#homebrew
1 messages · Page 46 of 1
sure :DDD
you could also describe "purple mycelium" creeping over the floor leading to that wall
ope! there are stirges that get disturbed in that chamber that connects to this lttle cavern wall - so maybe a strige escapes into it
something surely isnt right?
yeah yeah
like a small patch
e.g. the "cave" has a little crack in the ceiling that light shines through
the fungus gets stopped at that point
which is why it hasnt taken over the entire cave yet
it just cannot grow in light, and the gases outside escape throught the ceiling, which is why they dont notice it until the tight space
you could also say that the myconoid had some special "decoration" and let the players see that in the patch of purple fungs/slime
yeah
to "lure" them towards that wall
would you mind if i DM you some other ideas or follow ups - i don't wanna get other folk's stuff lost in the sauce
G4 (secret): A small chamber is hidden by overgrowth. DC 12 Perception will notice a purple fungal growth at the base, stopping where a beam of light comes through the ceiling. Disturbing the stirges will automatically reveal as one tries to peck their way through the vines covering the opening. This is a Violet Fungus nest - remains of Chia’s friend is at the far end with their gear. The stirge will attempt to get through and players will see it die. The ground is covered in sticky fungus - difficult terrain. Players can hold their breath to get across in turns - max of 1+CON Mod for safe turns. Have 1d4 treasure available - each one costing a turn to remove. Players roll a DC 15 CON S.T. every turn they go beyond their breath max (end of their total movement allowed). Failure results in 1d10 Necrotic dmg or half on a success.
Sounds good 👍
thanks big dog
Np, if u want some input or just need another perspective u can also dm me :)))
How strong do you guys think an conditional extra reaction effect would be on a offensively-defensive/counter-style Battle Master?
You're going to need to explain that a little more. Too many undefined key words for one sentence
agreed
I feel like I should change the spear to a martial weapon and give it the same damage as a longsword, seeing as they are currently just glorified javelins. Would this pose any gamebreaking issues I'm not thinking of?
Not necessarily, but Trident fills nearly that exact design space.
I'll gladly swap those or just make the trident a reflavor of a spear
Would anyone care to help me work on this subclass?
Ive got a potion ive been brewing up, but i need some help. Should the drinker choose how many points to restore, or just straight up half?
Zathan's Irresponsible Mana: Regain up to half of your spell points.¹ For each spell point restored this way, you lose 1 hit point.
¹My players use spell points, not spell slots (DMG 288-289)
I was getting assistance but then someone interrupted
Any thoughts on my homebrew subclass I worked on with a friend?
https://www.dndbeyond.com/subclasses/2650054-college-of-portals
For assassinate 2024, is doubling the sneak atk dmg (lvl3 goes from 2d6+3 to 2d6+6), and sneak atks going from d6 to d8 on bloodied targets, is that balanced?
The first part being for first round of combat btw
Second part is an add on
Hello friends yuuh
Bonjour
I understand most ppl run "being Drunk" as the Poisoned condition, but here's a new proposition:
Drunk
Bravado. You have Advantage on Strength and Charisma checks.
Impaired. You have Disadvantage on Dexterity and Intelligence checks.
Would letting a ranger who's making a strength build concentrate on one more ranger spell in addition to hunters mark be too broken?
lol i like this
This isn't true. They cannot have their Concentration broken by taking Damage at 13th level. This doesn't remove the Concentration though. They can still get Incapacitated to lose it and still need to Concentrate on the spell.
I wouldn't make it a level 1 feature, but I'd definitely be cool with this. It makes 2024 Ranger's 13th level Relentless Hunter feature pretty meaningless, but Rangers get a new spell level then as well, so it shouldn't be too sad.
basically removes it lol
Yeah but it doesn't actually do that. Telling someone "at 13th level, Rangers can already concentrate on another spell while doing Hunter's Mark" is just incorrect
Alrighty, thanks for the feedback!
classes should be something anybody can play, no matter what, if its for one character and only for that character, nobody would prob help you
Hey friends I was working on a subclass of Rogue that can lean into a more doctor or support type of vibe and wanted to get feedback
https://docs.google.com/document/d/1a9JddNywp8Kg1Bg5Onw1DdF-x_3juc3ev13sEkcQxuw/edit?usp=sharing
I made a Feat over the weekend and I am really happy with how it came out. No miniature-giant space hamsters were harmed in the creation of this feat:
**Boo's Brilliant Battleplan **
https://www.dndbeyond.com/feats/2179868-boos-brilliant-battleplan
Needs a saving throw for the blind
Shouldn't be impossible to resist
For sure. I think it'd actually be pretty cool to have the DC for the check be dependent on the companion's stats. Probably just something as simple as a DC 8+PB+DEX mod.
https://homebrewery.naturalcrit.com/share/BHvG_-mPk6-q
Also I've been working on a Monk subclass based around spellcasting, specifically with the Sorcerer spell list. I like the concept I have, being channelling magical energy through your limbs to sling spells while simultaneously throwing out a flurry of strikes. Feedback on balance would be greatly appreciated though, this is only the first draft.
good work i quite like
Totally feel you. I went back and forth on that myself. I finally decided that not having a save was OK, given the short duration. Also, the "terms" of the contest stated that it was more important that it be epic and fun, then perfectly balanced.
However BG3 has some abilities that do this - the Raven familiar I believe has no saving throw, and I actually have never found it to be game breaking myself. In this case, the target will only be blinded on the attacking players turn, and I think that's OK. Power Word Blind is another great example, of blinding someone without a save (granted that's a pretty high level ability).
I disagree. Blinded turns off casters entirely. This allows you to just choose to turn off a caster.
It doesn't do this in bg3
Taking this feat removes 95% of enemy casters spells from the game with no save or counterplay
Ah I see now its on your turn
That's just kind of a worse design space than until the start of your next turn but with a save
You're right its more reasonable. But less usable.
Yeah that totally makes sense. Funny enough my first design was saving throw and lasts until the end of turn, so I think you're spot on there.
I suppose I got this wild hair, and I sort of felt like skipping the save might speed up play at the table and make the whole description shorter. This was more of an experimental idea, and I am definitely not sure if its the right call. I'd really like to do some testing with it to see how it feels in play, but I haven't gotten there yet.
This is basically true strike as is. Give up an attack for advantage on an attack
It doesn't serve another purpose, because you're taking the attack action already
It might also give you advantage on your ba attack
I see what you're saying. Well, If there's one thing I've learned over the years, its that players can get very creative and find ways to surprise you.
For example, I could imagine the party coordinating their attack- "hey rogue, hold your attack until next turn and ill blind them." You could actually do that with your entire party if you need to (which I could imagine being kind of strong, but also really fun). I suppose you could also blind someone and then move away or past them without provoking, and use your "extra attack" to go hit someone else (or just get 1 attack in while disengaging effectively). I think its got some creative uses potentially.
I really appreciate you sharing your thoughts @void jewel. People so often don't want to examine things critically these days. I am grateful for you giving me a different perspective to think about!
They could do that. I don't think it's too good though
Totally fair. Well ill keep that in mind as I keep playing with it. You may very well be right.
I do think I might take a few of the status effects off that can be removed
I've made a 1/3 caster Barbarian subclass using the Bard spell list for a player of mine, and I'd appreciate some feedback on it. The goal is to give the Barbarian spellcasting, support, and minor utility options without compromising on the aggressive playstyle of the base class, and without simply letting them cast spells freely while Raging.
https://docs.google.com/document/d/1238JKuRKTv_SkrKNSV_9dJJ9cfZKwghIcvW0-t6bGws/edit?pli=1&tab=t.0
will say
basically copying a classes main gimmick onto another is abit lazy and uninspiring
also aslo
Well you gotta start with ideas from somewhere so lets see where they can improve
Level 6 says they can
So you have spells outside of combat to help with other things besides combat...
actually
You are able to maintain concentration on spells and other magical features. You receive a bonus to Concentration saving throws equal to your Strength modifier.
you can only hold conc on spells and not cast them, while in rage
so either your going to have to spend your turn setting up, or casting before combat (which at times is very hard to tell, depending on spell)
which by that, the other effect of a BA spell, cant be done
Honestly not a bad start, kinda interested in your choice of 1/3 caster instead of 1/2 I assume its kinda like Eldritch Knight casting which would make since, I would say I would remove the Bardic Insperation because thats a CORE mechanic of Bard, I could workshop some ideas with you, Bobble is right making it where you CAN cast spells during rage somewhere in there, the only other big issue being:
Once per turn, when you successfully hit another creature with a melee attack, you may use your Bonus Action to roll a Barbaric Inspiration die. When you do so, you can choose to either cast a spell, adding the resulting roll to its attack, damage, or healing roll (if applicable), or grant an ally within 60 feet of you that can see you temporary hit points equal to the result multiplied by two.
This lets you cast a full action spell as a bonus action, which is STUPID strong, might just needs some wording clarification, try looking at 2014 Warcaster for some wording
I would also suggest changing your casting from charisma to strength or con or your making it MAD: Multi Attribute Dependant
1/2 and 1/3 are given by level
1/2 at 2nd and 1/3 at 3rd
with 1/3 also being reserved for subclasses and 1/2 for full classes
Which is weird because and correct me, isnt Arcane Trickster a 1/2 caster?
1/3
if i had a nickel
Hey everyone! I'm looking for a way to incorporate tarot reading into a PC concept. And by that I mean actual tarot reading, not tarot card that have magical effects (like in the Spirits Bard). Think more of something like an insight check or an Augury spell (I'm not too fond of Augury because I think it can spoil some mystery and get metagamey).
It doesn't need to use the real tarot cards (in fact, preferably not).
Anyone know of a mechanic like this?
best i can give is a tarot monk i made a while ago
although that falls into the magical effect thing so prob not what your looking for
No :c
I've been searching but most things I find work that way
Well, if not, I'll come up with something and bring it here
I'm thinking of a 1st or 2nd level divination spell, or even an Augury rework
Buddy of mine (player in my game) isnt having fun with the way, way of the 4 elements monk plays and gave me a slideshow on his homebrew idea. Wanted to see what you all thought and if there was things that could be tweaked, numbers, etc. I dont personally hate it but im also a poor judge of homebrew things. Thoughts? The players are level 5.
https://docs.google.com/presentation/d/1QV-SAAmW9NKFWv5cBq6Ng53qbLm6SzDF1HVopVTAlVY/edit?usp=sharing
Heya... Join here to ask this anyone have a homebrew Feat to add the Chronomancy and Graviturgy spells to a wizards spellbook been having a few run ins trying to add it to my guys who used wish to gain all spells XD
I mean if a dude cast Wish so he could have every single spell in his spellbook, honestly I might not even Monkey's Paw that one. They're still restricted by the amount of spells they can prepare in a day.
A Bestiary Book would be nice
oh that is the only flaw I'm limited I'm just trying to add those two spell schools into the book the issue being they don't pop up even tho I own the books
That and rule was only wizard spells to prevent too much homebrew
... And to add he's a School of Necromancy Wizard
The feature you quoted is specifically while Raging, so there is a built-in way to cast during your Rage. As for removing Inspiration, I don't think I agree that it's problematic exactly, but I'm not married to it either. The player I wrote this for is reusing a Bard / Barbarian character, and I wanted a resource to serve as the "engine" of the class, and to give him a somewhat similar mechanical experience without forcing him to multiclass. But it could be subbed out for some other bespoke resource.
The only real problem I can imagine with the BA casting is if he multiclassed into another CHA caster, although I'm not sure how I'd change the wording to address that. As for it being MAD, I think that's fine.
Also, apologies for the very late response, I got preoccupied irl.
it doesnt say you cant CAST a spell only concentrate its a wording symantic
You have to put somewhere on the class: "You have the ability to cast spells during rage" almost verbatum
Right under the bullet that mentions concentration is the bullet that you quoted, which allows you to use an Inspiration die to cast as a BA after hitting an enemy with a melee attack. It's specifically only doable while Raging
OH
I can see why there's a misunderstanding, I'll have to make that more clear
See because Rage says you cannot cast a spell, so that becomes forefit
I would maybe add the line somewhere in the Spellcasting part of character breakdown
Maybe, but D&D is generally written such that rules can be superseded by other rules if applicable.
That being said, I will try to noodle on a substitute resource for the Inspiration die. I think it would be good to try and give the subclass a flavor that's similar to but distinct from an actual Bard.
It's actually almost comedic (in a sad way) how Fire damage has no "real" subthemes aside from setting stuff on fire.
The AOE/missile portion is something, I suppose. The only other basic theme that I'm considering using is that of a sort of wreath of flames around oneself that damages nearby enemies.
If I make a spell that makes a torrent of shadows attack either a certain person or a group of people within your line of sight after speaking an incantation, but it uses life force, what level should the person be able to use it at?
honesty, AoE and damage over time (which you said) are prob the biggest themes you could get with fire lol
Anyone heard of cartoon cat? I need some help creating a stat block
So I am making a Spider Domain for Cleric (for those who worship Lolth or someone similar), How good is this Domain Spell list? (note: theme of the subclass is mainly battlefield control and social interaction)
3rd Command, Entangle, Suggestion, Web
5th Hypnotic Pattern, Slow (3rd level)
7th Greater Invisibility, Phantasmal Killer (4th level)
9th Dominate Person, Wall of Force (5th level)
The other one I'm considering is smoke, along with the damage to nearby enemies.
can someone plz answer my question?
So what you do is look up Rui's blood demon art from demon slayer and do something like that.
