#homebrew

1 messages · Page 43 of 1

sturdy knoll
#

That poison damage only applies once per turn though just to keep things balanced.

sullen echo
#

So reflavoring poison with this class to be more potent at the cost of shelf life?

#

That's a good idea

mild cove
#

I feel like ranger would make sense

meager nest
#

Looking at the new Rogue Subclass, Scion of the Three. Looks great for stabby rogues.
I wonder if it could be homebrewed for more of the intel/spy type rogue. Something like
Truth: Oghma
Lies: Cyric
Secrets: Vecna/Shar

hallow plank
#

what is the best expanded wild magic table out there?

void jewel
#

Working on a non concentration first level control/blast. Made something that can do a bit of damage (half of guiding bolt) and force the loss of an action or else suffer a CC effect. Hopefully, not as strong as command, which outright forced entire turns with a CC effect. Thoughts on this one?:

#

Arcane Chains
1st-level conjuration
120 feet
V, S
Duration 1 minute.

You conjure a floating rune at a point you can see within range which lashes out at one creature within 30 feet of itself. The creature makes a Dexterity saving throw. On a failure, it takes 2d6 force damage and becomes chained to the rune by magic tendrils. On a success, it takes half as much damage only.

While chained to the rune, the creature is unable to move farther from the rune, willingly or otherwise, and is unable to teleport. It can use an action to shake off the chains and end this effect.

At higher levels: When cast using a higher level spell slot, you may target one additional creature for each spell slot level above the 1st.

peak inlet
#

I honestly don’t get why they decided to limit it again after finding out it really sucks for it to be limited in this way

peak inlet
void jewel
peak inlet
#

it’s kinda like a concentration-free worse Entangle

void jewel
#

Command skips their entire turn and forces them to do something you want, this just limits movement.

peak inlet
void jewel
void jewel
#

This also only lasts one round, unless they don't want to spend the action.

#

The enemy can opt for it to last a single round, and it doesn't even cost them that entire turn, just their action.

#

Does that make sense?

#

This also doesn't force them to do something, command does.

peak inlet
#

I mean, that’s fair I guess

#

this is more useful to use on allies as well

void jewel
#

Mind you, the escape here is guaranteed. This isn't a check. It's just action = escape.

void jewel
#

And a bit of damage

peak inlet
#

what are the ways you can move someone out of this rune’s range?

void jewel
#

Anything that is not movement itself, willing or otherwise, or teleportation. I can't think of something. But if it isn't one of those two things, it'll work.

peak inlet
#

what about Wish?

void jewel
#

That'd likely work lol

#

Since it isn't mechanically teleportation

#

"I wish you were elsewhere" is not technically a teleport, it's altering reality.

peak inlet
#

I think the spell should mention that if that’s the intended effect

#

I’m thinking of this like an Anchor Feather but for creatures

#

and I feel like it’s extremely useful to use on allies

#

I would either make it start at 2 targets or make the damage proc when prematurely removing the rune

void jewel
peak inlet
#

I know it’s a bit out there though

void jewel
#

It's possible. That's a nerf for two reasons: makes it impossible to do half on a save, and it delays the damage. Both of those are bad, especially half on the save.

#

I'm not sure it needs that nerf

#

Without initial damage, it can't reasonably do half on the failed save

#

Unless you add half that damage on a failure only but none on a success which is odd

peak inlet
#

the half damage is already 1d6

#

you can’t really make it activate every turn because it’s not concentration

void jewel
#

Could make it 3d4 to compensate though.

#

Average damage of firebolt assuming 65% to hit is 3.5, so this is almost twice as damaging as your cantrip turn, which isn't nothing.

peak inlet
#

you could make the rune itself explode when no one is bound to it anymore, dealing damage to anyone who was bound and the rest in the area make a save

#

could also make it 3d4 which is not going to make it too strong at all

#

you can also keep it as is, there’s nothing wrong with it rn balance-wise

peak inlet
#

it’s more of a flavor type of thing, and it depends what you imagine makes sense

peak inlet
#

making sure you don’t kill the bound creature so you don’t end up in friendly fire

void jewel
peak inlet
#

probably, or maybe the whole idea works better with a different spell that is concentration

#

I’m throwing stuff out there and you can take what you like

#

I like the idea overall though

#

and I don’t think the control effect is too strong that it would require concentration

peak inlet
#

it’s worse than an instantaneous blast that stuns 1 creature

void jewel
peak inlet
#

I’ll probably be playing around with this idea for a spell though

void jewel
#

Feel free

peak inlet
void jewel
#

I made a second level blast similar in vibe I'm happy with. Basically instant web for all intents and purposes, with a little damage and no difficult terrain.

2d6 bludgeoning save half (it's a magic bola) in 20 foot cube. Creatures inside make dex save or restrain. Action for a check against your spell save DC to escape.

No difficult terrain and lack of ability to force creatures to make a save a second time is a fair tradeoff for no concentration and the damage.

^^this is why I'm unconcerned about second level, the class has one there.

void jewel
# peak inlet is the upcasting too strong?

I consider vanilla upcasts garbage. I try to make spells actually usable as upcast versions of themselves.

Command is a spell people actually up cast, because it gains a target. I mirrored that here.

#

And I love a good old d6, because I often upscale damage by 2d6 per spell level.

#

A 1d6 upscale is worthless.

#

Or 1d8.

#

Fireball's upcast is a meme for example. Should just be 2d6.

peak inlet
#

I for some reason did not realize Command could be upcast to add a creature

#

then this should easily be fine

void jewel
#

Yeah if you look at the vanilla spells that do things like that, they actually get upcast

#

Ones that say "haha little bit more damage" never get upcast.

peak inlet
void jewel
#

Well. It gets upcast. But not for a good reason. It's still a terrible spell to spend higher level slots on.

#

It's actually a pretty elegant trap.

#

Though it's definitely fun to roll the die again

peak inlet
void jewel
#

Low bar though

#

Leap chance when rolling 4d8 is what again, let's do some math

peak inlet
#

I think it’s worth upcasting for non-Warlocks

visual frost
#

cuz at a certain level it's 9d8, at which point i can never have a roll where two dice arent the same.

void jewel
#

Leap chance approaches but does not quite equal 40% at third level.

peak inlet
void jewel
#

5d8

visual frost
#

(which gives me the chance to attack multiple opponents)

peak inlet
#

6th level mb

void jewel
#

Leap chance on first die is 0. Second is 12.5%. Third is 25%. Fourth is 37.5%. Fifth is 50%.

So there's a 50% chance the last die gets it. Of the 50% that don't get it on the last die, 37.5% would have got it previously, so there's a 68.75% chance one of those dice did it. If not that, a total of 76.56% with the third die and 79.68% with the last. Actually.

#

A third level slot has a 79.68% leap chance.

peak inlet
#

if I’m getting Empowered spell, I do prefer to use it on this rather than an AoE since it doesn’t guarantee higher damage and it’s not easy to quickly look at the dice and guess if it’s worth it or not

visual frost
void jewel
#

Yeah empowered is useless outside of thos

void jewel
#

But it does get more likely each time

#

You could roll infinite dice and it still wouldn't be 100%

void jewel
#

I can't prove a negative, that's impossible

#

Wait. I may be an idiot.

visual frost
#

well, if you roll 9d8, you have to roll at least one of every number (1, 2, 3, 4, 5, 6, 7, 8) and an extra

void jewel
#

The 9th die must matc

visual frost
#

yea

void jewel
#

Forgot that

#

Ye 100% then

visual frost
#

lol

void jewel
#

Lol

visual frost
#

we all be a dumdum sometimes

void jewel
#

It follows a predictable pattern until 9d8 at which point it's just 100

visual frost
#

ye

void jewel
#

I extrapolated the pattern endlessly. Wrong.

#

Wait. Hit chance kills it though

#

Sadly. Expected damage is now trash

#

As soon as you account for hit chance it gets dumpstered.

pastel moat
#

I am currently revising the Acsendant Dragon Monk and was wondering if I could get some feedback on the 6th lvl feature. I want to keep the utility of being able to fly for a turn, while also giving them a proper flying speed like other subclasses do at the same level. Here's what I have for it atm:

Wings Unfurled

At 6th level when you expend a Focus Point to use your Step of the Wind, you can unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

When you use this feature, you can choose to extend the duration of your wings to 1 minute. Once you extend the duration, you cannot extend it again until your finish a short or long rest, or choose to expend 2 Focus Points instead of 1 when using Step of the Wind.

flint marsh
void jewel
#

In this case Dave it is actually

#

Well not that exactly

#

But IF you did not roll a double, THEN you must have one of every number

#

And if you rolled a double, then no need to have every number for the orb to bounce.

#

So 9d8 guarantees the bounces every time (but you still need to hit each target's AC, which is what makes it not much damage)

true forge
void jewel
#

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.

Is this intended to work with EB? Just checking.

#

Or is it intended to be levelled only

void jewel
#

"As a bonus action while welding the Pact Whip, you can cause the Pact Whip to unravel and cause a 15 foot cube of its strands to concentrate within a point of your choosing within a 60 foot radius. This cube is considered difficult terrain. At the start of your next turn, the Pact Whip reforms in your hands and the cube disappears."

While not as egregious, resourceless bonus action movable every turn 15 foot cube of difficult terrain is bonkers good, probably far too good.

void jewel
#

I'd add some form of limitation to the difficult terrain but.

#

Bit*

true forge
#

that whole invocation is once per SR, all 3 effects share the same cooldown

void jewel
#

Ah, that wasn't clear. Let me re read

true forge
void jewel
#

It says you can summon it once per short rest but it doesn't say it dissapears when used.

void jewel
#

Yeah there is nothing in this document you sent that says any of it is once per short rest.

#

You can summon the whio once per short rest, but it never expires.

#

So you can do all of these things endlessly.

#

So endless skipping enemies turns and forcing them to attack allies as a BA, and endless bonus action cubes of difficult terrain.

true forge
void jewel
true forge
#

after saying you can forgo attack roll

void jewel
#

Ah that is better

#

Difficult terrain one still needs a limiter.

#

I'd switch classes for the bonus action 15 foot difficult terrain alone.

#

Without a limiter.

#

That's a crazy good ability.

true forge
#

its not that big of an area lol

void jewel
#

It's insanely powerful, there would be a riot if this was in play test.

#

Difficult terrain is simply amazing, and this area is big enough, and you can move it every. Single. Turn. To force your enemies to go through it. Without even using an action.

