#homebrew
1 messages · Page 43 of 1
So reflavoring poison with this class to be more potent at the cost of shelf life?
That's a good idea
I feel like ranger would make sense
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
what is the best expanded wild magic table out there?
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.
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
I don’t think it should deal damage
My main concern is that if it doesn't, it's a terrible command.
it’s kinda like a concentration-free worse Entangle
Command skips their entire turn and forces them to do something you want, this just limits movement.
but Command only lasts 1 Round because it’s concentration-free
Massively worse: entangle makes no-save difficult terrain and it's possible to spend multiple turns trying to get unstuck. Getting out of this thing is guaranteed.
Command is minus one turn. This is minus one action.
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.
Mind you, the escape here is guaranteed. This isn't a check. It's just action = escape.
Yeah that's intentional. Prevents forced movement or teleportation at the cost of binding you to a spot.
And a bit of damage
what are the ways you can move someone out of this rune’s range?
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.
what about Wish?
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.
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
You mean no initial damage, but take damage when you choose to the the effect before the 1 minute is up?
yes that’s what I meant
I know it’s a bit out there though
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
it’s not a damage spell
the half damage is already 1d6
you can’t really make it activate every turn because it’s not concentration
Average damage as is, assuming 40% to save: 5.5
Without save for half:
4.2.
Not a huge change, but it's more than a 20% decrease.
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.
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
That's an idea to play with.
it’s more of a flavor type of thing, and it depends what you imagine makes sense
it could also bring up a cool strategy of leaving your tank behind within the spell for an extra round to get everyone else out of the circle
making sure you don’t kill the bound creature so you don’t end up in friendly fire
I think for balance purposes the aoe would need to be pretty small to keep non concentration
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
if it was second level I think it can stay in the size it is currently
it’s worse than an instantaneous blast that stuns 1 creature
I agree. I just am needing something specifically to fill the niche of first level non concentration.
fair enough
I’ll probably be playing around with this idea for a spell though
Feel free
is the upcasting too strong?
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.
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.
I for some reason did not realize Command could be upcast to add a creature
then this should easily be fine
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.
Chromatic Orb is a very elegant exception
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
that’s not true, it’s better than Lightning Bolt when upcast to 3rd level
I think it’s worth upcasting for non-Warlocks
i actually use Chromatic orb a lot to be honest
cuz at a certain level it's 9d8, at which point i can never have a roll where two dice arent the same.
Leap chance approaches but does not quite equal 40% at third level.
that’s 2nd level
(which gives me the chance to attack multiple opponents)
I think you have a 100% chance at 5th level?
6th level mb
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.
once you add Empowered Spell to the equation, you’re at a 4% chance not to leap
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
yea
Yeah empowered is useless outside of thos
It is never 100%
But it does get more likely each time
You could roll infinite dice and it still wouldn't be 100%
how so?
Demonstrate how its 100%
I can't prove a negative, that's impossible
Wait. I may be an idiot.
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
The 9th die must matc
yea
lol
Lol
we all be a dumdum sometimes
It follows a predictable pattern until 9d8 at which point it's just 100
ye
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.
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.
Thats not how probability works
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)
https://docs.google.com/document/d/1EuV7RUwqbJybrYFDE4qvbY08cJyjjRk2644S7b5aSD0/edit?tab=t.0
well, finshed Pact of the Whip, thoughts & feedback are welcome
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
"Wrath’s Punishment: The target instead makes a Charisma saving throw against your spell save DC. On a fail, the creature’s next turn must be spent attacking a creature of your choice within 30 feet."
Unlimited bonus action skip-your-turn effect that also does damage to another enemy on a good save. Too strong.
"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.
once per short rest
it can yes
Ah. Once per short rest I missed. Reasonable.
I'd add some form of limitation to the difficult terrain but.
Bit*
that whole invocation is once per SR, all 3 effects share the same cooldown
Ah, that wasn't clear. Let me re read
its only for a round and 15 feet, not like it lasts forever or has a massive aa\rea
I can't find where it says once per SR
It says you can summon it once per short rest but it doesn't say it dissapears when used.