????? wut
that does not even answer my question
Okay so there's a spider demon in demon slayer named Rui. His blood demon art might help spark some ideas for your Spider Domain.\
ok. but that is not what I was asking. I was asking if the Domain spell list for the subclass was alright
Oh. Yeah, it looks good.
by that logic would Fog Cloud be a fire spell?
fc doesnt damage things though
can someone please answer my question
what exactly do you mean by subthemes? most other elements also function the same way except maybe acid/poison but those dont have too many spells
this is way too vague
give us exact damage numbers and we'll be able to help you
It would be easier to determine the level of the spell if we knew the damage, range, casting time, saving throw if applicable, area of effect/number of targets, and HP cost of casting the spell beforehand
If somebody could look at this, i'd appreciate it. no rush though.
In short: If we actually knew anything about the spell other than it does something in some way and costs HP.
10 and below it doesn't work, 14 to 18 it does 10 dmg, 19 is 15 and 20 just kills them, (This can vary depending on your strength stat)
Exactly, it's easier to know the level of the spell if we know what the spell actually does
10 what
...So you lose 20 HP and Power Word Kill everything in your line of sight.
again, helps to be specific
damage
to who
That's what I'm getting from this
no spell of any level lower than maybe 8th should have the words "just kills them"
-# disintegrate
A level 4 Wizard with a +1 CON will have more than 20 HP if they just take the average die roll at every level up
well, like tamms said, smoke could be a subtheme for fire
it doesnt "just kill them" i have had more than 1 barbarian facetank a disintegrate
and fog cloud is pretty close to smoke
yeah, but its... fog. water vapour
Dropping down to like 4 HP is a pretty good tradeoff for Mass Power Word Kill
not everything, so if there's an ally in your line of sight, it will skip over the ally and depending on the roll and the status of the ally, the ally might gain a buff.
i mean, always remaking it into a smoke cloud :P (they are doing a revision of spells after all)
ok, could you perhaps post/explain the spell in entirety
this is still way too vague, there's so many possible things this description could be attributed to. Also, why would it depend on STRENGTH?!
Oh nevermind it's 20 HP to Power Word Kill every enemy in your line of sight, so your martials can still stand in front of you so you have enough HP to cast the spell
that just raises further questions
And even buff them afterwards to... do what? More efficiently stomp the corpses? It instantly kills without a saving throw from your description I don't think you need to make it STRONGER
Posting piecemeal is only going to make this more scattered and jumbled, we need all the info in one chunk
this spell is inflicting 1d4 psychic damage to me
I think the spell isn't being posted because it doesn't exist. No brainstorming was done, we are doing the work for them right now.
Just stop engaging until the spell is posted.
honestly a possibility
Checks out
"Mass Power Word Kill but it also buffs your allies" generally isn't an idea that gets past the concept stage
sounds like a spell that mystra puts on her banlist under karsus' folly
After saying the incantation, shadows come out of the ground and attack any opponent in your FOV. You can only do it every so often because it uses your HP. Depending on what you roll and what your strength stat is, you'll get a different damage output. It is possible to miss, but if you do, the target(s) will get a debuff, allies in your feild of vision have a chance to get a buff. If you get a perfect roll only one of the opponents gets killed and the others get severely damaged.
That's not the details we need
this very much does not read like a dnd spell
The ones we need are "how fast does that goblin die" and "how much am I taking here"
take a look at another spell, like Power Word Kill, to see what formatting you're missing here.
Also hold on anything I can see? Can I cast this thing through Scrying and just Death Note someone?
level, casting time, range/area, components, duration, school, and actually codified effects (because what's written there does not do much)
(also, iirc, a creature can effectively see up to 2 miles in perfect conditions)
"a debuff" or "a buff" doesn't mean anything. It doesn't actually modify anything. You have to say what the effect is, what is worse for the victim / better for the friend.
Blindness since it's shadows.
The effect would be a little boost in strength
this is what we mean by please posting the whole thing in full instead of piecemeal
The idea of a spell using your HP to make it stronger is not inherently a bad idea. Your description of it and the actual numbers you've provided, however, do not make for any sort of balanced spell. Power Word Kill, a 9th level spell, has a 60 ft. range, targets a single creature, and instantly kills it only if it has 100 HP or fewer, instead dealing 12d12 Psychic if it doesn't. Your spell has a 2 mile range in good conditions, targets literally every hostile creature you can see in that range, and always instantly kills them regardless of their current HP at the cost of 20 hit points.
Guys y'all are getting trolled I think
I'm doing a large scale spellcasting rework that adds structure to spells by dividing out their themes and what they could reasonably do.
also, "in your FOV" is not a defined rule, and doesn't get a definition in this spell.
"Once every so often because it uses your HP" does this mean a minute? 10 minutes? 18 seconds? hour, day, week? How much HP specifically, because it isn't described there. "depending on what you roll" but there isn't a roll. And why does it get modified by Strength? What damage? Miss how, there was no attack roll? What debuff? What field of vision? What buff? What's a perfect roll, where's any rolling in this? What's "severely damaged"?
I don't really care if it's ragebait I'm still falling for it. Not much else I got to do rn
"a little boost in strength" ok, so what does that even do. Is it +1 strength score? Advantage on Strength based D20 Tests?
That's fair
Probably not, because this would be more the obnoxious part of smoke that moves and stings your eyes, or the like.
i get that, but what do you mean by "subthemes"? can i have an example?
I think I'm just gonna scrap the spell, I've no clue what I'm doing.
giving an example of my homebrewed spell that works by draining HP:
Blood Arrow
Sanguinomancy Cantrip
Duration: Instantaneous
Range: 60 feet
Components: V, S.
Meld blood into a sanguine arrow that strikes a target. Make a ranged spell attack against the target, dealing 1d10 piercing damage on a hit. The blood may be collected beforehand or may be drawn when casting the spell by taking 2 points of piercing damage. Every 4 levels, you create an additional blood arrow while casting this spell.
if youre new to the hobby, i reccomend waiting until you get more experience before homebrewing
Hold on lemme cook
BTW could I possibly request some feedback on this Monk subclass I've been working on?
I really like the concept but this is draft 1 so the execution is probably a little shaky
We recommend that you look at more spells, such as power word kill as an example. PWK is "the instakill spell" at the most powerful tier of spell and is a single target
Alright, thank you.
An example would be something like how "healing" magic would generally have subthemes such as cleansing, healing, and revival.
You want to affect an area in front of you, enemy creatures take damage and blindness, creatures you choose get extra damage
@hearty arch yeah?
kinda yea
(It is worth noting that I am not a Monk player, I haven't gotten a chance to really try one out in 2024 since I'm mainly a DM, but I've DMed for a few Monks so hopefully I got it mostly right)
Okay
isnt that just hunger of hadar or shadow of moil
We can work with that
shadow of moil is aoe blindness and damage, same with hadar
ah fair
He wants a los cone burst to have shadow arms grab everything in range and choose allies to get stronger somehow
I assume he wants a slow or restrain but he's said blindness so far
The buff part is what needs fo be new
my immediate idea is "Wave of Shadows", affecting a cone, creatures of caster's choice make Charisma save against some Necrotic and the Blinded condition, for each creature that fails the caster can empower another creature of their choice in the area with extra necrotic damage for their attacks for a bit, maybe spellcasting modifier
I'm actually gonna jot that down rq
Something that I'm finding interesting about reworking spellcasting is how frequently I'm kinda forced into medium-short range stuff. I'm actually kinda considering having the Primal casters focus on medium to short-range magic and the arcane casters focus on medium to long-range magic. Feels like it would end up more rewarding than trying to force multiple of them to be the same ranges.
but that's healing magic...
fire magic isnt a specific sect of magic, so it doesn't need to have subthemes. you could class "elemental magic" together and add subthemes to that, fire being one of them
isn't that basically just Hunger of Hadur but cone with those additions
I guess but thats what he wants
i get what you're trying to go for, spells in my homebrew world are broken into "Origins" that describe the type of magic that is being cast
fire magic is too specific
i mean.. it already exists
Technically you're half correct.
i think its as
Lightning has subelements of movement restriction, reaction stuff, and something else
Cold has movement restriction, difficult terrain making, others
Acid has AC removal and some other stuff
Poison has conditions (mainly poisoned), AoE effects ect
tamms prob has a list for it
im guessing myself here
lightning doesnt have movement restriction
cold has movement restriction by virtue of "your legs freeze off", difficult terrain applies to fire as well
again AC removal could apply to fire or radiant as well
or acid
Whatever, I'm scrapping the spell and studying dnd beyond so I can make a spell. I'm gonna study harder than I do for school.
like i said idk all of them myself, only snippets of other things
and i did say tamm's prob does have a list with other subthemes for other damage types
yeah but as i said his archetypes are too narrow
being a "healing mage" makes sense, being a pure fire mage does not (In DnD). being an "elemental mage" does however
The key is that you don't just get one archetype, but you embody multiple.
can we have a better idea of what you are trying to do so we can help?
A link to the WIP progress is here, for context: https://homebrewery.naturalcrit.com/share/g3tMIHdqqKwp
i see, avatar-esque
Wave of Shadows
4th level, Necromancy (or 5th?)
1 Action, V, S, M (a mannequin's hand covered in pitch)
Self, 60ft. Cone
Duration: 1 minute, Concentration
A wave of shadowed hands ripple outward from you. Each creature of your choice in a 60-foot Cone makes a Charisma saving throw, taking 6d6 Necrotic damage and gaining the Blinded condition on a failed save or taking half as much damage only on a successful one. For each creature that failed their saving throw, another friendly creature of your choice in the area is empowered by this spell for the duration, causing each of their attacks to deal extra Necrotic damage on a hit equal to your spellcasting ability modifier.
A Blinded creature can repeat the saving throw at the end of each of their turns, ending the Blinded condition on themself on a success.
one of the main subthemes of fire is light of course. you could merge radiant into a subset of flame instead of making it a seperate type. obscurement in the form of smoke, and also combustion. Large, powerful explosions that decimate things
I did consider that, but it seems more likely to merge Fire into a subset of Radiance, tbh.
Same with merging Cold into Necrosis.
This is supposed to be for me?
At the same time, D&D does have the elemental planes that play nicely with the elements and such.
bad idea imo
you can connect fire to smoke, radiance, light, warmth, explosion, combustion, etc.
but if you put radiance at the centre you no longer have those
why cant you?
The point is more that radiance is a more fundamental force than fire.
radiant damage has also ben used for radiation
I mean heat is a pretty fundamental force of the universe
Can't really get much more primal than heat
radiant could be unfiltered
I like the idea of radiant damage as like, an elevated version of fire damage
radiance and obscurement (smoke) are polar opposites
combustion also doesnt fit
paladins and celestials actually give their enemies cancer /hj
how so?
cause smoke black no see and light white many sees
(also apologies if this seems a bit spammy given I asked like just a bit ago but that kind of got caught up in the tide of that shadow spell so if anyone wants to take a look at this that would be greatly appreciated)
🧠🔥
i mean... light cleric
To be fair, extreme radiance inherently obscures stuff via blinding.
light cleric literally can blind people
But I did decide not to merge too much because you end up being able to merge quite a bit.
insert prism quote
TB? BYBF!
spell based subclasses are pretty hard to balance just by reading through them. let one of your players actually playtest it
I did get a really ugly copy/paste of my overall set of themes from my spreadsheet, but it literally ends up taking up an entire screen worth of Discord on desktop from the message, so I'm gonna pass on pasting it 😅
Hey! I have a race/class question if anyone would be so kind to answer! I've had an idea for a while now of a character that primarily uses its tail as a way of combat and was wondering if that kind of design would work without alot of homebrew things to support it?
link where tamms
unarmed strikes/natural weapons
Oh okay, gotcha
this is insanely overpowered it should be 5th MINIMUM
To give a bit more context, my overarching goal of getting spellcasting more discrete is to both limit spellcasters by forcing them to pick certain functions, but also reward spellcasters for picking certain functions by ensuring that no one else can pick those functions without investment.
ooh! thats a great idea! thank you
how you want to play your character is purely flavour. you could play a monk and have it use its tail instead of hands to smack people. could also make a tavern brawler barbarian build.
also least furry inclined dnd player
beast subclass for barbarian
me with my 'summon warm milk' race eveybody that has seen it calls it a furry's dream
I don't think heavy obscurement has to be tied to a specific element or type
It can be lots
Head of a Beast
You have a head of an animal which grants a unique effect. Choose from the following list to determine your head and effect. If there isn't a head you like or doesn't fit your character, work with your DM to make a new head with a unique effect.
List of Animal Heads
Animal | Effect
Bird |You also grow a pair of wings, granting you a 10 foot fly speed. In addition, you gain Proficiency in the Arcana and History skills.
Cat| You grow a pair of claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. In addition, you take half damage from falling.
Cow | As an action, you can summon a glass of warm milk. This milk lasts until you take a long or short rest. As a bonus action, a creature can drink this milk to regain hit points equal to 1d4 + your Proficiency Bonus. You can use this feature a number of times per long rest equal to your Proficiency Bonus.
Crocodile | Once per short rest, when a creature within 5 feet of you makes an attack roll against a creature, you can spend your reaction to channel your reptilian strength to make an attack roll against the same creature if they are in range. In addition, you have advantage on Strength (Athletics) check when initiating a grapple
| Jackal | Your mouth has razor sharp teeth that you can use for unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. In addition, you learn one Necromancy cantrip of your choice, Intelligence, Wisdom, or Charisma is your spellcasting ability for this cantrip (when you choose this head).
| Lion | Your eyes become one of a hunter. You gain darkvision out to 120 feet and proficiency in the Survival skill
| Ram | You can take the Dash action as a bonus action once per long rest. When you use this dash, the added movement becomes a flight speed as the winds bless your stride.
| Scorpion | You gain resistance to poison and acid damage as you grow accustomed to the venom you now produce. When you make an attack roll with a piercing weapon, you can coat it in this venom. Once per turn. when damage a creature with a weapon coated in this venom, The target must succeed on a DC 12 Constitution saving throw or take 2d4 poison damage.
the gimmick feature of said race
True obscurement, definitely not. I even have a baked-in system for combinations of types that allow expanding and modifying each other.