#

Let me put it this way: it is way better than all cantrips in the game except EB with multiple invocations, and it's a BA.

pastel moat
#

Here's the entire revision of the Ascendant Dragon subclass and the summary of the changes:
https://homebrewery.naturalcrit.com/share/e7U8WfvliQP4

Draconic Disciple

  • draconic language has been replaced with 10ft blindsight
  • Draconic Presence now allows you to add your wis mod to intimidation and persuasion

Breath of the Dragon

  • The damage now scales to 3 martial arts die at lvl 6 instead of lvl 11

Wings Unfurled

  • Specificies you must expend a focus point when using step of the wind, ut lost the limited uses
  • Once per short/long rest or by expending 2 focus points on SotW, you can extend the flight duration to 1 minute

Aspect of the Wyrm

  • The aura is now 20ft

Ascendant Aspect

  • The blindslight was moved down to 3rd lvl, instead, Wings Unfurled now lasts for 10 minutes when the duration is extended.
void jewel
#

If there was a cantrip that, as an ACTION, let you put a cube of difficult terrain like this down, it'd be the top of everyone's tier lists for optimization. Let alone BA.

true forge
void jewel
true forge
void jewel
#

Plus, most mobs are melee only or significantly weaker at range.

void jewel
#

This isn't something you can get at fifth level. From an optimization POV, it's a mandatory feature.

#

Anyone who doesn't get insane value out of this simply doesn't know how to use this.

true forge
void jewel
#

In fact, I'm confident in saying this is the most overpowered feature I've seen this month in this chat.

true forge
#

which, imo, is the purpose of it

void jewel
#

Last 30 days.

void jewel
#

This is a BONKERS feature.

#

The entire invocation tree could be just this and it'd still be amazing.

#

I'd spend two invocations for just that one feature.

#

Three, even.

true forge
#

i mean

void jewel
#

No I'd get nothing else out of it. Just that thing. With no other actions. And I'd do it in a heartbeat and feel like I'm scamming the DM.

true forge
#

its meant to be a control focused pact boon, if it causes creatures to move around it, good

void jewel
#

It's insanely overpowered control.

#

Make it action and you're fine.

#

But as a bonus action it's absolutely insane. It's the best resourceless BA in the game by such a huge margin it's hard to believe.

#

Hex wishes it could be this.

pastel moat
#

Question, can you still use the whip while it's unravelled?

void jewel
#

It's just massively more powerful than any other resourceless bonus action in the game. That's the main issue.

#

If used properly, it'll waste one or more enemy actions in most combats every single round for just your bonus action. That's the lens the view that in.

pastel moat
#

The pact sits in a very weird place for me. It's a pact that revolves around a weapon, but it can't gain access to thirsty blade since that invocation is pact specific. I'd have to agree with Whisperdice. Prison of Threads is too powerful for something with no resource, especially since it won't be a main source of your damage. It's a similar thing with Disarm. Being able to almost completely screw other any creature that uses a weapon at no cost is too much.

I love the concept though. I personally think it could be it's own subclass and lean into the succubi flavor you've got going on with Scourge of the Forgotten.

pastel moat
#

Nothing says you can't create a variant of it that's more like a fusion between fiend and hexblade

true forge
true forge
pastel moat
#

Considering two of the abilities from SotF charm a creature and one is called Lust's Lash, it definitely does

#

correction, just one charms, mb

#

Regardless, succubi and whips tend to go together for reasons I will not get into lol

true forge
#

replace the damage with slowdown, fits better with the design

pastel moat
#

I'd say prison of threads is a lot more powerful imo. The effect itself isn't that strong, it's the fact that you can do it at no resource cost at all that makes it so strong

true forge
#

the resource is your BA

#

you know how much stuff uses your BA

void jewel
pastel moat
#

The thing warlocks barely use?

void jewel
#

And yeah warlocks don't touch their BA

#

Except telekinetic

#

And this makes telekinetic go home and cry

true forge
#

items, spells, subclass features, MC class features (largely disregarded but still)

void jewel
void jewel
#

This, however, is amazing

#

Giving up the attack instead is an irrelevant cost given the power of this option.

true forge
#

ive had other people look at this to, mainly asking about this, they said it was fine

void jewel
#

They're wrong

true forge
#

strong, but not ground breaking strong

void jewel
#

Give this to any proper optimizer and see what they say.

pastel moat
#

Again, it's the fact that you give up practically nothing to do it is the issue

void jewel
#

This would make 4x warlock the best party comp without question

#

Imagine four of these. Nobody gets to move. AND they can still do warlock things.

#

They'd want a wizard for ritual casting but that guy is replaceable with book of ancient secrets.

#

You can even do this the same turn you repelling agonizing blast for additional control. Lol.

#

Without spending any resources that turn.

void jewel
#

It's no save control.

#

This is no-save control, of a decent size, every turn, for just a BA you really don't care about.

#

You'll often hear people say that they don't really care if people fail the save vs. Web all that much. That's because the difficult terrain is there.

#

And sure, it's five feet larger width, but it A. Costs a second level spells slot and B. Can't be repositioned ever turn almost FOR FREE and C. Requires your concentration

true forge
void jewel
#

You could compare it the arch hippo the second, duke of chicken nuggets for all it matters. It's an insane feature.

peak inlet
#

that’s why Chromatic Orb and Spellfire Flare are a buncha attack rolls

#

as the Sorcerer signature spells

pastel moat
#

gotta love sorcerers

void jewel
peak inlet
#

I still wouldn’t use a 7th level slot for it

true forge
#

make it once per SR

#

useable now

#

multiple times per SR, better, but not worth

pastel moat
#

empowered spell more or less garuntees a bounce

void jewel
#

But proficiency per long makes it good. It's a pretty good BA use, it'd be a good thing to grab. It can be used to deny enemy turns.

#

Or CHA mod per long if you want instead of prof. Dealer's choice.

#

Or twice per short also works.

#

Or you could also honestly give it a timer. Once per minute functionally makes it once per combat.

#

Many ways.

#

You also could likely increase the size when it's on a resource, to 20 foot cube

void jewel
pastel moat
# true forge what do you suggest?

I'd go with one of the following:

  • make it a movable AOE that last for a minute and is usable once per long rest or regain a use when you expend a pact slot
  • prof bon per long rest
  • cha mod per long rest
  • X amount of uses per combat
peak inlet
void jewel
#

I don't get the spellfire flare appeal

#

Maybe I'm delusional

peak inlet
#

it allows for single target burst

pastel moat
void jewel
#

Remind me what it do again

void jewel
peak inlet
#

2d10, ignore cover

pastel moat
#

!spell spellfire flare

#

dang

peak inlet
#

upcasting makes it shoot more 2d10 blasts

void jewel
#

I will say, very respectable upcast.

peak inlet
#

yeh, you’re not getting it for the 1st level casting

#

it’s the upcast for bosses that’s the appeal

void jewel
#

Is it attack roll or half on a save? Huge difference.

pastel moat
#

attack roll

peak inlet
#

attack roll

void jewel
#

Damn.

peak inlet
#

but it’s another Sorcerer Signature spell

void jewel
#

Kind of messes up expected DPR. However, I see one use: paralysis + delete button.

#

4d10 per spell level go crazy

peak inlet
#

so you’re looking to use it with Innate Sorcery for advantage on all the attacks

pastel moat
#

wait, nvm

#

I get what you were saying

void jewel
#

Me when the 36d10

#

Honestly attack roll single target blast is such a bad combo, it is still balanced. The spell category could use the love. Good.

peak inlet
#

I like the Spellfire feats as well

pastel moat
peak inlet
#

the +1 DC is still useful

pastel moat
#

I know, but using it specifically for the adv isn't a good idea, like if you try to build around it (not including chromatic orb)

peak inlet
#

you only have Chromatic Orb and Spellfire Flare for attack roll choices that actually work

pastel moat
#

Or Ray of Sickness if your desperate lol

peak inlet
#

I usually only grab 1 or 2 pure damage spells anyway

pastel moat
#

Same. Sorcerers are a lot better as controller than they are blasters

#

(just gonna repost this since it lowkey got burried lol)
Here's the entire revision of the Ascendant Dragon subclass and the summary of the changes:
https://homebrewery.naturalcrit.com/share/e7U8WfvliQP4

Draconic Disciple

  • draconic language has been replaced with 10ft blindsight
  • Draconic Presence now allows you to add your wis mod to intimidation and persuasion

Breath of the Dragon

  • The damage now scales to 3 martial arts die at lvl 6 instead of lvl 11

Wings Unfurled

  • Specificies you must expend a focus point when using step of the wind, ut lost the limited uses
    Once per short/long rest or by expending 2 focus points on SotW, you can extend the flight duration to 1 minute

Aspect of the Wyrm

  • The aura is now 20ft
  • you get both effects, not just one
  • fightful presence now activates at the start of your turn instead of using your ba.

Ascendant Aspect

  • The blindslight was moved down to 3rd lvl, instead, Wings Unfurled now lasts for 10 minutes when the duration is extended.
  • draconic fury now activates with the 11th lvl feature and when you extens the duration of wings unfurled
  • augmented breath now always increases the damage, but increasing the size still uses a focus point
visual frost
#

i'm no mathematition

#

or linguist

#

i'm only a design student

solar spire
#

guys question, has anyone created a dragonborn that has a special "polymorph" ability to turn to his/her's true nature like a huge dragon for a few turns?

polar stag
#

Guys I've been needing a bit advice on balancing this subclass wanted yalls opinions

boreal rover
lean copper
#

If I modified Attack of opportunity rules to make them more similar to 3e,4e,PF etc. where you provoke if you move while you are in reach of a foe (instead only when you move away from a foes reach) would there be any other systems I would break. To be clear the change to attack of opportunity is only to moving while in range of foe (not standing from prone or other actions). The only immediate issue I see is steps on toes of Polearm master "Reactive Strike. While you're holding a Quarterstaff, a Spear, or a weapon that has the Heavy and Reach properties, you can take a Reaction to make one melee attack against a creature that enters the reach you have with that weapon" so I was going to make it that the feat gives you +2 on reactive strike attack. Thoughts? Issues?

mild cove
lean copper
#

As I understand it in the rules if a goblin walked up to a fighter with 5ft reach, it could move to any space adjacent to the fighter without provoking AOO (it does not leave his reach). Under this change the goblin would not provoke when he moved adjacent to fighter, but would provoke as if they continue to move and left that square.

coral delta
boreal rover
#

It would certainly make fights more static, and punish melee martials even more

#

Don't think the change is warranted or necessary

polar stag
mild cove
#

The minor features could be dropped. At 6th level a land Druid can only ignore natural difficult terrain, where as one of these could walk through a wall of force

#

And attacking in a cone is insane unless it’s limited (Maybe constitution modifier times per rage?)

languid raft
#

would you guys help me finalize the balancing of a warlock subclass I did? or it would be in optimization?

boreal rover
#

Balancing for homebrew comes here, you can post it and people will respond if they have something to say

languid raft
#

Level 3 — Devour and Mercy

Kashtai forges a pact through hunger and empathy — a dual flame that devours cruelty but spares the kind. You gain the following features:

  • Devour Cruelty: When you reduce a hostile creature to 0 hit points, you regain hit points equal to the overkill damage dealt or your Charisma modifier (whichever is higher). You can use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest.
  • Mercy Spared: When you reduce a creature to 0 hit points but choose to spare its life, one creature of your choice within 30 feet gains temporary hit points equal to your Warlock level + your Charisma modifier. You can use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all expended uses when you finish a long rest.

