#homebrew
1 messages · Page 47 of 1
that is also true.
Might skip the d20, because you roll that a lot anyway.
fair
i feel like using the d100 for the capstone feature sounds fair, depending on its implementation
theres always the wild magic, but thats a bit on-the-nose
My initial idea was rolling a d100 when you hit a Creature, and if their HP is reduced to that number or lower, they die instantly. It doesn't have to be from you specifically, and the effect lasts 1 hour. But again, very recent thoughts.
So there's a chance it does virtually nothing, or can kill squishy minions in one hit.
thats a much more neuron-inspiring implementation than i had in mind for my thing
i even had the Fortuner name in mind, but i dont like it anymore
oh yeah, Oath of Fortune is another choice
1: All in
1: Go big or Go home
2: Respect the Outcome
3: Break the Cheaters
1: High Risk
2: High Reward
Break cheaters, presumably this oath would not provide means to fudge die rolls then?
You can only be labelled a cheater if you get caught
Late response, but expending 5hp of loh could be an interesting way to manage using your fate dice
Though now I think about it, paladin has a really rigid subclass structure that may not work well for what you're doing
3: spell list
3: two CDs
7: aura
15: usually a reaction or defensive measure
20: super-saiyan mode
Monk could be interesting. Warrior of Destiny, maybe. Expend ki to roll your dice
Just have to make sure that the features are worth the ki expenditure
I am using Bone Wizard's Base Monk to start with, and that uses d10 for Hit Dice, Level + Prof Mod for Ki, and +WIS Mod to any healing at Level 4. I'll need to figure out where each feature goes.
What's are some good homebrewed magic items y'all know of themed around:
- Money
- Power
- Charisma
- Music
- Revival
- Fossils
I can imagine there's a bunch for all but fossils. I'd be surprised if there aren't any for money, music, or revival. As for power, you need to be more specific in what kind.
Why not just use 2024? It's pretty strong
Hm, Paladin-like power? Holy like and all
Again, bound to be some there.
Personally don't have anything on '24, nor do I care much for it. There's bound to be some good stuff in there, but it's so close to '14 that I just don't bother unless its really good.
Its for noble heroes of the past to have owned and been kept safe until finally its offered as a prize in a tournament
That could be anything you want it to be
I tend to do the same for balance without testers. If you want to simplify it, have an effect for each +1 or +1 equivalent. Just don't give spellcasters anything to boost damage. They really don't need it.
So mostly an AC, ability, or hit boost?
Or access to a new cantrip or spell (limit latter per Long Rest, best not to go over 5th Level unless Legendary or Artifact).
Still need some input on the Level 15 Feature
could i get input on this species? i shared it elsewhere but got no response, which is sad because im quite happy with it. id particularly like input on "Paired Arms" and the languages. i feel like 3 languages right off the bat is a bit much, but i think it fits the theme
(link is to google drive pdf)
https://drive.google.com/file/d/1WEzreM9CK7SwLDJ0zkgHmcf_wRr1l6mE/view?usp=sharing
try to ignore the spotty pluralisation of Flyanis. i feel like Flyani is the plural, similarly to cactus cacti, but im not exactly confident in the apostrophe location
Seems neat. For the flying I might look at the wording of the Winged Boots
oh right. i didnt use much reference for it, and mostly winged that part
i did use the Thri-Kreen as a baseline model to go by. i should have looked at flight in 5.5e
oh wait i just realized your username. koschei would go hard for a lich. take that authentic slavic fairy tale or whatever it is and make a campaign around it. super inspiring
Is this a place where I can post custom DnD subclasses...?
it is indeed
Oh cool
I made an Illusioner subclass for Wizard
-# It's a little long, so be prepared for a wall of text lol
— Level 3 (Intern Illusionist)—
Your ability to create illusions is exceptional, making them harder to discern whether they’re real or not. Your Illusion DC is 8 + CHA mod + PB. Each illusion requires concentration to maintain.