A 20-foot difficult terrain is most of the effect of entangle, one of the best first level spells in the game.
Good use of difficult terrain wins fights.
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.
You can use this invocation once per short rest.
But the whip doesn't go away.
after saying you can forgo attack roll
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.
its not that big of an area lol
It's more than big enough to be the best ability a warlock could get at this level or below
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.
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.
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.
tbh, its fine, not for melee people, it sucks for them, but for range peoples and mages/casters, its not going to hinder their ability too much
I just highly disagree. You're assuming white room.
As soon as you can take cover, you can force ranged people to move.
great, this isnt a cantrip tho, you need to pick this AND be 5th level
Plus, most mobs are melee only or significantly weaker at range.
You'd be an absolute clown not to pick this. If this is added, warlocks will never use their BA for anything else unless they get illusionist bracers.
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.
creatures can do alot of things to avoid it, like moving around it, flying high from it, teleporting
In fact, I'm confident in saying this is the most overpowered feature I've seen this month in this chat.
which, imo, is the purpose of it
Last 30 days.
Which are not always available (most creatures can do none of those things) and the party gets to play around the terrain.
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.
i mean
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.
its meant to be a control focused pact boon, if it causes creatures to move around it, good
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.
Question, can you still use the whip while it's unravelled?
well, no
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.
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.
Fiend is right there btw
Nothing says you can't create a variant of it that's more like a fusion between fiend and hexblade
keep in mind with Disarm, you have to be within range for it to work, even with Eldritch Reach, all creatures besides some have a 30 foot movement speed
also doesnt fit a Succubi at all lol
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
the terrain is in part of it not getting a extra attack type thing
replace the damage with slowdown, fits better with the design
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
The terrain is ten thousand percent worth passing up the attack
The thing warlocks barely use?
And yeah warlocks don't touch their BA
Except telekinetic
And this makes telekinetic go home and cry
items, spells, subclass features, MC class features (largely disregarded but still)
This is so so massively better than any other BA
All of warlock's spells that use your BA are terrible
This, however, is amazing
Giving up the attack instead is an irrelevant cost given the power of this option.
ive had other people look at this to, mainly asking about this, they said it was fine
They're wrong
strong, but not ground breaking strong
Give this to any proper optimizer and see what they say.
Again, it's the fact that you give up practically nothing to do it is the issue
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.
Many many players don't understand the power of difficult terrain.
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
so, looking at a 15 foot cube in Owlbear, its not really that big
It's truly more than big enough to make the feature amazing.
You could compare it the arch hippo the second, duke of chicken nuggets for all it matters. It's an insane feature.
you get advantage on all the attacks through Innate Sorcery
that’s why Chromatic Orb and Spellfire Flare are a buncha attack rolls
as the Sorcerer signature spells
gotta love sorcerers
Definitely make it more usable yeah! I think it still lacks at spell slot levels that high, but it's far from terrible.
it does turn into an insane AoE at higher levels
I still wouldn’t use a 7th level slot for it
what do you suggest?
make it once per SR
useable now
multiple times per SR, better, but not worth
imo, a 6th lvl chromatic orb is better than chain lightning, so I think it would be worth a 6th lvl spell slot
empowered spell more or less garuntees a bounce
Proficiency per long is probably good. Once per short feels like not enough
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
Chain lightning isn't worth the 6th level slot IMO is the issue
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
I mean I rarely use high slots for pure damage, but if I was to get 2 spells as a Sorcerer for damage, I’m probably running Chromatic Orb and Fireball (I would actually consider Spellfire Flare now)
it allows for single target burst
It's an objectively better version of scorching ray
Remind me what it do again
I mean. Yeah. It is. But uhh. That's scorching ray.
2d10, ignore cover
upcasting makes it shoot more 2d10 blasts
Finally a good upcast.
I will say, very respectable upcast.
yeh, you’re not getting it for the 1st level casting
it’s the upcast for bosses that’s the appeal
Is it attack roll or half on a save? Huge difference.
attack roll
attack roll
Damn.
but it’s another Sorcerer Signature spell
Kind of messes up expected DPR. However, I see one use: paralysis + delete button.