Level 6 — Shadow Between Worlds

You learn to blur the line between waking and dream. You gain resistance to psychic damage. When you take damage, you can use your reaction to fade into dreamlight, slipping briefly between planes. Until the start of your next turn, you gain the following benefits:

  • You can immediately teleport up to 20 feet to an unoccupied space you can see.
  • You have resistance to all damage except force until the start of your next turn.
  • A faint echo of Kashtai’s laughter rolls through the air. One creature of your choice within 10 feet must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of its next turn.
    You can use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all uses when you finish a long rest.

Level 10 — Sa’tel Vi’rah: The Hunger That Protects

Kashtai’s paradox deepens within you — mercy born of hunger, hunger that shields love. When a creature within 30 feet takes damage, you can use your reaction to absorb part of their pain, reducing the damage they take by 1d10 + your Charisma modifier. The damage prevented is stored as a pain pool within you until the end of your next turn. The next time you deal damage before the end of your next turn, add the total amount from your pain pool to the damage roll. If you fail to deal damage before the end of your next turn, you instead take the stored amount as psychic damage. This feature has no usage limit.

Level 14 — Kas’verah, the Laughing Death

When your body falls, your laughter remains. When you are reduced to 0 HP but not killed outright, you can release Kashtai’s essence in a psychic eruption. Each creature of your choice within 30 feet must make a Wisdom saving throw. On a failure, it takes 4d10 psychic damage and is frightened until the end of your next turn; on a success, it takes half as much damage and isn’t frightened. You then rise with 1 HP and heal for an additional amount equal to half the total damage dealt by this feature (minimum 1). Once you use this feature, you can’t use it again until you finish a long rest.

#

Level 3 — The Laughing Wolf Spells

3rd Dissonant Whispers (1st), False Life (1st), Death Armor (2nd), Wither and Bloom (2nd)

5th Life Transference (3rd), Nondetection (3rd)

7th Death Ward (4th), Phantasmal Killer (4th)

9th Dream (5th), Rary’s Telepathic Bond (5th)

void jewel
#

Very reasonable subclass balance wise.

languid raft
#

oh really?

#

that's goot to hear

#

first version was even weaker XD

void jewel
#

Yeah this is quite reasonable

#

I don't see major issues.

#

Your syntax is generally excellent as well

lean copper
# coral delta This almost exclusively punishes melee martial characters (the statistically wea...

Ah, I see how that would be the case, in 4e/pf martials have more tech that makes easy provoke from enemies something that is a big part of their power and game casters don't get to play as much. I had assumed the change to make AOO easier to provoke would boost martials but forgot to account that martials in 5e don't inherently get a lot of the things that would change this from a boost to a liability.

#

I will have to tread lightly

burnt cipher
#

Level 11 Reaper Ranger Feature:

Return to Dust

You can use your Action to unleash a wave of Deathly energy in a 30 ft Radius of yourself. Any Creatures you choose within range must make a WIS Save. They take Necrotic Damage (Force if Immune) equal to ½ your Ranger Level (Rounded Down) in d10s on a Fail, half on a Success. Undead Creatures automatically Fail the Save and Favoured Enemies have Disadvantage.
If a Favoured Enemy is brought to a number of Hit Points equal to 3 x your Ranger Level or lower, they are reduced to dust, unable to be reanimated and leaving their possessions.
You can do this twice per Long Rest, 3 times at Level 15.
Thoughts?

vocal imp
#

im creating some homebrew races for a 2014 game to be setting-specific in a game that i am hosting. is there an outline of how many features each race should get? ie 1 flagship feature, 1 rp feature, 1 ribbon feature?

burnt cipher
slow star
#

i picture a flagship feature to be something character-defining. think of dragonborn's breath attack or tiefling's hellish resistant (and rebuke? maybe, im hazy on that). for ribbon feature, i am also interested to learn more. perhaps it is a flavor thing, something to make the species more enticing to play, or simply a fun touch added on top

#

apologies for speaking out of turn. i am simply enthralled to learn more and discuss homebrew

vocal imp
#

a flagship feature would make the race choice interesting or mechanically strong, a ribbon feature would be mostly flavor

#

for example, the flagship features of an aasimar being their flight and their healing

#

and their ribbon features being like casting the light cantrip

vocal imp
slow star
#

ah, mechanical might. i see. i personally hold no information on the matter of a mandatory quantity of features for any species. i have simply compared the standard species and seen how they manage it, and possibly taken little inspiration along the way. i have not done much myself, so i cant speak further on the topic of expertise

burnt cipher
#

rp features for races are all well and good, but I feel like giving rp features to classes/subclasses should be done more often. Heaven forbid a Fighter do anything Out of Combat.

vocal imp
#

i dont intend to add features to classes/subclasses

slow star
#

you see, they pick the fight. thats done out of combat lol

vocal imp
#

i understand its a problem but currently out-of-scope

peak inlet
burnt cipher
#

I know they're focused on combat, but that's only half the game. The other half, they're either twiddling there thumbs with low CHA or getting into more fights. I feel like chucking someone over a wall or using a weapon for intimidation can be a good Barbarian/Fighter rp option, and they can be used in fights too.

burnt cipher
vocal imp
peak inlet
#

Sirens get 2 ASI instead of 3, 25 speed, and Flight

burnt cipher
slow star
#

standard-issue bird

burnt cipher
#

Actually that could be a fun concept: Races with Features that level up with Proficiency.

burnt cipher
peak inlet
#

I’m so glad 2024 limits it

next zephyr
slow star
#

my first character in i believe 2020 was an Aarakocra monk, because i was new and desired optimal gameplay. currently, im unaware whether or not aarakocras even exist, as i have not dabbled in the relevant material.

slow star
peak inlet
#

they just gave unlimited flight through race features just like that

slow star
#

how so strange. if i make fliers, i shall keep this new limitation in mind

peak inlet
#

new stuff is 1 minute flight at level 3 or 10 minute flight at level 5

next zephyr
#

A homebrew rule ive come across not used is when flight is used (non magical) if they take damage they have to make a con save to jeep it up or they fall like I said not tryed it but may work

peak inlet
#

non-magical flight is generally slower

next zephyr
burnt cipher
#

I'd personally homebrew it to getting fly speed equal to half movement speed at Level 5, then add fly speed until equal at Level 17.

mild cove
#

17 seems late

#

Maybe 10?

burnt cipher
#

Maybe 13

#

+50% at Level 17

mild cove
#

Yeah

slow star
#

ah, species who scale with the player level. this i enjoy. i have long wished to make some, but i have not found the proper inspiration. currently the only species i have created is a spriggan, which i do not enjoy. it is under revision, as is much i do

#

for the spriggan in particular, i wished to grant it origin features at levels 3, 6, and 9, as that is where i feel the most common range for a campaign is. at least, of what i have gathered. even these simple additions based on level were originally going to be themed spells always prepared, similarly to the aforementioned light cantrip for the aasimar

peak inlet
#

half your movement speed is like using Gaseous Cloud

mild cove
#

Idea: a species that gets new traits every level, but has no main trait

peak inlet
mild cove
#

Ik, but it would be cool

#

And most would probably be roleplay or something

peak inlet
#

a few of them would probably end up being super boring like 1 language

next zephyr
mild cove
#

YES

#

I’m going to make this

#

Probably similar to invocations

peak inlet
#

well, good luck for sure

next zephyr
#

That's what I was thinking

burnt cipher
next zephyr
#

If you wanted more powerful ones maybe balance with this is counted as 2 choices

peak inlet
mild cove
#

Some would be low level spells, swimming/climbing speeds, languages, or maybe like minor bardic inspiration

burnt cipher
next zephyr
peak inlet
#

Enlarge/Reduce is 2nd level and with Find Familiar, it can give you 1 minute 60 speed flight

peak inlet
#

the point of the spell isn’t the flight, the point of Fly is flight

burnt cipher
#

But at Level 5, it should be fine enough. And it's not including builds with unarmoured movement.

peak inlet
#

just make it 0 until level 5, I don’t see the point of allowing it for 15 speed

#

it still breaks some things

#

but is still annoying to play with

mild cove
peak inlet
#

it’s not fun for the players or the DM

burnt cipher
#

that's... what i'm doing

peak inlet
mild cove
#

The themes probably going to be like a Frankenstein style creature that can alter its body

peak inlet
#

you get access to a random more powerful feat every ASI if you choose to do so

#

you have to roll for which of them you get

#

but one of the options for example is a straight up +2/+1 or +1/+1/+1 ASI

#

I scrapped it because making 20 different feats that no one is going to use felt silly

slow star
mild cove
#

Yes

slow star
#

ah, but i have something of my own to share as well. may i, or would you prefer to discuss your own for now?

mild cove
#

Idrc

#

Say anything

slow star
#

it is a creature of low effort. i wished for a very luck-based oddity, an elemental menace, even. it is, the prismatic ooze. much of it is subject to change, and i will likely change the temporary immunity to simply resistance. for challenge rating, you see, i am oblivious. i am uncertain of what this would classify as.

for the link (this one in google docs due to simplicity), as it is a lengthy fellow, albeit a small ooze: https://docs.google.com/document/d/1W7bFepGHYhBT7ju2iVqFN1ziJN45knuzg32UVVJ6llk

#

oh i also forgot its proficiency bonus. that might be an issue. quick edit

#

fixed, i believe. currently ive forgotten whether proficiency bonus is also applied to initiative

slow star
#

ill slap 5 for the sole purpose immunity to force damage is odd. but in my defense, there are only 10 magical damage types in dnd. 13 in ttoal

#

total**

#

and it has been remedied. i thank you, for your idea. personally, i was stumped. now an answer has been provided, and i am that much the merrier

#

ah, but i must have also forgotten to clarify. all that i do, is in the act of learning. as thus, i must clarify, all i create is also subject to criticism. if any has a word to speak regarding my monstrosities, i am but all ears

peak inlet
slow star
#

another one

#

prithee tell

peak inlet
#

CR4 Helm Horror

#

or something like that

mild cove
#

(It’s just a bit long)

slow star
#

i shall observe

peak inlet
#

is this 2014?

slow star
#

it appears, based on the wording. i could be wrong. and i must state, 16 pages is indeed lengthy. i have spent all my inspiration to reroll my new gmail, so i will read that later when i go to bed and have more motivation

peak inlet
mild cove
peak inlet
#

You can have a maximum number of soul points equal to your wisdom modifier + your proficiency bonus times 10.
Bookkeeping Hell

mild cove
#

Yeah…

#

That’s the biggest feature I was having trouble with balancing

peak inlet
#

since your charm system is so expansive, I would probably not have many features otherwise

mild cove
#

Fair

next zephyr
#

Just for reference I have the dnd standard classes in Word docs and a class is usualy 5-6 pages long.
Subclass is 2-3 additional per subclass

mild cove
#

My formatting is wierd though

peak inlet
#

especially when they’re part of a HB class

#

since the simple subclass options aren’t covered yet

mild cove
#

That depends. Like champion fighter might be one page, but battle master is probably around 3

next zephyr
peak inlet
#

Battle Master and Arcane Archer are 2 pages

#

at least if you’re using standard formatting

next zephyr
peak inlet
mild cove
next zephyr
peak inlet
peak inlet
#

and trash almost everything else

#

also, I wouldn’t call it spells unless you go for a Pact Half-casting system

#

and then I would just allow them to use actual spells

mild cove
peak inlet
#

like you did with Dream Nail and Vengeful Spirit

mild cove
#

Yeah, if I’m removing other stuff that checks out

peak inlet
#

the way souls work would also have to change

true portal
peak inlet
#

try not to have resources with too many numbers to keep track of

peak inlet
heady surge
#

Hello!
Anyone who knows anything about Final Fantasy 16, how would you go about homebrewing a class/subclass to feel like Clive Rosfield? At least keeping his starting fire kit in mind.
Would you use existing classes/subclasses as a base or create something completely new?
I was originally eyes the Battle Master as a base but I would love any ideas if you have them.

