#homebrew
1 messages · Page 44 of 1
Assuming the enemy has roughly a 40% chance to fail that save (should be about right, based in the save and standard math) it's a no-questions-asked +1 damage to attacks on average. You're right, but +1 is more than you think.
And grung can only do one attack
So as soon as you get extra attacks, 1d4*2 is actually the same as grungg 2d4
Except your version would be better because it doesn't eat bonus action
I think you could make the same better if it has the limiters though (10+prof rather than 8+Prof)
Alrighty. I'll include the BA and saving throw then
Save
You're right, grung does fall off. So it's reasonable to make the save 10+proficiency
Oki
And if it's 1d4, you could have the BA apply it to all attacks for the turn, rather than 1 likely.
That'd make it start weaker than grung, be on par at extra attack, and better on a fighter with triple extra attack.
Alrighty! Thanks a lot for the help with this one!
Np.
Grungg is a weird race for comparison though
It has multiple upsides and multiple downsides
So using it as a baseline might be tough. You might find the feature stronger/weaker than you think in playtesting, and may be able to give it more or less power
Needs play testing, likely.
I see
Btw can i ask you to help me balance the other abilities of this species too please?
Poison immunity on a grung is great, the damage is solid, but being slow (25ft) sucks and having to immerse yourself in water also sucks
Sure
However being small is also great and grung have that
Thanks!
@void jewel i sent them to your dms, hope it's ok! Sorry if not
I forgot to ask, mb
NP at all
Thanks!
is this balanced?
Joytouched Tiefling
Ability Score Increase
When determining your ability scores, increase one score by 2 and another by 1, or three different scores by 1.
Age
Joytouched mature at the same rate as humans and live to about 120 years.
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 once 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.
Languages
You can speak, read, and write Common and Celestial.
Looks good to me!
thx:)
For Spellcasting, I'd say change it to 'Your Spellcasting Ability is CHA, unless your Class Spellcasting Ability is INT or WIS'. Level 3 for 1st Level and Level 5 for 2nd seem fair.
Thx
Pretty balanced to me
bump

idk why it doesn't let me send it
Ive been thinking with the idea of a strength based rogue subclass for ages, and I feel like i finally got it feeling perfect. Figured I would post it here to see what the public thinks.
Brigand
Some rogues enter like a shadow; you, however, enter like a wrecking ball. You rely on your strength, intimidation, and audacity, earning your living through broken locks and broken noses alike. Those that adhere to this archetype go by many names; Highwaymen, Enforcers, Thugs, and Pirates. All forgo finesse and replace it with overwhelming violence, destroying anything or anyone who stands between them and treasure. Where others rely on shadows and sleight of hand, you trust in brute strength and sheer nerve to get the job done.
Some rogues rely on grace and subtlety; you prefer the direct approach. Brigands live by strength, fear, and audacity, earning their keep through broken locks and broken noses alike. Whether a pirate shaking down merchants, a thug enforcing debts, or a highwayman who takes what he pleases, you know that most problems can be solved with a strong arm and a mean look. You fight dirty, strike hard, and take pride in overpowering your foes rather than outsmarting them. To you, finesse is just another word for hesitation—and hesitation gets you killed
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with martial weapons and medium armor.
Brutal Scoundrel
At 3rd level, you’ve learned to bully and dominate your foes rather than hide from them. You can use your Sneak Attack with any melee weapon that does not have the Heavy property.Also, you can use the bonus action granted by your Cunning Action to take the Shove action.
**Smash and Grab **
Starting at 3rd level, you forgo subtlety in favor of brute efficiency. When you attempt to pick a lock or disarm a trap, you can use your Strength modifier instead of Dexterity. If you do so, the lock or trap is broken and nonfunctional until repaired. You can still use thieves’ tools when using this feature.
Roughshod Tactics
By 9th level, you’ve learned to strike when your enemies are most vulnerable. When a creature within 5 feet of you is hit by an attack from another creature, or when a creature within 5 feet of you stands up from being prone, you can use your reaction to make a melee weapon attack against that creature.
Browbeat
When you reach 13th level, you’re able to cow your foes with brute menace. When you deal Sneak Attack damage to a creature, you can make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. On a failed check, the creature is frightened of you until the end of its next turn. On a success, the creature is immune to this effect for 24 hours.
Exploit Opening
Starting at level 17, when you reduce an enemy to 0 hit points you gain an additional turn at initiative 0 this round. This ability can be used only once per combat.
What sorts of species or or creatures might be found in mountains? My party is fleeing a city into the mountains and I want them to find allies there that they could convince to join their cause. Looking for ideas
Dwarves, Goliaths, Giants, Perytons, Dragons, Elementals of Earth, recluses, Celestials, to name a few
Googles "perytons"
Theyre weird carnivorous vulture/eagle/moose creatures
Yeah those might be exactly what I'm looking for actually. I have dwarves already, Goliath and Giants live in a different part of our world mostly... This was great, thank you very much.
Ran a Peryton vs level 1 party once, where it was killing one villager a day. Felt really Monster Hunter themed by the end of it. Was great!
i love those sick bastards
oh god, the 2024 one can just straight up kill you if it lands a Talons attack that reduces you to 0
fits well for our campaign. the party is fleeing a city that was just invaded - and they need allies to go back and take it back
flying beasts would be a nice addition - and makes it easy to 'zoom in' for the party scenes on the return ...as they would want to take out ballistas and stuff
I was requested to make an Neutral Evil Paladin Oath, so I made an Oath of Corruption. Any thoughts?
https://docs.google.com/document/d/1uIqLph2sv1-SVQHGXG3OGv2nlVMfVMo0wUcMnl54G-w/edit?usp=drivesdk
I've wanted to make some Subclasses that make underwater combat and exploration. On top of making it less aggravating, I have a Ranger Subclass called the Submariner Conclave. Think characters like Aquaman for heroes, Namor for villains, maybe even Avatar's waterbenders for neutral groups.
Level 3
Subclass Spells
(Level - Spell)
3 - Shape Water, Create/Destroy Water
5 - Air Bubble
9 - Water Walk
13 - Evard's Black Tentacles
17 - MaelstromAquatic Blessing
By taking this Subclass, You gain a number of benefits:
Gain Coast as a Favoured Terrain and Beasts or Monstrosities as a Favoured Enemy
-# Alternatively, any Creature or Race with the Amphibious or Water Breathing Traits are treated as Favoured Enemies
Proficient with Tridents and Pikes
Your Swim Speed equals your Walk Speed
If you cannot breathe underwater, you can hold your breath and survive when out of breath for twice as long
Advantage to cast Spells with Somatic Components underwater
Cast Speak with Animals without expending a Spell Slot once per Long Rest
-# Variant: This only applies to Animals with the Amphibious or Water Breathing TraitsTidal Jet
As a Bonus Action, you can create a high pressure blast of water from your hand or foot. You can jet yourself in the other direction 10 ft without triggering Opportunity Attacks. Creatures 5 ft in front of the blast must make a STR Save. On a Fail, they take 1d6 Bludgeoning Damage, are launched 10 ft away from you, and land Prone. At Level 7, this damage increases to 2d6 and you jet yourself and targets 15 ft. At Level 11, 3d6 and 20 ft. At Level 15, 4d6 and 30 ft.
-# I want this to be like a Cantrip or 1st Level Spell that can be used at any time
ooh i like this
Does Tidal Jet feel too powerful for something to be used freely?
For a bonus action, yes
And being launched away and prone is a bit much
What about d4s and just knocked Prone?
Yeah that’s good
Bonus Action damage is always limited in some way
I would say the 10 feet without opportunity attacks is good, it needs a second feature or a bit more non-damage stuff
maybe 1 creature saving against Prone
Maybe as a later upgrade. I did think of giving the option to half the damage and distance of an instance, but be able to fire two jets to zig zag around a corner.
it would have to be an Action if it deals damage, which will kinda kill the Ranger synergy
you could make it 1 attack’s worth
but Bonus Action is too much
Spellfire Spark is considered one of the better feats in the new set, and it gives PB uses of Sacred Flame as a BA
It's definitely the best one from the new set
there’s a case for the Zhentarim ones
I forgot a bit: It does have Prof Mod per Long Rest (maybe Short Rest, but I'll say no for now) when on land. In the water, you don't expend uses.
also, Tireless from the Astarian set is completely broken
not sure what you’re talking about, it’s PB/LR
nothing to do with water or land
do you mean your thing?
is this 2014?
yeah. I don't have 2024
I would still probably have it be WIS/SR
3-5 per Short Rest? Okay.
probably Long Rest actually
the issue is that it’s your only feature at level 3
if it’s your main feature, you could make it WIS/SR since that’s what it sounded like
or make all the limited features share the same pool of uses
Interesting idea. I'm snickering because pool.
I personally really like having stuff work like this
Kind of like FE Monk?
in your opinion, is giving a player an item that deals extra damage to specifically structures (say 3d10) going to be…problematic for me
I have yet to bother reading the 2014 FE Monk
but kinda like how Ki Points fuel different features
Doubt it. Although I'd say have it be double damage.
Chat how terrible does a mech suit barbarian subclass sound
double damage to structures you mean?
Cool in concept , but questionable
They use Ki Points for Spellcasting. It's a bad subclass because you get a max of 20, and Spells are (Spell Level + 1) Ki Points to cast.
it could be an issue if you’re not prepared for that possibility
Isn't that just Battlerager but more armour?
do you have HPs listed for all structures?
the entirety of the campaign takes place in a city and it’s a big dumb fighter is my only thought
hell no
The more complicated mech subclasses are, the more exponentially worse they become. Keep it as simple as possible. No extra health bars!
Like the Tarrasque Feature
temp HP equal to 100 plus your Proficiency Bonus for every class level
I was just thinking of making the mech itself a creature that scales with your PB and rage damage, and give the player options to modify it with augments in a similar progression to how like battlemaster gets their manoeuvers
do you mean +PB damage per attack while you’re in Rage?
- Rage to attack
Probably
my players dish out insane numbers…i might be better off with the 3d10 lmao
Barbarians already get Ruthless Attack
so that could be quite insane
Oh wait, no wrong wording
- Rage for damage
Adding rage damage bonus to EVERY attack roll would be nuts
that’s like giving expertise in the weapon + advantage
so when you’re not in rage you still get rage bonus?
No, just when you're raging
I'm going to say use make it 3dx, as in an additional 3 weapon damage dice.
For the rage itself, do you think it'd be broken to let the barb replace one of its attacks with a use of the mending cantrip once per turn?
So like you can do on the fly repairs to the mech
Wdym by extra health bars?
A classic (bad) trope of mech homebrew in DnD is that the pilot can't be targeted or damaged inside the mech, and that the mech has its own health bar, and must be destroyed before the actual player can be interacted with
2014 Druid style
What if it only protected you from a portion of the damage?
Barbarian Rage already protects the character from a portion of damage, so I'm curious to hear exactly what else it would prevent.
Still trying to figure that out. My problem with not giving the mech its own health bar is that it muddies up what happens to it when the barbarian "dismounts"
Exactly the issue.
I found a grim hollow barbarian subclass that does the whole summoning barb thing well, but the point about not being targeted is an issue
The less rules you need to track in situations like that, the better. That's why DnD usually has states/stances/transformations rather than extra health bars
hello! i'm trying to make a custom subclass but i want to add a monster i made to the subclass but it doesn't show up
or i can't find it
I think I may have an idea here, but it may be a little complicated
My very first recommendation was to avoid complication, but you do you
I'm not sure if my idea is all too complicated, it may be, by which case I'll go back to the drawing board
So basically, the suit grants the player a higher AC that scales, and has its own health bar. When raging, the suit gives you additional resistances to other damage types.