You can bring your illusions to life, giving them a physical form on the mortal plane.
If you give the illusion of a creature a physical form, it gains the following properties:
-
10 in all stats
-
1 HP and AC
-
Attacks have Dis. unless the attacker succeeded an Insight check within the past 24 hours of seeing the creature
-
All attacks done by this creature deal half damage + 1d4 Psychic damage
If you give the illusion of a weapon a physical form, it gains the following properties:
-
Range is the same as the original weapon it’s based on
-
It deals half the damage of the weapon it’s based on + 1d4 Psychic damage
-
When you hit a creature with an attack using this weapon, you must succeed a Deception check (Use Illusion DC), or it disappears.
-
These weapons have no bonus to attack and damage rolls.
If you give the illusion of an item a physical form, it gains the following properties:
-
The item created is simple, meaning if it’s based on an item with special features, the illusion doesn’t have any of those features
-
If the item is consumable, it gives the person who consumes it a placebo effect (I.e. Food making someone feel full) for 3 turns.
— Level 6 (Junior Illusionist)—
You perfect your abilities as an Illusionist, focusing on a specific type instead of everything at once. You may only pick one of the following options:
— MIME —
Your Illusions are more believable. Your Illusion DC increases by 2.
— CONJURER —
When giving your weapon illusions a physical form, they are sturdier. You add your PB if not already proficient, or double your PB if you are, to the Deception check to keep your illusion in the mortal plane
— MIMICRY —
You’re able to create perfect copies of creatures, weapons, and items. Your Illusions now have the same stats as the thing they originate from (Excluding health and AC). If an item has special features, you gain half the benefits.
— Level 14 (Intermediate Illusionist)—
You’re able to imbue your power into your illusions, making them sturdier and deadlier. Your creature Illusions gain AC equal to twice your CHA modifier, and all weapons gain a bonus to attack and damage rolls equal to your CHA modifier.
— Level 17 (Expert Illusionist) —
Very few Illusionists can compare to your ability to create and maintain Illusions. You may choose another Junior Illusionist perk, and maintaining Illusions no longer requires concentration.
— Level 20 (Master Illusionist)—
There is no Illusionist better than you. You gain all the Junior Illusionist perks. In addition to this, all creature Illusions gain the stats of what they originate from, aside from AC. If an item has special features, you gain the full benefits.
You have also perfected a couple incredibly rare skills for illusions, setting you apart from every other Illusionist. You may choose two of the following perks:
— Lucid State —
If you fall unconscious, you can make a concentration check with disadvantage. (DC 10 + (2*Illusions)) On a success, you can control your Illusions even when you’re below 0 HP.
— Final Surprise —
When an Illusion is defeated, it releases a burst of Psychic energy. The creature must succeed a Wisdom save, or take 2d8 Psychic damage.
— As One —
When an Illusion is damaged, you can use your reaction to transfer the damage to either yourself or another Illusion.
-# Like I said, be prepared for a wall of text...
Which of these should I use to word a bonus action that can't be used two turns in a row.
"If the wraith uses Warp Blast, it cannot use it again on its next turn."
"If the wraith uses Warp Blast, it cannot use it again until the end of its next turn."
Don't you get 1 bonus action per turn?
So it'd be "Until the start of its next turn."
Yeah but I don't want it to be used every turn to keep it from being too annoying, basically I want a one turn cool down.
Then you'd say until the end of its next turn.
Gotcha.
I made a homebrew race
"The wraith cannot use Warp Blast if it used it last turn." maybe?
That could work.
That works pretty well too
posted this last night now has a minor change
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 deal Fire Damage, you can Expend one charge in order to change that Damage to Radiant, in addition you can add your Wisdom Modifier to the damage dealt.
This item can also be used as a Druidic Focus
Though I wanna know how does it interact with concentration spells that deal fire, it would only work on the first instance right?
It would only work on the first instance
I would definitely use it
-# I love fire-based spells, and it's a nice way to get around fire immunity
Cool
What do you think of my subclass?