4d10 per spell level go crazy
so you’re looking to use it with Innate Sorcery for advantage on all the attacks
2d10
wait, nvm
I get what you were saying
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.
I like the Spellfire feats as well
Honestly, until they add more attack roll spells, unless you are using chromatic orb, using innate sorcery for the adv on spell attacks feels like such a trap lol
but it gives you both effects at the same time
the +1 DC is still useful
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)
you only have Chromatic Orb and Spellfire Flare for attack roll choices that actually work
Or Ray of Sickness if your desperate lol
I usually only grab 1 or 2 pure damage spells anyway
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
fair enough, but it's close enough lol
i'm no mathematition
or linguist
i'm only a design student
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?
That would be extremely overpowered
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?
Didn’t even finish reading it and it’s way to powerful
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.
This almost exclusively punishes melee martial characters (the statistically weakest role). Is there a particular reason why you feel they need to get hit more?
It would certainly make fights more static, and punish melee martials even more
Don't think the change is warranted or necessary
Any ideas to balance it?
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?)
would you guys help me finalize the balancing of a warlock subclass I did? or it would be in optimization?
Balancing for homebrew comes here, you can post it and people will respond if they have something to say
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)
Not overpowered at all. If anything, a little underpowered.
Very reasonable subclass balance wise.
Yeah this is quite reasonable
I don't see major issues.
Your syntax is generally excellent as well
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
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?
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?
What's a flagship and ribbon feature?
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
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
no worries, you pretty much got it
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
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.
i dont intend to add features to classes/subclasses
you see, they pick the fight. thats done out of combat lol
i understand its a problem but currently out-of-scope
there isn’t really a limit to the number of features, a lot of races get too many features, others don’t get enough
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.
I agree, I just can't remember any races for examples of low features.
right i just want to know how many features before it feels bloated or feels too empty
Sirens get 2 ASI instead of 3, 25 speed, and Flight
Flight before Level 5?!? 👀
standard-issue bird
Actually that could be a fun concept: Races with Features that level up with Proficiency.
Flight's broken for Tier 1 (1-4) play
2014 race flight was broken
I’m so glad 2024 limits it
Hover speed is a good alternative to flight early game
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.
ah, they have? i am curious as to how, but i would imagine it is not ideal for this channel. i shall indulge on this myself
they just gave unlimited flight through race features just like that
how so strange. if i make fliers, i shall keep this new limitation in mind
new stuff is 1 minute flight at level 3 or 10 minute flight at level 5
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
I really don’t like it
non-magical flight is generally slower
I don't use it, don't have anyone with a flying speed with my players and like you said 2024 fixes it mostly
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.
Yeah
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
if you’re homebrewing it anyway, just use the 2024 version
half your movement speed is like using Gaseous Cloud
Idea: a species that gets new traits every level, but has no main trait
20 traits is definitely too much for a specie
a few of them would probably end up being super boring like 1 language
Could have access to up to 20 but can only have active = Proficiency Bonus
well, good luck for sure
That's what I was thinking
What Spell Level is that?
If you wanted more powerful ones maybe balance with this is counted as 2 choices
sorry, it’s Gaseous Form and it’s 3rd level
Some would be low level spells, swimming/climbing speeds, languages, or maybe like minor bardic inspiration
Feels fine then
Just be careful you not taking from a classes uniqueness
Enlarge/Reduce is 2nd level and with Find Familiar, it can give you 1 minute 60 speed flight
Gaseous Form is usually unusable because it’s too slow
the point of the spell isn’t the flight, the point of Fly is flight
But at Level 5, it should be fine enough. And it's not including builds with unarmoured movement.
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
Yeah. I’m probably going to make it half proficiency bonus features active, rather than proficiency bonus
it’s not fun for the players or the DM
that's... what i'm doing
I was doing a similar thing but with an origin feat
The themes probably going to be like a Frankenstein style creature that can alter its body
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
i can imagine the feature title "spare parts" already
Yes
ah, but i have something of my own to share as well. may i, or would you prefer to discuss your own for now?
show us
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
CR 4? Maybe 5?