Whenever you are hit by an attack, you take the damage, and the mech itself takes half as much.
I’m not sure if this is what your talking about #ddb-support
Then we can say like for AOE damage, the mech takes the full amount for you
Because walking through fire in a mech suit logically shouldn't hurt you yourself
basically i made it, but it's not showing up as a created monster. not for me not for anyone (i don't plan making it public)
so i can't add it as a monster because it's not under the 2014 rule thing or any of the other options
it does show up as a created creature though
but i can't make my custom subclass if i don't fix it
Metal would get hot. And if it’s acid it could just melt through and still hurt you
have you ever tried heating up a metal lunchbox with an open flame?
Fair enough
Beyond that though, how does this sound to yall^
The easiest way to implement mech/pilot damage imo is a threshold
So any damage under the mech's AC is only done to the mech, but any damage over that also does half to the pilot
A mech should realistically be tanking a lot of hits, but hitting a lunchbox with an egg in it is probably gonna crack the egg
Thoughts?
You can adjust the numbers of course but the concept
i'm really interested in a more skill-based magic system both in d&d and video games. i kind of don't really like the one-click or button press type of thing to cast a spell, or rolling a dice to see if it'll work. i'm more interested in spellcasting being a process, but i don't really have any idea except maybe like a cat's cradle sort of game but that's kind of silly
That sounds like it would require some extremely foundational changes to how D&D works as a game. You may honestly be better off creating a completely new TTRPG with that as the foundational concept, rather than trying to put that into this existing game
yeah i am, it's not really a D&D specific sort of thing, but i'm really interested in ideas in this sort of deal
If you're doing something outside the general concepts of D&D, this probably isn't the right place to discuss it. That would be considered "off-topic" for this channel. Non-D&D discussions should be done in #non-dnd-topics
The problem with that is that it means all attacks on the mech are automatically sucessful, no?
I was thinking of going off of a threshold system, but for it to be based on the damage
So if an attack hits but deals under a set scaling threshold, it only deals damage to the mech, but if it deals at or over the threshold, it deals the damage to both the pilot and the mech seperately
That way resistances dont stack
Ex. Your mech has an ac of 19, creature hits the mech for 10 damage, only mech takes damage. Creature hits the mech for 20 damage, pilot also takes 10 damage
Is that how threshold usually works? I thought it was a number seperate from AC
I'm saying key off the ac as a threshold
They're separate things but share a value
I didn't know there was a way it "usually" worked
Given that dnd doesn't have mechs
it has two magic items that are mechs
Well I'm just basing it off of threshold on like vehicles
Not relevant to my argument
But what are they I'm curious
you said it didnt have any, im simply showing that aint true :P
I know I'm playing
To be clear, this is for a barbarian subclass
But I do wanna know what they are
Unless this is small race exclusive to be a necromancer barb I don't get it
the lobster thing (apparatus of kwalish) and leuk-o's mighty servant
Wdym?
Giant enemy crab
crab rave intensifies
Idk how you would make a mech subclass in base dnd flavor, so my first idea is a small race exclusive subclass that uses necromancy to build a meat mech around themselves when they rage
I feel like a mech subclass isn't all too far off from base dnd when you consider the artificer subclasses
Not technically base dnd
ahright
It was added in eberron and still isn't phb
My biggest question is where does the mech come from
If you're just lugging it around, is it really a rage ability
And if not, what is it made of that fits with barbarian themes
I personally like my flesh golem idea
But I'm also biased
It has to come from somewhere and be made of something, and you also have the issue of tech armor vs mech based on size
So to reitterate, my plan for this subclass is for it to have a stat-scaling mech which allows you to modify it with choices from a list of augments. While raging (Flavored as an "overdrive" mode), the mech gains additional resistances on top of piercing bludgeoning and slashing, can add rage bonus damage to damage rolls, and some other stuff
Also thinking of adding additonal modifications that give you abilities you can use in place of an attack while taking the attack action while raging
So like, you can use a shoulder-fired rocket launcher or flamethrower
Armorer Artificer gets fairly close with the suped-up armor
Wait is this fir a mech centric game
Like your "character" and abilities are the mech and the pilot is a separate entity?
nonono, the pilot is the PC
I'm taking inspiration from a few grim hollow subclasses
That would mean the pc has all the mech abilities outside of the mech
Ok so I see where the confusion is
The mech itself gets those benefits when the player character rages, but the player character themselves don't get those listed effects
They can only take advantage of them when actually piloting the mech
Okay so this was correct then
Np, but yeah so I'm taking design ideas from Grim Hollow's Path Of Primal Spirit Barbarian, where the barb gets a ranger-like companion summon that recieves buffs when the PC rages
Plane taking off be back later
where the hell you at
I think I need some help wording this
https://docs.google.com/document/d/1rsd1jLg_AUrBmVX3knQtnqoBlDbXep8-OTwR3vvFq78/edit?usp=sharing is this too strong? it's an idea for a sorcerer subclass based around copying stuff
You put the idea to paper? Im glad to hear that. I see the wording is rather all over the place, but i can still garner the mechanics of it. No features past level 6 makes be believe your campaign/adventure is going to end before theyre needed
still looking for advice
yeah, my dm often does campaigns until level 10, and usually sorcerers get more features at higher levels so I didn't really try to put something else in there
is it too strong?
sorry if the wording is all out of place, i tried to organize it but it seems i didn't do a good enough job
with the absorb sorc points feature, if u arent playing above level 10 that seems fine but i can definitely see some issues absorbing a level 6 spell and getting 3 quickens for the price of a single spell slot
if that makes sense
but lowkey very interesting mechanics its amazing
This might be a long shot, but has anyone made a document that converted the 2014 rules backgrounds to 2024 like Feylost?
Im (relatively) new to DnD and like to make homebrew stuff for games to get a better measure of inherent value of various effects and actions, Ive put together a Bladedancer Archetype for Fighter (mobility focused) and College of Brass Bard (armor focused) and would appreciate and feedback (even if thats ripping them to bits)
I dont want to flood this chat which should I send first?
i could change it into getting half the spell's level in sorcery points
does anyone know some good melee sorcerer HB ?
Probably not balanced because I made it, but need some feedback (made for 2014 but could be modified for 2024): https://docs.google.com/document/d/1-wWSzEe9AeGRXuXaGoaXrbLs--AzTC3DbDmuoFiMfyc/edit?usp=drivesdk
There won't be one, at least not one that is better than being at a range
They would need truly, truly massive incentive to go into melee
They'd need to be better than any martial in the game while in melee in order to justify going into melee
See: the blade singer.
It TRIES to get wizards into melee, but it doesn't actually encourage them to do so. All it does, really, is give them armor class, which is of equal if not greater benefit to a normal, ranged wizard.
what could be a good incentive to go melee for such a sorc, or even a wizard?
There isn't one.
You'd have to make them wildly overpowered in melee
No class in the game wants to be in melee, none of them, except barbarian (and there is a reason that is the game's worst class, rage only affects STR based attacks)
Melee is just inherently a bad place to be
You could aim for a subclass that makes the sorcerer survivable in melee, but you'd end up also making them more survivable at range. That's the main issue.
Monsters deal much more damage and tend to be able to do much more to you the closer you are to them.
I WISH there was more space for melee in the design of this game. But I think martial classes need an overhaul before that can happen, as do the monsters.
truly unfortunate, not everyone wants to rain arrows, bolts, spells, etc at their targets
If you're using the 5.24 rules, the mega melee issue for monsters got a pretty big overhaul so it's not as much of an issue.
More accurately, it's dangerous regardless of if you're in melee or at range now.
could be a better way to do it? i mean in the context of the subclass, sorcery points are spell lists, spell slots, and metamagic
so if u dont limit it some way the turn by turn gameplay, provided there is a single spellcaster in the enemies, would be crazy
u could spend like 4 sorcery points per turn and use a spell slot to disable an enemy and regain them all yk
could you explain the last one? I didn't fully understand it
TBH you could homebrew something like a jujutsu sorcerer from jjk (basically think a monk sorcerer hybrid.)
but with a very limited set of spells so ig more like a monk warlock hybrid
also wdym by his? sorry i got confused
Does anyone have any name suggestions for a Species that's basically a Golem + Reborn?
I just had a friend that just showed me a JJK sorcerer homebrew he was working on
is it a vilian or a PC?
like the sorc points of ur subclass are coming in and out really fast you know
so if you make it too easy to regain, it will just be infinite
PC
use a lot of sorc points, gain alot of sorc points, character becomes super strong
Revenant mayhaps?
if u nerf the numbers a little bit on regaining, i feel like its more balanced
yea, if you do it right that is basically a martial spell caster.
and they can be quite formidable since their innate domain grants them strong magic resistance
His wasnt at all a melee kinda subclass though it was mainly focused on binding vows for augmenting spells
TBH binding vows already kinda exist in a lot of ways, it's just more defined and less direct.
JJk' s binding vow system was left unexplained so the author could write whatever he wanted
Now I'm in phoenix
Now I have to make a phoenix subclass
But what for
damn, youre in Phoenix Wright?
TBH, the idea of an innate domain makes so make sense from a sorcerer standpoint. it's basically that every sorcerer has an inner domain that is the essence of their magic.
powerful sorcerers can create a barrier, allowing them to paint the world with their domain, but normally the innate domain is just what they pull their magic from, and it serves to protect them from a lot of magic
Basically
Wait I have an idea
Phoenix support rogue
Maybe sneak attack can also heal an ally in range
Maybe damage buff
Idk
But I want feather projectiles like xayah
I'll think about this after my 3 day rager
aren't pheonixes supposed to revive from the dead or smth?
like they turn into an egg and can reblosom
I see, then it would be better if it was half of the spell's level?
maybe level 6?
Everybody knows the revive is coming when they hear phoenix so I want something new and interesting
you could give them magic draining powers, like they reduce enemies outputs so long as they are hidden
oh, yea, you are right 😭
little embarrassing lmao
tbh healing an ally is way stronger than just weakening the targets next magical attack 😭
I'll think about this later bc my ears are still popping
Me with a phoenix rogue that is mainly damage based :P
I wasn't saying no bc it's too strong I was saying no bc that doesn't matche the theme or vibe I want
Your favorite drink is water huh
fair
So what if it is?! /jk
What little experience i have in phoenix-themed subclasses, i made a phoenix sorcerer. Dont remember much about it, but the capstone is a free revive that tales like idk 1d4 turns, after which its a huge fire AoE amd heals allies
I'm trying to think of a way to make Sorcerer survive-able at melee range for a melee subclass but there isn't one that wouldn't bulky it up at range
Make the buff conditional? You gain X if target at distance Y idk
Just throwing ideas around
Literally just do the JJK sorcerer stuff. they can use sorcerer points to gain temporary hit points or something.
additionally they have an innate domain that protects them from spells of the mind, as well as telefrags(just give them resistance).
What you could also do is introduce new metamagic options, but flavor them more as character than magic. Like, use sorcery points to fuel yourself physically. Temporary hitpoints, movement speed, all that jazz.