I was inventing it mainly because I am going to be playing a Wildfire Druid who's whole thing is being Anti Undead and my DM is cool with homebrewing stuff. I wanted an ability to give more radiant damage to my druid because while they aren't without it entirely it is a little lacking
It doesnt feel like an illusioner
more of a summoner
And Making a Charisma Based Wizard Subclass is kinda counter intuitive
Tracking two spell save DCs would be annoying
sorry if the critique is too direct
Nah you're good
My DM said I could make a subclass, but there had to be limitations to it
This is just what came to mind
So what you could do
is make it so you can ADD your charisma Bonus to your Spell Save DCs when casting an Illusion spell
Make it a bonus not a replacement
Because right now as is
Your Illusion spells are Charisma based, but ALL other Wizard Spells are still intelligence
and while you may focus on illusion spells, they arent the only thing your gonna cast
Does that make sense to you?
it would work on every single damage instance
so Scorching Ray would be able to use 3 charges at once
it’s neat, kinda limited, not super strong. I would change it to Uncommon
AoE spells would get +WIS to all enemies including the ones that succeed the save using 1 charge
I agree it should be uncommon.
I initially had it change the damage of a spell when you cast it, but was told I might wanna change it cause Clerics and Druids have other non spell ways of dealing fire damage
it I kept it as spells would it be one charge for three radiant rays?
like "when you cast a spell that deals fire damage, you can change that spells damage type to radiant"
that would
What do you think works better, I am fine either way perosnally
Well my goal here is to let a druid have more acess to Radiant Damage in away that I feel makes sense, so I thought converting Fire Damage to Radiant via the sun and giving it a little boost was a good idea
Minute Meteors would get +30
and was thematic
yeh, it’s not bad, but it does have a few issues
you can make the fire to radiant conversion free of charge
And have the boost need charges?
but your Radiant damage can be modified to have extra damage using a charge
yeh
give it more charges
I can do that
probably 8 charges and you regain d4+4 charges per dawn
it also looks better that way, 4 leaves would look pretty awkward for a Wreath
Electrogravitational Field. As an action, you can generate a massive gravitational field strong enough to restrict enemy movement. All creatures of your choice within a 30 foot radius of you must make a strength saving throw against your spell save DC. On a failure, the creature is pulled 10 feet in your direction. Until the end of their next turn, the creature has disadvantage on all attack rolls made against targets besides you, and is physically incapable of moving more than 30 feet away from you. Regardless of whether or not the creature fails or succeeds the strength saving throw, it must use double the normal amount of speed to move in any direction other than towards you until the start of your next turn.
You can use this ability a number of times equal to your proficiency bonus, and regain all expanded uses on a long rest.
One of the third level abilities for a mech artificer subclass I'm working on. I feel like it's a bit over-tuned, but lmk
Looks good
Do you think it'll scale well?
Yeah
The physically incapable is where it has an issue
Imo
Just make it take take an extra foot to move away from you
In that case, make it Diff Terrain
https://docs.google.com/document/d/1RlGvp8_pWhfuSubNPQB4GLSvMqkYD9Hr1wc3130GAHM/edit?usp=drivesdk
WIP artificer from before, now that I've finished one of the mechs, I need a balance check for what I've got so far
too much
this is a class, not a subclass
also, too strong and too complicated
Hagborn Elf: I've decided to call the elven-hag hybrid a Thuridur
Ray Tracing Dagger:
This phantasmal dagger only fully materializes when it is about to strike a target. Each strike with this dagger causes it to materialize less and less until it fully disappears, leaving this particular dagger with only three uses left.
Attacks with this dagger use the user's intelligence modifier rather than strength or dexterity. In addition, attacks with this weapon score critical hits on 18-20.
how many charges would an unused one have? because you said "this particular dagger" only has three uses left
What about this has to do with Ray tracing?
five, i would imagine
probably not much, i just like the name
Thoughts on this magic item?