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
there’s 1 monster with Force immunity
Could someone go over this homebrew class I made: https://docs.google.com/document/d/1tqBCbprtRYr58ZEKvQ42HYzkzuh3jU_dRp7YON_aeMY/edit?usp=drivesdk
(It’s just a bit long)
i shall observe
is this 2014?
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
huh, looks like it lost the immunity in 2024
Yes
You can have a maximum number of soul points equal to your wisdom modifier + your proficiency bonus times 10.
Bookkeeping Hell
since your charm system is so expansive, I would probably not have many features otherwise
Fair
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
My formatting is wierd though
subclasses should probably be 1 page or a bit more
especially when they’re part of a HB class
since the simple subclass options aren’t covered yet
That depends. Like champion fighter might be one page, but battle master is probably around 3
Was looking at Sorcerer forgot theres a metamagic section subclass is 1-2 pages
Battle Master and Arcane Archer are 2 pages
at least if you’re using standard formatting
Is that including the list of techniques? Jw
yes, they don’t get as many other things besides the techniques
What would you suggest removing? I was thinking maybe additional spells, Salubras blessing, and ismas tear
True 🤣 still think battle master should have been melded in to the fighter class itself 🤣
Arcane Archer in the latest Arcane UA is 2 pages + designer notes
I would probably only keep Additional Spells and Salubra’s Blessing
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
Ok thanks
Any name that you suggest changing it to?
you can either spread them out and name the features the name of the ability itself
like you did with Dream Nail and Vengeful Spirit
Yeah, if I’m removing other stuff that checks out
the way souls work would also have to change
i just got here and HOLY PEAK HOLLOW KNIGHT??????
try not to have resources with too many numbers to keep track of
another thing you can do (and idk if this works better or worse) is to have them choose the soul abilities the same way they can choose Metamagic
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.
I would probably not even homebrew for that
What would you build?
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
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.
what type of script could be good for Quori script? I'm thinking of a very messy/almost unreadable calligraphy
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
Idk about that
oh ok thx for at least replying
Might also fall into #ddb-support
ok thank you soooo much
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?
I know that I’m not him, but maybe replace the 1st rider on the level 13 with being poisoned? Also, do rogues really need extra damage on every hit with how easy sneak attack is to get
A bit redudant with the level 9 feature
(which is making the Poison cunning strike effect free to use)
well, the level 9 feature also grants disadvantage on the Con save to remove the Poison effect from said cunning strike, but reduced speed sounds good. I will let whisper get his opinion before I finalize anything, but I will keep that in mind.
I’d also change the wording; until you clarified it, I had no idea what level 9 did
how does it look now?
-
Where is the cunning strike feature (unless that’s a 2024 rogue thing)
-
Mention that the disadvantage against poison saves is until end of next turn or for 1 minute or whatever it is
-
Base 2024 rouge thing. Assassin does something similar.
-
it is until the Poisoned condition is removed. (which is implied anyways)
Ok
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
it kinda serves as a humanoid patron as well as anything else really
"Dont want to play Celestial? play this instead"
Yeah I don't think that's a necessary hole to fill
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
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
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
Bladesingers do NOT need more AC
how about hexblade and undead?
sure, hexblade is about hexs and blades, then it gets a ghost summon thing
undead is about necrotic stuff and well, undeath, but transforming into an 'undead' is abit random no?
This is kinda suppose to be the Good VS Evil's underlings
a hero's squire, a necromancers minon, ect ect
The point is that they have a visible mechanical core, even if they're not completely consistent
What mechanical core am I supposed to get from "people know your patron"
ig, this can go a million different ways lol
Overall it's too specific and not worth the feat, but the extra AC on top of what bladesingers already get makes it a must have that's probably not okay
With the AC it's too much, without it, it's never worth it
Agreed. I’ve just always wanted to play that build.
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
War Caster helps with somatic components at least.
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
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?
Probably foresight
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
The sanity ship has long since sailed for this guy.