I'm fiddling with the concepts, but I may have Primal's fire concepts be more focused on the Druid's proximity and thus natural effects of fire such as smoke.
Gimme your thoughts.
I'm working on a type of Background Feat.
So BBEG I made has sired many bastard children a la Bhaal and his Bhaalbairne.
I wanna have the Characters that are Born Children of the BBEG to have a Double-Edged Sword type feat.
Branded Blood
Choose 1 Damage Type (Necrotic, Psychic, Force or Fire) You can learn a Cantrip that deals that Damage Type. All your spells that Deal that type of Damage can roll 1 additional Damage die for its damage roll.
HOWEVER, you will also take an additional Damage Die from Enemy Spells.
At Level 5 you get to roll 2 Additional Damage Die and also still take more damage.
And another boon/bane.
You gain your Proficiency Bonus to Arcana Checks involving Magic of The Hells, Gehenna, Pandemonium and The Shadowfell. But you gain Disadvantage against Saving Throws against the BBEG.
Needs a lot of wording clarification and sharpening.
It's currently in a rough form. I've been thinking on this all day at work
As a note, almost nothing in 2024 that most enemies do is actually a spell, so this is an extremely potent ability on the player.
Oh, yeah I put that at a 60ft cone
yeah 5th, whoops
I can think of many extremely powerful use cases. Magic missile almost doubles its damage.
Some other multi-hit spells also get a massive boost.
In my defense as well. This one is really only going to be relegated to the specific world I'm working on
I think the positive effect is too potent and the downside too easy to negate or plan around in comparison
My dm won't let me use a trident as a weapon.
Booo
Any way I can keep it balanced?
I want to try and keep it to where OBVIOUSLY this power can be utilized for good, but also has major Drawbacks
What dies he want you to use the trident as, a fork?
I want to use it because of reasons that I probably can't say.
??? What could that possibly mean
It's pretty gorey
thats it?
Oh is he not letting you because you'll roleplay stuff the group isn't comfortable with?
I asked if I can use a trident and he said, No you have nothing to do with water.
what
Major red flag.
I don't wanna be aquaman, I want to impale things.
thats so random and stupid
It's a school club
ah. kids
The dm is a teacher.
... now im glad i graduated years ago
I'd get in trouble if I did that
Me when I as a I teacher DM so I can power trip even more
I wish I did
Seems like if the DM is deciding arbitrarily what weapons you can or can't use and not allowing even that basic element of player freedom that I'd just not bother playing tbh
cast Enlarge on a fork and use it as a "trident" out of spite
Graft two knives to a spear
It's supposed to be vanilla dnd but I'm pretty sure there are tridents in vanilla dnd.
There are.
YES
why would you play DnD with a teacher
wouldnt the teacher be obligated to make the game as PG-13 and soft as possible
Might be high school
That's the most dnd I can get.
ok, dont give out information that reveals age
atleast in my country it's pretty inappropriate for teachers to discuss anything gore/sexual/violent with students
mb
Bring proficiency in smithing tools so you can smith the daggers to the spear
be it year 4 or year 12
Really? Here, we studied that kind of thing in English class.
I will do that if my teacher allows it.
Not like the teens don't know it all anyways
fr
Can't read lord of the flies without gore, after all
the teachers are aware
but it's considered unprofessional to discuss it
teaching is is alright though
societal norms are weird
1: Ask them "What about a trident requires the wielder to have 'something to do with water' in order to use it?"
2: Ask them what a Retiarius Gladiator was
3: Ask them if someone needs to "have something to do with forests" to use a greataxe
will do
All you need to do is put them on the spot where they have to show you any mechanical reason to bar you from using a trident.
It's only marginally different to a spear, mechanically.
i had macbeth in year 11 which ended with a dude decapitating another dude lol
there is a whole lot of contextual stuff that is ignored there tho
With a trident I will turn a guy into swiss cheese.
Are they afraid of Polemaster + Sentinel?
I wonder if they have banned spears too
if they're banning tridents from a potential wielder "not having anything to do with water", then it's unlikely they're thinking in terms of balance. More likely, thinking trident = water powers for some reason.
not every freaking trident user is poseidon/percy jackson
tridents were a hunting weapon developed to spear and pin down animals
the sea/water correlation comes because they were used for spear fishing and whaling (also poseidon)
but tridents are VERY unrelated to water
Exactly
I mean I wouldn't say VERY unrelated, in mythology it is the symbol of poseidon
in fact i dont think tridents were ever used as "weapons" to kill people until gladiators
and gladiators used them cause they were bad at killing people thus drawing the fights out longer
after all, when you think of a gladiator, does "net and trident" not come to mind in one of two initial thoughts? a "Gladius", and that Retiarius classification
the trident itself was originally used for fishing, and adapted to gladiators, specifically the gladiator class that was meant to emulate a fisherman
im too percy jackson coded to think of gladiators first, that was my childhood
idk what that is, but I'm a Human Rogue. Why can't I have a trident. I also can't use an antimatter rifle but that's because it's not in vanilla dnd.
But again, someone doesn't need "anything to do with water" in order to hold and use a tool. They don't need water powers.
tbf rogues cant use tridents
PJO is good. Though Percy uses Riptide which is a sword.
so real
ok, i will say, you dont get sneak attack with tridents
not a finesse weapon
Well, then that makes sense, but the reason my teacher gave me didn't.
What are the wrist knives in assassins creed?
traditional greek/roman gladators mainly did use spears and nets, or are at least depicted as such in media
hidden blades
im no history buff FYI
Right.
You're right in that their reason for barring you from using a trident is nonsensical. But, a Rogue doesn't get Proficiency with Tridents, and you couldn't use Sneak Attack for it regardless.
So it's not a big loss for a Rogue, but it's still a misconception you should dissuade them from
in dnd, i would use the armblades (dagger) stats
the net wielders used tridents, specifically, there were other gladiators that used pilum/javelins, etc
tridents are close enough to spears (not at all really lol)
you just stick on two more tips
how do we improve sharp stick?
three sharp stick
but yeah, it does give more parry and tricks
stop, youre summonig thassa and hades
So can I turn into Altaïr Ibn-La’Ahad from Assassin's Creed?
what?
no, Hades is cool and is one of the better greek gods, moral wise
I completely agree
(i mean when his brother is Zeus, not hard lol)
the guy you play as in the game
if youre summoning him, hes gonna be cranky. you know how much paperwork he missed in those seconds he was gone? so many mortals die everyday
No, what do you mean 'turn into'?
who is thassa
also, its winter, persephone is home in the underworld
true
like what if I just copy everything about him except for the way he dresses and stuff like that. Basically just copying his combat.
summon means less time with wifey
we dont want him to be away from his goth wife
i find Hades (the game) to be a much better representation of greek mythos compared to Percy Jackson
i mean, yeah
Was hoping to drop this in here to gather opinions. I pitched the first draft here a while ago, and this is the third iteration.
https://docs.google.com/document/d/1KqMeL6hl-KpgwZcYTvk2YIVZ79ZYegHdvO5d-ahW66Y/edit?usp=sharing
who is thassa
Is Hades really that chill in the greek mythos?
one is making greek mytho more modern, while the other is going more for the mythos side
the water goddess from Theros
as long as you dont try to upend death, yes
or try to steal his girl
really the only evil things he does is take persephone
IMO, the combat of D&D and the combat of Assassin's Creed games (particularly the beginning styles with a heavy emphasis on stealth instakills and the quick-kill combat) are very different and you can't ever expect a clean 1-to-1 conversion of a character from another media into a playstyle/build in D&D.
oh he seems very reasonable
but that was zeus reccomended, kidnapping persephone
So that's a no?
"best way into a woman's heart is to kidnap them" - Zeus (this is a joke)
You won't get a clean conversion.
I should know, I converted the four playable characters in Slay the Spire, a deckbuilding roguelike, into inspired subclasses for use in D&D.
You will have to boil it down to what specific fantasies you want to evoke.
tbf... when has it not for the king of the gods
What core part of it do you really want from it? Because only then can you think of what content might fulfill that, or require a homebrew solution.
I basically just want his hiding and wall climbing skills.
But like, they could look right at you while in a small patch of grass and not see you. (I understand it's a video game but like... why make the npc's that dumb.)
figured as much
For me, I had to boil down the characters from Slay the Spire into one of their playstyles each.
I went with sacrificial Ironclad for the Fire Warrior subclass for Fighter, the unarmed strike and underhanded trick focused Silent for the Pit Viper subclass for Rogue, the stance-focused Watcher for the Way of the Flowing River subclass for Monk, and the Orb-focused Defect for the Channeler subclass for Artificer.
Scraping off the unnecessary fluff to figure out what you want is important. When you say "his hiding" that basically just comes down to Stealth proficiency and good dexterity. Thief subclass for rogue gets a few extra specific bonuses to hiding, and the climbing, I guess.
you can just take the hide action
but that requires alot of stuff to happen first
and its not like every building is going to have grass patch right where a common path is
well if you're a rogue not really a lot of stuff
the thing about D&D is it is a game that runs on human brains. So it inherently has a lot more emergent capacity than a rigid videogame which would have difficulty figuring out if that guard could see, if they should have this FOV, and whatnot, what otherwise has to be rigidly coded and can't just adapt on the fly.
okay
Getting too focused on ultra-specific scenarios leaves you missing the forest for the trees as far as what you can do in D&D.
also the power fantasy of AC and DnD are too different to be adaptible. in AC you're a one man army killing multiple people from the shadows and sneaking around. In DnD you are a party of four people who have to work together to barely not get molested by an 80 foot dragon
Now what would I do if I wanted to do some legends of Avantris type stuff? (I have a lot of what ifs and stuff)
incredibly accurate.
Especially when you consider the 'effective power creep' AC has had, of a single greek descendant of leonidas taking down actual cyclops monsters and medusa and the minotaur, from an ancient race that was so advanced they could edit reality or something
Yall i need an idea for my new type/element of homebrew magic, i already got ash, gems and ki magic, please help me out
Define "legends of avantris type stuff" since just saying LoA doesn't specify much. That's mostly friends having a great time with in-jokes or just bouncing off of each other
firstly i would go to #dnd-newcomers where you can have this discussion without drawing attention off of other people asking for homebrew advice
souls
this too
🩸
shadows
whether it's a passing soul willingly lending some effort, or siphoning it from unwilling participants, or channeling the power of one's own soul
I got ideas for this to, choso in dnd bouta be good
I feel like Entropy gets a bit more distinction than just shadow
okay, I'll ask that question there tomorrow, I gotta get sleep if I'm going to function in the morning.
Rouge will love ts
i have a few blood magic spells i can share with you if you want
yippee
Rogue*
So your kind of soul is more of living creature souls manipulation more than necromancy and storing souls
Hmm, cools
rouge*
Rouge is a colour and the name of the bat from Sonic the Hedgehog.
Rogue is the class in Dungeons and Dragons
what if im french?
Avatar blood bending could work too
It just going to be extra gory for dnd
Doesn't rouge literally mean red in French
oui
isn't rogue a French word???
rogger was a medieval era english slang for a vagrant
from which the word rogue originated
i have had this exact conversation before if you couldn't tell
After a quick google, it could also come from French apparently?
as someone who lives in canada, ive seen this too many times lol
Me no hablo english 🙏 💔
Not from the right coast of Canada for that so I wouldn't know
idk i wasn't alive in the 14th century 😔
I don't know man maybe you're old as hell idk
west-ish coast here, french is needed in public schools when i was a lad
BC here and that wasn't really a thing for me
only recently graduated is what ill say lol
ah, alberta
No yeah I'm West West coast
im stuck in landlock. as someone originally from philo, its pain
I feel like this is getting a bit off topic, so what are the odds I could get some feedback on new Monk subclass I'm working on based around dirty fighting
Food
j'ai etudie le francaise au middle school
puis j'ai realise que c'etait une langue est stupide
https://homebrewery.naturalcrit.com/share/7mSDh6WnGLkE Here's what I've got so far
Dunno What Else to Put Here.
got to be one of my fav moves
Can you tell I'm running out of targets here
I even considered slotting in liver shots and those are literally just normal-ass strikes
i've found if you run out of new targets to add you should just make deadlier versions of the original ones
right both level 11 features
also what is the original class? "focus points"???
monk is it not?
i noticed
2024 monk
you can make an advanced vital strike that targets the nervous system of enemies and stuns them?
that's just stunning strike?
Also that's much more of an Open Hand kind of deal
this one doesnt use ki though
additional effect
When I think "dirty fighting" I don't think of Tai Lung pressure points, I think of eye pokes and pocket sand
no ki/focus stunning strike is way to much
When I think of "Monk" I think of grace, focus, discipline, cultivated skill
When I think of "grit, dirty fighting, underhanded tricks" I wouldn't imagine that person to have monk-like abilities
Well Monk in 2024 was moved away from exclusively being its Shaolin-inspired previous incarnations
and nothing of what I just said is contrary to that 👍
Ki being moved to Focus made it a much more 'mundane' class that, while still having the capacity for very fantastical, mystical abilities, also allowed you to play just about any barehanded fighter
It's the martial artist class, not necessarily the clean martial artist class
i feel instead of making your feature be "vital strikes" it should be something like "underhanded tactics" then that opens up more possibilities for you
I could see that
To me, the class having things described as focus, martial arts, that pushes it away from the imagery of "bare knuckle brawling pit fighter with dirt in the nails", yknow?
things like pocket sand, coating your fists in glass, etc. etc.