Commander’s Longsword
Weapon (longsword), Rare
You gain a +1 bonus to attack and damage rolls made with this magic longsword.
When an allied creature hits a target you can see, you can make an attack against the target with this longsword if it is within your range, dealing an extra 2d6 damage on a hit. You can use this ability once, and this ability recharges on a Short Rest.
Probably very rare. +1 alone is rare
A +1 longsword is uncommon
Have you seen Base Beast Master and Battle Smith? Those subclasses are articles.
It is? If so, then that would be balanced
I'd say this is Uncommon regardless. +2d6 (7) damage is nice, but spellcasters are so powerful that bumping this to Rare is overestimating that damage dealt. I'd say make it a +2 and either 4d6 or 2d12 additional damage or another feature to go with it.
^ compared to some of the +1 foci such as Rod of the Pact Keeper
https://docs.google.com/document/d/1Mlu6hRGODZZCF6vXsKejD8AHjvgprL1G50LH-kU78RU/edit?usp=sharing can i get feedback on this, , , ,
Confused on sacrafcial does it happen as part of the action you used to kill the creature? other than that it looks pretty good
styx cut technichaly works on Hand Crossbows but i think thats funny if unintentional
it specifically refers to melee weapons, , , , ,
mmh, no, , it's like, an action to get the unchecked power from killing a creature,,
Here me out when do you kill something not as an action?
wwhen you use styx cut , , , 😭
Ok but I run out, I think you should swap which is action and bonus action
i suppooose, , ,
Is there a homebrew to like "auto resolve" a weak random encounter?
Not really, nor do I think there should be
I don't want to spend the entire session on like random wolves, but I also don't want to completely remove the risks of these smaller encounters
It's more relevant at higher levels
If you really need to speed up the session, just take average damage numbers from both sides and do quick math
This feels like something for someone who doesn't want to play as much
Would it be reasonable for a Hadrosaur to get an ability to make a soothing call that ends a condition like fear or charm?
I'm just trying to chuck more enemies at them without bogging the game down
Narrative
Balance-wise, yes
Then don't do that
Add more ads and phases to your relevant combats
Start the boss fight before they get to the boss with waves of defenses
I'm trying to create a custom class for D&D 5e, and want to have a few second opinions about it and what it does.
The class is called Arcane Shopkeeper, it is a Charisma based half-caster that needs a spell list still, some would be helpful. Anyways, the main thing about it is that it can open a magical shop that allows them to spend gold into a magical shop that connects to some far more powerful being and gives the player items they can use for life. The different subclasses provide different unique items available in the shop or other effects for the specific type of items they are for. The subclasses: Alchemical, Armorer, Illusory, Jeweler, Weapon. I have a link that leads to the site I've been using to create it if that would be helpful. It isn't quite complete yet either
Alright good it was hard to figure out some kinda of mechanic for Parasaurolophus to do with it's crest
I feel like this is getting overcomplicated. I'm not looking to wear them down for a boss fight, and I'm not looking for a non mechanical thing like waving a fight away with narrative, I'm looking for a mechanical system that skips small weak encounters, while allowing characters to mitigate losses using spells or limited use abilities
Guess I'll make one up myself
This is for sandbox use while they travel
You can do my favorite: Zurg Rush
Zurg rush?
Where you flood in the low levels so that they make more of a threat
Alternatively put your foot on the scale and upgrade the mooks
Check with your players that they want this. I wouldn't when I play
The DM just saying "you find wolves. You can use a charge of your channel divinity and a second level slot or take 10 damage. Either choice defeats the wolves" feels pretty bad.