Great, now i want to make this too. Thatll have to wait
Are you talking about a file/document or JJK in general
probably yeah
Same thought about the temp hp lol
JJK in general.
they are basically sorcerer monks 😭
They sure are
Speaking of melee casters heres the first draft of a Heavy Armor bard subclass concept Ive been stewing, Its a little light on flavor text just cause I doont know if the core is solid
College of Brass
Bards of the College of Brass are stalwart guards. Their sturdy frame and resounding song are a pillar of the battlefield. The armor they wear is an extension of their instrument amplifying and distorting their music to produce sounds that break the enemies spirit, eardrums, and bones alike.
Bonus Proficiencies
When you join the College of Brass at 3rd level, you gain proficiency heavy armor and shields.
Song of Steel
Starting at 3rd level. Whenever you use Bardic Inspiration, you may imbue your armor with 1 Note of your choice. The Note lasts 1 minute or until you use this feature again. Whenever you use a feature that gives you a Note you cannot choose a Note that you already have active.
Deafening Note
- Your armor emits a distracting ringing. All creatures within 5ft of you are Deafened and have disadvantage on concentration checks.
Resonant Note - A violent tremor bounces within your armor, waiting for a medium to escape through. When a creature fails a melee attack roll against you, deal thunder damage to them equal to the difference of their attack roll and your armor class, up to a maximum of the maximum value on your Bardic Inspiration die.
Bellowing Note - Your armor amplifies the sound of your instrument into a painful blast of noise. You may treat your instrument as a melee weapon that you’re proficient in, dealing thunder damage equal to your Bardic Inspiration die + your Constitution modifier.
Warhorn
Starting at 6th level, when you roll initiative you may gain the effect of 1 Note of your choice, this does not expend a use of Bardic Inspiration. The Note lasts until the end of battle.
Additionally you've mastered new Notes
Fortifying Note
- Your armor thrums at a frequency that causes objects to bounce off its surface. You have a +1 bonus to your armor class.
Reverberating Note - You armor reflects stray soundwaves from your thunderous attacks back toward the enemy. Whenever you deal thunder damage to a creature, add an additional 1d6 thunder damage to it.
Melodic Note - Your armor hums an easy to follow melody. You and creatures within 5 ft of you have advantage on concentration checks.
Big Band
Starting at 14th level, whenever you use your Song of Steel feature you may choose to gain the effects of 2 Notes instead of 1.
Additionally you've mastered new Notes.
Echoing Note
- Your armor echoes the sound of a Note its imbued with. Choose 1 Note you already have active, this Note provides the same effect.
Nauseating Note - A shrill sound emanates from your armor. Creatures within 5ft of you have disadvantage on Constitution saving throws.
Here's what I got for a 5.24 version of the Feylost background.
FEYLOST
Ability Scores: Dexterity, Wisdom, Charisma
Skill Proficiencies: Deception, Survival
Tool Proficiency: One kind of Musical instrument
Feat: Magic Initiate (Druid)
Equipment: Choose (A) or (B): (A) Blanket, Book (childhood stories), Musical Instrument (same as above), Pouch, Sprig of mistletoe, Traveler’s Clothes, 4 GP; or (B) 50 GPYou grew up in the Feywild after entering it as a child. Whether you made your way there by stumbling into a fairy circle on a moonlit night or were replaced in your crib by a changeling, your long stay in the Feywild has left you touched by a hint of magic. You exude an otherworldly feeling that can make others uncomfortable, but natives of the Feywild treat you as one of their own.
Azryth's Divine Chariot
5th-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a small trumpet worth at least ??? gp, which the spell consumes)
- Duration: 8 hour
You invoke the redeemed power of Lord Azryth, summoning a magnificent divine chariot pulled by a celestial steed in an unoccupied space you can see within range. As the chariot materializes, a triumphant fanfare of biblical trumpets echoes from the heavens, audible to all creatures within 300 feet.
The chariot is a Large vehicle crafted from ethereal gold and white marble, adorned with angelic motifs and radiating a soft, holy light (shedding bright light in a 20-foot radius and dim light for an additional 20 feet). It can comfortably carry up to 6 Medium or smaller creatures. The celestial steed resembles a majestic, winged horse with gleaming white fur, golden hooves, and feathered wings, using the statistics of a pegasus but with the following modifications:
- Its flying speed is 90 feet (the chariot flies with it when occupied).
- It obeys your verbal commands (no action required) and acts on your initiative, but it can only take the Dash, Disengage, or Dodge actions unless you use your action to command it otherwise.
While riding the chariot, you and your passengers benefit from half cover against ranged attacks. The chariot has AC 18, 100 hit points, immunity to poison and psychic damage, and resistance to nonmagical bludgeoning, piercing, and slashing damage. If the chariot or steed is reduced to 0 hit points, it vanishes in a burst of radiant light, safely depositing any passengers on the ground (or nearest safe surface if flying).
The spell ends early if you cast it again or if you use an action to dismiss it.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the chariot can carry one additional Medium creature and gains 20 additional hit points for each slot level above 5th.
anything else? My dm says he didn't like the initial one because he said it needed spellcaster in the game to be useful, but with those new changes I don't really think so
in the first thing i showed him yeah, the subclass seemed to rely all of its power in enemy spellcasters existing
but do you think it has a good mesh between survival/exploration/rp and combat?
@strong sequoia, here's the link to the "living weapon" class that Timo talked about, which has been a very long-term project of mine: https://homebrewery.naturalcrit.com/share/OI7zCeqUsucd
It's been the best iteration so far, though I have another iteration in the works (eventually).
again?! 
Thank you kindly
Now I want to make an Ornstein and Smough style boss. Dammit.
Their super phase could work in a fun way too
exploration it lacks but it flavours well, kinda like a wizard sorc
Which brings to a question, how do phases typically work anyway? Just list it as something in the creature features block?
i feel like yes it relies on spellcasting but are those going to exist in ur setting
something listed in creature's statblock with an activation condition, either as new legendary actions gained via the special trait or just as mythic actions (which have the trigger built-in)
something like this malenia statblock: https://www.reddit.com/r/Eldenring/comments/u99eu1/malenia_blade_of_miquella_as_a_dungeons_dragons/
Ah, thank you. I had a 4-phase bbeg in mind and im wondering how i should manage that. I think its best to use separste stat blocks for something so expansive
The phases being "dormant" / "waking" / "???" / "unsealed"
The "???" Is subjective and i will likely drop that and reduce it to three stat blocks
yea
how do I homebrew items
Looking for Feedback
I finally managed to finish my Species and most of its Subspecies. The only thing missing is writing the descriptive parts regarding appearance and background.
https://docs.google.com/document/d/1GKPBEXDoPh33VoTewzxGO-2YNZ8CF63RTKlzDE9I_1s/edit?usp=sharing
so thats completely chill
plus ur dm should work with u anyway
put some magic in there
Okay!
Holy Arsenal
level: 4th, Abjuration(Cleric)
Casting Time: 1 action
Range: Self (30ft radius)
Duration: Concentration, up to 1 minute
Components: V,S
You glow with divine light as a symbol of power forms behind you, you emit 30ft of dim light and all creatures of your choice while in the light receive the following effect
• Shield symbol. Creatures of your choice within the aura gain a +1 bonus to their AC and Saving Throws; and attacks against them can't benefit from advantage.
• Sword Symbol. Creatures of your choice within the aura have their weapon attacks count as magical for the purposes of overcoming resistance to nonmagical damage, and they gain a +1 bonus to their attack and damage rolls. In addition, when dealing damage a creature can instead chose to deal radiant damage instead of its normal damage type when attacking
2014
2014 content obviously yeah?
Yes-
Pretty weak spell sadly
Outperformed by the level one spell bless
Bless adds +2.5 to attack rolls and all saving throws
The no advantage rider is not worth the 1.5 from the first type, and the second type basically reads "+1 to attack and damage and deal radiant damage" which is still not as good as bless - all weapon users will have magic weapons by this level, so don't care about the bypass bonus
yeah it just seems like a subpar mashup of, effectively, what bless, bane, and divine favor, would contribute
I love my spell. Very conflicting answers I am given
it just feels like, instead of a wide net of small oomph, it'd be neater if it were slightly more focused and had better oomph, yknow?
like, if it's both symbols at once, then it's potent, but it feels like a background thing
What's conflicting with it?
It's, unfortunately, just mathematically worse than bless.
I don't think focus is the issue. In a real game, bless outperforms it in every single way.
Bless adds more to and and more to effective damage than this spell in every use case, unless the martials somehow don't have magic weapon by the time casters are casting fourth level spells, in which case what's the DM doin.
And bless makes the party more durable than this one does, just with raw math.
This sunday we're doing sessions 1 of my homebrew and after getting everyone's stories and doing session zero I'm writing a sort of one shot pre-adventure to kick off the big adventure
Im building a Mimic Librarian who is putting little baby mimic books on the shelves...
Tick and Tock
Level 5 Conjuration-Chronurgy (Bard, Sorcerer, Warlock)
Casting Time: Bonus Action
Range: Self
Duration: 1 minute
Components: V, S, M (a needle and some string)
Tick. The needle floats next to you and returns to you at the end of your turn if it’s further than 5 feet from you. It acts as a simple melee weapon that you can control as long as it’s within 120 feet from you. It uses your spellcasting modifier as the weapon modifier and deals Piercing damage equal to 1d12 plus the modifier on a hit. Tick has the Light and Thrown (40/120) properties and the Nick mastery, you can use a Bonus Action to make a single attack using it. On a hit, the creature is marked.
Tock. The string turns into a floating incorporeal ball of thread, linking the marked targets. Whenever you make an attack using Tick (whether or not the attack lands), Tock shoots a line of thread that acts as a Magic Missile at the target of that attack, dealing 1d12 Force damage. When dealing damage to a marked creature, all other marked creatures take the same amount of damage.
Up to 3 creatures can be marked, if an additional creature is to be marked, the earliest mark is removed. When there’s more than 1 marked creature, the marked creatures lose 5 feet of movement speed for every other marked creature. When both the damage dice of Tick and Tock land on the same number, you can make the creature lose their mark, if you do so, their speed is set to 0 until the end of their next turn.
Using a Higher-Level Spell Slot. The number of maximum marked creatures increases by 1 for every spell slot level over 5th.
it’s a weird spell, not sure what people would think
Needs clarity on if the creature is a marked creature immediately that same turn. It stats tock shoots "whenever you make an attack" but is unclear if this hits before or after the mark.
I.e. does the creature count as marked immediately on a hit with tick and THEN tock hits, or are they unmarked for the tock hit that happens as part of the attack
Tick goes first, marks the target, then Tock goes
I think there’s quite a bit of wording fix I need to do
maybe I should say “immediately after you make an attack using Tick…”
So if I'm correct the total it provides is a 1d12 attack per turn with another 1d12 rider.
Then if you hit another creature, the new creature takes the 1d12 attack with the 1d12 rider, and the old creature takes the 1d12 rider.
Plus the speed shenanigans
The attack is a BA
yeah exactly, although the Tick damage is 1d12+spellcasting mod
it can be used as Attack action or as BA, if you have something like Extra Attack or Haste, you can get up to 3-4 attacks in a turn but you can’t do other stuff
I can say personally I am not using this spell. Note, im biased to control spells. It encourages non-focus fire, and the damage is decent ,4d12 to a single target per turn, and 2d12 IF I left another victim alive. However, I don't want to leave the victim alive, I want to kill them.
It has a second problem: the bonus action to cast being accounted for, first round damage is 2d12 to a single creature. Abysmal.