Idk, the way I see it, focus just denotes that you're locked in. Any locked-in martial artist can totally be a Monk
True but there's overlap there already. Fighters have an Unarmed fighting style
monk is kinda a grey area in what its trying to be lol
when I imagine "kick their knees in, sucker punch them, pin them and go for a kidney punch", I don't imagine that being the actions typical for a class whose main gimmick is having focus points fuelling abilities like step of the wind or "patient" anything.
True, but I think having a more unconventional subclass fits just fine. You don't really imagine the class whose main gimmick is "I'm going to turn you into paste with my giant sword" would have a spell slinger subclass, but look at Eldritch Knight
i'm thinking a feature called "tag team" where if both you and an allied creature are within 5 feet of a target you can spend a focus point to allow the allied creature to make an attack of opportunity against the target on your bonus action
Oh that could work
second this
bladesinger makes no sense for a wizard but it's one of the more popular subclasses
The 'default' flavour of a class does not have to be the only flavour
Well, fighter isn't "paste with sword"
Fighter's gimmick is in essential terms, how general of a fighter they can build to be. Str or Dex, Range or Melee. Sword an Board, dual wield, thrown, even unarmed. Heavy armor, light armor, quirky combo with a whip.
Fighter's identity for subclasses is that they are the most versatile. They are literally just "I fight", they are good with the martial things. You can add spells, add psionics, add alternate timelines, add extra heavy or extra range, anything.
.
explain how the class who's gimmick is "i studied hard in college to learn spellcasting" has a subclass which dances with a sword to get extra AC
In that case, Monk's gimmick is their martial arts. Pretty much all of Monk's abilities are non-magical, the gimmick of the class is being able to fight on par with fireball-slinging Sorcerers and godly Paladins with nothing but their fists and their training
Not being stoic, stalwart practicioners of ancient arts. They can be that, but since 2024 it's no longer always the case
I think it's just fine to have a Monk who, while an insanely good martial artist, likes to get the advantage in a fight wherever they can even if it's 'dishonourable'
You forget the focus which inherently as part of the base class feature progression delves into supernatural means.
Patient defense. Step of the wind. Flurry of blows. Deflect attacks. Slow fall, heightened focus, self-restoration, deflect energy.
That base class progression pushes it towards feeling more like a supernatural martial artist, inherently. Even if it's just "I trained so hard I'm practically supernatural with how good I am".
When I think of dirty fighting, I don't think of it like being supernaturally good, I just think of them using extremely cheap and mundane tricks which would get the vitriol of anyone remotely honourable.
Note that those two things are not mutually exclusive. The best, most supernaturally powerful martial artist on the planet gets just as much mileage out of an eye poke as a random thug in an alleyway
right, but one is an eye poke, the other is something like throwing metal shavings in their eyes
Regardless of how good you are, an advantage is an advantage, and in a life-or-death situation you take those
Fair, but I also think of it in terms of first resorts
Yeah, hence why this is a subclass? The whole point of subclasses is that they're a point of divergence from the 'standard' example of a class. Most Wizards aren't Bladesingers. Most Paladins aren't Oathbreakers. Both of those subclasses inherently run counter to the base flavour of their classes. I don't see how a martial artist being fine with an eye poke is a huge break in class immersion.
One of the greatest boxers of all time bit a dude's ear off
For me, my imagination goes "the hero will eye poke a bad guy, it won't permanently damage their eyes", and "someone on the more villainous side would have no qualms with throwing metal shavings into someone's eyes"
which, again for me specifically at the very least, has the connotations of "the hero trained hard and got good at what they do" versus "the more villainous side will take any underhanded shortcut for their ends"
You say that like I have a "throw metal shavings into that guy's eyes" ability in this subclass
The eye poke wears off after a turn
It's just one of those things for me, like how many people will think "the faction cloaked in black and red with shadows and blood magic and zombies is probably going to be the bad guys"
Rogues do far worse on the daily
I just use it as an easy example of a "dirty trick". Listing out a bunch like kidney punch, inverting the knee, etc would just be a proverbial mouthful
You can have good people do questionable things in D&D, that's storytelling
Oathbreaker Paladin is right there
OG oathbreaker was also specifically villainous and buffed fiends (metaphysically evil) and undead (undead)
Is this subclass for OG Monk
It's past midnight for me, I'm going to go to sleep. I don't think I'm gonna convince you of anything, and you probably aren't convincing me of anything. I'm gonna work on this subclass because I like the idea and I think it works for Monk
it's less "oh I want you to not do this" and more me speaking my mind on my perspective on dirty fighting and associated 'moods' with certain class options and what they provide
It's just my opinion, as much as any other random anonymous stranger on the internet.
oh how much i want to put i pun into this race feature
What do you think of this magic item?
Telkine’s Mantle
Wondrous Item, legendary (requires attunement)
Forged by the enigmatic Telkines: primordial artisans of spell-metal. The mantle hums with forbidden power. Its fabric glistens like liquid shadow, resisting the touch of mundane light.
Mantle of Resistance.
While wearing this mantle, you gain its normal benefits as a Mantle of Resistance.
Arcane Fortification.
While attuned to the mantle, you have resistance to all damage dealt by spells and other magical effects.
Legendary Resistance.
Once per long rest, when you fail a saving throw, you can choose to succeed instead.
Curse: Draining Accretion
This curse is revealed only after attunement.
Each dawn you remain attuned, your maximum hit points are reduced by 1d4. This reduction:
• Does not restore on a long rest; accumulates day by day;
• Is recorded secretly by the DM as a running total of all reductions inflicted.
Casting greater restoration removes all maximum hit point reduction currently affecting you. However:
• At the next dawn, you immediately lose maximum hit points equal to the entire cumulative total you have ever lost to the mantle
• Plus a new 1d4 roll for that day.
This becomes the new cumulative total.
The curse ends only if attunement to the mantle ends. If attunement ends without first casting remove curse or greater restoration, the full cumulative reduction immediately reappears.
Final Dissolution
If this cumulative reduction would ever reduce your maximum hit points to 0, the mantle completes its transformation:
• Your body and soul are destroyed, and you cannot be restored by revivify, raise dead, or resurrection.
• Your physical form melts into an awakened black pudding, under the DM’s control.
This black pudding retains no memories, personality, or alignment of your former self.
Only a wish spell can restore you.
If I use greater restoration and then unequip the cloak, would I be free of the curse entirely until the next time I wear it again?
Attunement breaks after 24hrs of not equipping the item. That's just attunement rules.
A player of mine asked me to make them this
The Whelk, CR 7
IIRC you can voluntarily break attunement at-will.
And yes the curse goes with attunement.
Don't need GR. The max hp reduction is tied to the mantles attunement.
If you don't GR and someone else attunes, the curse hits them full swing.
takes a short rest
Nice
Race: Kamad
The gods often keep their sacred animals close to their side or in their place of rest. The most common of which being sacred cows, as their meat provides nourishment like no other and their hides made armour fit for the gods. A god may gift one their prized sacred cows to a farmer in need, a king that provided offering, or to any person they prays to them. This cow mixs itself with the herd, becoming the leader in mere months of being given. When they have a child, the holy energy inside the sacred cow is transfered into the calf, granting it a near human body and highened intelligence.
it is race flavour, something im not good at lol
The GR for this item suppresses the curse rather than curing the user.
Someone else can have a second take on this but I'm not totally feeling it
Like my instinct is that it could be a good choice early on to force people into a really early legendary item at the cost of the curse being a constant threat to them
Yeah it's a fair price early on but the max hp will eventually overtake hit points and be useless.
The campaign is about destroying artifacts. The players want to try using them so I gave them this as a "Here's a sliver of divinity. Enjoy it and the consequences."
They nearly TPKd getting it so they're very happy.
Creature Type
You are a Humanoid
Size
You are Medium.
Speed
Your walking speed is 30 feet.
Holy Cow
Your connection to the divine is vastly different to other races. You learn one cantrip from the cleric spell list. Starting at 3rd level, you can cast the Bless spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Augury spell using this trait, without requiring a material component. Once you cast Bless or Augury with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
:
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Moo-vement
On you turn, if you move more then half your movement speed, you can take the Dash action as a bonus action. You can use this trait a number of times equal to your Proficiency Bonus. You regain all uses upon finishing a long rest.
Holy Beefcake
You gain proficiency in the Religion skill, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Blood of a Radiant
You gain resistance to radiant damage. In addition, when making a ability check when interacting with a Celestial, you can add your Proficiency Bonus to the result.
all this seem fine for a race?
It's hilarious, and if you think it'll work at your table it'll work. I like it, I would probably play it.
well, balance is kinda annoying for me for races (i make subclasses)
Welp I'm back off work....
Anyone by any chance have a homebrew Feat to add Graviturgy and Chronomancy spells to a wizard spellbook that ain't those classes as they are exclusive to the class... Or how would I do a feat that does that on DND beyond
NVM I've figured how to XD
anyone willing to give me feedback on my homebrew class? https://docs.google.com/document/d/1VbliOo3Q1ejuRTpsSQgBBMoOybFL0xl7nMKSwVSLtlA/edit?usp=sharing
I've got about 40 minutes till I need to leave
I need ideas, desperately
What do I even add to a rolling table for random monsters and traps in a dungeon that summons random monsters and traps
mm okayt
probably different creature types
beast, monstrosity, aberration, elemental, dragon, fiend, celestial, fey?
what are displacer beasts
thats a monstrosity
okay so can't use that for the fey
I know about the rolling tables that exist
but its in particular for a dungeon of shifting chambers that summon monsters and trigger traps
oh I could include a giant
so, beast, monstrosity, elemental, fey, giant, dragon, aberration, fiend, celestial, on a d10 table, and if you roll a 10 you reroll twice, and every 10 there after for the individual room
then the rooms will be focused around surviving and getting a hit in, rather than just straight up triggering a new combat
BotR sounds more like it would give necrotic resistance
Kamadhenu feels a little bloated but the features are mostly situational so it's kind of balanced
Interesting
so,
pack of wolves- say 4 dire wolves and a winter wolf, winter wolf does a cone of cold AoE and the dire wolves make bite attacks at advantage
primeval owlbear could be a screech and a single ravage claw
for elemental- mmm
could summo a djinn of some kinda
Most races have 3 to 5 features
Idk about casting races, depends on race (i think gensai have 3 while gith have 4?)
Still brewing up my Bender classes (ATLA)
My idea is that each class will have a Bending Die
Each technique (essentially a spell, in a sense), will use differing numbers of that dice for damage
Trying to combine DnD's martial arts concept with spellcasting
I ended up making it a scaling magic item with different possible Wisps. Here is the Uncommon version with the same Wisp I was designing for before.
Lantern of Wisps
Wondrous Item (Lamp), Uncommon
You can turn on the lantern as a Magic Action by activating the Wisp inside it with a color it has absorbed. Once it is activated, you can use a Bonus Action to deactivate it.
Roaming Wisp. As part of the action to activate the Wisp or as a Bonus Action while it’s active, you can command the Wisp to move up to 30 feet. The Wisp deactivates if it’s more than 60 feet away from the lantern. The Wisp is Roaming while it’s not in the lantern. While Roaming, the Wisp AC of 20, if it’s hit, it gets deactivated and it can’t be activated for 1 hour. If the Wisp is deactivated, it returns to the lantern using the shortest path.
The following is the effect of a Wisp.
Noir (Very Rare). The Wisp creates a zone in a 60ft radius in which everything is seen as though it’s in Dim Light and in shades of gray. This zone ignores all magical and non-magical sources of light and darkness.
Is this wording too convoluted?
While wearing this belt, as a reaction when you fall or as an action on your turn you can shoot a thick rope from the belt's buckle out to a range of 30 feet. The rope is tied to the belt on one end while the other end is equiped with a sucker-like magic device. The sucker can fix itself to any surface within reach (such as a wall or a ceiling) and can support a target that weighs up to 500 pounds.
Hello I'm still very new to dnd and ttrpg in general but I'm very fascinated with them. I'm currently in the process of building a world that is half fantasy and half cyberpunkesque but I'm having some difficulty with it. First I need to figure out how to incorporate guns as tech and such will be a big deal any help would be greatly appreciated
Apologies, but if you're looking for world building advice, we have #dm-world-building . If you're looking for mechanics, this is the correct channel.
definitely mechanics
Is there any reason you don't want to use the default firearms that are already in the game?
i just looked it up didnt realise there were futuristic weapons like that my bad
hm,,,
i'm working on a sort of like, long-rest only buff that increases damage dealt,,
bbut i'm not entirely sure how much damage it should be, , ,
it's from the level 6 feature of a warlock subclass,,
Can you post the feature?
Dark Strength | Camping Skill
During/when finishing a Long Rest, you may burn botanicals as incense, the smoke, soul dissipating throughout, its embers aligned with the malignant plane of the Outer Spheres, is breathed to invoke a primordial sort of power into a willing participant of the ritual
-# Optional: When using Mind rules, take 15% Mind damage on use.
it is unfinished clearly 😭
it's intended to be single-use though, only one companion may be chosen for it,,
So one creature can benefit from the feature, which is used on a long rest?
mhm,,
mmuch like an infusion, but it directly affects the target instead of a piece of equipment,,
Reminds me of Occultist from Darkest Dungeon
yyes i'm working on a rework of my occultist subclass 😭
wwhich is part of the reason i'm having trouble balancing this, because infusions turn mundane items into magical ones, and a magical item cannot be given further magic,,
bbuut, also, this is level 6 and infusions are level 2,,
That's not a problem. This will be somewhat easier to balance since it isn't an infusion
Alr then
What damage type do you want to use?