New to dm’ing for dnd, how would I go about homebrewing human (story related) enemies?
use the humanoid statb;pcls as a basis
What’s that
the stat blocks that represent any humanoid (human, dragonborn, elv, whatever)
Oh I see thank you
it’s not even close
this has a full new suite of abilities and 3 different forms and that’s just at level 3
Beast Master gets choices for a monster that are mostly the same and Battle Smith gets the monster and some proficiencies and that’s it
this thing is already 3 pages long and it’s only the level 3 feature and 1 of the 3 choices for that feature
it has at least 4 of the mechanics we warned them about making when they were first starting this
Redd’s Herring
Wondrous Item, Uncommon
A red fish made of thread. This item is always seen as true red in relation to the usual range of vision of the observer. This includes if they see in shades of gray because of Darkvision, if they are colorblind, or if the lighting it’s in has its own color. As a Magic Action, you can turn the fish into red thread or back into a fish. Creatures seeing the item immediately notice it regardless of their Passive Perception or their roll on a Perception check.
Only one copy of this item can be visible at once, whether the original or an illusion, the newer copies stay invisible until you use a Magic Action to change which copy is visible. If the visible copy disappears, another random copy becomes visible.
When this item is in fish form, you can use a Magic Action to create an illusory clone of yourself similar to the one from the spell Mislead. You do not share senses with this clone. The clone is controlled by whoever is holding the item. If the spell ends, the fish turns into a thread and can’t be turned back into a fish until dawn.
-# not sure if the wording makes sense and I just want general feedback
What do you guys think about an item or permanent trait effect that gave Beastmasters an extra bonus action? Or an effect that let certain parts of their Beastmaster kit that requires a bonus action be used without burning a bonus action a number of times equal to their proficiency bonus or something.
How strong do you guys think this would be? If not too op, what tier would you say this should be given at?
the power level is too variable
even if you specify that commanding a Beast doesn’t require a Bonus Action anymore
the best way to fix beast master is just let it have its own full turn
can you use it once without and then command it again?
2024 Beast Master is actually good
all ik is 2014 one isnt the best besides some niche creature interactions
I think you can have it be a Rare Magic item with attunement if you don’t give a Bonus Action but instead make it so you can use a Bonus Action command at the end of your turn without an action requirement
you would need to give it a once per turn allowance
oh since you are here and ik you are 2024 brewer, im making a 2024 subclass and ive been told the main feature is abit much
feature is, in a nutshell, BA activated extra 1d6 fire damage on attack rolls, once per turn, lasts a min, once per SR
is that the only feature you have at level 3?
mainly because a official sub gets the same thing, but different (context, its fighter)
along with a smite type thing they get while that effect is active, but damages you for half the damage dealt
once per turn aswell
the smite type effect might be the issue there
its 2d10 damage
upgrading to 3d10 at 10th
maybe again at 15th/18th? havent desided
but also, at 10th level
when you use the smite, you force a dex save or target is prone
Winter walker Ranger gets 1d4 per turn without any action requirement and it’s considered on the weaker end unless you grab Cold Caster
the 2d10 is definitely an issue
what class is this for
fighter
so the 1d6 should be fine then, sweet
the 1d6 is fine, the smite needs to be like CON uses per LR
it just has too much burst
so, if your in combat for a minute, you can do 10 of them (but also dealing damage to yourself overtime aswell)
you can give it limited uses per use of your first feature
wouldnt that just be the same realistically?
no combat is going to last more then 10 rounds (unless its a stupid number of people or something)
you can use it twice per use of the first feature while it’s still going
but even then, you’re dealing an additional 2d6+4d10 at 3rd level in a single turn if you fish for a crit (which you should be at that point)
it also steps into Paladin zone which isn’t really great unless this is your Fighter/Paladin subclass
i mean, its additional damage applied after the main action
so i dont think it gets affected by crits?
unless im dumb :P
it has to be a separate saving throw or roll for it to be detached
its not a saving throw...
the way I get around this is by making it an auto-hit attack
that’s what I’m saying
it has to be a saving throw
if you want it not to crit
unless you make it a completely separate effect
well
if it crits
its worse for you
as you talk half the damage dealt by it (the smite, not the full attack)
you can just use Second Wind right after
you’re dealing 4d10 at 3rd level, 22+7+10=39 which would bloody any boss at that level
in a single turn
well, how much HP does a fighter have at that level on average?