Damage now is better than damage later, and focus fire is better than spread out damage, and this spell violates both principles.
yeh, I don’t like that first turn either, but I’m also not sure how to go around it considering it’s non-concentration
I could increase the duration or allow it to attack an enemy immediately after being summoned
I would have to limit their number if I do that
Oh, its non concentration. I didn't notice that, I just assumed it was (it seems like a concentration based effect)
In that sense, it provides an alternative for tiny servant + magic stone, albeit not as cost efficient but not requiring that you have a source of both spells.
It'll see some use. Likely not when fifth level is your highest available slot - likely only in t4 play -at tables where resources aren't stretched pretty thing and the player lacks another BA use
In that sense, it's got its niche.
That's given the non concentration.
yeh, that’s why it’s a bit on the weaker end
it can’t be circled cast, but it can be used alongside something like CME
although I did make sure you can’t use it with CME specifically
so that’s a bad example
A reasonable buff would be, whole the spell is active, tock auto-strikes marked targets at the end of your turn instead of you having to make the attack
Nevermind
right now it can make more than one hit
Risky as non concentration.
You can opt to extend the duration with concentration. I've done that before.
1 minute OR 1 hour with concentration.
I know, non-concentration and auto-landing attacks
Like, the player chooses
The spell can do both, either be cast as 1 minute noncon or be cast as 1 hour with concentration
so this is a “Chronurgy” spell, which means that in my HB, I can use a lower level spell slot to activate a different effect
I think 1 hour concentration + creating 2 Ticks is fair
It would be able to mark 2 creatures and have tock hit both with a BA?
no, just lets you use the Nick attack
and have 2 places you control in your turn
Ah. Would need clarity, but workable. Problem: can't see any of these casters dual wielding them. They need their focuses (and, in mid to high OP, their shields)
instead of only one place
they float, so they don’t take hands away
I see. Doesn't nick say something about being in your off hand?
I could be making that up
I’m pretty sure it just says that it has to be a weapon other than the weapon used in your Attack action
so you still need to use your Attack action
Thoughts on an illusions focused subclass capstone for a HB class?:
Level 14: Convincing Images
Your illusion spells that are revealed to be an illusion when a creature physically interacts, touches, attacks into, or otherwise revealed on physical interaction are no longer revealed in this manner. Instead, creatures rationalize the outcome of the interaction. For example, if falling through an illusory bridge or carpet, the creature believes something else caused it to fall, and if their hand goes through an illusory box, they may believe the box is somehow enchanted. Your illusions can still be revealed to be illusions via other methods the spell specifies.
Additionally, creatures have disadvantage on Intelligence (Investigation) checks made to discern if your illusions are real.
When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
is this a Wizard?
It is. The comparison point here is Illusory reality, which does allow you to put anything ever into a no-save adamantine box, among other things.
what’s Illusory Reality?
It is, but with a save, it becomes very weak, and still requires that you play the same (structuring your illusions such that they don't get touched)
I'm considering essentially duplicating illusory reality here.
that’s not a spell that I know of
Illusion wizard capstone.
You can make one object in your illusions real for a minute
So you can cast silent image of an illusory adamantine box around anyone or anything you want, and trap them in there with no save and no way out for a first level slot, since the box is real.
Since the wall is solid, sight-based teleports also won't work
That's one small example of illusory reality use.
The description: "You have learned to weave shadow magic into your illusions to give them a semi-reality. When you cast an Illusion spell with a spell slot, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a Bonus Action while the spell is ongoing. The object remains real for 1 minute, during which it can't deal damage or give any conditions. For example, you can create an illusion of a bridge over a chasm and then make it real and cross it."
I forgot it lasts for the duration, you just need to re-cast every minute.
Now that I think about it, with major image, you could make the box last as long as you like, so long as you can use the BA every minute. Lol.
Since major image is permanent at 4th level
yeah but that’s really different
Debating on a flavorful illusion capstone that ISNT breaking the game like illusory reality
I don’t think Illusory Reality breaks the game really
Oh very much so. It's just cranked up to the nines when it comes to power. And I don't want this subclass's capstone to feel notably worse than that
the issue with yours imo is that it’s active for everything without limits
Eh. You can just decide to have someone leave the fight at any time at the cost of a first level spell slot (or crush someone under a 20 foot cube of adamantine)
and can allow you to wipe a whole army because they all just think the guy in front of them slipped
it can’t deal damage
Doesn't need to deal damage to functionally keep them pinned to the ground as long as you like was the example.
I.e. a creature too big to put in funny box, but NOT strong enough to get up from under 20 foot cube of (heaviest substance that exists in the game)
I might just duplicate illusory reality in some capacity. No issues with that.
I would rule that it doesn’t weigh enough to pin them
it’s an illusory object that was made real
the description doesn’t specify whether or not it’s made of the same material
I mean, a 20 foot cube of cold weighs 9624000 pounds.
It does, actually. It just makes it "real". Like, whatever the object was. It's real now.
And I, as the illusionist, decide the precise makeup of the object - I made the illusion of it.
it’s real, but it your illusion is a cube that looks like solid Adamanite
it’s not necessarily a solid cube of adamanite
No, it's the illusion of a cube of solid adamantine.
otherwise you could also just sell it
Correct, but I decide what it is (I cast the spell) and I decide it's an illusion of a cube of solid adamantine, not an illusion of an image of a cube.
And you totally could sell it. It'd cease to be real if you stopped using the BA, but you 100% could
the feature does not specify rules for pinning creatures and thus can’t pin creatures
similar to how Mage Hand doesn’t specify you can put it in front of a creature to trip them so you can’t do that
Not how illusion rulings work, actually. Common misconception.
The illusion can not impart conditions that it doesn't say
"Pinned" is not a condition
Restrained would be
being pinned is effectively the Restrained condition
Another example is using phantasmal force to put the creature in the illusion of an iron maiden.
They aren't restrained, and don't have a speed of 0, but since that spell states they rationalize the effects, they won't attempt to move.
Ah, but it isn't.
And no, it isn't. Restrained sets speed to 0, gives incoming attack rolls advantage, and outgoing the opposite.
Being pinned does whatever the DM decides being pinned does. It doesn't necessarily do any of the above.
Very common misunderstanding about illusions. But they actually CAN affect creatures in ways that MIMMICK conditions but are not conditions
Another example: using illusory reality, I create an adamantine box with a hole the exact size and shape of you and all your equipment, right over you, and make it real.
This inarguably works in the text. You are not restrained, but you ARE definitely completely unable to move inside a box of adamantine.
by that logic, an object that weighs 1 ton would also stop the creatures under it from breathing and would cut their circulation
Seems like it would.
Didn't say the feature wasn't overpowered.
However. The breathing and circulation things would be unable to deal damage
(It specifically states it can't do that)
So, since it didn't take damage, the creature would be fine.
instantly dying isn’t dealing damage
The feature does not state it can't stop creatures from moving
True. Solid argument for illusory reality instakills.
I think this is the most direct example of "not a condition, but affects a creature"
it says it can’t deal damage or apply conditions, this is clearly applying a condition
It's not applying restrained. Restrained sets speed to 0, gives outgoing attacks disadvantage, and gives incoming attacks advantage.
This is just being inside a mold fit perfectly for you. It does none of those things innately.
Again, would you argue, reading the text for phantasmal force, that putting a creature inside an iron maiden would not make them not try to move? They don't have, mechanically, a speed of zero, but they won't move.
There is a difference between "affecting creatures" and "causing conditions"
Phantasmal force for reference, another excellent example (and the one that comes up in lower tiers of play, so much more often)
in Phantasmal Force, that’s the creatures choosing not to move
if they move, they take damage
they take actual damage
"While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it."
So yeah, you're right, they would choose not to move. Which has, for all intents and purposes, reduced their speed to zero without actually making it zero - same as the box above.
However, the bigger point is this:
I, as the illusionist, say with silent image:
"I summon the illusion of an adamantine box around this creature, with a cutout shaped like them right over the creature"
Then
"I make it real"
You as the DM say "that's not an adamantine box, it's the image of one"
I would respond with "I didn't summon the illusion of an image of an adamantine box. I summoned the illusion of an adamantine box. That is what's real"
trapping someone in the illusion would not be against what I allow
ah
average fire giant breakfast
Regarding the original feature, do you think it is more acceptable with the following addition:
"Instead of instantly revealing the illusion, the creature immediately becomes suspicious of the illusion, and may at the DMs discretion be tempted to make the Intelligence (Investigation) check to disbelieve the illusion"
sooo it wouldn't become cool sword?
i was making a joke about fire giants being smiths. they would likely make it into Dragonslayer if youre wondering
I think you can just say the creature becomes suspicious of the object, then they can take the Study action to determine it if the illusion usually allows that
that is also a homebrew item
so they don’t immediately realize, but they can Study to still realize it’s an illusion
Fair. So the feature, functionally, adds a saving throw and an action requirement to revealing the illusion. Which is strong, but not as bad as rationalizing it.
(The saving throw is a check here, but similar effect)
yeh basically
I've been think of an idea for a 2024 general feat to help balance the viability of sword and board setups:
+1 to dex or str
While wielding a shield and a one handed weapon you get a bonus to damage rolls made with a one handed melee weapon equal to your shield's AC bonus.
how does this sound balance wise, undertuned/overtuned, and or any other suggestions you might have for this.
the feat is meant to be in line power wise with official dnd content
I don’t think that’s broken as a capstone feature
although I would probably want to limit it to INT uses per LR
and give it a duration
it could stay active until you finish a LR, and you can use a Magic Action on later days to reapply it
but then I would probably make it once or twice per LR
It'd be pretty weak under that tbh
The main things an illusionist does with illusions in combat is create illusions of things that don't get revealed when physically interacted with (such as fog, or the illusion of darkness).
So it already only applies to those that don't require that.
Though, that gives an idea.
Could change the feature to basically state "when creatures figure out your illusions are not real, those illusions do not become faint to that creature"
So they can determine that it's an illusion and act accordingly, but still not see into an illusory box.
again, why do the spells Fog Cloud and Darkness exist if Silent Image can just be a better version of them
You tell me. But I don't agree with that line of thinking. I think that silent image can, undisputably, do that RAW.
A DM might decide to nerf the spell, but that's homebrew territory.
what?
it’s not homebrew that Silent Image can’t make the place Heavily Obscured
A particularly perceptive creature might notice a lack of moisture in fog. Darkness is trickier, though
Ohhh now this is the homebrew
It can't make it heavily obscured, but it can certainly block vision.
The illusion of a wall inarguably blocks vision
if you’re not inside the wall
Yes
it’s the same case here
And a wall of smoke, even if an illusion, would also block vision
Well, only because you'd be suspicious
Sage advice has weighed in on this though and determined that it wouldn't reveal the illusion. So there's that ammo.
Walking into a cloud of darkness, for example
Physical Interaction immediately reveals it
your capstone unironically is exactly what allows this to work
Tell me how you physically interact with darkness though.
it usually doesn’t
you’re physically interacting with the illusion which creates a dark orb that looks like darkness
it’s immediately revealed
with your feature it wouldn’t
and that’s what makes it strong
they would need to use the Study action to reveal it
Eh. In this case, walking into it isn't the contentious part. It's an arrow being shot into it that is.
Fortunately, this is definitely not physical interaction RAW
Some DMs would rule that an arrow being shot into the darkness reveals it.
Which is just wrong.