peak inlet
heady surge
peak inlet
#

if I was to homebrew something, I might just go with a Radiant damage to Fire damage Paladin for example

#

I don’t remember everything Clive has, but Noble Genie’s spell list would work well iirc

#

and it gives a bit of the feeling of Battle Master to a lesser extent

wise berry
#

Looking for variations of blights/stronger versions (not the trees) that could be flavored to be cold damage/ice like. any suggestions on resources for this? I can flavor a Need Blight, but I want to beef that up a little bit.

languid raft
#

what type of script could be good for Quori script? I'm thinking of a very messy/almost unreadable calligraphy

tall vessel
#

I have a question about homebrew

#

Im trying to figure out how to make a character species. I am trying to find out what I would do to make a character be a mimic cause I think it would be cool

mild cove
#

Ok

#

What’s the question

#

Just how to make it?

tall vessel
#

ya

#

I dont know how to make homebrew on dnd beyond

#

Im new jsyk

mild cove
#

Idk about that

tall vessel
#

oh ok thx for at least replying

mild cove
tall vessel
#

ok thank you soooo much

dry lintel
#

Hey @void jewel, sorry for the ping, but I was left in the dark about this question. It simply got overshadowed by other messages. Since you were the one who originally helped me with my subclass, this is why I am asking you to answer my questions about my suggestions. Can you please give me some feedback on them?

mild cove
dry lintel
#

(which is making the Poison cunning strike effect free to use)

mild cove
#

Oh

#

Maybe reduced speed or disadvantage on con saves?

dry lintel
mild cove
#

I’d also change the wording; until you clarified it, I had no idea what level 9 did

mild cove
# dry lintel how does it look now?
  1. Where is the cunning strike feature (unless that’s a 2024 rogue thing)

  2. Mention that the disadvantage against poison saves is until end of next turn or for 1 minute or whatever it is

dry lintel
mild cove
#

Ok

true forge
#

The Legacy

You have made a pact with a creature of renown. Your patron combs you into their image, entrusting their will, their creed and their beliefs with you. Mentorship is your pact, they will teach you all they know, either for the greater good or vile evil. Your patron could be a famous hero of the land, an evil force seeking a successor, a famed wizard or even a monster born from the depths of human fear.

so, making this

nova basin
#

Idk

#

Seems too close to the core of what a warlock is anyway

true forge
#

it kinda serves as a humanoid patron as well as anything else really

#

"Dont want to play Celestial? play this instead"

nova basin
#

Yeah I don't think that's a necessary hole to fill

true forge
#

also serves as a successor to my Calamity patron, as im doing the same thing as it but different

#

a hybrid subclass, one side gish, the other caster

nova basin
#

I also don't really understand what mechanical thematic this is supposed to have

#

Like fiend is obviously fire and darkness and evil, goo is obviously eldritch mind stuff, fae is tricky charm stuff

fast flare
#

Singing Blade

General Feat (Prerequisite: Level 4+, Dexterity 13+)

Your mastery of the Double-Bladed Scimitar grants you the following benefits.

Ability Score Increase. Increase an ability score of your choice by 1, to a maximum of 20.

Armor Class Increase. While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.

Finesse. A double-bladed scimitar has the Finesse property when you wield it.

Ignore Two-Handed. You ignore the Two-Handed property of the double-bladed scimitar. You must still wield it with two hands, but you ignore any restrictions that would prevent you from wielding or attacking with a weapon with two hands or that would cause a game feature or effect to end early if you do so.

Now you can play a Bladesinger with a double-bladed scimitar as Elrond always intended.
https://youtu.be/BjJvOm94W5U?si=6SRvwd-nFJK6TSd0&t=147

nova basin
true forge
#

This is kinda suppose to be the Good VS Evil's underlings

a hero's squire, a necromancers minon, ect ect

nova basin
#

What mechanical core am I supposed to get from "people know your patron"

true forge
#

ig, this can go a million different ways lol

nova basin
#

With the AC it's too much, without it, it's never worth it

fast flare
#

Agreed. I’ve just always wanted to play that build.

nova basin
#

Actually

#

It's probably worse than a regular scimitar without the AC

#

Means you can't hold a magic wand or focus

#

Unless you have a ruby of the war mage

#

If not it's strictly worse to use anything two handed, even if it doesn't end the bladesong

fast flare
#

War Caster helps with somatic components at least.

sullen echo
#

Would a magic item that stores and switches out poison on items be balanced if poison was a main combat aspect to a character?

#

If I had to give a representation of it, imagine a sword where you can switch out the hilt in battle and switch it from a fire blade to an ice blade

lapis notch
#

Here is a question: How would you upgrade Truesight?

I have a decade old dragon character concept that I am trying to cram into the 5e rules, and his whole schtick (besides his obsession with making Tiamat and Bahamut mates like were in the myth of Vorel) is that he has the ability to see the true form of reality itself. Lore-wise, he uses his unprecedented awareness of the underlying laws of reality to craft several artifacts that break those laws, as well as subjugate actual deities.

But how would you represent near-absolute omniscience in game?

nova basin
#

Probably foresight

sullen echo
#

Maybe like gojo from JJK, You can basically see everything but you can filter stuff out by placing a blind fold on?

#

You get the omniscience part but being able to filter it out to only what you need so your character dosen't go insane?

#

Would probably balance it out to so you don't just know everything coming constantly

#

hmmm

#

So you could of fully used it temporarily some times for crafting artifacts

#

Im not the best at balancing but that's my 2 cents

lapis notch
sullen echo
#

Ah so dudes already insane

#

What type of omniscience are you going for?

#

nihilistic like he already knows the fate of everyone

#

or something akin to that?

lapis notch
# sullen echo What type of omniscience are you going for?

He sees the exact shape of reality itself (and all its entangled concepts) in the present, in place of normal vision.

Think Raistlin from Dragonlance, except instead of seeing the flow of time as it pertains to the space around him, he sees the structure of the multiverse as it pertains to adjacent space.

He does create devices to manipulate time, but he uses his awareness of the present to develop them.

tepid violet
sullen echo
#

So he wouldn't see like regular but only the magical/reality make up of everything around him?

#

Like if he saw a true polymorph'd dragon come in he would just see what they were from the origin of creation

#

and what they will be in the future

#

Kind of like seeing a half-made lego set

#

you know what it was before [abunch of bricks]

#

you see it now

#

and you see the instructions for its completion

lapis notch
# sullen echo Like if he saw a true polymorph'd dragon come in he would just see what they wer...

I believe you are thinking too small.

Presented with said True Polymorphed dragon, he would immediately perceive not only its original form and current form, but also exactly how the spell that transformed it functions, how much air is displaced with each breath, how many germs are crawling on each tooth, and the exact arrangement of said dragon's internal organs.

All while dealing with the distraction of seeing the Astral and Ethereal planes as well.

sullen echo
#

Alright I think I understand now, so with the original subject on upgrading true sight

#

Are you thinking just mechanically rule wise upgrading it

#

or story wise

true forge
#

this just seems like flavour to give to true sight imo

sullen echo
#

Yeah, at this point should probably just make it like a sixth sense sort of ability

true forge
#

seeing the astral sea/plane is prob the real only mechanically difference, but who wants to see there?

sullen echo
#

You can see the pretty colors in the astral plane

true forge
#

you could honesty just say they auto success any perception check

sullen echo
#

So probably see past full cover first of all should be what's added

#

and basically ignore any obscurity

#

like smoke or fire

true forge
#

give it true sight, and then give it a trait saying, it can see xyz within its true sight

#

basically

sullen echo
#

Basically just combine all the sights into one with what your describing

true forge
#

just give it all the sight :P

stuck raptor
#

you slap it on to its senses, or add a traits detailing the differences

sullen echo
#

"Super Duper Looper God Desruction Mega Sight"

stuck raptor
#

2024 devil statblocks have:

Senses Darkvision 60 ft. (unimpeded by magical darkness)

sullen echo
#

Would it be a custom sight with all of the sights attributes or every single sight?

true forge
#

warlock spell lists are so bloody annoying omg

lapis notch
sullen echo
#

Oh yeah thats perfect

stuck raptor
#

do note that ai generated content isnt allowed on here

sullen echo
#

Content or discussing it?

stuck raptor
#

content. discussing it depends on the exact topic

true forge
#

both

#

oh i thought both were outlawed :P

sullen echo
#

I usually use AI for just extra help on the side while I do the main stuff

#

like asking for similar material it can find online

#

so I can cross reference

stuck raptor
#

we usually yeet ai convos in #non-dnd-topics becuase they ultimately end up being not on topic

true forge
# true forge ## The Legacy *You have made a pact with a creature of renown. Your patron combs...

Legacy’s Will

1st level The Legacy feature

When you gain this subclass at 1st level, choose between Good and Evil, based on your patron. A famous hero would be Good, while a Lich would be evil for example. This choice impacts your subclass features and spell list moving forward.

Expanded Spell List

*1st level The Legacy feature *

The Legacy lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you, along with the spells associated in the table with your patron’s will: good or evil
Spell Level | Legacy Spells | Good Spells | Evil Spells
1st| Protection from Evil and Good | Heroism| Bane
2nd | Alter Self | Spiritual Weapon | Phantasmal Force
3rd | Leomund's Tiny Hut | Blinding Smite| Bestow Curse
4th| Arcane Eye | Aura of Purity| Death Ward
5th| Dispel Evil and Good | Steel Wind Strike | Raise Dead

do you guys think that the spell list fits each thing?

true forge
#

funny enough

stuck raptor
#

sweet

rapid latch
void jewel
#

Such as bless instead of heroism

true forge
#

the bless and bane pairing is overdone and frankly boring to me

dry lintel
void jewel
#

Yeah I did but tbh I am getting ready for a night shift and can't view it right now.

