mindflayer last night.
Recharge? Why is this recharging on player side?
It was an effort to nerf it.
Having it up at the beginning of every single combat, and possibly multiple times during the same combat is extremely, extremely strong.
Okay.
By the way, here's the full document:
https://docs.google.com/document/d/1P1OoIKPei7k6Xy8D0kYuUYShe-Mq6wWahjSgGYUkfKg/edit?usp=sharing
So looks like I got:
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.
Flank Ram. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to ram the target in their side. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.
Foul Mouth. You have proficiency in intimidation.
And a +1 to con, int, and str
...Does it seem... nice?
looks perfectly passable. I don't know that you need the wording about hitting people in the side since facing doesn't exist in 5e, and if this is for 2024, the ability score modifiers live in background instead of species
So I started a new campaign and its very animal focussed/themed.
My barbarian wanted to be able to turn into a bear but he wanted it to be something thats not easily controllable and maybe comes with his rage. Druid would have been a waste bc he literally wants none of those powers besides "bear". So I thought hmm he could be a totem warrior and I could homebrew it in a way that there is no "spirit animal" but he actually turns into a bear. I would go with the 2024 way of handling HP for druids and have him use his own HP + Temporary ones for this.
Does anyone see any problems with this whole thing or has a worry I should keep in mind for the future? He is the first player at a table of mine to play a barbarian so I dont have much experience with DMing them
The side thing is based off how Pachycephalosaurus may have engaged in flank ramming. So the flavor text is you are ramming the opponent in the sides to push them
that's fine, but maybe toss it in the species description instead - it might end up being confusing in a mechanics section
It's kinda like a rocket launcher based on breath weapon.
Fair, the race does have a culture for a way they fight for a leader by basically MMA in a circle where the goal is to push the opponent out of the 10 foot field
20 HP at Level 20 when you're likely to have 120-140 HP feels low. What if it added Prof Mod and WIS or CON Mod?
Last redo of the night:
Level 7
I'm not Finished Yet
When you are about to make a Death Save, you can instead restore yourself to a number of Hit Points equal to your Ranger Level + Prof Mod + X Mod and get up from Prone without spending Movement. Your next Attack Action has Advantage as your enemies are Surprised at your rapid recovery. You can only do this once per Long Rest.
X: CON or WIS, I'm not sure.
so I'm looking for some feedback on the batfolk race im working on (im gonna come up with a better name for it later "batfolk" is a placeholder name) i plan on writing down the lore for them after i get the stats decided on
https://docs.google.com/document/d/1jTevyqdyFwhM6xajcJtkYtqfZX-fxSSBMTJ7dHsqHgc/edit?usp=sharing
I want the main villains of my campaign to be vampires
But the weakest form, vampire spawn, are way too strong for my party
Im thinking of maybe making failed vampires that are defeatable by my lvl 1 party
id recommend have them face vampire thralls which could be anything that is under the vampires influence
Maybe the weak who couldn't survive the vampiric plague process?
They'd be like zombies
Except a lot faster
there is the vampire familiar in the new MM
Oh right, I still only have the 2014 MM
you could do that, but vampires have the capabilitys to charm and control others, you could have them face mind controlled goblins or reanimated corpses that the party must face
and there is the Kobold vampire spawn from Icewind dale, another CR3
Maybe impure vampires? Maybe vampire transformation is less effective the farther the race is from human or elven?
oh and there is the Vampirate from spelljammer, a CR2
Current inspiration are the Eules from Signalis
maybe is this a one shot or do you plan on having the players level up and grow stronger
Get stronger over time
I like the idea of failed vampires the most
Oh maybe I could make a bunch of different vampire morphs as the campaign continues
ok, then what you could do is have the vampires they face at first be failed experiments, they where supposed to be made to infect other creatures that normally arent infected but it caused them to be weakened and frail
could add more hatred towards the villians as these could be subjects of dark and twisted magics
Yeah, current plot idea is that vampires release their blood into the city's water supply
ooh!
maybe the giant rats
give them a small buff, and maybe some weaker vampire powers
Oh that'd actually be character relevant lmao. One of my players is a plagueborn (rat-man). Maybe they could have some bad blood with him and attack the party
ooh yeah! or to make it more sad for that player, these where rats that he knew and where friends with, but the vampire blood infected them and make them evil and hateful towards him
could help give extra drive for that player to hate the vampires
One of my party members is a shade. Maybe she could have been one of the first people to die of the plague
if thats what the player would want, but its good to keep in mind that giving each player their own reasons to hate the vampires is never a bad idea, as they are individuals, obviously you dont have to, but it never hurts
Ill maybe have a mix so it dosem't get to repetitive. I dont want the campaign to be that combat oriented anyway, since that was always the longest and least favorite part of our first campaign
yeah, its your game do whatever you want, you can disregard everything I've said. tbh this is a really cool idea and i think you could do alot of ways for it
I think having a single location be the main setting of the campaigns gonna be a big impovemennt. It'll let me go into a lot more depth with the world building
oh yeah definitly, you can even use it as a opportunity to show the players impacts in alot more detail
How does all this sound?