I would say an arrow being shot into a wall and passing through would make them realize it’s an illusion
A REAL fog cloud, though, could also tolerate enemies inside it
they still need to touch it or Study to reveal it
100% agreed.
On the still needing to touch it
The arrow through the wall would make them suspicious enough to try to do so
The main use of illusion magic in combat (low level illusion magic, like silent image or minor illusion) is obscuring yourself in combat, so enemies attack you at disadvantage and you attack them at advantage.
I agree with you actually, that an enemy physically walking into the obscurement would reveal it
either way, I think that’s where your capstone really shines
it just blocks that one part from revealing it
and that allows a lot of shenanigans
both in and out of combat
Yeah I'm happy with them not becoming faint without the check. It works.
No relevant illusion spells lack that check
Anyways, a third level feature for the same subclass:
"You may cause your illusion spells to move with one willing creature. If you do so, the illusion moves the same distance and direction of that creature when it moves. This does not animate the illusion if it otherwise was not."
Here's a lil homebrew race idea I got
Deep in the elements, in caves or secluded forest lie the Pyroids, crystalline humanoids that evolved from the natural magic of the world. They decided to hone their evolution, bonding with said magic, and it became part of their culture, how they function.
it’s pretty tough to figure out if this is broken
bigger illusion spells will be an issue
I think you might have to limit it to specific spells
Silent Image and Minor Illusion are definitely fine
Mislead and Illusory Terrain are probably not
do you have mechanics yet or just ideas
My idea is that they may get some resistance to like, magic force damage and maybe two free cantrips, sorta like elves with extra steps
Force Resistance is pretty iffy, but I’ll have to see the full features to give feedback
Force resistance is such a powerful flex
all Force damage is Magical
...right
and like, 6 creatures have the means to deal force damage
(not really, but its a very low number, this isnt counting casters)
Ok yeah that's fair
Yeah, force damage is very rare for both monsters and players
Hmmm
mfw warlock :D
joking
Eldritch blast for the win… again
yay :D
Eternally winning
still looking for advice
Question. Im thinking of modifying Tavern Brawler for a Monk in a campaign. Since the enhanced unarmed strike and improvised weapons are pretty much useless for a Monk, what could be replaced by them? Giving them a Weapon Mastery? Changing the damage type of the enhanced strike to Slashing or piercing (choice on attack)? Or giving them an extra skill Prof instead? Thoughts?
Let them use martial dice with improvised weapons and create (or add existing) weapon mastery to improvised weapon like sand, stones, rope, hot drinks ?
I was thinking that, but in any situation where a player could use an IW, they may as well punch or kick. So thats redundant
add PB to one IW attack per turn ?
That's definitely an option. Or to the enhanced strike damage per turn
This is a good point. I didn't consider things like illusory terrain. I'll limit the feature to "third level spells and lower"
That's major image and below, no terrain altering spells.
Yeah, and flavour it with unconventional fight style if it fits the character
Like this specific attack he does once per turn is a dirty trick, a kick in the nuts, a handfull of sand in the eyes, etc
(or, to be more monk-y, a ki charged attack that deals slashing dmg with the hand)
Thats one of my ideas
Yeah I think it's cool
I'd say talk with your player about what is his character fantasy that he likes and play around it. Is he a drunkard ? Was he a underground brawler before joining a monastery ? Does he want to be a damage dealer or more of a controller ?
weapon mastery plays into control archetype, PB bonus and damage type add a more lethal style
Have an idea for a Spell:
Bubble Bomb
1st Level Conjuration
Casting Time: 1 Action
Range: Self
Components: V S
Duration: Up to 1 minute
Classes: Druid, Sorcerer, WizardYou conjure a shimmering elemental bubble about 1 ft in diameter that hovers in your space. When you cast this Spell, you choose a Damage Type: Acid, Cold, Poison, or Thunder.
On each turn as a Bonus Action, you can mentally direct the bubble up to 10 ft in a direction. You can also cause the bubble to pop. If you do this, or a Creature moves through its space, the bubble explodes in a 10 ft radius. Creatures in the area must make a DEX Save. On a Fail, they take 2d6 of the chosen Damage Type, half damage on a Success.At Higher Levels: When you cast this Spell at 2nd Level or higher, the damage increases by 1d6 for each level above 1st, and increases its radius by 5 ft for each 2nd Level above 1st.
I feel like it would be Evocation, I think it should be fine
Relatively small change, so fair
it seems worse than Burning Hands, but you can set it up as a trap
why can’t it be Fire?
Does that seem enough to offset it, or should I up it to 3d6?
It didn't seem to make sense to me that an ball of liquid would explode into fire.
have you seen Hydrogen bubbles?
Those require a flame to ignite
hmmm… you can’t activate it without using anything other than the initial casting since range is self
you should specify creature other than you or creature of your choice
but I think the elemental choices + being a sphere cancel out with the immediate activation
so 3d6 is fine
Fire damage, ironically, doesn't have to equal fire. It can just equal high temperature! Like scalding water
trying to make a boss inspired by something
it summons enemies
is humungous like possibly gargantuan sized
flies
is there a way to make something like that feesibly fightable in DND even by non conventional means like a super weapon or sth?
i am aware this wouldn't run like conventional combat
it's possible to great a gargantuan sized creature that has flying and can do summons, for sure
could take inspiration from the Horus from Horizon,
giant robot that builds and then drops down smaller robots that are still huge
colossal sized little beastie though
3rd level:goodberry
5th level:flaming sphere
9th level:create food and water
13th level:wall of fire
17th level:immolation
Is this a good spell list for a chef ranger subclass?
you thinking like, a broodmother type thing?
Rangers get Goodberry for free. I would drop that for something else @native grove
fairly underpowered
yeah, it's specifically inspired by the rapture queen from Nikke
there's that, but also ranger's get level 1 spells for free at level 1,
2014 ranger
yeah,
you get level 1 spells for free at level 1
or- maybe level 2
but definitely not as late as level 3
No, 2014 gets spellcasting at lvl 2
gotcha, then yeah still
level 2 level 1 whatever, it's before level 3 which is what's important
i'll take a look ye
this is a subclass spell list
I would just go with other spells, I will note that flaming sphere, wall of fire, and immolation- while all fire based, aren't very food based, but other than that it doesn't look half bad
I'm aware thank you
Purify food and drink would work better at some level
i know but there arent many food based spells
that's true, but are you building an AoE fire damage based ranger or a chef ranger
Heat metal would be mean
reminder, you don't need to give ranger's a spell list
you can give them another feature
maybe auto prep the cooking spells for them and give them buffs from casting
they're hunter's so maybe they get a buff to foraging and harvesting
You could synergize it with their Favored enemy feature
They have advantage on survival checks to cook their favored foe (Non humanoids obviously) and said food can give bonuses based on the enemy
hey I mean, doesn't have to be non-humanoids
Would you eat an Orc?
I play 40k okay sometimes a little cannabilism is chill /j
pft, ok
btw @spring tusk i was gonna give it a massive laser attack like the queen in Nikke does, should i ommit that?
my idea for the subclass is that they will get various recipes that they can cook to make buffing food items. So im unsure if they actually NEED bonus spells
That works. Say you cook up a wolf. Your allies gain bonus to dex saves, or just advantage for 8 hours
it should be fine.. here's what I'd recommend
gargantuan celestial/construct.. i'm not sure the origins of this creature but the art definitely gives some celestial vibes though she's clearly made of metal
give a giant laser, but, don't give this creature any base attacks, make everything AoE's, and give access to multiple versions to switch it up between rounds
give her some weak points to target to take her out a little easier, but every round at init count 20, have her summon randomly chosen creatures that are there to defend her and kill the players,
personally I think a massive laser that creates a rectangular AoE along the ground makes the most sense- like a line that drags across the ground,
or rocket's that fire out and target different spots,
got it, and i was gonna have the laser be like a once per ten turn type deal or sth
again, I don't know what this creature does
You could treat the monster as a mobile lair for the smaller monsters. Lair actions like more summons and the lazer sounds fun
Ah, i'll look into doing that yeag
ehh you could if you want it to be a once per combat thing, but most combats in my experience don't make it past 4 rounds, and i've yet to see one make it past 7- let alone 10,
at that point just make the laser a big boom that's once per short rest
got it
do you think a chef ranger subclass should even have bonus spells?
Personally, no
Ranger spells in 2014 are so concentration heavy i think tossing more into the mix would be a hassle
oh you could absolutely find flavorful spells for chef
Personally, it's either bonus spells or a special list of spell-like foods
could also just... pick non concentration spells
Thats an option
i'd go with like a recharge on 6, a secondary attack that recharges on 5-6, and a third ability that recharges on 4--6, and the trade off for everything being on init count 20 or having recharges is that the creature has a passive aura that buffs its allies like the death knight
Ideas for chef style spells include fire stuff (cooking), stuff like create or destroy water / detect poison and disease, goodberry, grease, locate animals or plants... You could easily build a full list of chef spells
can i post a statblock here, or should i share a link to one?
How big of content? Links are best for larger amounts of information.
If it's fairly small and compact, then posting it directly in channel should be fine
For any ATLA/LOK fans out there
Should Blood bending be its own subclass? Or spells that are locked behind a feat?
it's a pretty chonky statblock. i'll format to a pastebin or something and link that
just make it so they get command on thier spell list but it is a con save instead of wis
I have a few blood bending spells ready
Essentially Command, Dominate Person, and Dominate Beast
But I wasn't sure if it should come with some non-spell based abilities or just keep it as a spell list
heres the idea
Gargantuan Celestial Construct
Eradication canon - laser that is a HUGE AoE vertical Cylinder of Radiant damage that recharges on a 15-20 and is a Dex saving throw (15-20 is still around 30% like the 5-6 if my math is right, just to make it feel more monumental)
swarm call - summons 1d4 enemy swarms every turn (individual enemy like rat swarms)
screech - high focus single target laser that is like a single scorching ray but is stronger, is a an AC block
can take 3 legendary actions
anti proximity canons - (i haven't figured out mechanically) they won't do much in the combat but will serve as a deterrent from any flying person providing direct confrontation
screech - high focus single target laser that is like a single scorching ray but is stronger, is a an AC block
it will run as non conventional combat by like using giant canons and commanding an army or sth
i have the core down but need to actually apply numbers
15-20 is a little over 25%, 5-6 is around 33%, recharge with dice rolls is specifically with d6's though
Make sure to specify what creatures make up the storms
I like the cylinder AoE, I still think the summons should be a lair action though
You shouldn't have this thing deal any sort of single target attacks when it's AoE's are so strong, it's so tough, and it's already summoning enemies that can single target
fair i'll remove the single target attack
where could it's "lair" be concidered though when it's flying through the sky?
Like, for proximity cannons, I'd change that to missiles, lets you choose up to three targets and forces a dex save, deals an amount of damage or half as much on a success against it
And I think the screech should be more like an emanation- like a general reverberation that it uses get creatures away from it
Also typically creatures are only one type but that's neither here nor there
yeah i just thought both was befitting a mechanical god
At gargantuan size it could be the lair, but you could call it something different, the point is it's an effect that triggers at init count 20
If I had to choose id just go with celestial, but this is fair enough
true
i did not know gargantuan creatures themsleves could be a lair
There's no precedent for it in base rules
But colossal as a size hasn't existed since 3.5, so Gargantuan is just 4+×4+ grown space for creatures
Like I have made monsters the size of skyscrapers and labeled them as gargantuan- the Zaratan in MotM is literally a walking mountain
So uh, I'm adapting some spells from Aground since I really love the game. Is this spell balanced?