#

I'm sure the others are able to help you fine, I ain't special

#

Just because I yap a lot doesn't mean I know more

stable radish
#

unsure if this already exists in some fashion, but a Wall of Force Staff

#

has to be the 10ft dome, but it originates from wherever the staff is planted

#

(visually I picture almost like a shield at the top, which becomes the peak of the dome)

#

Staff of Force doesn't quite sound right though, that sounds more offensive than defensive

Barrier Staff, maybe

sturdy moon
#

Or Standard of Force. Could turn the banner into the "shield"

stable radish
#

the shield splits into two half circles when inactive, sorta pointing down

#

maybe with spectral banners coming from it

#

I definitely like the idea that a Cleric or Paladin with that kinda staff would be trying to be easy to spot for civilians to bunker in with

wise berry
#

are there specified damage dice for the damage types at all? want to tack on cold damage to a needle blight but i notice a lot of fire damage use 1d6 on various monsters while cold is 1d4 a lot of the time

true forge
#

cone of cold uses d6s or d8s i believe

#

Rimes Binding Ice deals 2d8 (i think)

wise berry
#

cool

#

Is there a good resource for building monsters? Like, somethign that details how to get numbers, math, why to select a specific dice for an attack vs another, how to determine damage per round, etc. I want to really learn more and I'm struggling to find something like a template or readable resource that explains how to do some of these steps

wise berry
# true forge cone of cold uses d6s or d8s i believe

Cause here, I'm looking at Salamander Fire Snake and the Azer Sentinel. Both ahve Fire Aura - but one uses a 1d6 vs a 1d10 (the azer has a slightly higher CR and uses the d10). So things like WHY are these dice chosen?>

true forge
#

no idea

wise berry
#

thank you! i found this and was looking at the HP and there is just a crazy gap in some of those values. im looking at things under CR 1 and 60 for a1/2 CR seems high compared to stuff i see in the MM - mostly things are lower thant he values in the Hit Points/Average HP

wise berry
heavy kernel
#

can i ask for help here to build a subclass for sorcerer with some material for reference?

restive tusk
#

What do you have so far?

heavy kernel
#

well, I have a photo for reference (idk if i can send it here, but I do have a link of the original poster), found it online, but I'm trying to have it not only be combat oriented, my dm feels like it is so I'm trying to make a level 1 feature that fits in well with the theme of the subclass that isn't battle oriented and more rp/survival/exploration oriented

slow star
#

if nothing else, is describing what you desire an option? any distinctive qualities we should take mental note of? if i recall, sorcerers become more akin to their source of magic as they progress as sorcerers

#

say, draconic sorcerers gaining draconic resilience and wings along the way for sorcery points. take the clockwork sorcerer conjuring formulas or gears and cogs as they cast magic

#

oh yeah, that sorcerer talk reminded me, i actually made a Phoenix Sorcerer a while back. its a subclass i was quite happy with. i need to move it where i want it and reformat it better in docs

#

currently its a list of notes that are playable still, except it has no spells associated with it at level 3. i need to add those

peak inlet
#

I might’ve given it too much at this point

Seconds

Weapon (rapier), Legendary (requires attunement)

-# The long lost third piece of the time weapon set. While the other two components spread throughout the land, most copies of this weapon, including the original, were lost in time in a prison of their own making.

While you are holding the weapon, you gain the following benefits:

Magic Weapon. The damage die of this weapon is 1d12. Your attacks with this weapon have a +1 bonus to hit and damage.

Quickened. You always go first within your initiative bracket, no matter what you or the other creature’s Dexterity modifier is. 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.

Horostrike. 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. As a Bonus Action, you can consume 2 charges to cast a spell of 5th level or lower with a casting time of an Action.

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 you have 3 Ticks, your next attack against an enemy activates True Strike, using any ability other than Constitution as the spell modifier. When you cast True Strike, the damage dice change to d12 instead of d6 and if the spell lands an attack, you consume all your Ticks (including the one gained from the attack itself) and if you had 4 Ticks, the weapon gains a charge.

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 and you can’t gain any charges without using Final Chance until 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. As soon as 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.

slow star
#

very anime-feely. i like it. i do love some more intricate or complex creations. makes the brain tick, so to speak

peak inlet
#

I buffed it quite a lot since the last time I sent it here because it was really weak at that point

slow star
#

that is indeed correct. regarding Horostrike, would it be appropriate to apply a spell to this weapon? as in, you can cast only that spell if you consume two charges. or do you explicitly feel it needs the freedom

#

clockwork also appears strange to me on a surface level investigation. you gain Ticks, resources, each time you land an attack. at 3 Ticks, the next attack will always cast True Strike, after which Ticks are lost. but if you had 4 Ticks, you would gain a charge. how can you have 4 Ticks if at 3 you lose them?

#

and right after i send that, i realize you lose Ticks only if you land that True Strike. even then, isnt it at advantage? gaining a fourth Tick seems difficult, or is that the point?

peak inlet
peak inlet
slow star
#

in which case the wording of "if you had 4 Ticks" could be changed to "upon consuming all Ticks, the weapon gains a charge."

slow star
peak inlet
slow star
#

this may be out of my intellectual capacity

peak inlet
#

I’m assuming the issue is that it is too easy making Quickened Spell a bit obsolete

#

but I think 3 charges would make it fair

#

or I can completely remove the feature

native grove
true forge
#

hmmmm, how weird is to have a reaction as a trait on a summon? the reaction relates to the trait but feels sloppy if i spilt it

peak inlet
#

they split stuff up clearly on monster sheets because they have to be quick checks

true forge
#

ill just send it for abit more context

void jewel
#

I agree with lemon. Adding a separate reactions tab to the statblock will make it more usable.

true forge
#

***Aura of Evil (Evil only). ***The Legacy Vestige gains one Pact Magic spell slot upon being summoned, which is the same level as the warlock that summoned it, and emits a 10 foot aura of pure malice. When a creature casts a spell that can be upcasted and is a lower level then the Pact Magic spell slot while inside this aura, the Legacy Vestige can use its reaction and spend its spell slot to upcast the spell to the level of the Pact Magic spell slot.

#

ig i can spilt it with saying you can use <reaction name> when a creature casts a spell blah blah

#

maybe? im not well versed in monster making, so summon making is also not my forte

void jewel
# native grove https://www.reddit.com/r/DnDHomebrew/s/2km1FR4oMQ this is a link to a homebrew ...

I hate to be this guy (the quality of the brew is not based on the format it is in) but it is hard to commit to reading that in the format reddit uses. Consider formatting on an easier-to-read, more professional looking website like the home brewery.

It'll be easier to ask for help them - asking for a review of a class takes a LOT of peoples time, and evaluating a class mechanic requires they know the entire class. If you make it easier on people, you'll get more help.

Also, careful with reddit. Poor general understanding of game balance there.

peak inlet
#

you can just put it in Reactions and say “when a spell lower than your Pact Slot level is cast by a creature within X feet, this creature can use its Reaction to increase the slot level of that slot to your Pact Slot’s level”

true forge
#

fair enough

peak inlet
#

and then add a (1/day)

#

or something

true forge
#

its a one minute summon

#

CHA amount of times per LR (although might nerf it to half CHA or 1)

void jewel
#

So if I understand you can use that every turn for a minute?

#

Cha times per day for number of mins?

#

In terms of number of summons

peak inlet
true forge
void jewel
#

That's fair

true forge
#

and it does really nothing for you

#

more a support option so :P

native grove
peak inlet
#

it does sound pretty strong for good upcasting spells

#

I definitely still have Spellfire Flare and Chromatic Orb in mind

#

that’s very usable as a Warlock

true forge
#

ig it can be used by warlocks but not really that effectively

#

as you would need to multiclass or have a feat with a spell slot

peak inlet
#

Shadow-Touched, Fae-Touched, Sorcerer dip, Magic Adept Sorcerer

#

all popular options for Warlocks

#

idk what 2014 spells upcast well

true forge
#

Legacy Vestige

Medium undead, unaligned
Armor Class: 10 + your Charisma modifier
Hit Points: 8 + 4 times your Warlock level
Speed: fly 30 ft. (hover).
Damage resistance, poison, radiant (Good only), Necrotic (Evil only)
Condition Immunities, poisoned
Languages, understands the languages you know but can’t speak

TRAITS

Shared Stats, Senses and Skills. The Legacy Vestige has the same ability scores, sense and skill bonuses as the warlock that summoned it

Incorporeal Movement. The Vestige can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

***Aura of the Hero (Good only).***The Legacy Vestige emits a 20 foot aura of pure determination. Once per turn, when a creature inside this aura makes an attack roll, the attack roll deals extra radiant damage equal to your Charisma modifier.

***Doom (Evil only). ***The Legacy Vestige gains a Pact Magic spell slot, the level of which is the same as the warlock that summoned it.

ACTIONS

Light Burst (Good only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + your Charisma modifier radiant damage. When damaged, the target must make a Dexterity saving throw against the spell save DC of the warlock that summoned the Legacy Vestige. On a fail, the target is blinded until the start of its next turn.

***Death Bolt (Evil only). ***Ranged Spell Attack: your spell attack modifier to hit, reach 60 ft. one target. Hit: 1d6 + your Charisma modifier necrotic damage. When damaged, The target of this attack cannot regain HP until the start of their next turn.

REACTION

***Spark of Evil (Evil only). ***When a spell lower than your Pact Magic spell slot’s level is cast by a creature within 10 feet, the legacy Vestige can use its reaction to increase the slot level of that slot to your Pact Magic spell slot’s level

thats the statblock

#

i think i did the HP right?

#

may reduce it to 6 + 3 times warlock level

#

for a warlock 6th level it might be fine? idk lol

#

summons can be very volatile

copper niche
#

hey so i’ve been working on a homebrew subrace called the blackscript tiefling — kinda like descendants of revolutionary demons who used words to move other races against gods.. their blood’s living ink and they inspire rebellion w speeches + writing.
they get vicious mockery, heroism, and enthrall as racial spells, fire resistance, and some features that buff allies or mess w enemies during social encounters or rallies. also they can use their blood to write sigils that boost charisma checks or give small attack bonuses for a bit.
does that sound balanced for a subrace? or too stacked? i wanted it to feel strong for eloquence bards / political characters but not broken. any ideas on tweaks or limits?

peak inlet
#

also, that Reaction need the limited uses

slow star
#

(something teeny tiny small for an artist's block. im making what is essentially a DEX based spell caster, in a weird manner of speaking. id like their arcane focus to be a bow, which is inspired by the war bond of the eldritch knight fighter. id like to give it flavor, but i ran out of ideas for the distinct features of the focus

1

No clue

2

Emits smoke when casting

3

Hums when casting

4

The bow string is made of light

5

Runes cover the bow

6

The bow takes a crystalline appearance

#

any ideas? ill likely return to it later if nothing sparks joy

true forge
#

oh, forgot to add its spent

peak inlet
#

and make it 1/day for the Reaction

burnt cipher
slow star
#

okay that latter is just way too funny. i like the compound bow idea. (i also thought of a compound scythe. imagine, just a foldable blade for easier carry lmao). ill probably go with that. thank you, truly

true forge
#

thats how the entire subclass is

burnt cipher
peak inlet
slow star
#

thats the cyber bullet-shooting scythe? yeah pretty much. i think its a fun weapon, but id like something more traditional while keeping the idea

true forge
peak inlet
#

so it doesn’t really defend against anything

true forge
#

fair enough

peak inlet
#

it’s just advantage for your allies if the creature doesn’t have Blinded immunity

true forge
#

ig i can change it too the end of their turn

peak inlet
#

or Blindsight

void jewel
# native grove I use Reddit because it’s easier

And that's fair, it is definitely easier for you at first (no need to learn home brewery)

However, it's harder for future you (home brewery makes it much more readable) and for anyone who reviews/uses your content.