He might be able to see everything (within sensory range) exactly as it truly is, but he is psychologically blinded by his obsession with trying to unify Chromatic and Metallic dragons into a single race (via unifying Tiamat and Bahamut).
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?
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.
yes 10d6 isnt actually that much. and thats at 20th level. and they only get 1 attack so if they miss then, welp no sneak attack dmg for you. besides depending on what you are fighting you will not be able to meet the criteria
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
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.
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
this just seems like flavour to give to true sight imo
Yeah, at this point should probably just make it like a sixth sense sort of ability
seeing the astral sea/plane is prob the real only mechanically difference, but who wants to see there?
You can see the pretty colors in the astral plane
you could honesty just say they auto success any perception check
So probably see past full cover first of all should be what's added
and basically ignore any obscurity
like smoke or fire
give it true sight, and then give it a trait saying, it can see xyz within its true sight
basically
Basically just combine all the sights into one with what your describing
just give it all the sight :P
you slap it on to its senses, or add a traits detailing the differences
"Super Duper Looper God Desruction Mega Sight"
2024 devil statblocks have:
Senses Darkvision 60 ft. (unimpeded by magical darkness)
Would it be a custom sight with all of the sights attributes or every single sight?
warlock spell lists are so bloody annoying omg
It would be labeled as Truesight (since that is what every other character understands it to be), but with modifications.
Something like:
Serrithraal's Truesight cannot be blocked or obscured by any means, perceives all bordering planes simultaneously, and detects the properties of magical effects.
Oh yeah thats perfect
do note that ai generated content isnt allowed on here
Content or discussing it?
content. discussing it depends on the exact topic
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
we usually yeet ai convos in #non-dnd-topics becuase they ultimately end up being not on topic
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?
does this use legacy content 
well it is a 2014 sub :P, so yeah
funny enough
sweet
I started my Ranger Redux, could y'all take a look and tell me what you think?
https://docs.google.com/document/d/1zZs7UPAgpTsJoyPznq5CiGWKjCqmStydA3dyhotGsas/edit?usp=drivesdk
100% on theme. Works well. Could give them some stronger spells if you want
Such as bless instead of heroism
the bless and bane pairing is overdone and frankly boring to me
Hey, whisper, did you see my message earlier?
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
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
Bastion of Force
Or Standard of Force. Could turn the banner into the "shield"
that's almost the vibe I tend to go for yeah
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
ooh, might give this a shot
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
not really
cone of cold uses d6s or d8s i believe
Rimes Binding Ice deals 2d8 (i think)
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
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?>
no idea
https://www.reddit.com/r/dndnext/comments/2nn6ld/the_monster_quick_stats_by_cr_table/
theres a thing for CRs and their things
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
Here's my Ice Blight - built from a Needle Blight and a Salamander Fire Snake. Looking for feedback on balancing it for CR1
can i ask for help here to build a subclass for sorcerer with some material for reference?
What do you have so far?
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
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
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.
very anime-feely. i like it. i do love some more intricate or complex creations. makes the brain tick, so to speak
the issue with more complex stuff is it’s much easier to fall into making it too strong (which is what I’m a bit worried about)
I buffed it quite a lot since the last time I sent it here because it was really weak at that point
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?
that bypasses the 1 spell slot per turn which makes it too OP
the weapon gains 1 tick when it lands any weapon attack including the True Strike, which brings it to 4 before losing all the ticks
in which case the wording of "if you had 4 Ticks" could be changed to "upon consuming all Ticks, the weapon gains a charge."
ah, miscommunication i am afraid. i merely intended to suggest restricting the spellcasting from any fifth level or lower to a specific one or a selection of spells
that was the wording, the issue is if you cast True Strike, it still resets your ticks but doesn’t give you a charge
this may be out of my intellectual capacity
I can make it 3-4 charges to execute it or I can give the user access to Spellfire Flare and True Strike then only allow that to be cast as a BA
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
https://www.reddit.com/r/DnDHomebrew/s/2km1FR4oMQ
this is a link to a homebrew class I made. Should I increase the amount of blessings they get?
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
it’s not very readable
they split stuff up clearly on monster sheets because they have to be quick checks
ill just send it for abit more context
I agree with lemon. Adding a separate reactions tab to the statblock will make it more usable.