This feature could be a bonus die of damage, say 1d4. You could increase the die size at later levels
The creature could benefit from the above extra damage until it takes a Long Rest
Btw, can someone help me balance this?
Smooth Show
Level 1 Enchantment
Casting Time: 1 reaction, when a creature within 60 ft of you that you can see takes a reaction
Range: 60 feet
Components: V, S
Duration: InstantaneousYou tell off the creature with enchanted words for interrupting a performance, forcing it to make a Charisma saving throw. On a failed save, the creature receives 3d4 psychic damage and its reaction is wasted. On a successful save, the creature receives half as much damage.
If the creature was casting a spell, the spell slot isn't expended on a failed save.
yyeah, that would work, , ,
Hello I’m working on my first homebrew items as a new dm using dnd beyond and I don’t exactly understand how it works
Any help would be greatly appreciated
Dark Strength | Camping Skill
Once, during/when finishing a Long Rest, you may burn botanicals as incense, the smoke, soul dissipating throughout, its embers aligned with the malignant plane of the Outer Spheres, is breathed to invoke a primordial sort of power into a willing participant of the ritual. This creature will inflict an additional 1d4 Necrotic damage on all damage rolls until that creature takes a Long Rest.
This damage increases to 2d4 at level 11, and 3d4 at level 17.
When Dark Strength is active, you may use Sacrificial as a Reaction, but only when a creature is killed by the individual with Dark Strength.
-# Optional: When using Mind rules, take 15% Mind damage on use.
I should not be surprised but there's over 600 feats written this week, and they're all quite enticing and well-written.
ive even got one on my mind right now, but i cant be bothered to submit it
its really stupid simple, which is why i feel its rather low effort. its essentially the inverse of, say a dragon's Legendary Resistance.
the wording is a bit hazy, but the idea is: "when a creature you can see succeeds an ability check or saving throw, you can choose to make that creature fail."
im sure its been done before given how simple it is, but i cant think of where i might find something like it
currently doing something with the sorcerer. it might have to do with swords
i was highly inspired by that dispute about melee sorcerer subclasses that took place somewhere in this server not long ago
Sounds like an ability to give to a fighter subass rather than a caster.
oh no no
Okay
no, not at all. those are two separate subjects altogether
certainly, the feature i mentioned is not intended as a subclass feature in what im making. apologies for the lack of clarity
Idk I tried doing a sword sorcerer build once, not homebrew though. Whats tricky is that I found that a full caster with a sword is almost always just going to be better off casting a spell on their turn rather than attacking
Well, if we operate within standard d&d, something like steel wind strike could be a nice blend of magic empowered melee attack, right?
im curious to hear your take on it. im intending to flavor it as some sort of Spiritual Weapon sorcerer (the cleric spell but better)
I just can’t remember rn if that’s a spell that wizard can learn or if it is ranger only
Yes, it can be learned by a wizard!
So, maybe not a sorcerer, but some specific spells can make a spellcaster caster viable, such as Tenser’s transformation, also
(If you consider xanathar’s guide as part of your official rules, that is)
So here is a question: I have a particular dragon who can directly perceive the underlying laws of reality itself, and can therefore manipulate and bypass them (typically by crafting a cosmically powerful artifact that bypasses one of those laws).
Leaving aside normal gameplay limits, what kind of features would you recommend for the stat block of this dragon?
Innate spellcasting of foresight once a day, for starters
I am supposing this is final boss material, so only the max level of the party can affect how powerful these features should be
Wait, I’ve just remembered it lasts 8 hours
That’s a bit much
"A bit much" is exactly what I am going for, here. This dragon ignores the limits of spellcasting, the normal flow of time, and so on, using artifacts he has crafted to forcibly bypass those natural limits.
The dragon's ultimate goal is to bring Tiamat and Bahamut together as mates, thereby unifying all the dragon races as one.
And he has no care for how much of reality he damages on the way.
Well, then the initial impression was right after all
Is this a monster they’re supposed to fight?
I also suggest reversal of fortune from nilbog, which you could rebrand as reversal of timespace
I second this
Here’s how I see it. You want this dragon to seem insanely powerful, so some people might want to just pump him full of powerful spells, but for the sake of balance you couldnt use them that often. Weaker, thematic spells that he can use often I think is a lot more efficient
Btw I should note that I’m listing things as they come, some more context on the confrontation and the capabilities of the party/ what is expected of them could make it clearer what some hard limits are
But also time stop would be cool
Time stop with a thing so powerful is a straight TPK if it wants to kill the party
Oh.
So here’s how I’d see the approach the
The party isn’t ever gonna beat this guy lmao
They shouldn’t
Well… we are approaching the definition of omnipotence by now
But what could be fun is having to hunt down and destroy/steal his artifacts before fighting him
Weaking his arsenal and powering themselves up to balance the odds
Exactly the intent of his design. Almost all of his innate power is perceptual. Take his toys away and he is just a level 20 Chronurgy Wizard / Ancient Time Dragon with Truesight.
Like the BBEG of my current campaign is immune to all damage and magic and otherwise cannot be killed.
The party is going to find out that it’s because she’s got these arcane spires hidden around the country that constantly generate her immunity. So before fighting her, they have to go and destroy those
Then foresight remains relevant to the theme unless it has already been “transformed” in an artifact
Damn…
His spellbook is a magic laptop that can cast any spell recorded in it as if it were a computer program.
And it can record any spell regardless of class restriction.
There is the reflective carapace of terrasque
You make me curious on what’s her backstory for managing to put all those spires there, unless she’s like, the empress of the world, which I assume she’s not
She’s an Angel who wants to become the sole goddess of the world.
In the campaign, the world has existed four prior times and was erased by the god of stories, the people of those worlds were locked in another plane and were twisted into abberant monsters.
The BBEG is working with them as they want to reclaim the world. They provide her with otherworldly magic and technology
Btw, since the hourglass is supposed to fall in the hands of the party and it grants limitless time stop, why not make the dragon have a feature that allows players have only one extra turn despite using the hourglass’ effect? They already have the foresight passive, after all
Using the Time Stop effect of the hourglass requires a DC 25 (or possibly higher) Strength check (by physically turning the hourglass). You have to repeat the check to end the effect.
It is functionally a valve in the flow of time for the entire multiverse.
You also cannot move the hourglass from its current location while it is in use.
Damn, that’s grand!
It has been a while since I’ve heard such bigger-than-life plots
Ha, that’s only the half of it
Listen, I’ve tried, but it’s very difficult to propose things when there are already limitations and conditions in place that we don’t know:
I don’t know if a party member can buff their strength with a giant’s strength potion or belt, I don’t what happens if you fail the check, if you die or you can try again, I don’t know what the party can do, and I don’t know what features are made an artifact outside of the hourglass.
I’m out of ideas
Sorry about confusing you. Frankly, I was looking for broad ideas about how to bend the rules, outside of obvious ones like casting spells without normal restrictions, or giving advantage/disadvantage.
The hourglass artifact is already well-defined.
It’s fine, I’m just… not used to this level of play
The only advice I can give is to make something that considers the strengths and weaknesses of your party, even if there might none of the latter when handing out this kind of passive and buffs
Yeah… I stand by my statement, I fired all my shots
No worries. Frankly, my own request was a shot in the dark.
I came up with this character years before I gained a proper understanding of D&D lore, let alone its game mechanics.
I have spent the past year trying to cram him into 5e rules and lore.
If you are interested, my most recent attempt at a statblock for him looks like this:
The feeling of approaching this link is comparable to hovering your fingers above the necronomicon
But fine, I’ll bite
As you can no doubt see, the statblock is a mess.
To help me keep it straight, I marked external features with appropriate emoji. (📔 ⏳ ⚙️)
If a player manages to steal attunement to one of his artifacts, they get its associated features instead.
That actually makes that much more sense now that I took a look at it
The objects themself act much more as a nerf than as a buff, such as being attuned to the hourglass against the rend attack
From 32 to straight 10 is quite nice
Dare I say you already have a lot on your plate, especially on the reactions side
Though there is no ceiling for going “over the top”, of course
Also the hourglass protects from easy kill spells such as turn to stone or getting exhaustion
The hourglass severs its attuned creature from the flow of time completely. There are only so many effective ways to represent that mechanically.
That was well thought out
Also, would divine word have any use here? Assuming the ancient sapphire dragon doesn’t drop under 100 hp, it doesn’t do anything, and if he does, he can just cast power word kill from his gaming pc
Would there be minions on his side?
I can see why that is
That is, if he has the book
I understand the conundrum you’re in now: the power shift if the sapphire dragon gets all of the artifacts makes the battle easier than it should be, so you need him to be even more overpowered than he already is
May I suggest dividing the fight in phases?
Making some features come up only when he understands he needs to flex his muscles (or maybe in this case, his mind), and then go straight all out?
Oh, so the concordant crucible is a place, not a piece of gear, that makes sense
And yes, that’s also something to keep in mind
The Concordant Crucible is a massive machine to rewrite the multiverse, located inside a hidden demiplane. He has spent millennia building this thing.
The two named artifacts double as its control module and power core.
Ok, so answer this: do you plan for the book to be attuned to the player?
Have you considered a less-is-more approach?
Powerful doesn’t always have to equal complex. It sounds like you’re weaving this web around yourself of powers and restrictions
Heh, that’s also a great way to solve the thing by not spending all evening here
Even if it all does work, how complicated is it going to be to address every moving part during combat?
Shoot, I gotta get back to class. But I wanted to drop this here for anyone to look at when possible
I posted it last night, but that might’ve been a mistake
But I also must say that I’m drawn too to complex things, because it can make them more versatile or more stimulating, depending on the application
Plus there was another conversation going on so it got a little drowned lol
Assuming they can get it without prying it out of Serrithraal's cold, dead claws?
Breaking attunement works the normal way: Get it out of attunement range for long enough. After that happens, a spellcasting member of the party can attune to it using the normal attunement rules.
So the control module, the perpendicular circuit, is portable and it is always on his person?
Yes. While not directly represented in the stat block, it has connection ports for wires.
To hijack a construct, he physically plugs the Perpendicular Circuit into said construct, then hacks into the magic animating it.
When using it to calibrate, modify, or activate the Crucible, he does the same thing.
Ok, does this hidden demiplane have specific ways of travelling to it, or people can just teleport and planar travel in and out of it?
The only way of getting into it is by using the Time Gate ability of an Ancient Time Dragon (such as Serrithraal).
Ok, so its pretty clear that the maximum possible the player will be able to do is get Serrithraal outside of the machine while having the hourglass, which is already enough motivation for he to come after the player because without it the machine can’t work
At this point, I think you should focus more on making it winnable rather than finding new things to add: because having only the hourglass still puts the odds with Serrithraal, greatly
Maybe some buff you want to give your player outside of the hourglass outweighs this odds, but for now I think it is difficult enough
Sometimes we have to make some compromises on our vision, since you mentioned that this concept is not original to dnd
The character concept was directly inspired by D&D lore (specifically the dragon progenitor god Io), but was developed without awareness of the rest of the game lore and mechanics.
Ah I see
Noted
Welp, again, best of luck on finishing this reality destroying liability
Since we’re here, Do you (and all those who will read this) mind giving me an opinion on an enemy I made? It’s far less ambitious, but it’s a thing I wanted to have some feedback on
Level 6 Warlock Subclass Feature
Dark Strength | Camping Skill
Once, during/when finishing a Long Rest, you may burn botanicals as incense, the smoke, soul dissipating throughout, its embers aligned with the malignant plane of the Outer Spheres, is breathed to invoke a primordial sort of power into a willing participant of the ritual. This creature will inflict an additional 1d4 Necrotic damage on all damage rolls until that creature takes a Long Rest.
This damage increases to 2d4 at level 11, and 3d4 at level 17.
When Dark Strength is active, you may use Sacrificial as a Reaction, but only when a creature is killed by the individual with Dark Strength.
-# Optional: When using Mind rules, take 15% Mind damage on use.
Hobgoblin Immortal
AC: 20 (Plate & Shield)
HP: 76
Speed: 30 ft.
STR DEX CON INT WIS CHA
17 15 16 11 14 12
Skills: Athletics +6; Acrobatics +5; Intimidation +4
Saving Throws: STR +6; DEX +5 (+7); CON +6
Senses: Darkvision 60 ft., Passive perception 15
Martial Advantage. Once per turn, the hobgoblin knight can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 ft. of an ally that isn't incapacitated.
For this calculation, the knight’s manticore mount counts as his ally when he is mounted.
The Immortal has the traits Tortoise formation # & Mounted Combatant #.
Threatening. Creatures provoke opportunity attacks from the Immortal even if they take the Disengage action before leaving his reach; whenever the Immortal hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of its turn. In addition, opportunity attacks are also provoked when a creature enters the Immortal’s reach or if a creature moves 5 feet while within the immortal’s reach.
Born to the saddle. The Immortal has advantage on saving throws made to avoid falling off his mount. If he falls off his mount and descend no more than 10 feet, he can land on his feet if he’s not incapacitated; mounting or dismounting a creature takes him only 5 feet of movement.