#

Don't get me wrong, even a google doc is acceptable if it works for your table

#

Just harder for online stuff

peak inlet
#

I mean you can markup Reddit as well

#

but it doesn’t seem like you are doing so rn

slow star
#

i see home brewery referenced. is it a homebrew-hosting website?

peak inlet
#

the memory is saved on Google Docs

copper niche
#

hey so i’ve been working on a homebrew subrace called the blackscript tiefling — kinda like descendants of revolutionary demons who used words to move other races against gods.. their blood’s living ink and they inspire rebellion w speeches + writing.
they get vicious mockery, heroism, and enthrall as racial spells, fire resistance, and some features that buff allies or mess w enemies during social encounters or rallies. also they can use their blood to write sigils that boost charisma checks or give small attack bonuses for a bit.
does that sound too weak for a subrace? or too stacked? i wanted it to feel strong for eloquence bards / political characters but not broken. any ideas on tweaks or limits?

slow star
#

oh wow it is. its better than id anticipated. im already using markdown files for my creative works, so its an immediate port. this is most fantastic. i have learned something today, and for that i am grateful

peak inlet
#

I only port stuff there once I’m completely happy with it

slow star
#

thats reasonable. i am still at a planning phase more than anything. much of what i do is to change

peak inlet
#

it’s a bit difficult to edit on phone

#

if you’re just doing a single thing, it’s fine, but unless you’re using a PC to edit, once you get to a few pages it gets a bit annoying

slow star
#

i can imagine. fortunately, i do write on pc loll

burnt cipher
#

Didn't get many hits. I'll just post this part here then.

Level 11

Return to Dust

You can use your Action to unleash a wave of Deathly energy in a 30 ft Radius of yourself. Any Creatures you choose within range must make a WIS Save. They take Necrotic Damage (Force if Immune) equal to ½ your Ranger Level (Rounded Down) in d10s on a Fail, half on a Success. Undead Creatures automatically Fail the Save and Favoured Enemies have Disadvantage.
If a Favoured Enemy is brought to a number of Hit Points equal to 3 x your Ranger Level or lower, they are reduced to dust, unable to be reanimated and leaving their possessions.
You can do this twice per Long Rest, 3 times at Level 15.

void jewel
#

I work directly on home brewery, but yeah I work PC only

void jewel
#

Just state that immunity to this necrotic damage is treated as resistance or something.

#

As is, it's better to be resistant than immune

#

Which is an odd structure.

#

Resistance to necrotic will halve the damage as it is currently set up, meanwhile immunity will take the full amount. Just treat immunity as resistance instead

burnt cipher
zealous ibex
#

If I use the Wish spell to nullify the effects of Time Stop on my allies,and then cast Time Stop, will each of them get 1d4 + 1 turns?"

burnt cipher
burnt cipher
#

You're all there to play DnD, not wait for you to finish 2-5 turns

zealous ibex
#

Wise words

burnt cipher
#

Any ideas?

copper niche
#

What do I do to balance this
Joytouched Tiefling
“We are the spark that refuses the dark.”
Ability Score Increase
Your Charisma score increases by 2, and your Dexterity score increases by 1.
Age
Joytouched mature at the same rate as humans and live to about 120 years.
Alignment
Joytouched lean toward good and chaotic alignments.
Size
Your size is Medium.
Speed
Your base walking speed is 30 feet.
Darkvision
You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
Resilience of Flame
You have resistance to fire damage and advantage on saving throws against being frightened.
Radiant Adaptation
When you deal any damage with a spell or feature, you can change its damage type to radiant or fire.
You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.
Joy’s Gift
You know the Light cantrip.
At 3rd level, you can cast Heroism a number of times equal to your proficiency bonus per long rest.
At 5th level, you can also cast Calm Emotions once per long rest.
Charisma is your spellcasting ability for these spells.
Silver Tongue
You gain proficiency in Persuasion.
If you already have this proficiency, choose Performance or Insight instead.
When you succeed on a Persuasion check, one creature within 30 feet that can hear you gains temporary hit points equal to your Charisma modifier (minimum 1).
You can grant these temporary hit points a number of times equal to your proficiency bonus per long rest.
Languages
You can speak, read, and write Common and Celestial.\

coral delta
void jewel
#

I agree with dosh.

copper niche
#

Thx man

bitter sparrow
#

Okay, short story.

#

End of short story.

true portal
#

what

slow star
#

i question your pardon?

wise berry
#

Could use a review of three cold themed blights:
Chill (beefed up twig blight)
Frost (salamander fire snake)
Ice (white dragon wyrmling, ice mephit, and vine blight)

The goal is to stick with the twig, needle, and vine vibes - but flavor them to cold damage and raise their CR a bit

vagrant gate
#

Are there any solo rules?

wise berry
slow star
#

copy that, dan

wise berry
slow star
#

oh, of course. i was preoccupied. i shall deliver my joyful thoughts

vagrant gate
wise berry
wise berry
slow star
#

only thing i would change is a matter of personal taste. i, in lack of images, try to describe the creatures at the end of the stat block. i understand this isnt even a common thing to do, but i find it tickles my brain nicely.

i do this mainly to convey my mental image, which is the job of the DM, i say. while the dungeon master has much more control in a setting than i, i still try to give the idea of what it is. currently, i struggle to imagine the physicalities of these creatures.

#

for instance, i picture the frost blight as something resembling a very beefed up stinging nettle, rather than maybe a cactus, which you could have had in mind

#

ah, do forgive my ramblings. this is, again, merely personal taste born of communication, which i do stride for

vagrant gate
slow star
#

then you have the dungeon master's guide. there is a new edition since the last year

primal osprey
#

Ginny Di is not the average dnd influencer

#

She shows you what system to use, how to use it, and demonstrates a game with it

slow star
#

i havent dabbled in the DMG outside the creation guidelines for items and species, but i have seen the topics on running the game, setting up both a game and a campaign, i believe, and also delivering loot and stuff to the players

vagrant gate
#

Is there anything that is not a youtube video

slow star
#

the dungeon master's guide, player's handbook, basic rules

primal osprey
slow star
#

ah, that is an astute point

primal osprey
slow star
#

i thought the situation would be simply playing both parties as one. much of it is subject to dice, no?

vagrant gate
primal osprey
slow star
primal osprey
#

Ah well. Never mind now

slow star
#

i suppose it does need adjustments to make it work solo

primal osprey
#

Where you roll on tables to make areas made for you without you being able to predict it

slow star
#

oh. i should look her channel up. ginny di, did you say?

primal osprey
#

And you can choose how much you control

primal osprey
slow star
#

oh im not too interested in solo play. i was curious you said "not an influencer"

#

the average influencer, correction

primal osprey
#

Oh yeah. Ginny Di is not the average dnd influencer

#

She is one of the only dnd channels I watch

#

She creates things, gives guidance, etc

#

She doesn’t create stuff that isn’t for free and she doesn’t try to skew opinions

vagrant gate
slow star
#

that is a you problem. i do follow certain advice, which i judge on effectiveness on my own

primal osprey
#

She just gives helpful guidance and always encourages your own take on things

#

Like I said, she is not the average dnd influencer. I hate so many dnd YouTube channels, she is one of two exceptions

rotund dirge
#

Do you guys think allowing the Monk to make weapon attacks with FoB as long as they use the Martial Arts Die for damage would break stuff?

wise berry
stark jewel
#

hello, i just had a concept for a monster and i would love to hear some opinion. I created a new species of harpy that i call storm harpy. Like normal they can fly, have claws and so on, but, instead of their normal song, called luring storm, they have a different ability, called Choir of Storms. This ability require concentration and for the harpy to stay immobile, be it in the air or on the ground. For the first 2 turns after the harpy has used this move uninterrupted, nothing happens, but you can say that the air seems to get strange, but on the third turn, the choir of storm takes his effect. What happens is that a 30ft radius storm appears, causing extreme wind and 3d12 lightning damage. But this is only the base, for you see, this is a choir. If in the same round after the first storm harpy another one at max 30 ft from the firs one decides to also use choir of storm, the size increase by 10ft and 1d12. the increase in size only works with up to 3 more storm harpis, meaning the max size is reached with 4 harpies, but the damage keeps going. So the chart would be:

1 harpy: 30ft/3d12 lightning
2 harpies: 40ft/4d12
3 harpies: 50ft/5d12
4 harpies: 60ft/6d12
5 harpies: 60ft/7d12
6 harpies: 60ft/8d12
...

if you are inside the area of the storm, you roll dex saving, if you save, you take half damage, if you fail, you take full damage and get knocked prone from the strong wind.

So what do you all think?

wise berry
# vagrant gate Is there anything that is not a youtube video

I get what you're saying - you're looking for something that's like, printed or documented already. I haven't not looked into further rules on how to play alone. there are other systems or physical props that i've come across - like a notepad that had a pencil with a d6 on it to roll. you havwe these premade dungeons to work through and events. so it's more, system-like than free choice to do whatever. i have a lot of dice to creatre random dungeon pieces with, weather, npc attitudes. so you could maybe look into that to generate things.

I would agree #dnd-rules would be a better space for that kind of question. choosing not to watch a video is definitely your thing, I think we just all wanted to help ya out and respond to you so it doesn't get buried under more stuff.

wise berry
# stark jewel hello, i just had a concept for a monster and i would love to hear some opinion....

I could see this encounter for sure. I dig this concept. I would maybe consider in practice, the charge up being too long for 2 rounds. maybe it's 1 round of the charge up and telegraphing, then 1 round to release it. i like the idea of more harpies joining in - i could see the lesser ones stopping their attack and flying back to join the main one in their chorus. i like the visual atmosphere.

wise berry
# stark jewel hello, i just had a concept for a monster and i would love to hear some opinion....

i'd also consider Prone vs being moved directly back. i guess it can depend on your party makeup and if Prone would punish too much. but that could be sick on a lighthouse roof. players now have the danger of being sent off the environment instead of prone. i did something similar with a ship encounter being bashed and some didn't save, so they slid to the edge of the deck either going overboard or right on the edge.

stark jewel
void jewel
vagrant gate
void jewel
vagrant gate
#

Also I do not have money to pay paid gms right now

void jewel
#

That's fine, what's keeping you from finding a game that matches? What hurdles do you have?

vagrant gate
#

One time a GM wanted me to play a character that was in that character's backstory when I had no interest in that

void jewel
#

I understand it's not working out, but if we can get to the why, maybe we can help you find a group

vagrant gate
#

Which is why I'm seeking solo rules

void jewel
#

Totally. From looking at your own application and reflecting, why do you think it isn't working out?

#

Session timing? Coming off too strong? Extensive homebrew?

vagrant gate
#

I don't know

void jewel
# vagrant gate I don't know

Totally fair. It's taken you two years. That's an extremely long time. Send me your application in DMs and I'll tell you what I think it is.

For reference, I'm currently running a couple things.