"At 16th level, from now on, you have advantage on death saving throws. Additionally, if a creature within 30 feet of you (not including yourself) falls to 0 HP, you can choose to spend 4 sigils to give them a heavy rush of energy. The chosen creature skips initiative and immediately takes a turn as normal. While they do this, they gain additional damage to any attacks made equal to a Sigil Roll. After they take this turn, they immediately fall to 0 HP with 1 failed death save."
idk if the wording is good, please tell me if not
I don't understand all of the context for this feature, but here is my best attempt at rewording it to better fit 5e terminology
Starting at level 16, you have advantage on death saving throws. Additionally, if another creature within 30ft of you is reduced to 0 HP and isn't killed outright, you can use your reaction to expend 4 sigils and give them a rush of energy. That creature regains 1 HP and immediately takes an extra turn, interrupting the current turn. During this extra turn, any attacks the creature makes do extra damage equal to a Sigil Roll. When the extra turn ends, the creature is reduced to 0 HP and they suffer a Death Saving Throw failure.
Thank you
I am currently trying to make a homebrew magic item for someone. I've been making a series of Amulets around different themes, but I am stuck at the moment with an "Amulet of Fate"
I have no ideas other than sort of copying that ability Diviner Wizards have
Divination wizards aren't faithful in that sense
copying Portent would kinda make Diviner Wizard obsolete
That sounds like a cleric item
Wait I mean fate
Ahh
Apologies
Yeah that's what I thought
Technically echo knight if you wanna be funny
Fate has a lot of different related effects in the game
What rarity tier of magic item were you aiming for?
I am not sure yet
I was thinking maybe very rare or legendary, simply based off the name
stuff like Commune, Augury, etc. Deck of Many Things, and stuff like roll manipulation (Foresight, etc.)
I'll check out Augury and other divination spells
Okay now I'm just confused about Augury
I might just make the Amulet be able to cast Foresight
I think I have found my weakness - everything divination
Amulet of fait-
Grants the wearer the ability to turn the tides of fortune to there favour granting them one Portent die that refreshes on the conclusion of a long rest.
Curse - A dyslexic wrote this so the text is horribly spelled 🤣
Ah no problem, I understood
The idea is along the line of the luxion beacon from cr campain 2, with the roll manipulation your after
Idk, I suppose making it stack with the Diviner's ability could be good and avoid making one obselete
Oooh I never got far enough in campaign 2
Maybe instead it could just be +10 bonuses or -10 penalties
The other option is a silvery Barbs adjacent when a creature within 30ft rolls a nat 20 you can store that nat 20 replacing it with a 19, allowing you to then change one roll of yours to a nat 20
Actually, I do have an idea of having it similar to divine portent but it's automatically a 1 or 20
I know he uses bad faith rules interpretations. I don't consider this an issue at all. You can easily just not allow them at tables. Besides, he is usually technically correct.
In fact, I think the more we discuss the bad faith rules, the better an understanding of the real rules we have.
An example: he does correctly point out a lot of game breaking uses of nystuls magic aura. Like permanent no-save slaves. Those exist.
cool
he's still someone that picks fights to get people to go to his videos and therefore I avoid them anyways. I don't want that kind of shit in the hobby I love
like I said, people can watch what they want, I just choose not to give the guy my algorithm
I mean, I just don't agree he's picking fights. I dont consuder what he does fighting, but discussion. But we can just agree to disagree here.
You are better aware of those as a DM than being surprised with a peasant railgun at the table
oh I don't care if you agree, he literally would come into this server and start spouting things and trolling people
that was enough to get permanent blacklist from me
That's fine. I was talking the videos, not the person's actions though.
I separate the two myself
I don't actually give him my algorithm either though (I watch on newpipe)
I used to seperate art from artist but I don't anymore.
I realise I have power of what I support and don't support and I don't support toxic garbage in my hobby
Yeah it’s difficult to do it
No DM is surprised by anything that is tech at the table because players communicate with their DM when it comes to tech.
If they don't, you have a deeper issue and should talk to your players.
Can't say I've ever played with "surprise tech" sort of players.