ACTIONS
Multiattack. The Immortal makes either one lance attack, two ranged attacks or three melee attacks with its long scimitar. The knight can replace one of his melee attacks with a spiked shield bash. If he has any secondary weapon drawn instead of a shield, he may replace any of his three melee attack with it.
Steel tipped Lance. Melee weapon attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
If the knight is mounted and it moves 20 feet in a straight line before hitting the damage becomes 18 (2d12 + 6) piercing damage.
If the knight descends at least 10 feet during said charge, the dices become 6d4+6.
If martial advantage is used in this attack, its bonus is 5d4.
If the target is smaller than the mount, it must make a DC 14 STR ST or fall prone.
If all previous conditions are met, the target must make a DC 14 CON ST or be stunned for 1 turn.
+1 Vicious Long scimitar. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 6 fire damage if the weapon is ignited.
Shortsword. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Mace. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Dagger. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Spiked shield bash. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 +3) piercing damage; if the target is large or smaller, it must make a DC 14 STR ST or fall prone.
Steady fire Crossbow. Ranged weapon attack: +6 to hit, reach 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
REACTIONS
Parry. The Immortal adds +3 to its AC against a melee weapon attack that hits him. To do so, the knight must be able to see the attacker and must be wielding a melee weapon.
The feat and the items used follow:
Tortoise formation: If 3 or more hobgoblins wielding a shield with this trait stand within 5 feet of each other, forming a straight line, they grant themselves +2 AC. In addition if a hobgoblin wielding a shield with this trait is subjected to an effect that allows it to make a DEX ST to take only half damage (to which he can add his shield bonus +2 if it targets only him), it can use its reaction to take no damage if it succeeds on the ST, interposing its shield between itself and the source of the effect. If hobgoblins with this trait form a line of at least 3 individuals, this feature can be applied even to area of effects spells.
Incendiary oil:
This oil can be applied to a blade with an action: after being applied, it retains its flammable state for 1 hour before drying. The oil can be set on fire by using a stone, a flint or similar object using a bonus action (in the soldier’s case the flint is incorporated in its sheath and setting the blade on fire is part of the act of unsheathing it). The flame that enshrouds the weapon deals an extra 6 fire damage on each of the weapon’s attacks until the start of the wielder’s next turn. The flames on the weapon shed bright light on a 10 ft. radius sphere and dim light for an additional 10 ft. A flask of this oil can be thrown as an improvised weapon, drenching the target and making it flammable for 1 minute. When a flammable target is hit with an attack that deals fire damage, the target is ignited and takes an extra 6 fire damage, setting it aflame until the target spends an action either to make a DC 10 DEX roll to douse the flames or to go prone and roll on the ground, extinguishing them without a save. While the target is still ignited, it takes 6 fire damage at the start of their turn.
Steady fire crossbow:
This fine crossbow has two pair of prods instead of one and a separate trigger for each, with a lever reload mechanism; its craftmanship and the millimetric precision of its mechanisms grant it a non-magical +1 as a masterwork weapon. The weapon retains its reload feature, but up to two attacks instead of one can be done during the wielder’s turn. Besides its standard form, this weapon may also be encountered as two experimental versions of it: in the first version, the crossbow has a wand of magic missiles attached in a dedicated insert above the two quarrel mouths. As an action, the wielder can push a third dedicated trigger and activate the wand, choosing the number of charges with which to cast magic missile. The wand is detachable from the crossbow, so as to substitute a used wand with a new one.
In the second, considerably heavier (25 lb) version, the crossbow has an iron harpoon sticking out a dedicated mouth above the two quarrels mouths, which itself can be attached and detached to 30 ft. of iron chains. As an action, the wielder can push a third dedicated trigger and shoot the harpoon with its attached chain. The attack deals 2d10 + 4 + the attacker’s DEX modifier piercing damage, and the target is impaled. While impaled, the target makes attacks with disadvantage, can’t hold concentration on spells and has their speed halved. The impaled target may try as an action to free itself from the harpoon, which requires a successful DC 15 Strength check. Whenever the impaled target takes any other action than freeing itself or if the check is successful, the target takes 5 (1d10) piercing damage from the harpoon, either due to it stinging inside or for pulling it free.
Additionally, a creature impaled on that harpoon can't move farther away from the crossbow until it either frees itself or makes a contesting strength check with the wielder to move up to its speed. The wielder can use its action to reel in a harpooned creature, pulling it up to 20 feet closer to the crossbow and dealing it 5 (1d10) damage. The chain has AC 19 and 10 hp. Having a creature impaled does not impair the wielder of crossbow from shooting normal bolts to targets that are in the same, cone shaped direction of the impaled target.
THAT IS ALL; sorry the wall text everyone, i did not format it into a link yet, I hope it's not too much of a bother
any thoughts are appreciated
that's... up in the air, take into consideration two things:
- its mount is a manticore
- it is supposed to be a boss that becomes a rare late game regular enemy
with that said... around CR 5-6
you will notice it has very little attack expect for the first turn: that is intended to balance its high resilience
tortoise formation is unlikely to happen in the boss encounter, becuase it will be mounted and will be on foot only by the time the adds are dead
A Gladiator is CR 5 and it's got 4, upwards of 6 less AC, significantly fewer offensive options, no additional 3d6 per turn, no improved Sentinel feat that also provokes when anything enters its range, no mount, no crossbow, no oil, and no harpoon. Yeah it's got like 40 more HP but that really doesn't matter here
t
The only thing really implying this thing is around the CR 5 range to me is that it only has a +6 to +7 to hit and has double digit HP
I personally think you should bump up those things and makke it a higher CR
Well, CR isn't really a great evalution tool is it? The hobgoblin warlord is CR 6, and has 4d6 of martial advantage.
The oil lasts for only the first turn
The variety of weapons is supposed to make the enemy versatile for multiple situations: the crossbows is not easy to switch with sword and shield, and suddenly if it decides to go ranged from above its ac is 18, can't parry, and can't protect its mount
he also can't parry if he wields a lance
With that said, I too believe it needs some nerf
Trying to write up an artificer subclass, and I wanna make sure this makes sense.
"You are now able to retrofit (Long story, just think like the armblade from eberron) melee weapons with the heavy and two-handed properties. You can also treat versatile weapons as if they were being wielded with two hands. A two-handed or versatile weapon retrofitted this way is wielded in one hand, but is treated as if it were wielded with two"
Given the lack of precedent for wording here yeah I think that works fine enough
Is it too strong? The point is to allow the use of GWM greatsword with a shield
Man idk it's a whole subclass feature for 2 extra AC. That's pretty generically good but if it's the only thing the subclass has going for it I'd prolly rather go with Artillerist
I'd need to see the whole thing first
It's got a good amount more
I'll send it here when it's closer to a finished state, but I'll describe it rq
actually, eh
You could also expressly allow this to avoid abuse cases
"You can weild both a shield and a two-handed weapon at the same time"
Cuts out all the bs
I want the room for creativity, honestly still workshopping whether or not I'm happy with the ability
ive been told Matt Mercers Tragedy Bard is considered homebrew! Anyone know how his Tragedy bard compares to Eloquence bard? In combat versus out of combat?
Never heard of it, got a link?
This is from pre 2024, but there are two feats that do the big weapon in one hand thing; legion training and Hoplomachus
Long story short, it's not overpowered to grant a little something for strength based martials
Especially in a feat
im a new player, so im unsure if im allowed to paste reddit/other website links
(In the feats section obviously)
You are
The key thing about the CR for a monster is that it is used to calculate said monster's Proficiency Bonus.
PB = ROUNDUP(CR/4)+1
A monster with a CR of 30 has a Proficiency Bonus of +9.
Can you link the actual sheet
That's a review
It doesn't contain the features themselves
... and the previously mentioned hobgoblin warrior of 2014 has a +9 to hit despite having a proficiency bonus of +3 and a strenght of +3
ohhh i see, this will take a while, one sec
WoTC wrote the old statblocks manually, so there were typos and inconsistencies (many of which were fixed later with Errata).
I must admit I am not up with errata: was that really a mistake?
For the low damage it deals, I thought it was cool to make it consistent at least
ok, as a higher CR then, how would it work? Would it fit the role?
https://homebrewery.naturalcrit.com/share/7mSDh6WnGLkE I just finished up draft one of Warrior of Dirty Tactics Monk, any feedback would be greatly appreciated
You gave this monster a lot of very specific attack mechanics. You might want to define them more broadly (perhaps using scaling formulas based on creature/object size) to make it easier to run, with fewer mechanical pitfalls.
Also, you should probably add some damage resistances or condition immunities, to make the 'immortal' title more meaningful.
I have something for y’all to look at and tell me what you think
Horridus Scientist, Large monstrosity, Lawful Evil
Hit Points: 95 (10d12 + 30)
AC: 15 (natural armor)
Speed: 50ft
STR DEX CON INT WIS CHA
22 +6 13 +1 17 +3 18 +4 11 +0 5 -3
Senses: Passive perception 13
Languages: common
PB : 3
Traits:
Trampling Charge. If the Horridus Scientist moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.
Actions:
Gore. melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 19(3d8 +6) piercing damage
Stomp. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 17 (2d10 + 6) bludgeoning damage.
Spellcasting:. The Horridus Scientist is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +2 to hit with spell attacks). The Horridus Scientist has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation,
1st level (4 slots): detect magic, magic missile,
2nd level (3 slots): misty step, suggestion, hold person
3rd level (3 slots): counterspell, fireball,
so, the reasoning behind this type of construction was this: this unit excels most when it is on foot, despite having a mount.
The lance attack is designed to be able to output the same damage of the three attacks (four, considering the reaction) that it would make when on foot, so as to not dip the damage too much. The conditions on it make it difficult to pull off (that's a weakness I was going for), and the charge itself should be considered a transitional attack from flying to being on foot, since manticores don't have the fly by feature, and it would waste its whole next turn setting up for that
What I had in mind when writing this was versatility, because the unit can fulfill both a ranged supporting role and a frontline one, at the cost of low damage:
the moment its role isn't frontline, it becomes that much easier to hit: its AC is 18 and he can't parry
Thoughts on the Horridus Scientist
Honestly, that would be easier to build as two separate statblocks: One to use when mounted, the other to use when grounded.
Several official monsters have statblock switching features.
hm, I never thought of that
Yeah I copy and pasted most of it
But the spells are not for a class it’s just for the abilities
Idk how to make that make sense
I'm a bit confused at the creature having +6 to strength but not applying its proficiency bonus of +3 to attacks, and the +2 to hit for spell attack doesn't pair up neither with the INT score of 18 or the DC
The spell caster class doesn’t matter it’s just for the ability
Yeah I messed up some of the things
Thanks y’all!
(Kinda got covered by the Horridus Scientist but some feedback on this boy would be greatly appreciated)
Sorry
This is going to be a long bit. Trying to find the whole string is a chore, so here's my full, hopefully completed, Ocean-themed Ranger:
Submariner
The ocean’s calls cannot be denied, but this time it calls for a saviour. The dwellers of the land have poisoned the Creatures of the waves for centuries, and its destruction cannot be denied. You take it upon yourself to save the seas from the careless men of the coast, maybe even from the vengeful monsters from the deepest fathoms.
Level 3
Subclass Spells
Level - Spell
3 - Shape Water, Bubble Bomb (Homebrew Spell, replace w/ 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 RestTidal 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 1d4 + Prof Mod Bludgeoning Damage and are knocked Prone, half damage on a Success.
At Level 7, this damage increases to 2d4 and you jet yourself 15 ft. At Level 11, 3d4 and 20 ft. At Level 15, 4d4 and 30 ft. You can do this a number of times equal to your Prof Mod per Long Rest.
You don't expend uses while in water at least 5 ft x 5 ft and 1 ft deep.
oh come on
bad time?
I got you, reading it now
Thank you
I'm not an expert on monks, so I can't compare it properly with other subclasses outside of open hand, but playing with status effects is always nice, especially since, there are many ways to deal with them outside of immunity to it if the dm wants to make things harder
Level 7
Fluid Resistance
As part of your experience with fighting in the oceans, the Weapons you wield lose Disadvantage while underwater, and you gain an additional 5 ft Swim Speed. This increases to +10 ft at Level 11, and +15 ft at Level 15.
Drowning Mark
Creatures targeted by Hunter's Mark must make a CON Save. On a Fail, their lungs (or gills) are filled with water. This leaves them unable to breathe, speak, or cast Verbal Components, and take your Prof Mod in Bludgeoning Damage at the end of each of your turns. They can make the CON Save at the start of each of your turns. The Creature no longer has breath and will be brought to 0 HP after 1 + CON Mod turns. Creatures that do not breathe (such as Constructs and Oozes) are unaffected unless a Favoured Enemy.
Hydro Barrier
As a Bonus Action, you create a swirling shield of water around yourself or a target within 30 ft of you. This barrier will take damage that hits you for its duration and has HP equal to 3 x (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 Lightning Damage and empties the charge.
If the barrier is brought to 0 HP or you lose Concentration, 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.
Level 11
The Deep's Enhancement
Your exposure to the vast oceans have brought you to the deepest of fathoms. You gain the following benefits:
60 ft Darkvision (+30 ft if you already have this)
Resistance to Bludgeoning Damage
No longer suffer Disadvantage on Attack Rolls
Cast Water Breathing without expending a Spell Slot once per Long RestJet Slam
When using Tidal Jet, Creatures in the path of your movement must make a STR Save. On a Fail, they take Bludgeoning Damage based on your character size and are knocked Prone, half damage on a Success.