***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
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.
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”
fair enough
its a one minute summon
CHA amount of times per LR (although might nerf it to half CHA or 1)
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
when you summon a new one, this resets because it’s a different summon
well, it would be once per summon
That's fair
I use Reddit because it’s easier
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
2014 btw
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
it can be used with 1st level spells very easily
Shadow-Touched, Fae-Touched, Sorcerer dip, Magic Adept Sorcerer
all popular options for Warlocks
idk what 2014 spells upcast well
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
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?
Evil is just way better
also, that Reaction need the limited uses
(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
its limited uses by the spell slot lol
oh, forgot to add its spent
just take out the spell slot you give it as a whole
and make it 1/day for the Reaction
If you want a more Artificer-esque option, you could have it unfold like a compound bow. Another arcane idea is you don't have a bow, you just pick up a twig and turn it into a bow.
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
Evil is the caster side whereas Good is the gish side
thats how the entire subclass is
Like Crescent Rose in RWBY?
the summon goes after you, so the Blinded condition is kinda useless unless the creature is Legendary I guess
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
i mean, it is suppose to be more defensive if anything
it ends at the start of their turn
so it doesn’t really defend against anything
fair enough
it’s just advantage for your allies if the creature doesn’t have Blinded immunity
ig i can change it too the end of their turn
or Blindsight
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
i see home brewery referenced. is it a homebrew-hosting website?
it just formats stuff
the memory is saved on Google Docs
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?
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
I only port stuff there once I’m completely happy with it
thats reasonable. i am still at a planning phase more than anything. much of what i do is to change
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
i can imagine. fortunately, i do write on pc loll
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.
I work directly on home brewery, but yeah I work PC only
Force if immune is an odd mechanic, but it works I guess
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
I wasn't too sure about it, but yeah. That's an oversight on my end.
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?"
Just need to figure out a good Level 15 Feature, because right now all I've got are 'Using Primeval Awareness (which I've greatly improved in Base Ranger) to locate Phylacteries' and 'Resurrecting/Regenerating Creatures can't be brought back to life when killed'.
The only way to do so is having 2 Level 9 Spell Slots, which you really shouldn't. If that is a concern, you can ask to make exceptions to the rule.
You're all there to play DnD, not wait for you to finish 2-5 turns
✋ 😯 🤚
Wise words
Still struggling with Reaper's Level 15 Feature
Any ideas?
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.\
Not really a fan of the outdated locked Ability Scores and Alignment.
Heroism should be locked to once per long rest, this is already a stacked species.
Silver Tongue is just going to reward players for constantly interrupting RP to say "can I make a persuasion check to do x?" even when a check wouldn't have been necessary / needed.
I agree with dosh.
Thx man
what
i question your pardon?
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
Are there any solo rules?
like to have a single player? or to play as both DM and player by yourself?
copy that, dan
if delibird can review my cold monsters, that would be an honor lol
oh, of course. i was preoccupied. i shall deliver my joyful thoughts
As both dm and player. I'm having a lot of trouble finding games and this what I resorting to
low key one of my fave gen 2 pokemon
Ginny Di does a video on how to play solo by yourself - I'd recommend watching that to get some tips on how you could do it.
i do like the lot. i can see your idea clearly, and they seem fitting for the themes. only complaint i have, a very very minor one, a mere typo, is Ice Blight has moment listed instead of movement for its ice walk i think
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
I'm looking for an actual rule set not influencer videos
then you have the dungeon master's guide. there is a new edition since the last year
Well in the video she demonstrates how to use an “actual rule set”
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
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
Is there anything that is not a youtube video
the dungeon master's guide, player's handbook, basic rules
That doesn’t teach you to run it with yourself
ah, that is an astute point
I’ll just get the links she provides with the video
i thought the situation would be simply playing both parties as one. much of it is subject to dice, no?
Thatsa block. You didn't even read what I said
Its not a system she made, it’s literally a link to a system that people use
besides, isnt #dnd-rules better for this?