Well get a table of optimizers then lol
I have a table of incredible optimizers
We're talking double artichron
They handle 20* deadly. Doesn't mean they're not communicative about how the do it.
Optimizer does not equal bad faith player. Those two are separate.
I Agree with that
when I mention bad faith rules interpretations I Was specifically speaking about pack tactics
optimizing a concept is a lot of fun
Well didn’t say that. In general: “Oh, wow. Cool. Never would have thought of that. Inspiration. Also, absolutely no.”
Just can't say I play with people who use bad faith interpretations. Never had that issue
They definitely push limits - such as a dhampir going prone on a ceiling - but that's not a bad faith interpretation. A bad faith interpretation is infinite goodberry healing from an artificer's tattoo
Command in 2024 forcing people to jump off cliffs isn't a bad faith interpretation either, for example, since it's objectively the fastest way away from you, that's what Flee does, and 2024 removed the line stating they care for their safety.
What is bad faith is something like using nystuls and suggestion to cause an infinite chain of endless slaves, or a god exit such as simulacrum + wish.
There are a lot of things that are RAW or ROI but when used a certain way detract from play. DM has a seat for a reason
Yes, I just find most people's definition of "retract from play" is actually pretty bad - such as when someone complains about sentinel + PAM, silvery barbs, ect.
Silvery barbs is a fun example, because it's a considerably worse spell than shield, yet people will nerf or remove it and not touch shield.
Stating power reasons.
"Exploits" such as infinite goodberry healing with artificer tattoo DO retract from play though.
Sometimes you can come up with a counter, for example saying that a creature that is grappled can move itself to another facing within 5 ft for every 5 ft moved by the grappler. That instantly fixes most cheese grating abuse
But yeah
Cheese grating is abuse in your mind?
as a DM I love silvery barbs - it's a huge resource sink
Depends. Are they winning every encounter with it? Is it becoming boring?
Drains my casters and allows them to help allies
it's counterplay - the mechanical equivalent of "Yes, and"
it pushes the play forward while also not guaranteeing a failure
There are far easier ways to win every encounter than cheese grating. It's good, but not something you regularly see in high OP.
Plus, it's a strategy that requires teamwork (or some cursed multiclass)
Spike growth is an extremely potent spell, don't get me wrong though.
Especially if people are cheese grating with grappling, it's nothing to be worried about. That's highly suboptimal compared to using ranged push and pull effects.
Do any of y'all have rules for equipment for races/species with body plans other than the standard humanoid? Or other rules pertaining to such? I'm not working on anything that needs it I'm just curious.
I have a full rework of the armour system that's my baby i use
Got a link?
I can dm it to you if you wanna look it over, its in a word document
Yes please.
in anyone's opinion, how should you go about determining the total hp of a "horde" enemy? like using the skeletal minion, would it be a safe bet to do 13 times however many skeletons are in the horde?
Hey y'all. So I created a race. I was hoping I could get your opinions/balancing on it.
Shadelyng
Some were evolved from a persons shadow, a magical or alchemical accident, or via in-species breeding by splitting themselves and imbuing their magics into each other as it grows.
Appearance: They are beings of pure shadow, with humanoid-esque appearance who are bipedal, with typically varied shades of purple, or silver colored eyes. Because of their form, it tends to change with the direction of light. Due to this they never look the same all the time.
FEATURES:
Ability Score Increase: +1 Dexterity or Charisma and +1 to Wisdom
Shadow's Wake - Beginning at first level they have the ability to go invisible an amount of times equal to their proficiency bonus while in dim-light. Entering light brighter than dim-light, will cause them to become visible.
Throwing Shade: Beginning at 3rd level they may say an insult to a creature that can understand them, causing them to make a Charisma Saving Throw or take 1d4 Psychic damage and unable to speak for 1d4 days, or no effect If they succeed. These die go up by one step every Ability Score Increase/Feat.
Twilight's Cloak: Beginning at 5th level, they may cast a special spell known as Twilight's Cloak making them invisible for an amount of minutes equal to their Wisdom or Charisma bonus (their choice), regardless of light level. Additionally their footsteps are completely silent making them imperceptible by normal senses (True sight can see them, but blindsight does not allow them to be perceived). They can do this an amount of times equal to half their proficiency bonus, or full at 8th level.
whats the ability score to determine the save for throwing shade
Ah! Thank you. It's Charisma most likely
also, does that mean fighters and rogues get a bigger die, since they get more ASIs/feats?
Good point. Probably not.