Size/Damage:
Tiny - 1d4 -1 (Cannot knock Prone)
Small - 3d4
Medium - 3d6
Large - 3d10
Huge - 4d12 (Disadvantage)
Gargantuan - 6d12 (Disadvantage)Level 15
Water Wake
As an Action, you create a puddle of water around yourself with a 10 ft radius, functioning as Difficult Terrain. For 1 minute, your Walk Speed increases to your Swim Speed and you leave a line of water from where you started that lasts until the end of your next turn. Creatures you choose can ignore the Difficult Terrain, and instead gain an additional 10 ft to their Move Speed. You can do this twice per Long Rest. Whenever you use Tidal Jet, the puddle becomes a giant wave. Creatures you choose within the line must make a CON Save. On a Fail, they take 4d12 Bludgeoning Damage and are knocked Prone around your ending location, half damage on a Success.
While underwater, this Feature changes to a 10 ft sphere that distorts the water. This sphere lasts for 10 minutes, Creatures you choose gain your Swim Speed within the sphere or its path, and you can use this Feature twice without expending uses per Long Rest.
Fair enough. I'm not a Monk player myself, mainly DM so I haven't gotten a chance to play the updated Monk, but I've DMed for a few
it's a kinda battlemaster light, in some strange way
A bit, I was going off of a bit of Open Hand, a bit of Gladiator Fighter, and a bit of Battlemaster Fighter
I think it has a future
Now back to the drawing board for me
I'm off, thanks everyone for the input
Hold on lemme just copy-paste the features into chat here so you can read 'em
Warrior of Dirty Tactics Monk
Warriors of Dirty Tactics do not care about the appearance of victory - they care about victory. They break every rule of ‘gentlemanly’ conduct in battle, and to great effect.
Level 3: Vital Strikes
Whenever you hit a creature with an attack granted to you by your Flurry of Blows, you can choose to target a vital point on the creature’s body.
Throat Chop. The target must succeed on a Constitution saving throw or be unable to speak until the end of its next turn.
Knee Kick. The target must succeed on a Constitution saving throw or have its speed reduced by 10 feet until the end of its next turn.
Ear Clap. The target must succeed on a Dexterity saving throw or take 1d4 Thunder damage and have the Deafened condition until the end of its next turn.
Level 6: Underhanded Advantage
You can attempt to gain an underhanded advantage in a variety of ways from the following effects.
Sucker Punch. When a creature you can see within 5 feet of you makes an attack roll against you, you can take a Reaction and expend 2 Focus Points to make an Unarmed Strike against that creature.
Blinding Dust. As as an action, you can quickly produce a handful of dirt, sand, or other debris from your person or from the surrounding area and fling it at your opponent. Each creature in a 15-foot Cone must succeed on a Dexterity saving throw or become Blinded until the end of its next turn.
Loaded Fists. As a Bonus Action, you can produce a hard object, such as a rock or piece of metal, from your person or from the surrounding area and enclose your fist around it. The next time you hit a creature with an Unarmed Strike before the end of your next turn, the creature you hit takes an amount of extra Bludgeoning damage equal to a roll of your Martial Arts die and must succeed on a Constitution saving throw or be unable to make Opportunity Attacks until the start of its next turn.
Level 6: Taunting Words
You’ve incorporated mocking words and gestures into your fighting style to disrupt your opponent and make them an easier target. When you make an Unarmed Strike as part of an action, Bonus Action, or Reaction, you can replace that attack with a taunting gesture or remark that forces one of the following effects of your choice.
Demoralize. You can expend 2 Focus Points to make the target subtract 1d4 from the every attack roll it makes until the end of its next turn.
Rile Up. The target must succeed on a Wisdom saving throw or have Disadvantage on attacks against creatures other than you until the end of its next turn.
Distract. The target must make a Wisdom saving throw. If it fails, you can expend 1 Focus Point. If you do, creatures other than you have Advantage on attacks against that creature until the end of your next turn
Level 11: Improved Vital Strikes
Your precision with your strikes has improved. Your Throat Chop, Eye Poke, and Ear Clap gain the following benefits. In addition, the Eye Poke option is added to your Vital Strikes options.
Throat Chop. If the creature is holding Concentration on a spell, it has Disadvantage on its saving throw to maintain Concentration.
Knee Kick. If the creature fails its saving throw, you can expend 2 Focus Points to reduce its speed by 20 feet instead of 10.
Ear Clap. If the creature fails its saving throw, you can expend 1 Focus Point to extend the duration of its Deafened condition to the end of your next turn.
Eye Poke. The target must succeed on a Dexterity saving throw or have the Blinded condition until the end of its next turn. If the creature fails its saving throw, you can expend 1 Focus Point to extend the duration of its Blinded condition to the end of your next turn.
Level 17: Brutalize
The most effective way to ensure your victory is to leave your opponent unable to fight back. When you hit a Bloodied creature with an attack roll and use your Vital Strikes on it, you don’t need to expend Focus Points to improve the effect. In addition, if the creature must make a saving throw to avoid an effect from your Vital Strikes, it has disadvantage on the saving throw to do so.
Just a thought- have you considered adding battlemaster maneuvers as a core mechanic for the sub?
There's a world where I could see myself doing that, but I think the way Battlemaster is flavoured makes their maneuvers inherently feel more 'honourable' even if mechanically they can be a bit cheap.
And things like Goading Attack are already covered by something like Rile Up
I meant as opposed to an entirely new set of mechanics
Oh in that case, I don't think so. The maneuvers have a lot of good stuff, but I wouldn't want to basically copy-paste Battlemaster onto Monk
Does anyone here wanna review my Homebrew Monster?
Iirc your swim speed feature is broken unless you get a swim speed at a previous level
Reason being you don't have a swim speed at all by default, swimming just costs an extra foot per foot
Swim Speed = Walk Speed at Level 3
Solid
https://docs.google.com/document/d/1RlGvp8_pWhfuSubNPQB4GLSvMqkYD9Hr1wc3130GAHM/edit?usp=sharing
WIP Mech Artificer subclass, needs work with balancing
The main concern is Water Wake, the rest is context.
Wouldn't that just be Armourer? That's basically Iron Man.
If you post what you have, you'll increase the chance of folks reviewing it and providing feedback.
Well, I mean I wouldn't place Iron man in the same category as like a gundam
they're mechanically different in the way I wrote mine, as well
We can't really post pic here right?
How could I share ut without fully bloating the channel?
Correct - but you can use a reputable file sharing service (Google Docs) or similar to share a link
Make sure to explain your link when sharing it though per server rules.
I'm too texh idiot
Maybe further feedback in the server feedback channel could help with issues like this interaction always being a hurdle 👀
How could I do that?
In fairness, we could probably pin an explanation of how you're allowed to post to the channel
Put it in a link. Google docs, imgur, home brewery, whatever.
Paste link here
How do I put it in a link?
I'm a total tech idiot
You create a statblock using Google Docs
You then configure things to share the link as publicly viewable: https://support.google.com/a/users/answer/9305685
You then grab the link and share it here.
As you post the link you explain what the link is - e.g. "Here's my shadow monster of doom. Can I get feedback on it's shadow claw feature?"
Gundam's probably aren't the best example given they're the size of buildings, and this is only Large (which can lead to balancing issues, but it's better than it being Gargantuan). This would feel more like Peni Parker, Eggman, or Mecha Man.
In regards to design, Mending only going up to half if below it and the damage being shared above a threshold feels janky. If you want to commit to that, make its HP half Temp HP. Also maybe have it so its 5 x (Artificer Level + INT Mod), because 3-5 HP is one low level attack's worth of damage. As for Retrofitting, maybe have each arm be able to fit a number of weapons equal to 1/2 your Prof Mod (Round Down)? Lastly, if you're going to make a mech specialising in Ranged Weapons, give it Magic Missile, please.
But this is good. I like.
5 x (Artificer Level + INT Mod) For the max hp?
ye
Also, I was on the fence about giving titan the ability to use a greatsword and a shield
Do you think that's balanced?
I mean... it would certainly be fun, and if you were trying tto go for a mini gundam, that would fit very well.
Gundam was honestly just the first example that came to mind, but something like peni parker or mecha man fits way better for my end goal
So Titan's meant to be your Melee Mech. What's on your mind for Hunter and Mech 3?
So hunter is going to be the ranged mech, currently I'm planning on giving it the ability to add INT mod to any ranged cantrip that deals damage and requires either a saving throw or attack roll
And then, per level allowing you to split said cantrips instead of increasing their damage in a similar way to how eldritch blast scales
I have a few more ideas I'm thinking of implementing, but generally my plans for the later levels are to expand upon each mech's base abilities, and give additional options to further customize each one
For mech 3, I'm not too sure though
Support Type Mech? Give it more supportive or utility based features like shields, temp hp, or debuffs that could strip AC.
Basically Mecha-Paladin
That could be interesting actually
My worry about the subclass as a whole is balancing
In my experience, most balance comes with playtesting. If games today can have patch notes, why can't homebrew?
It just a case of finding people to play the homebrew
I usually keep a changelog for myself
I also like to test my stuff out a lot. Which also means getting other people to play it, multiclass with it , use feats both official and third party
This and my barbarian remake were built over two years of playtesting as an example. The only thing is that level 20 was limited to a handful of one shots so we didn't get a ton of different opportunities for trying different species/feat combos at level 20
One thing I've wanted to do recently was make a subclass based solely around randomness, and using all type of dice, like a feature that determines a damage type with a d10. Another two Subclasses I'm making to help with underwater exploration and combat while still being viable on land, one being the Submariner Ranger I've shown and an Artificer Subclass that can enchant weapons and equipment to bypass underwater effect, grant a Swim Speed equal to Walk Speed, and makeshift bubble of air (basically scuba gear).
Hey, stylistic question here:
I've noticed some of the newer rules have departed from using the Xth-level format for class and spell levels, and moved to the level X format instead. Is this a consistent thing I should attempt to mimic in my homebrew writing (in mimicking the style), or are there exceptions where they still use the Xth-level format?
I normally use Level n for Class Level and nth Level for Spells, so I don't entirely understand your meaning
"Level X" is the consistent new format, correct.
Pre-2024, the official way to refer to class levels was technically "Nth level" and spells was "Nth-level." No idea why the hyphenation is different.
Understood. If only Homebrewery kept your search better when you did Ctrl+F in your document. Nevermind I'm dumb.
Ctrl + Shift + F is find and replace, if that helps.
For some reason I was trying to use Homebrewery's search, not the browser's lol. That fixes my problem.
You can do that on homebrewery?!
(I feel dumb)
Yarppp.
Find & Replace on HBRE is pretty helpful, I'll say.
Same with variables, but that's a different topic.
I have used it many times when changing a class name or something
Or the name of a feature that comes up a lot
(Currently waiting for a response to see if the HBRE devs are interested in making variables a bit easier to use on a large scale, so fingers crossed.)
So in my opinion Sorcerer's never made since, they are another full spellcaster amongst many and really Charisma as their spellcasting stat? To me that makes no since but I have revamped Sorcerer in a way I believe it make's since. This is a work in progress but since its my first time homebrewing a full class that already exists kinda, I feel as if I need some help on making the class scale the same as other's. Here is my Revamped Sorcerer (work in progress).
Sorcerer
Revamped Homebrew
A Hearty Mage filled with Innate Magic
Sorcerers harness and channel the raw, roiling power of innate magic that is stamped into their very being.
Primary Ability: Constitution
Hit Point Die: D8
Saves: Constitution & Strength
Sorcerer
Sorcerer Details Page
As a Level 1 Character:
Proficiency in simple and martial weapons, light, medium, and heavy armor, and shields.
Proficiency in two of (Athletics, Intimidation, Medicine, Perception, Survival).
Starting Equipment: Choose A or B: (A) Chain Mail, Shield, Longsword, family heirloom, Explorer's Pack, and 25 GP; or (B) 150 GP
Drawing from your innate magic, you can cast spells.
Innate Bursts: Innate Bursts are how a Sorcerer's use magic
Essence Surge - Special Action, Once per long rest. Regain all Essence Points but the next attack from an enemy that hits you automatically becomes a critical hit.
Levels 1–2: Elemental → raw, simple damage or elemental effects.
Levels 3–4: Reaction → defensive or reactive options.
Levels 5–6: Free action → bonus action or movement manipulation.
Then you upgrade:
7–8: Elemental
9–10: Reaction
11–12: Free action
13–14: Elemental
15–16: Reaction
17–18: Free action
Innate Ability. Constitution is your Innate Burst ability for your Bursts.
Spellcasting Focus. You.
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
The Burst save DC of your Sorcerer Innate Bursts increases by 1.
You have Advantage on melee rolls of Innate Burst's you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
You can tap into the wellspring of magic within yourself. This wellspring is represented by Essence Points, which allow you to tap into stronger affects a Innate Burst may have.
MetaMagic and Innate Bursts do additional effect's that cost Essence Points. You start with 2 Essence Points and you gain more as you reach higher levels. You regain all expended Essence Points when you finish a Long Rest. Some Subclass's will also have affects that have a cost of Essence Points.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
You gain a Sorcerer subclass of your choice. A subclass is a specialization that grants you features at certain Sorcerer levels. For the rest of your career, you gain each of your subclass’s features that are of your Sorcerer level or lower.
Still need some opinions on my Level 15 Feature. Follow the comment string for context.
variables? (im kinda dumb)
d8 full caster is too much
well for sorc
idk why, it was fine as a d6
also CON as a casting mod is way to safe
Wait until you see the armor prof
Well they dont have spells, they have innate bursts. So they arent full casters, they are innatly magical in a sense of power
Because they get their magic innately
A Sorcerer is someone who gets their power via their bloodline
You are thinking of them being normal full casters but in my personal opinion they would make since to be a innate magic user which may sound the same but they would be using magic in different ways that are limited due to the Innate Bursts they pick upon leveling up
with most being though genetics
so what, its a 'martial' with limited access to spells?