Ah well. Never mind now
i suppose it does need adjustments to make it work solo
The system I was going to link is a way to get the proper player experience with it
Where you roll on tables to make areas made for you without you being able to predict it
oh. i should look her channel up. ginny di, did you say?
And you can choose how much you control
Yes. Search up Ginny Di solo play system
oh im not too interested in solo play. i was curious you said "not an influencer"
the average influencer, correction
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
I do not follow advice by you tubers as a rule
that is a you problem. i do follow certain advice, which i judge on effectiveness on my own
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
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?
no i love this. super helpful! i wanted to just get a glance at it for my next session. two BBEGs working together - but one is creating a secret cold resistant/immune to take on the other. thanks for reading it through
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?
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.
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.
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.
I see the idea of pushed instead of prone, maybe the fight is on a cliff edge and the party is surrounded with the cliff on their back
There are games here in lfg. What is keeping you from finding a game?
Its been over (nearly 2 years ) and I've been applying to games the entire time. I just want to play the character I want to play at this point
What's been keeping you from finding one that matches?
Also I do not have money to pay paid gms right now
That's fine, what's keeping you from finding a game that matches? What hurdles do you have?
A lot of the time GMs reject my application and I just want to play a specific character at this point
One time a GM wanted me to play a character that was in that character's backstory when I had no interest in that
Why is your application being rejected?
I understand it's not working out, but if we can get to the why, maybe we can help you find a group
I don't know. I've applied to so many games that I don't know and noone tells me at all except I'm not a good fit most of the time
Which is why I'm seeking solo rules
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?
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.
Yes 100% this - I would play the Dark Souls board game by myself quite a bit and had a great time. It was again, a system different from a ttrpg, but it mimicked things i like about dnd - combat.
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
Sent you a dm
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.”
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
Would this be a channel to discuss encounter ideas?
Yup
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
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)
I like dynamic arenas for this use case.
Every turn, on initiative count 20, new areas become covered in spores.
At the next initiative counter 20, players inside a spore area make a save or X bad thing happens to them. Then, the spores dissapear and then cover new areas.
Players still inside
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
vibes
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
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.
reading through this now
they like my heavy descriptions of things - so I can easily talk about the remains of creatures actively putrifying in these zones
That'll work
same. i did this the other day with an encounter and it had them talking more figuring things out (which I liked), but one player suggested knowing EVERYthing removed a little tension. but that's just one player of the table
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
i've seen this term a few times - are there resources for this or descriptions and examples I could check over?
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.
Tbh I made the term up. But I'm not surprised it's common.
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.
Would you mind if I DM you and not bog down this chat with this encounter idea?
Sure. I will say sleeping now, as I got off night shift, but I'll be up later and we can chat then.
Appreciate it big dog. I'll cook up an encounter idea based on your suggestions, so you can have something to review. Thank you
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
Trying to make homebrew on dnd beyond hurts me
is this too strong in your guys’ opinion?
it would come with this
Eldritch sight at lvl 1 seems strong to me yeah, assuming it mechanically works the same
I see, then what if it costs sorcery points?
what could I add that served as exploration/survival with those original abilities?
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.
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.
kinda sounds like open hand already does that?
maybe instead of having an attack only work on time-disruptors, you can make it have a bonus against time disruptors and the attack works on everyone
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
Rebumping this. My Ranger Redux early draft, take a look and tell me what you think.
https://docs.google.com/document/d/1zZs7UPAgpTsJoyPznq5CiGWKjCqmStydA3dyhotGsas/edit?usp=drivesdk
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
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.```
Is there a tool tip I can use for Bright Light, Dim Light and Heroic Inspiration?
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.
Not really a tool I know of, but Dim Light is usually double Bright Light.
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?
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
Save or die feels like bad design. Its much, much stronger than power word kill
I feel like you may have overlooked a detail
It only works on creatures with less than 50 hit points
Nvm you right I did
It’s alright
Looks alright given that
Yay!
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
Yeah I think I should add something else, either a passive or something that can be used whenever
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.