Quaking Pillars
Level 2 Conjuration
Casting Time: 1 action
Components: V, S
Range: Self (15-foot-line)
Duration: Instantaneous
_ _
Earthen pillars surge up from the ground in a 15-foot long, 5 feet wide line, ramming through objects and creatures upto 15 ft. high before disappearing. Creatures in this area are forced to make a Strength saving throw. On a failed save, a creature receives 2d8 bludgeoning damage and is knocked Prone. On a successful save, a creature receives half the damage.
_ _
At Higher Levels. When you cast this spell using a spell slot of level 3 or higher, the damage and line's length increases by 1d8 and 5ft, respectively for each spell slot level above 2nd.
_ _
Classes: Druid, Sorcerer, Wizard
I'd argue 3d8
I would be concerned with fall damage shenanigans if they are being launched into the air
Creatures won't be launched into the air, but flying creatures can get hit
Need some opinions on this for my Submariner Ranger:
Level 7
Hydro Barrier
You create a swirling shield of water around yourself or a Creature within 30 ft of you. This barrier will take damage that hits you for 1 minute and has HP equal to your Ranger Level + Prof Mod. The barrier is Immune to Fire Damage, Vulnerable to Cold Damage, and Resistant to Lightning Damage, which is absorbed. A Creature that moves within 5 ft of the barrier takes the absorbed Lightning Damage and empties the charge.
If the barrier is brought to 0 HP, the water splashes out and soaks into the area harmlessly. You can only maintain one barrier at a time, and you can use this a number of times equal to half your Prof Mod (Round Down) per Long Rest.
I'm not sure if its too little health or not
what level would you say this spell should be?
"point in any one direction and everything for 60 ft in a straight, single file line must make a con save to suffer only half of 2d8 radiant damage."
I'd say 60 ft Cone and 2d8 Damage is wonky. If you want a higher level, do 5d8 to 7d8. If lower, 20 to 30 ft.
it's not cone, it's a thin, one tile wide straight line that travels 12 spaces and isn't adjustable
Only just caught that.
If you want to keep it 2d8, make it 30-40 ft for 1st Level. If you want to keep 60 ft, buff it to 5d8 and make it 3rd or 4th Level.
But that's me eyeballing it
how about 5th level, 5d8 and if the target is exactly 60ft away they roll dex or additionally suffer 1d10 force
Yeah AoE is rare at lower levels. Only one I can think of at 2nd is Shatter, then at 3rd level you jump up to Fireball
(it explodes at the end)
At 5th level this spell would be weaker than Lightning Bolt.
wait this is the guardian beam from breath of the wild
way weaker
make it +1d8 force, maybe 2d8, just to keep the dice consistent.
idfk how spell progression works lol
Lightning bolt is 8d6 at 3rd level
alr then second level, 30ft line
Lightning Bolt is what you need to balance around.
no explosion
all i know theres a recommended damage counter for single target and multi target spells in the DMG. i made a 9th level spell with appropriate 7th level direct damage, and then some nasty sideburns. i havent shared it yet, as im not certain that spell being treated as vulnerability on a hit is good. though, it applies vulnerability to only one creature type
im sure quite a major hurdle for newbie brewers, like myself, is the balance of the bre
ill likely rework that spell. im not happy with it providing only damage, given it is a 9th level spell. there are others that are much more effective in what they do, like wish, time stop, storm of cataclysm or whatever its called. there are many. the idea, though, would be for it to be the only damage-oriented level 9 spell for clerics
Still need some opinions on this, because I feel like the HP is too low, but I don't want to make it too much either.
thats like, two goblins breaking through that in one turn. you could take the simple route of adding math to the thing, ie "(ranger level + prof bon) times ten"
thats the basic behind idk ranger's companion, no? or is it another type of feature im thinking of? some "level times ten or twenty" hp
Sorry for butting into conversation but I need feedback on magic "item" I made for my player. He's a craftsman and in his backstory he mentioned mysterious tattoo. I decided to elaborate on that idea and made this tattoo. It will grow in strength and unlock new abilities as the player achieve to decipher it through campaign. Sorry for weird screenshot, I wanted to make it readable. Keep in mind that even in base form it won't be fully usable on lower levels.
The Incus (base)
Scorched ancient dwarven runes spiral across your back, glowing like veins of molten iron. Their power turns your body into a living forge - purning brighter the closer it comes to breaking
Awaken the Forge:
As an Action, choose one ability score: Strength Dexterity, Constitution, Intelligence, Wisdom, or Charisma. For 1 minute, vou qain a +5 bonus to that score. then suffer 1 level of exhaustion when the effect ends
For each additional level of exhaustion you choose to suffer, the bonus increases by +5 Exhaustion gained this way stacks normally
Rupture:
f you die while the Rune is active, your body detonates in a wave of molten energy. Each creature within 60 feet must make a DC 18 Dexterity saving throw, taking 20d10 fire damage on a failed save, or half as much on a success. Objects and terrain in the area are scorched and melted
The Incus II (second upgrade)
Flare of Defiance
When you fail a saving throw, you may use your Reaction to momentarily awaken the Rune's power. Choose how many points of score to draw: for every +5 bonus vou invoke, you immediately take 10 fire damage.
You then reroll the saving throw, adding the chosen bonus to the roll. This damage bvpasses resistances and immunities.
This activation lasts only for the reroll and does not cause exhaustion.
III (third)
Torrid Longevity:
When you use Awaken the Forge, you may choose to maintain its effect for up to 1 hour instead of 1 minute. Exhaustion is still gained as normal when the effect ends.
Once you extend the duration in this way, you cannot do so again until you finish a long rest.
IV (Fourth)
Overheat:
When you use Awaken the Forge and choose to suffer 4 or more levels of exhaustion, the rune forces your body past its limits. The enhanced ability lasts 30 seconds (5 rounds) instead of 1 minute. While the effect lasts, you gain the benefit associated with the ability score you empowered:
Strength - Hammer
You cannot be pushed, pulled, or otherwise moved against your will. In addition, you reroll any 1s and 2s on your melee attack and damage rolls that use Strength
Dexterity - Spark
All your movement speeds are doubled. In addition, you can take the Dash and Disengage actions as a Bonus Action on each of your turns. If you already had the ability to take one or both of those actions as a Bonus Action, you can take one of them as a free action on each of your turns.
Constitution - Endure
If you have at least 1 hit point at the start of your turn, you regain 1 0 hit points. In addition any poison currently affecting vou ends, and vou cannot be poisoned or suffer the poisoned condition while the effect lasts.
Constitution - Endure If vou have at least 1 hit point at the start of your turn, you regain 10 hit points. In addition any poison currently affecting you ends, and you cannot be poisoned or suffer the poisoned condition while the effect lasts
ntelligence- Sharpen At the start of each round, you may exchange your initiative count with that of a willing allv. You cannot swap with a creature that is unconscious or incapacitated. In addition, you can take the Help action as a Bonus Action, and when you use it to aid an attack, the creature you assist can be up to 30 feet away, provided it can hear you.
Wisdom - Focus
You gain truesight out to 60 feet. In addition you can take one additional Reaction on each of your turns, though you cannot take more than one Reaction in response to the same trigger
Charisma - Glow
You cannot have disadvantage on ability checks made to influence hostile creatures, includinc checks associated with spells that charm or alter their attitude. In addition, if a spell or effect would cause a creature to remember that it was charmed by you when the effect ends, it does not retain that memory
.
.
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Sorry that it's so long. Anyway please send your feedback and opinions! :)
What I have so far for the Elements's identities for my module (ATLA/LOK)
Airbending - Wisdom
Prioritizes Damage avoidance, Movement, and Forced Movement
Waterbending - Intelligence
Prioritizes Healing, Versatile Damage types, Reducing Movement
Earthbending - Strength
Prioritizes Altering the battlefield and Tanking Damage
Firebending - Charisma
Prioritizes Damage
I would swap Air and water's stats personally. Healing is more Int based (Medicine checks) while wisdom is more monk focused
Good point
https://www.dndbeyond.com/feats/2175396-sword-and-board-professional
can anyone advise me if this feat is over or under tuned,
trying to stick to official dnd feats power wise in its design, did i over do it?
Its the Dueling fighting style basically. Just with a slight AC boost
Its not bad, but isint doing anything 'new'
i wasnt really trying to do anything new with this tbh,
just provide a damage increasing feat option for shield and one handed melee weapon setups that can play a similar role to gwm for heavy weapons so that they can be a competitive option,
ideally while balancing its power in line with other feats, so if it can be called 'balanced' i am happy enough
I think i’ve finished my first draft of my first ever Homebrew class. Anyone able to help me look it over and poke holes in it?
Please ping me with a response
Sure
I'm currently planning on playing an shadow magic Sorcerer, because their themes and traits seem to be fitting for the character, but some of their traits and lack of spells that they can learn makes them feel kinda underwhelming, As such if possible, i'd like to ask for advice on how to possibly homebrew the traits or perchance give the subclass spells that it can learn. I do enjoy the ideia of the Strength of the Grave and Hound Of Ill Omen, but they can very quickly become useless because of their limitations whenever you get around like level 5 or so, i am currently attempting to look at ideas on how to change those things up, but if anyone may have any homebrew ideas or suggestions i would absolutely appreciate it
I need thoughts on this.
My friend is hosting a D&D campaign and me and another friend wanted to join, but he only had space for one more player character. Solution?
We get to play a Changeling with a sort of dissociative disorder. Essentially we are two souls trapped in a single body. On our turn we either have to agree on one action to perform or we get to do an action each with a halved to hit. I think this is a very cool idea especially because we're going to be a warlock, but we have two different patrons (we sold our soul to one each) and thus different tasks and or rules to follow (as it's still one single character we have the same subclass and everything)
Sounds cool. Only question is how do you do stats. I’d make the physical stats shared, but different mental stats
Good question, I'll have to ask the DM that tomorrow, the campaign is still being prepared.
It would be neat but then again one of us could just specialise in intelligence and the other in wisdom and then we switch. (Obviously we'll both want high charisma as a warlock)
It could be a problem but maybe, who knows
Do y'all think it would be alright if classes and subclasses with Unarmored Defense to have it be 12 or 13 plus two modifiers instead of 10 plus two modifiers?This would probably be busted with level 20 2024 Monks, but it's level 20 and everything at that point has anywhere from a +17 to a +19 to hit.
you could just give them some magical items or sth
e.g. a barrier tattoo (medium) or sth
Does anyone have any suggestions on how to balance this (2014) 1st level feature for a homebrew class:
Soul
You gain the ability to absorb the souls of creatures that you hit. Once per turn when you hit a creature with your nail, you gain a number of soul points equal to your proficiency bonus. You can have a maximum number of soul points equal to your your proficiency bonus times 10. Any soul you have disappears when you finish a short or long rest. You also gain the ability to “Focus”. As an action, you can expend any number of soul points that is a multiple of 10 to regain a number of hit points equal to 1d4 + your wisdom modifier for every 10 soul points spent.
(The nail mentioned is just a weapon you choose at class selection, similar to monk/kensei weapons)
is this new feature possibly for some kind of an hollow knight dnd game?
Just a class
But yes 🙂
oh ok
well if you'd like a way to balance it, you can add things like conditions that make it riskier to do those kinds to actions, it doesn't seem THAT broken, but maybe you can make it so that when you do this action, enemies might have an advantage or buff to damage against you after you healed, but honestly it seems balanced enough as it is.