Yes but they don't have spells that others can learn
I havent made any Innate Bursts yet but I have ideas for some like for the reaction Innate Burst they might be able to teleport 30ft Infront of an enemy attack to tank it instead of an ally idk though since I havent really thought of what Innate Bursts could be yet
and maybe once they hit level 9 the upgrade could be that they could gain resistance to non magical for that attack and the max upgrade could be that they gain resistance to all attacks for that attack
Its still a work in progress so idk if I would keep that one though
this doesnt feel like a sorcerer, like the fantasy depiction of one or even the proper definition
This seems closer to a hexblade than anything
I mean does it make since for a sorcerer to use Charisma as their spellcasting ability? Does it make since that a sorcerer is able to cast a wide array of spells when their bloodline or exposure is limited to what it was. I guess everyone has a different view of what a sorcerer is but in my view a sorcerer is someone who's magic is linked to their bloodline/exposure and their magic reflects that. In my opinion the only thing that makes the Sorcerer class a Sorcerer is the naming and flavor of it all. But meh I believe it fits Sorcerer more then the real class does so im going to keep it but I understand how one can't see it
You define a snippet to equal text or a numerical value to later use that text or value with (ideally) a snippet that's easy to type.
Sorcs being CHA makes the most sense of any stat, though.
I do agree with this otherwise, but I think this kinda goes for how spellcasting is as a whole for many spellcasters. True prep casters can pick from any of their entire list of spells, and some can even swap them out entirely each day.
You could argue charisma is how much emotional energy is put behind your spell casting so yeah it does
Charisma is the 'force of will' stat, they are forcing their innate magic (their will) into being
Right charisma isn’t just how well you talk
basically just making a Sorc a fighter with some form of magic isnt the right play imo
if you are trying to make it more gishy
Not to mention this already exists anyways
remove heavy armour, make CHA is main stat (so it isnt a safe multiclass), and just make it a halfcaster or something
DnD precedent is physical skills aren’t for spell casting. Image your main stat is the same for concentration saves and give you bonus health for tanking. The min maxers would have a field day
You take magic initiate and true strike and dump STR all together for the most part. Carry a rapier and put all your points into dex and con.
How does this system for a feat skill tree look: Once per level up, you can choose to not gain a class feature to gain a feat (for the sake of this system, official feats do not exist, although some are in the system with a revised version). The one exception to this rule is spellcasting or pact magic; rather than altogether losing the feature, you instead permanently reduce the level of a spell slot that you would get by 1 (entirely removing it if that is a 1st level slot). If the feature that you choose not to gain is Ability Score Increase, you can increase an ability listed under that feat by 1. These feats can also be gained via another method that gives you a feat, as long as you meet its prerequisites.
Reworked elemental adept for example: Elemental Adept
Prerequisite: Cantrip Conniseur
Stats to Increase: Intelligence, Wisdom, Charisma
You learn one cantrip of your choice from the following options: Acid Splash, Fire Bolt, Poison Spray, Ray of Frost, Shocking Grasp or Thunderclap. You can add your spellcasting modifier to that cantrip’s damage roll.
https://docs.google.com/document/d/10fAbP7_J8QYNEY1QY0xu_HYl47-lYqZRU8Cgbhj4BGg/edit?usp=drivesdk
This is a homebrew class I’m working on. The fighting styles are overtuned and will probably end up being feats. But most of everything else I feel decently good about before playtesting
this burst idea isnt really fleshed out by the sounds of it, which also by the sounds this also just spells we have already by different
DM and I are working on an item that should scale for a bloodhunter PC, any obvious jank??
=> When casting a rite, you may roll any amount of additional hemocraft die to determine the damage you deal to yourself.
For each additional die rolled in this manner, you gain one hemocraft charge.
This item can hold a maximum of charges equal to your proficiency modifier. They last for 10 minutes and are consumed on use.
When you hit a creature with an attack using a melee weapon infused by your rite, you may spend any number of hemocraft charges to deal +4 damage per charge used. The damage type is equivalent to the one chosen for your rite.
=> In addition to this, the item allows you to change your rites freely with the completion of a long rest, however you may have only one rite rewarded by the 14th level feature [Crimson Rite Improvement] prepared at any given point.
=> You gain proficiency on survival checks. When tracking a creature, footprints and other remains are visible to the eye. A creature tracked in this manner knows it is being tracked and has advantage on noticing you.
tthird time i'm posting 😭😭
Level 6 Warlock Subclass Feature
Dark Strength | Camping Skill
Once, during/when finishing a Long Rest, you may burn botanicals as incense, the smoke, soul dissipating throughout, its embers aligned with the malignant plane of the Outer Spheres, is breathed to invoke a primordial sort of power into a willing participant of the ritual. This creature will inflict an additional 1d4 Necrotic damage on all damage rolls until that creature takes a Long Rest.
This damage increases to 2d4 at level 11, and 3d4 at level 17.
When Dark Strength is active, you may use Sacrificial as a Reaction, but only when a creature is killed by the individual with Dark Strength.
-# Optional: When using Mind rules, take 15% Mind damage on use.
ccan i get feedback on this,,,
seems fun
ah :3!
tthis one of the things i'm adding since like, completely changing much of the outer spheres warlock, frankly--
╔═══════════╦══════════════╗
║ d20 Roll ║ Shell Type ║
╠═══════════╬══════════════╣
║ 1–15 ║ Regular ║
║ 16–19 ║ Explosive ║
║ 20 ║ Nuclear ║
║ N/A ║ Empty ║
╚═══════════╩══════════════╝
I'm making a railgun type weapon. this is to determine shell type.
Is it balanced?
idk
what do each do
whats the damage
we cant balance something we dont know the stats off
yeah, hard to tell balance without the mechanics
Damage: 6d8 force(3) + piercing(3) (Regular round)
6d8 force(2) + fire(2) + bludgeoning(2) (Explosive round)
9d12 force(3) + fire(3) + poison(3) (Nuclear round)
Remember that force is... magic.
a railgun shot would still do piercing, but a lot of piercing.
I thought force would make sense because it's a bullet.
guns use Piercing
bullets are already listed as doing Piercing damage
Force - Pure magical energy
Piercing - Fangs, puncturing objects
if it was just "energy gun" then sure Force fits the bill. Disintegration/antimatter goes to Necrotic, laser power to Radiant, thermal energy to Fire.
But a railgun is shooting a physical, kinetic round, that is going to be... piercing through the target.
Ah okay
Thanks!
Ok so I have an idea for a 2014 Item, not sure how to word it or if it feels on theme but here I go.
I want to make a magic item for a 2014 Druid that lets them turn their Fire Damage Spells into Radiant and act as a focus because they are a Wildfire Druid with a vendetta against undead specifically.
I think I would flavor it as them using the magic item to channel the sun's energy into their fire spells, giving them that radiant kick.
Now I am unsure if having that much acess to radiant damage is too much? The idea is either the magic item letting them use radiant in pace of fire damage for those spells or.... Like three times per day when they cast a spell that does fire damage they can expend a charge, make the fire damage radiant and give it a damage boost, maybe equal to wisdom
I think the latter is more creative, fun, and potentially cinematic, but I don't think having consistent access to Radiant is inherently busted so if that would be preferred by you or your player then it seems fine to do it that way to me :)
Could I get some feedback on these features ideas for a Circle of the Plaguelands Druid?
Contagion Mechanic:
• A creature with Contagion is Contaminated
• If a Contaminated creature ends its turn adjacent to another creature, Contagion spreads to those creatures
• Allies are immune to the effects of Contagion but can carry and spread it
• Contagion lasts until one minute after the end of combat
Level 3: consume a Wild Shape OR a number of uses per Long Rest equal to WIS mod or Druid Level (I'm not sure which yet)
• use --> Cast Contagion: apply Contagion to a target
• use --> Detonate Contagion: consume all active Contagion in an AoE to deal X damage per consumed Contagion (D6?), freely distributable among targets in the AoE
Level 6: passive combat upgrade
• Detonate Contagion damage increase (D6 --> D8?)
• Advantage on Constitution Saving Throws?
Level 10: third-level feature upgrade
• new use --> Amplify Contagion, Concentration up to one minute: Contaminated creatures get -X (your Wisdom modifier?) to their AC AND/OR all Saving Throws)
Level 14: defensive
• Necrotic OR Poison resistance, maybe thorns (Reaction 2d6? damage)
I made toodles from Mickey Mouse in dnd
Hmm
Wreath of Apollo
Rare
Requires Attunement by a Druid, Ranger or Cleric.
The leaves on this crown of leaves have been blessed by sun itself, letting it charge mundane flames with holy light.
This item has 4 Charges and Regains all charges at Dawn
Whenever you cast a spell that deals Fire Damage, you can Expend one charge in order to change that Spells's Damage type to Radiant, in addition you can add your Wisdom Modifier to the damage of the spell cast that turn.
This item can also be used as a Druidic Focus
Maybe Bleh wording, there because of stuff lke Fire Sword and Flame Sphere with conc, not sure its needed
I am going to assume that when you say “Contagion” you don’t mean the level 5 spell, because giving that level of spell at level 3 is very strong.
After that, you’re running into an immediate bag of rats problem in terms of the detonation damage scaling.
Correct assumption (I should change that name) and good point. Will revise, thank you
Has anyone ever encountered this weird "glitch" when making items in D&D Beyond? Was going through some of my homebrew stuff on there and got to my Kaiju Killer weapon. Normally while on the edit page there's a link tree that goes B>Homebrew>Creations>Name of the item>Edit, with this item supposed to have Kaiju Killer in that link tree.
But instead of the item name, it's instead something called "The Crimson Market (Fey Thread I 1.1)." Confused I simply just saved to reload the page. It's still there. Oddly enough when I renamed the item to just "Kaiju" the whole Crimson Market thing is gone, but after renaming it back to its original name, it reverts back to the Crimson Market.
Confused and curious, I searched in google to see if I could find this thread, and by the looks of things it's some sort of D&D text campaign? And currently, it's 40 pages long. I figured I should post it here since technically this falls under homebrew and I'm just wanting to know if anyone else have ever had an item they've made that is unpublished be linked to a random threat like this?
I did managed to fix this by just adding a "-" between the two words, still though odd experience.
My DM said that for this one shot coming up I can have an antimatter rifle and a secondary homebrew item
But I'm not sure what to make for the second item
It's gonna be another firearm
I'll figure it out, but all I can think about is some sort of pistol that has a bonus effect
i have never seen lazer in my life
Apparently some places spell it lazer
I’ve only seen it online
Strange
Firestarter
Set the World Ablaze
Firestarters are people who look at fire and see not just a destructive force of nature, but a tool for them to shape. They channel flames, using magic or some other mechanism, which they use in their endeavours and adventures, to burn all that stand in their way. From dragons to giants, Firestarters act as a blazing inferno, burning all that come close in a flurry of steel and flame.
Level 3: Gift of Flame
The blaze has only just begun. You gain the following effects.
Fiery Soul. You gain Resistance to Fire damage
Hail the Blaze. As a bonus action, you can engulf your weapon or fists in flame for one minute. During this minute, you deal an extra 1d6 Fire damage with Attack Rolls made by your fists or the weapon. This extra damage can happen once per turn. When you use this feature, you cannot use it again until you complete a Short Rest.
If you are welding two Light weapons, you can engulf both of them with this bonus action.
Inferno. As a Bonus Action when you deal damage with a Hail the Blaze weapon, you cause the flame to erupt in an onslaught of fire, dealing 2d10 Fire damage. When you use this, you also take Fire damage equal to half the damage dealt, which bypasses Resistance and Immunity to Fire damage.
does that seem like too much for 3rd level?
"LASER" is an acronym for "Light Amplification by Stimulated Emission of Radiation," so anyone who spells it "lazer," isn't British, they're just wrong.
You mean American /j
I'm trying to think of a Subclass that rolls different types of dice to augment their abilities and combat. 1 Feature I thought of was spending a resource to roll a d10 to change a spell's damage type, roll a d4 to gain additional healing or temp hp, or (as a capstone) roll a d100 to create a auto-kill threshold for a creature when attacked.
Sorcerer and Barbarian are out because they already have Wild Magic, and Cleric and Wizard have enough Subclasses as is. I'm leaning towards Bard, Monk, or Paladin, but I'm not too sure.
And being a half-caster gives me more options for dice features. Should I use Lay on Hands Healing as the resource for it, so just make another one?
Oath of Fate it is
ive also been toying with the idea of making a much more chance-based class, who would use coins, dice, and cards for whatever subclass things i want. of course, the whole idea was born from the idea of rolling a d100 on a critical hit lol. i doubt ill finish that trail of thought though
Like actually flipping a coin for a d2?
oh, a name came to me. if you want some feature to reroll bad dice, would "against odds" work?
no, no. i was thinking the coins would be thrown weapons and would deal increasing damage based on value, like 1d4 copper, 1d6 silver, 1d8 gold, and probably 1d10 platinum. gold and platinum would also jump up if i included electrum
i think my ideal world for the coins was to apply mostly random conditions, but the big thing was going to be ricochet throws
i must admit, this is essentially fanfiction, because i am highly, more than that, inspired by C4SH in a certain video game ive been obsessing over
they fill every niche wish ive had for a character in that series, and i cant be more excited or ill burst