Hmmm, I could go one of two paths I see
Either make it even stronger, or make it weaker and a constant buff
It doesn't even need to be that much weaker as a constant buff tbh
While bloodied, that is
But I feel like a +1 bonus to AC when bloodied is a bit of a copout
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
Alright then, so far it’s just removing the charges
Feels fair. Especially given their alternatives are staples like cbe/ss , mage slayer, ect.
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
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
https://docs.google.com/document/d/1AvY5WKDdpQtVk_Te4kIRE8gPhBjpOv-kP90hzqN789o/edit?usp=drivesdk
i need hella advice on this spell, i may have been a bit in over my head lol
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
https://docs.google.com/document/d/1NJE9oRmZLNo6zHbMPGy_k7-80YrTApuuOnfhkCXT2ZA/edit?tab=t.0
finshed The Legacy warlock
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.
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
Could work with the right players and/or with enough foreshadowing / hints for it, but could also go wrong easily
I would probably start the campaign with "some of your friends might secretly be goblins"
could also just have none of them be goblins
Also keep in mind, some races are easy to mechanically check, which can easily reveal the secret
I am also somewhat expecting a certain amount of "I'm a goblin but I'm actually still on your side"
they seem like those kinds of players
Anyone wanna take a look at this? @ me please
Anyone know of a good chronomancy/ time manipulation wizard subclass?
H
Can I send a link to a doc I made for a sorcerer subclass?
yes, just give it context
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
hey guys, do we think it's worth making Benders from ATLA their own class, or would sticking to Monk subclasses be better?
https://docs.google.com/document/d/1rsd1jLg_AUrBmVX3knQtnqoBlDbXep8-OTwR3vvFq78/edit?usp=sharing what do you guys think? any kind of feedback is appreciated
it's a sorcerer subclass, but my dm said that at first it was too battle focused and wanted me to add more survival/rp/exploration stuff too
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
Much too powerful
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.
This doesn't work well if that info is hidden from players
never hide info about player identities from other actual players, but you can hide it from PCs
Its probably a mix lol
Like, they can fit either a full class or multiple subclasses
Document is closed
Some subclasses are just like that
Take a look at the official spells for your desired power budget and adjust from there
oh damn
true
Which do you think I should attempt ...?
I'm leaning towards subclasses first
ah, a most interesting take. i shall implement this at once. i originally created it with the idea they only care about time disruptors, but it does lend mechanical strength to do it as you suggested
im sorry but you talk like a medieval guy
What would be the full class be
A monk type halfcaster?
i know. i find it silly. this world needs to be a little bit more silly
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.
I don’t think it’s that strong
I think it makes the choice of getting Shield or Defensive Duelist a bit less justifiable
guys what if
SAGE OF COUPONS
the entire ability of that class that it gives you nulliyfiying effects on the enemy but its random
Yeah changed my mind in the text immediately after
Would a species ability that lets you add 1d4 poison damage to your attacks with weapons/unarmed strikes be broken?
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
Alrighty!
Which Class is most fitting to have a Sleuth or Detective type Subclass?
Ah. I thought of it as a "passive" ability that you infuse into one of your weapons at the end of a long rest
Perhaps a ranger?
Good to know I'm on the right track then
I'm going to have quite the collection of Ranger Subclasses after this
I believe taking your BA for the dip is intentional. It's one of the balancing factors for the race
Is sneakily one of the best martial races because of the bonus action limitless supply of poison damage
I see.
I'm trying to add a similar ability to myconids
Should i also make it a BA?
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
Sounds pretty strong
It is.
Yeah but then it will very rarety activate, at least at higher levels when enemies have good con saves
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
That's fully intentional. it's an extremely powerful concept
1d4 even is +2.5 damage. That's a lot of damage to every attack if it auto-triggers.
Sun sickness is trivial to fix permanently by a creative player
I see
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
A lot of enemies have poison immunity though
Most do not.
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.
I see. What if i make it an option? Like that ability or being able to use animate dead number of times equal to prefeciency bonus?
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
(Also that's a third level spell many times per day. Also extremely strong)
That's reasonable. Starts low (10), but scales up.
I'd still make it eat their BA.
It's gonna activate like never then though