Ok thanks
I'd say you simply keep it as this for now, and if when in combat you notice maybe a few issues with the ability or how an player might be taking advantage of it, then change it
think of it like if it was currently a prototype, and if you see anything that seems off you can change it later.
I was worried because there’s not many ways that you can normally heal without spell slots or expendable
Is "When you use an attack roll ability the target has to make a constitution saving throw, the dc is 10+your proficiency bonus. On a failed save the target has the poisoned condition applied to it and takes 1d4 poison damage. You can use this ability the number of times equal to your proficiency bonus and it resets on a long rest." Too op as a species ability?
The condition needs an expiration or a repeat save, as is this is endless poison
Probably in the case of a species, a repeat save at the end of their turn to end
Yeah with those adjustments should be good
When you hit a creature with an attack, you can force the target to succeed on a Constitution saving throw (DC 8 + your Proficiency Bonus and Constitution modifier) or take 1d6 Poison damage and have the Poisoned condition for 1 minute. The target can repeat the save at the end of each of their turns, ending the condition on a success.
You can use this feature an amount of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.
Rhythmic Words
By 3rd level, practice with writing has granted you the ability to channel both bardic and ritual magic through written works and tools of writing. You gain proficiency with Calligrapher’s Supplies.You can use the following objects as a spellcasting focus for your Bard spells: Calligrapher's Supplies, ink bottles, ink pens, and quills.
In addition, you learn two spells with the ritual tag from any spell list. They count as Bard spells for you, but don't count against the number of spells you know. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a Bard spell you know as a ritual if it has the ritual tag.
Is this feature too loaded?
I would limit the ritual spells to spells you have slots to cast
Oh yeah, thanks for the catch
Would it be too strong if they could change these spells on levelling up as usual?
When you gain a level in this class, you can replace one of these spells with another spell with the ritual tag.
would it be homebrew if I combined a bit of 2024 and 2014 ranger?
Depends on what exactly you're doing, my question is does it matter?
Well, I wanna see if its homebrew or not
Anything not RAW, or at least an interpretation of RAW, could be considered homebrew yes
I'd definitely consider class mashups between editions to be homebrew.
Just the same as any other tweaks to class features.
does RAW use “you can force the target to succeed”?
I also think it's odd wording. Technically correct, but odd
because that sounds like something different when reading it
I agree with lemon
the wording I know of is “you can force the creature to make”
forcing a creature to succeed a saving throw sounds more like giving them legendary resistance
(which could actually be a very niche but interesting mechanic to use on enemies)
Also lemon here's a summary of the illusion subclass now:
Level 3: get, as a bonus action, something similar to minor illusion (minor illusion with a smidge of programmable illusion, you can set it to go off on a trigger you define, but it is otherwise minor illusion)
Level 3: you can cause illusion spells of third level or lower to move with a willing creature, as we discussed.
Starting at level 3: illusion spell list of always prepped. Mostly utility, but hypnotic pattern at 5 is the highlight.
Level 6: a duplicate of the wizard's malleable illusions 2014 feature (you can use an action to change one of your active illusions, per the original rules of that spell)
Level 14: your illusions don't fade upon physical interaction, though at DM discretion this may make creatures suspicious. If the spell allows a check as an action to reveal (I checked, all relevant ones do), they can still perform that.
hmmmm, barb subclass capstone.....
what to do what to do
https://docs.google.com/document/d/1eYQqVH800DYGnKDh3iSIEzXnueQtjm2bQGzZwwnKH9w/edit?tab=t.0
finshed it, Path of the Seed barb, prob abit on the stronger side, but should be fine
not that seed >:(
Seed
anyway, does it seem balanced enough?
Clarity points:
The capstone says the target can repeat the saving throw, but not that the condition ends on a successful repeat.
My thoughts are that this is fine, balance wise. It's a very strong barb subclass, but barbarians are so bad that it can be afforded.
The perma difficult terrain AoE is a very strong effect. Excellent here. It even manages to mimmick a fraction of spirit guardian's power.
Thorn whipping people is a nice way to "tank". Especially combined with this.
Playable. Not a power issue, but powerful.
Which feature is stronger in your opinions:
- Ignore every exhaustion effects except the last (death).
- Ability to clear an exhaustion level on short rests.
Alrighty, thanks!
reworking 10th and 14th lol
Regardless, looks not bad from my perspective right now
Hey guyz, I'm looking to homebrew a 3rd lvl spell for my druid player. She wants to be a damage dealer type of character (she knows there are better classes than druid at that but she really like the druid fantasy). Do you have ideas of how much dmg a single target spell could make to let it be balanced with the sorcerer fireball ?
The 2014 DMG says that a level 3 single target spell should do 5d10 damage. Because you want it to be on par with Fireball which is well-known for being unbalanced for its level, you could add one or two more d10, I guess.
So 6 or 7 d10. Now you can change the dice if you want the spell more or less swingy. So, 7d10 or 5d12 or 9d8 for instance.
UPDATED AND REWORKED
should be good now, i hope
Looks good
What if barbarian but control caster and some funny built in cheese gratering
Solid
what can be a cool ability for drinking a potion named "Kraken Blood"?
Im thinking that it gives telepathy and a lightning breath attack, but that feels uninspired, I like my potions to have weird effects
you grow a tentacle
water dwelling creatures fear you?
bonus damage to attacks against waterborn vehicles?
can summon sharks?]
Soo, anyone know a good way to make a custom subclass in dnd beyond?
And spells, items, races, and more. I’m currently overwhelmed in trying to do it and need to start. Any tips for home brewing?
I have a player wanting to do a homebrew race that he put together himself, and ignoring the lore of it, it gives the following things. Just wanting to know if this sounds like too much to others here, or if I'm overreacting
- 30ft Fly Speed (cannot be used with Medium or Heavy armor)
- 60ft Darkvision
- Automatic Arcana Proficiency
- Firebolt cantrip
- Heat Metal once per Long Rest
- Permanent Fire Resistance
- Natural weapons that deal 1d4+Mod, count as finesse weapons, and also somehow count as a melee weapon worth at least 1sp for spells that require such a material component
- Constantly emit dim light in a 10ft radius
Oh, and the one singular negative baked into the race - if the character dies, they cannot be revived with magic
For a normal campaign, way too much. The higher the risk of death, the more balanced it is.
Hello
yeah, I was already hesitant just at seeing both the 30ft Fly Speed and Darkvision, but then there's permanent Fire Resistance too, and natural weapons that work for melee cantrips and count as Finesse weapons for Sneak Attack
Hello
seems fine honestly. I just think spells + resistance + fly all in one is a bit much
I personally think the natural weapons are a bit too much period, given that they would count for Sneak Attack and could be used for melee cantrips
just the Finesse would probably be fine, but saying that your natural weapons count as a weapon worth at least 1sp? that doesn't make even the smallest amount of sense
Say that you can use strength or dexterity on attacks, not finesse
no no, the way the player wrote it, it can use either mod as desired, and counts as Finesse
ah, okay, I misunderstood
I think the race would need far more tweaking than that to be remotely balanced, though
Absolutely
How I’d balance it:
- 30ft Fly Speed (cannot be used with Medium or Heavy armor)
- 60ft Darkvision
- Automatic Arcana Proficiency
- Firebolt cantrip
- Heat Metal once per Long Rest beginning at 3rd (maybe 5th) level
- Permanent Fire Resistance
- Natural weapons that deal 1d4+Mod, can use strength or dex
- can choose to emit dim light in a 10ft radius
Up to you if you want to keep the no death thing. If you don’t, I’d make the fire resistance instead as a reaction constitution modifier times per long rest.
Idk either, just helping balance it
they can't ever be disarmed, is the main issue with a natural weapon having those properties
And could be useful if you’re disarmed
admittedly, I'm an amateur DM, so idk how broken it really is, but it feels like a touch too much to also allow melee cantrips to work with their natural weapons
i guess? i mean monks get the smae thing but better at level 1? soul knife gets better? I dont see it being extremely important anyhow like theres multiple species with natural weapons and i guess being able to use both str and dex is something unique but i really dont think its incredibly strong
i think its a lot of mediocre things in one besides the flight ig uess
its still more than a lot of species get though dont get me wrong
https://www.reddit.com/r/DnDHomebrew/comments/1oepkqo/desert_dweller_grippli/
This is a link to a homebrew subrace i made, i just wanted peoples opinion on it
Out of fire resistance, the spells, and flight, remove one and it sounds about right
The natural weapons just sound like they want to make a rogue build with GFB/BB/TS. them counting as weapons enables those cantrips, but it’s not a standard feature of a race, they’re usually just natural weapons.
Heat Metal should also be unlocked at 5th level, just like the Tiefling spells
Is this a 2024 race? If not, is it missing the stat increases?
The dim light may be a nerf as well, as they won’t be able to hide in darkness against creatures without darkvision
it's a 14 race, and I skipped the stat increases since those aren't really important to balance
the player also said they're not going to play rogue, but they do obviously intend to use melee cantrips even while unarmed
Tiefling is a good comparison for balance
I went for making the Fire Resistance be a limited use thing per long rest, since that lets the player still have the whole phoenix vibe they're going for without being too much
You can also let them just flavor daggers as coming from them
Do they want them to be unable to be confiscated?
Anyone want to take a look at my revision and rework of the Bastions system? The idea is to move it from just owning 1 joint structure, or 1 structure each, you're instead the heads of an organisation. Defenders aren't pointless anymore-instead they can be used as 'Troops' to defend owned territories or expand your organisation's reach.
https://docs.google.com/document/d/1xwrUvy9I8V3VdaiqnM0bs8pGsftLvJXS0ZEDVdckJDw/edit?usp=sharing
Would someone be willing to take a look at my encounter draft (Google Slide screenshot) for a fungal nest - features Gas Spores, Mychonid Spore Servants, and a Violet Fungus Necrohulk.
yyes,,
I'll shoot you a DM since it's a screenshot
I’ve been trying to make a new cleric subclass on dndBeyond’s homebrew maker, but keep getting “This homebrew subclass does not have the necessary class features with the correct required levels”
The features are shown below, one change divinity at level 2 and a features at levels 1,1,2,6,8,17.
Is there something I’m missing or is the website just tweaking????
Nvm I can’t send images :p, but there’s “Channel Divinity: Twisting Chaos” at lvl 2 and “Divine Strike” at lvl 8, in pretty sure those are the only ones where the name really matters
so my entry for the feat contest might be a little spicy
i'd like some feedback on if its too unbalanced or if its unusable
Radiant Ward
2nd level evocation
Casting Time: 1 action
Range: Touch
Components: S, M (a pinch of glass sand)
Duration: 10 minutes
A creature you touch is marked with a radiant brand that wards them against repeated enemy attacks. When the target takes damage from a melee attack, the brand flares with indignation. The attacker takes radiant damage determined by how many times the target of the spell has already taken damage from an enemy melee attack since the end of their last turn.
First time = No damage
Second time = 2d4 radiant damage
Third time = 4d4 radiant damage
Fourth time = 6d4 radiant damage
Five or more times = 8d4 radiant damahge
At Higher Levels. When you cast this spell using a spell slot higher than 2nd, you can target one additional creature for each slot level above 2nd. In addition, for each slot level above 2nd, the damage dice increase as follows: 3rd level = d6, 4th level = d8, 5th level = d10, 6th level = d12.
i personally like the idea of two separate feats combining into one feat, or at least transmogrifying one of them into its upgrade as to open up more flexibility in later levels.
call it a "feat tax credit"
Oh there's a contest? Can anyone enter?