#

I'm confident if you get to the bottom of why, you'll be able to find a game.

Solo dnd rules are available, as mentioned. However, the game as designed is inherently a fairly cooperative experience, and solo ttrpgs are a very different ball game entirely. I know of a few solo or low player ones in the form of some board games - my girlfriend and I play a two player ttrpg board game a lot.

wise berry
neon inlet
#

This honestly sounds really fun. I know mine was made for 2014 monk And based on the wording of yours it's for 2024. So we have 2 different flavors of time for two different periods of time lol

heavy kernel
# slow star if nothing else, is describing what you desire an option? any distinctive qualit...

well, the tldr of the subclass is a spell stealer, at level 1 you can copy the spell of someone, but can only copy a spell of the highest level you can cast, and you have to know what spell you want to copy, if not, you take the latest one it has used, you can then use sorcery points to use it.

the level 6 feature gets you counterspell, and when you succesfully counterspell one, you can add it temporarily to your spell list, it’s supposed to look like you’re holding it in your hands so it counts as if you’re concentrating on the spell, and once you cast it, it disappears from your spell list.

the other level features don’t really matter bc they’re too high level, level 14 lets you copy two spells and the newest one if it deals damage deals the maximum amount once per short rest, and level 18 feature lets you instead of holding spells you’ve counterspelled, lets you destroy them and gain sorcery points equal to the level of the spell

this is the introduction of the subclass

“Your magic comes from the perverted amalgamation of other spellcaster's magic meshed with your own. You may have formed an incongruous bond of magic and blood by compressing arcane energy forcefully into your body, resulting in an artificial sorcerer whose magic is as interchangeable as a cog in a machine. However this ability came to you, you now possess the remarkable aptitude to mimic others magic. It's up to you if you choose to assist or take advantage those who have attained their magical abilities and use them for your own motives.”

slow star
#

that has potential. i would go as far as to change the spellcasting feature through the subclass features to dictate you can only use spells you have copied or stolen, essentially. this works namely because thats the level 1 feature, assuming socks get subclasses there

#

through the subclass, you could have a unique spell called something cool that allows you to copy magic, rather than basing it around sorcery points, though i would still keep them in mind somehow

wise berry
#

Would this be a channel to discuss encounter ideas?

void jewel
#

Yup

wise berry
#

I have an idea/framework for my group (3 lvl 5 players - warlock, paladin, druid & they occasionally take a Goblin Boss NPC for the RP). they are going to be encountering a mychonid village fighting off encroaching blights (homebrewed ice blights). they will then be asked to seek out a missing NPC in the surrounding forest. they will eventually come across an area that is the breeding ground of the blights and a stationary Necrohulk that has grafted the missing NPC to it. i picture a nest with Gas Spores around and these ice blights protecting the Necrohulk while it devours the NPC. how could I make this encounter engaging? my group doesn't dislike combat - but they want more combat with goals during it. so i picture maybe the Gas Spores are tied to the Necrohulk?

  • Do the gas spores protect it?
  • If attacked, the gas spores alert the Necrohulk? timer dice for how long?
  • Does the Necrohulk maybe attack after being disturbed, then the gas spores are tied to its HP or AC to lower a little? I do picture a deflating bloated creature of fungus as the gas spores feed into the Necrohulk via the nest

I'm just kinda struggling to find a good multi-even or non-"slash. his. miss. repeat" kind of encounter. i did a shadow of the colossus style combat a couple sessions ago they really loved, so i'm trying to move in a direction of pushing their problem solving a bit more. I'm someone who like props as well - timer dice, sand timers, progress clocks, chase cards

slow star
#

im unfamiliar with these spores. are they creatures? or do they behave more like a gas. if the latter, introduce an element of suffocation

#

(i am out of ideas. i need to recharge)

void jewel
#

Also, remember: traps can exist in combat arenas.

#

You could tone down the monsters and add traps/arena hazards.

#

If you're chill with the npc dying, you can also make a turn timer before boss guy kills the NPC. If you do so, clearly communicate this to players.

#

If you use dynamic arenas, it's need to be extremely obvious to the players that being in spores = bad

#

Here's your new combat: fewer ice blights, but players need to A. Reach a location by the enemy who has NPC grafted to him, then someone needs to use an action to free him, B. Dodge the spore clouds on the way and C. Not die to ice blights.

#

Just make sure all these mechanics are CLEARLY understood by the players. There is zero harm in straight up telling them how it works. It'll lead to engaging gameplay.

#

If you want to construct elaborate mechanical arenas, I fully believe you need to straight up tell the players how they work, such as this. Out of character, of course. If players know how to make good choices, you can do really cool stuff

wise berry
heavy kernel
# slow star that has potential. i would go as far as to change the spellcasting feature thro...

the problem my dm has is that he likes subclasses to have a level 1 feature thats focused around combat and another one based around exploration/survival, so i wanted to ask for help to make one of those for level 1, I had the idea of basically giving him smth like eldritch sight, but in a different flavor, as if he can sense or see magic around him and sees creatures with differents fluxes of magic and stuff, and at level 3 smth like identify ritually? But idk if thats too strong or not

void jewel
#

If you've played bg3(MEGA SPOLER TERRITORY DO NOT READ IF YOU DONT WANT SPOILERS) is the climb to the brain stem during the final fight. Enough enemies to keep it interesting, out of combat objective (reach stem), and no go zones (artillery strikes). an excellent example of adaptive arenas.

wise berry
wise berry
void jewel
#

You can also alternate good turns (the zones are in areas that give the players clear paths) and really bad turns (zones spawned somewhere really terrible for the players) based on how they're doing, which is a near-invisible form of fudging.

#

Hot zones are one example of dynamic arenas. There are many you can use

wise berry
void jewel
#

Others include:

-destroy the X or it keeps spawning enemies

-protect the Y for Z rounds to win

-kill specific target X to win, others don't matter

-take object X and put it on Y to win

-an arena with teleporters to go from A to B or back, and so on.

-levers that open a cage of bears, which kill everything, allies and enemies included.

void jewel
#

I don't have resources for it, I just come up with ideas on my own and yoink them from other media. I got hot zones from bg3, which makes excellent use of them.

#

You can also invert the hot zone - Anyone not INSIDE this zone by X time is gonna have a bad time

#

I try to design every major arena with at least one "feature" function.

In my current campaign, boss arenas for a cult have a giant crystal which can be disabled in one of two ways:
-destroy it OR
-reach the rune on the opposite side of the map, then get the rune to the crystal

If disabled, a number of the enemy units die instantly as the crystal created them.

#

So the players can opt to kill the enemy or disable/destroy the crystal.

#

This is a recurring gimmick in my current campaign.

wise berry
void jewel
#

Sure. I will say sleeping now, as I got off night shift, but I'll be up later and we can chat then.

wise berry
dark moon
#

Anyone knows what could I do when trying to create a fighter subclass but it tells me I don't have the necessary class features with the correct required levels?

I have 2 level 3 features, 1 level 7, 1 level 10, 1 level 15 and 1 level 18.

They're all set to 'Granted' and I've saved changes in all the places where the button appears XD

I've even tried to create a subclass with champion as the base, not change anything but the name and description and, asides from a message saying it is way too similar to champion (which was totally expected XD) the one about the wrong features per level still appears

primal osprey
#

Trying to make homebrew on dnd beyond hurts me

heavy kernel
dark moon
#

Eldritch sight at lvl 1 seems strong to me yeah, assuming it mechanically works the same

heavy kernel
#

I see, then what if it costs sorcery points?

#

what could I add that served as exploration/survival with those original abilities?

slow star
#

I have created a new homebrew creature, a line of many a creature i wish to explore further some other time because i am now more than tired. here's the rundown total tally, it's a creature that corrects the flow of time by bringing justice to those who have wronged it.

i admit, it would work much better in an environment where time and its disturbance would act a larger role, but as a standalone it is what it is. i am not thrilled with it, but i am satisfied with it

introducing: Chronoid Justiciar

the following link is to a PDF file viewable on Google Docs (google drive?) and one that i am all too pained about the white stripe of. thank you

https://drive.google.com/file/d/1jdRUd6LV-xjER0R1XkRWEjequTUhDIcM/view?usp=sharing

#

and as with any other creation of mine, input is highly welcomed and greatly encouraged, if one so desires to speak up.

austere mango
#

I want to make a homebrew Jedi monk subclass. My first thought is alignment base, and you get force push on your melee attack action, using your wisdom modifier for the strength save.

heady stream
#

kinda sounds like open hand already does that?

true portal
austere mango
#

The alignment changes which force abilities you obtain. Like evil alignments give you lightning, good alignments give you abilities to change minds or heal creatures. And neutral alignments get to astral project their form

rapid latch
limber robin
#

I'm working on a magic items generator inspired by the Diablo source books of the 3.5 era. It's a very early W.i.P, more of a proof of concept than anything. I've only created the affixes for armors and weapons for now. But I wonder what you folks think of a system like this and of the first tables I've made:
https://homebrewery.naturalcrit.com/share/zEKBH1isL0zI

stark jewel
#

So, i ended up making this. how does it look?

Medium Monstrosity, Chaotic Evil   AC 13  Hit Points 48 (10d8 + 3) Speed 20 ft., fly 50 ft.

STR
12 (+1)
DEX
15 (+2)
CON
13 (+1)
INT
9 (-1)
WIS
11 (+0)
CHA
14 (+2)

Senses Passive Perception 12
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2

Actions
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.

Choir of Tempest.
This ability require concentration and for the harpy to stay immobile, be it in the air or on the ground. For 1 turn after the harpy has used this move uninterrupted, nothing happens, but you can say that the air seems to get strange, but on the second turn, the choir of storm takes his effect. A 30ft radius storm appears, around the initial user, causing extreme wind and lightning. Those caught inside the storm roll a dexterity saving throw and if they fail it, the storm causes 3d12 lightning damage and they get blown away for 10ft. If in the same round after the first storm harpy another one distant a max of 30 ft from the first one also uses choir of storm, the size of the storm increases by 10ft, the damage increases by 1d12 and the push increases by 5ft. the increase in size and in the force of the push only works with up to 3 more storm harpis, meaning the max size and push is reached with 4 harpies, but the damage keeps going. So the chart would be:

1 harpy: 30ft/3d12 lightning, 10ft push

2 harpies: 40ft/4d12 15ft push

3 harpies: 50ft/5d12 20ft push

4 harpies: 60ft/6d12 25ft push

5 harpies: 60ft/7d12 25ft push

6 harpies: 60ft/8d12 25ft push

...

if you are inside the area of the storm, you roll dex, if you save, you take half damage, if you fail, you take full damage and get knocked back 20ft from the strong wind.```
kind cargo
#

Is there a tool tip I can use for Bright Light, Dim Light and Heroic Inspiration?

silk hedge
# vagrant gate Which is why I'm seeking solo rules

Have you tried picking up a starter kit & giving it a go?

You may need to become the DM & become a DMPC (your character), with a party of other NPC's.

For the starter kits, reading it over, you'll be bound to know what will happen next.