I have some sub races as well but it keeps being flagged as spam
also, unable to speak for days seems a bit much for a species
constitution, because the best shade cripples your self esteem
jk lol
Maybe hours or minutes?
its probably wisdom or cha
cuz that can just shut down any enemy spellcasters hard
Fair
Y'all feel free to use the race how you guys see fit as long as I get some credit
hello everynyan
I have this deck of cards I made that's meant to work as a way to randomly generate dungeons on the fly- I've created a way to use the deck as just its own game outside of D&D, but with its original use I'm still not sure how to make it the most fun that it can be
How do these Goliath and mind flayer races look:
Mind Flayer/Illithid
Whether a runaway from the Elder Brain, or off on a mission for it you are infused with the psionic power of the Underdark.
Mind Flayer Traits
Ability Score Increase: +2 Intelligence, +1 to Wisdom
Telepathy: You can speak telepathically to any creature within 60 ft. of you
Psionics: You can cast the detect thoughts spell once per long rest. Starting at 3rd level you can cast the levitate spell once per long rest. Intelligence is your spellcasting ability for these spells. You can also cast these spells with any spell slots that you have.
Languages: You can speak Common, Deep Speech, and one other language of your choice. You can also write in Qualith.
Goliath
You are a goliath, a person descended from the great giants of old.
Goliath Traits
Ability score increase: +2 Constitution, +1 Strength
Strong Build: Your carrying capacity is doubled
Giant Lore: You have proficiency with the History skill, and your proficiency bonus is doubled for any History check relating to giants, giant kin, or dwarves.
Giant Ancestry: Pick one of the following giant ancestors:
-Hill Giant: You have a bonus to all Charisma (Intimidation) checks equal to your Wisdom modifier (minimum of +1)
-Stone Giant: You have a +1 bonus to your armor class when not wearing armor.
-Frost Giant: You have resistance to cold damage
-Fire Giant: You can deal an extra 1d4 fire damage on one weapon attack per turn
-Cloud Giant: Your walking speed is increased by 5 ft.
-Storm Giant: You gain a +1 to Wisdom and can breath in air and water
Languages: You can speak Common and Giant
There's a total of 40 cards, but only 8 unique cards
15 x Corridor
6 x Crossroads
2 x Trapdoor
3 x Trap
5 x Encounter
7 x Dead End
1 x Key
1 x Exit
The goliath seems a bit unbalanced when it comes to options
Also, +4 to stats total when you pick Storm seems a bit much
this is obviously for use in 2014, right?
perhaps some respite/resting cards?
Like, places where the party can take a break and be safe
Yes
Yeah, I wanted to make storm more powerful than the others, but I wasn’t sure if that was too op
its not OP, its just be best option, especially with Tasha's move your ASIs anywhere
presumeably tasha's would be off the table
tasha's of course replaces ability score increases
Where is that? Custom lineage?
Yeah if Tasha's rules are allowed it's a +3 and a +1
No, optional rule in Tasha's to move racial ASIs around
Ok
Became a baseline rule indirectly in 2024
Then yes, it is intended that that wouldn’t be allowed
in 2024, its limited to background ASIs
that goliath kinda washes out the original goliath even more. it's fine, it's just not on par with the new goliath and lacks the stone's resilience of the old goliath
Telepathy needs clarity. Do they auto understand you? Do they need to speak a language? Your language, any language?
Which is why I said indirectly yeah. They just moved it from race to background, but little difference there.
Still a +2/+1 or +1/+1/+1
I think that the best way to run it is by having each player draw card at the beginning of their turn, and then just trailing off from there based on the results
the corridor draws you an extra card
the crossroads forces a check, on a fail you draw an extra card, on a success you draw two
the trap, encounter, dead end, trapdoor, and exit all immediately end your turn, the trap triggers an effect for everyone or else damage, the encounter triggers a combat, the dead end puts the card on the top of the discard pile on to the top of the deck, and the trapdoor and exit both shuffle the discard pile into the deck, but the trapdoor is removed from the game after its used
the goal is to get the key, and then the exit, if you get the exit before you get the key then you shuffle the discard pile back into the deck and keep playing, but if you do get the key then you set it aside and count it as part of your inventory
the thing I think I'm struggling with the most is how to make it fun for everybody, because its only one deck,
Mind flayer look fine?
when a turn ends it moves to the next player, but I'm not sure how to give them a goal-
I was thinking about making a homebrew sub-class to help poison be incorporated into fighting more
I was pondering fighter but another good choice could be rogue too
Does anybody have any thoughts on this, anyways to help scale poison or make it more applicable to scenarios?
A poison die bonus damage based on the character's proficiency bonus? e.g. 2d6 poison at at +2 proficiency. Number of dice based off proficiency bonus.