One nitpick I noticed, is the use of the "two-handed" weapon property. That refers to single weapons you hold with 2 hands.
of course it doesnt seem like the feat will actually make it into a source book but you do get a jersey and the ultimate forgotten realms bundle
yes, it specifies that as long as it isnt two-handed or already light, you can use it as a light weapon but ONLY for the attack of the light weapon property
both properties are being excluded
see, i couldnt just say "all one-handed weapons are always light weapons" because then weapon mastery feats could slap on nick, which would make things even crazier
so i make it so only during the attack are your two non-light weapons considered light
restoring my biggest gripe with the revised rules
no more two longswords
Oh I see, likely my lack of familiarity with dnd 2024 as I still play 2014. Of course in 2014 there would be no reason to give a weapon the light property if you already had the dual wielding feat.
yeah thats the problem,
Another nitpick though, you should probably under pre-requisites. You should probably write it as "dual wielding feat"... Fine without it, but it would increase clarity.
This is an earlier homebrew that I added a lot more lore to and I was hoping to get some feedback on the lore and stuff:
https://docs.google.com/document/d/16-96WbW-qx6RVStFXidAy6yG7Wwqn8ToMf4ghICBGzg/edit?usp=sharing
It's called the repurposer cannon
i recommend using anything other than dndbeyond 😭
'14 cleric or '24 cleric?
I made 2 magic items
Rune cord shield and rune cord counterspell.
The first's description is:
A leather cord, going trough 10 stones with runes. When being attacked, before the attack roll of the opponent, you can use your reaction to activate 1 of the 10 runes and create a magical shield around you. You gain +5 AC against that attack. If the attack is successfully blocked, one of the runes is destroyed permanently.
The second's description is:
A leather cord going trough 10 stones with runes on them. Whenever someone casts a spell that is targeting you you can use your reaction and counterspell the magic. You make a saving throw with DC = 10+ the spell's level, even for spells bellow level 4. On a success the spell ends and takes no effect. The modifier for the saving hrow is the same as the spellcaster's spellcasting ability.
What do you think? Do you think they need a buff or a nerf? Or are they good the way they are?
dndb homebrew maker is very bugged with alot of stuff including levels
(i should know)
Sounds good, probably both rare
A few things:
- Despite your other comments, Superior Dual Wielding seems like it's a bit contrived due to the worry of a potentially future feat giving the Nick property.
- Crossing Swings especially doesn't work within 5e, with how it seemingly causes an event that has already occured and been resolved to now be required to be redone. Correct me if I'm misunderstanding this, but it seems that this bullet-point has an attack that already happened to be recalculated with an entirely new to-hit bonus that has a penalty of a dice roll.
- Twinned Touch Training is a really odd (not necessarily in a good way) design choice, considering that it basically invalidates the entire point of this feat existing as a feat, technically in both ways it could be viewed. The one that I believe is intended is that Dual Wielder is appended with all of the effects of Dual Wielding Master. How it actually reads is that Dual Wielder is replaced by Dual Wielding Master. Either way, this seems like a way to make it where the feat is never actually chosen naturally. If the feat appends itself to Dual Wielder, you will essentially always take Two-Weapon Fighting as a feat because you get both Two-Weapon Fighting and Dual Wielder Master, as opposed to just getting Dual Wielder Master. Alternatively, if the feat replaces it, the existence of this text means that TWF users don't want to take both options, as it will get rid of their extra BA attack they can utilize with Nick.
I'm currently working on my own version of a Mimic species. Here's what I have so far for the trait called Shapechanger:
You have two forms: a Humanoid Form and a True Form, as detailed below. As an action, you can shape-shift from one form to the other. You assume your True Form if you become Unconscious or if you die.
Humanoid Form. This is the form you assume by default. You choose how this form looks when creating an Enlightened Mimic character; it can resemble any Humanoid player species from the Player's Handbook, or a different Humanoid species from some other source material if your DM permits it.
True Form. This form is the true form of all Mimics: a fleshy acidic blob covered in eyes, teeth, and tendrils. While in this form, you retain your personality, memories, ability to speak, and all of your game statistics including Hit Points; Ability Scores; proficiencies; class features; spells; feats; etc. In addition, you have Advantage on saving throws against the Prone condition, your Unarmed Strikes deal an additional 1d6 Acid damage, and you can squeeze through gaps as narrow as 1 inch wide (unless the gear you're carrying cannot also fit). This form also comes with the following drawbacks: your Speed is reduced by 10 feet, you cannot benefit from wearing any armor or wielding any shields, and __.
I still need to think of one final drawback for the True Form. I also wonder if there should even be an Object Form.
but the feat is written as dual wielder
Plasmoid
Plasmoid with with the changeling level shape change and a 1d4 bludgeoning unarmed strike
Bear in mind almost nothing just ADDS damage to something as a species option
You'll note all species options that enhance an unarmed strike do so by offering a REPLACEMENT
By giving a flat damage rider, you force all players who want to do an unarmed build to pick this race or be objectively worse off than if they had any other option
I recommend giving them a natural weapon, like other races, instead.
goliath can have an extra damage die when they hit
limited uses.
oh ic
i think i realized what you meant, the prerequisites accidentally showed up twice and differently
Good to know. How about this: "...you can make Unarmed Strikes that deal 1d6 + your Strength or Dexterity modifier Acid damage..."
Or maybe just a 1d4 Acid damage bonus to all Melee attacks
nope on that end
This is the same issue
1d6+ STR acid is fine tbh
That does what it is supposed to: provides a natural weapon. It jsut swaps the modifier damage for your acid damage
Just clarify "this extra acid damage applies instead of the normal ability score modifier damage you would add to such an attack" or otherwise word it in a way that doesn't add the modifier twice
1d6+mod is a pretty typically natural weapon and is totally fine. Swapping it for acid damage for the mod damage is also fine
is there anything that my feat is missing?
https://www.dndbeyond.com/my-creations
Invalid link
Takes you to a login page to see your own creations
NP happens to the best of us
oh wait i meant to wrap up the light attack with the attack action.
ok i reworded it so you make two attacks with one d20 test at a 1d6 penalty
Damn, mega power attack
That's crazy
Oh no that's not what it is. I read it there now.
lot stronger than old gwm ithinks
attack
well how strong is new great weapon master?
get your free attack, you can choose to just use the same to hit roll but with a 1d6 malus
It let's you use a roll you made on a previous d20 for an attack roll that turn as the roll for the bonus action attack, minus 1d6
I think I'd rather just roll tbh
not as great as 2014, but still decent
sure but what if you crit?
Niche
i prefer the lack of a need to gamble though, its more consistent
Works, but niche
or maybe i can make you choose which of the two attacks becomes the shared?
signifianctly better than 2014
note that "getting the result" is not the same as rolling
pseudo advantage
it's not pseudo advantage.. not at all
Isn't it just mathematically not? The power attack was much better
advantage lets you roll 2d20 and take the best. this lets you just use a prior result with a penalty
yeah but what if i changed it to instead take the best between the two attacks
-5 to hit is a huge malus when you aren't ignoring it
every miss doesn't just lose you the +10 damage, it loses you the rest of the damage from the attack. except against extremely low AC enemies, the new one does more damage during combat
I mean with that though. I'd have to run the math back, but doesn't new GWM only outperform at high tiers
this was literally mathed to death way back when it came out
I don't really have the energy to explain it again haha
believe me or don't I don't actually care lol
Like if you roll a 1d8+3 weapon for an average of 7.5 at 65% to hit for an average of 4.875
Or the same weapon for an average of 17.5 at 40% to hit for an average of 7.
As I do the math, it is obviously better now without advantage to have modern yeah.
6.5 with advantage no power attack average
11.2 with advantage and power attack
So power attack is better with advantage, modern GWM is better without though.
"Crossing Swings. If you can make an extra attack as a result of using a weapon that has the Light property, you can instead make it as part of your first attack, sharing the same roll with advantage at a 1d6 penalty to hit."
Thought at high levels, modern is better anyways
dman it,
I have made a glaring error. I have simply not added gwm at all to new gwm calcs
honestly making the rule more complex isn't going to fix it
Yes gwm is clearly better modern. You are right.
well what will fix it
I'd step away from what you have written already, and get a new piece of paper / notepad. answer these questions:
1: what is it you want this to represent ?
2: what problem does this solve?
3: how significantly do you want this to impact the potency of a character that takes it
4: do you care about how it balances out against existing options?
a simultaneous attack with two weapons.
"Once per turn when you take the attack action while holding a weapon in each hand, if you hit, roll the damage dice for both of your weapons, adding your ability score modifier once."
not once
so the answer to the fourth question is "not at all"
remember the original revision to dual wielder in the UA?
DUAL WIELDER
4th-Level Feat
Prerequisite: Proficiency with Any Martial
Weapon
Repeatable: No
You master fighting with two weapons, gaining
the following benefits:
Ability Score Increase. Increase your Strength
or Dexterity score by 1, to a maximum of 20.
Enhanced Dual Wielding. When you are
holding a Weapon with the Light property in
one hand, you can treat a non-Light Weapon in
your other hand as if it had the Light property,
provided that Weapon lacks the Two-Handed
property.
Quick Draw. You can draw or stow two
Weapons that lack the Two-Handed property
when you would normally be able to draw or
stow only one.
i hate pdfs.
wait that cant be right...
It's so... oddly spaced?
thats just how UA copypastes
thats how the UA pdfs worked yeah
past it into a notepad first
YOLO
hii
i swear two-weapon fighting had a change that removed the bonus action cost but not being nick
how ya doing ol chum?
doin ok :)
if so, they moved it to the nick property
two simultaneous attacks, with two non-light non-two-handed weapons
you cant do the latter anymore.
build defining,
being in line with new GWM like it should have been a decade ago.
so dual wielding should give you more attacks and increased damage and the defensive bonuses and potentially increase your access to on hit effects from multiple magic weapons
currently light/nick dual wielding gives you a lot of attacks (up to two! nick attack in the attack action and bonus action attack as well)
yes but you cant do it with two longswords so players need to mother may i their way to playing their favorite dual wielding characters.
i just said, they need to mother may i
that's flavor not changing mechanics
its a d4-6 and a d8, not 2 d8s
aaah so it IS the damage portion
yes because then what is the point
more attacks?
what is the point of dual wielding if you cant use two of any weapon
what's the point of great weapon master if you can't use it on daggers
the point is that it fulfills a specific point in balance and fantasy
nah. if we're talking fantasy, then your shortsword looks like a long sword
unless the fantasy is d8 instead of d6
and the artificer's semi auto glock is a retextured flintlock
yeah now you're imagining
no thats a problem
what if my fantasy is throwing greatswords and dealing 5d12 damage
is it a problem that I don't have that as an option with great weapon master?
does it "cost the fantasy"?
the largest rpg of all time should know how to fullfill any fantasy in its ruleset and that includes weilding two rules as written longswords
I disagree honestly
I also disagree, quite heavily.
it's a rules framework and built to be internally balanced
fireball
it is very lenient/permissive with fantasy
"Know how to fulfill any fantasy" inherent involves disallowing fantasies, to be clear.
Fulfilling fantasies means defining them, and defining a fantasy relies on defining what isn't that fantasy.
fireball is overtuned
exactly
thats all it is
D&D has never been about fulfilling every fantasy