Instead, you can an intermediary "dm" & make a deck of cards of events with two special cards: Beginning Chapter & Ending Chapter. Having the very first card the beginning, while the end be either shuffled in with the events OR placed as the last bit.

There should be some free adventures as well, to give it a shot.

burnt cipher
#

I finally got my Level 15 Capstone for my Reaper Ranger Subclass:

The End Arrives

As an Action, choose a Creature within 100 ft. That Creature must make a CON Save. On a Fail, they take 12d12 Necrotic Damage and are Paralysed until the start of your next turn, half damage on a Success. Favoured Enemies have Disadvantage, Necrotic Resistance and Immunity are ignored, and after taking the damage, if their HP is brought to 4 x your Ranger Level or less, they are ended, body and soul, unable to return by any means besides wish. You can do this once per Long Rest. While within a Favoured Terrain, you can target 3 Creatures within a 100 ft Cone, end Favoured Enemies with HP brought to 6 x Ranger Level or less, and gain a free use per Long Rest.
Any thoughts?

primal osprey
#

Hey I've made a bunch of feats for martials, mostly for melee, and I need a little feedback on them. I'll only post one or two of them for now

#

Stout Warrior (General Feat)

Prerequisite: Level 9+, Strength or Dexterity 15+)

You gain the following benefits.

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

Bloodied Determination. When you become bloodied, you can choose to enter a state of Bloodied Determination. For 1 minute, until you are reduced to 0 hit points or until you are no longer bloodied, your AC increases by 2 and you have a +2 bonus to Damage Rolls with weapons or unarmed strikes. You have two uses of this feature and regain all expended uses when you finish a long rest.

#

Executor (General Feat)

Prerequisite: Level 16+, Strength or Dexterity 17+)

You gain the following benefits.

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

Finishing Strike. When you hit a creature that has less than 50 Hit Points with a Simple or Martial Melee Weapon, you can force them to make a Constitution Saving Throw (DC 8 plus the modifier used for the attack and your Proficiency Bonus). On a failed save, the creature drops to 0 Hit Points. Once you use this feature and a creature fails the saving throw, you cannot use it again until you finish a long rest.

Blood Hunter. You have a +2 bonus to Attack Rolls and Damage Rolls with Simple or Martial Melee Weapons against creatures that are Bloodied.

#

Executor was meant to be a sort of pseudo weaker powerword kill for martials to use

void jewel
primal osprey
#

I feel like you may have overlooked a detail

#

It only works on creatures with less than 50 hit points

void jewel
#

Nvm you right I did

primal osprey
#

It’s alright

void jewel
#

Looks alright given that

primal osprey
#

Yay!

void jewel
#

Stout warrior feels slightly undertubed, but it's usable. +2AC is a lot.

#

Undertuned*

#

Contrast this with protection which is +1ac all the time with no usage limit

primal osprey
#

Yeah I think I should add something else, either a passive or something that can be used whenever

void jewel
#

You could safely not have it need charges, just a constant buff while bloodied.

#

Just make the damage +1 instead if +2, making it a little rider, and make the main benefit +2 ac while bloodied. +2ac is a lot.

primal osprey
#

Hmmm, I could go one of two paths I see

#

Either make it even stronger, or make it weaker and a constant buff

void jewel
#

It doesn't even need to be that much weaker as a constant buff tbh

#

While bloodied, that is

primal osprey
#

But I feel like a +1 bonus to AC when bloodied is a bit of a copout

void jewel
#

Oh definitely. It shouldn't go that low at all

#

Since it's while bloodied, you have a bigger power budget

#

+2 is fine there IMO

primal osprey
#

Alright then, so far it’s just removing the charges

void jewel
#

Feels fair. Especially given their alternatives are staples like cbe/ss , mage slayer, ect.

primal osprey
#

But now it just feels wrong. Now at any time that a player is under half HP they have a decent bonus to AC and damage

#

And now I’ve sort of leaned into that technique of leaving PCs at very low HP in battle, as at least with the charges it ended of you were actually reduced to 0 hit points

#

Maybe I should just instead tie the charges to PB

#

Ty so far though

green helm
#

Hello, looking for some help writing (finishing) a Witch class I made for my horror setting, before you look, it's not finished, still missing some things (including subclasses), and is meant for high power as it is meant for a deadly world. So, I am looking for a capstone (level 20 feature enticing enough to keep you from multiclassing, I feel like wotc forgets that's what they're for, no offence of course), and a feature for 13th & 18th levels to expand the first level feature Witchbrand (yes I know adding a solid 4 dexterity based abilities doesn't make sense in a caster class, I need something to make them M.A.D. and that'll fill-in for now) sorry that was so long, without further adp, here's the Witch: https://docs.google.com/document/d/1eX9Sd5POIj9jKKZt0ur6trsce8revTCHCooglE0TGN8/edit?usp=sharing

quartz olive
#

the primary idea when i was making this was to give spellcasters a way to support rangers while also offering some utility if properly prepared for

#

but my concern is that the casting time and cost make the spell unviable

#

and also there's the fact that some terrain types offer waaaaaay more benefit for the risk than others

#

bottom line, i feel like the preparation required to make this work isn't worth the benefit, but im not sure how to go about fixing that

true forge
proven pike
#

Balance test for homebrew.
Tabaxi sub-race based upon IRL manul.

Ability Scores: +2 to one and +1 to another, or +1 to three. The usual.
Type: Humanoid.
Size: Medium or small.
Speed: Walking and climbing of 30.
Cats claws: Unarmed strikes of 1d6+Str slashing damage.
Darkvision: 30 feet.
Resistance to Cold: New feature.
The Body is Round: As a reaction, you gain a +2 bonus to AC until the start of your next turn. This ability can be used after an attack hits you but before damage is rolled, and can potentially cause a hit to turn into a miss. Once you use this trait, you can't use it again until you are hit with an attack.
Languages: Common and one other.

Thoughts: the body is round, and his little legs aren't made for distance. Manuls are built for blistering cold weather and have the densest coats of any feline; this would logically give them cold resistance as a playable race. In exchange they have to give up half of their darkvision, which can be justified due to their unusual circular pupils, an unusual feature for a small cat and one that isn't as suited for low-light hunting as a slit. They have a heavy build with round bodies and short legs, making them more robust but less nimble, so I've been tinkering with the idea of how to replace Feline Agility while keeping the same use/earn conditional flavor. This is more a brain barf than something I'm actually going to use, so I appreciate feedback.

hot anvil
#

Quick Idea I've had for weeks

#

Just like, a normal DND campaign against goblins but some players in the party are secretly goblins hellbent of sabotaging the party(and work with the DM)

#

would that be a good dynamic

frank berry
hot anvil
#

could also just have none of them be goblins

frank berry
#

Also keep in mind, some races are easy to mechanically check, which can easily reveal the secret

hot anvil
#

they seem like those kinds of players

green helm
polar stag
#

Anyone know of a good chronomancy/ time manipulation wizard subclass?

magic needle
#

H

heavy kernel
#

Can I send a link to a doc I made for a sorcerer subclass?

stuck raptor
#

yes, just give it context

heavy kernel
#

it's for a sorcerer subclass I'm trying to make, I had an idea but my dm said it was too much battle focused and not enough survival/rp/exploration focused. I'll send it

strange surge
#

hey guys, do we think it's worth making Benders from ATLA their own class, or would sticking to Monk subclasses be better?

heavy kernel
heavy kernel
keen lion
#

Guys, any tips on creating homebrew spells? I am new and i got stuck on the scaling part, i dont know how strong or weak a spell should be

void jewel
#

At-will +2 ac anytime as a reaction is too much

#

Even with the must take a hit caveat

#

However, you can totally give it charges, and then it's fine

#

I mean. It isn't the worst race we've seen as is even, admittedly

#

But I think mini-shield is too powerful , in my opinion.

#

Actually you know what. No it isn't. I've changed my mind

#

Race is fine as is. I'm just delusional here.

void jewel
#

never hide info about player identities from other actual players, but you can hide it from PCs

true forge
#

Like, they can fit either a full class or multiple subclasses

true forge
restive tusk
heavy kernel
heavy kernel
strange surge
#

I'm leaning towards subclasses first

slow star
true portal
#

im sorry but you talk like a medieval guy

true forge
#

A monk type halfcaster?

slow star
#

i can try to talk normally too. if anything, i suppose my insufferable way of speech could be construed as practice, idk for roleplaying or something.

peak inlet
#

I think it makes the choice of getting Shield or Defensive Duelist a bit less justifiable

slim basalt
#

guys what if

#

SAGE OF COUPONS

#

the entire ability of that class that it gives you nulliyfiying effects on the enemy but its random

void jewel
wheat kindle
#

Would a species ability that lets you add 1d4 poison damage to your attacks with weapons/unarmed strikes be broken?

void jewel
#

There is one already iirc. It's that frog species

#

You can just dip in your own skin for extra poison damage

#

As a bonus action

burnt cipher
#

Which Class is most fitting to have a Sleuth or Detective type Subclass?

wheat kindle
burnt cipher
#

I'm going to have quite the collection of Ranger Subclasses after this

void jewel
#

Is sneakily one of the best martial races because of the bonus action limitless supply of poison damage

wheat kindle
#

I'm trying to add a similar ability to myconids

#

Should i also make it a BA?

void jewel
# wheat kindle I see.

Yeah it's grung:
It adds a SAVE to weapons (DC 12 con) or the target takes 2d4 piercing. You must do this with each attack, and it only functions with piercing damage.

#

So it adds a fairly low save to resist the additional damage. it's still potent despite that

#

The race also has poison immunity, which is strong, but is also balanced by the fact you need to immerse yourself in water for an hour a day

#

Straight up adding damage off a race is very strong, so grung does this:
-must reapply with BA every attack
-save to negate

void jewel
#

It is.

wheat kindle
void jewel
#

I wouldn't do a passive all day buff. Anything that adds a d4 to attacks without consistently eating a resource like a BA will become the best martial race, likely

void jewel
#

1d4 even is +2.5 damage. That's a lot of damage to every attack if it auto-triggers.

wheat kindle
#

What if the race had a sun sickness though?

#

To kind of balance it's powers

void jewel
#

Sun sickness is trivial to fix permanently by a creative player

void jewel
#

2.5 damage to every attack would be a lot

#

Grunge can also, obviously, only add it once per turn

#

As it eats the bonus action

wheat kindle
void jewel
#

And as a reminder grung is already poison damage and balanced around that.

#

You can make a race that adds your passive 1d4 to attacks. It'll just instantly become the best race for anyone making weapon attacks.

#

Nobody is stopping you from making it. But there's a reason grung has so many limiters.

wheat kindle
void jewel
#

Not relevant to balance.

#

If I offer you the option of:
-add 1d4 to your weapon attacks
Or
-get a cookie every long rest

The 1d4 to weapon attack doesn't become worse because the other option is cookie

wheat kindle
#

I see

#

What if it has like a 8+proficiency bonus save on it?

void jewel
#

(Also that's a third level spell many times per day. Also extremely strong)

void jewel
#

I'd still make it eat their BA.

wheat kindle