Fighters have 20+CON
so 23 say
Mainly just wanting the animal to have more independence or freedom. Ig letting it have it's own turn would be nice.
How bout if not it getting its own turn, it can (once per turn) make an attack without the player using a bonus action to command it, but can only make 1 attack, so no extra attack that it's gets at later levels (and maybe no extra companion effect on hit)
if it’s literally only for Beast Masters, that should be fine even if you allow them to move
Yeah it's just for Beastmasters. I looked over their full kit for the first time and while it does look strong to me it just seems like so many things need the Bonus Action to use.
if you’re planning to allow any summon with a BA move, you have to make it a command because otherwise you can have multiple BA attack pets make attacks without any action requirement
It would specifically the Beastmaster's companion
then you can say that they can move and take the Attack action (1 attack) or the Dodge action when they don’t receive a command from you
that would be a Very Rare item 
Maybe that can be another bonus action homebrew thing lol
Yeah lol same idea
What about an item or effect that let's a character do the Great Weapon Master attack for free instead of costing a bonus action?
I'm trying to think of Features for a Way of Fate Monk using different kinds of dice for each. I'll skip d20, because you use that for almost everything.
d4: Add 1d4 Temp HP when healed?
d6: (Level 3) Roll 2d6 for 11 effects (Don't get snake eyes!)
d8: ???
d10: (Level 3 or 6) Expend a Ki Point to change the damage type to an elemental damage type (1 for Poison, 10 for Force) and add 1d4 of that damage type to each attack (1d6 at Level 11).
d12: ???
d100: (Level 17) After Hitting a Creature, you can expend 3 Ki Points to roll for a kill threshold on that target for 1 minute. If their HP is reduced to the number or lower, they die instantly.
Crystal Barricade @tranquil dew
So the damage is wierd, what does it mean that it requires attunement through streangth alone?
I feel like it’s just formated badly
These blades are sentient and won’t allow you to use any of there specials until you can meet its requirements
That’s cuz it has abilities and stuff
This is why I stick to one ability per +1 on magic weapons
Ye I like to do a bit more but man one page is to much
Well these weapons are supposed to be the apex of a series of sentient blades across the continent
Check the weapons made by Matt macer that level up
Vestiges of divergence I think ?
Ye
Well the lore of the blades during the dark age of ostavia these blades where used so much in combat they awakened and depending on how many users it had before and sense it awakened its stronger
Still it has soo many features that during combat it’s too much
Well it’s not worded properly but you can’t use all of em at once
ye but its still too much choice
the most powerfull magic item i made for my campaign is a sword crafted by the daughter of a storm giant king, and this is what it does.
(Greatsword +3 artifact, requires atunment,) This sword deals an additional 1d6 lighting damage, and when attuned to it you gain resistance to lighting damage. When attuned to the weapon you can cast
(2/day) Lighting blitz. As an action you become the storm, and with a defening thunderclap you rush your opponents. You choose 1 x prof bonus creatures within 60 feet of you and make a melee weapon attack against each creature, teleporting between them, dealing an additional 3d6 lighting damage on each succesfull attack.
(1/day) Blessing of the storm. The sword is inscribed with the storm rune, which you can use once per day. When you do for the next minute you gain the effects of the haste spell (no concentration required).
Eye of the storm. When attuned to Torden you gain the ability to cast Gust of wind at will, requiering no components, as a bonus action. In addition you gain the ability to make the wind flow toward you not only away from you. (Spell save dc for this is 19)
thats it not even half a page
I don’t know I think my group will be fine with that cuz we have a dude that straight up makes weapons that have like 20 abilities on em
and the pcs still forget about some of the abilities
thats way too much man
And even then a lot of what your seeing on there is passives
I think like four of em are passives
That’s cuz of the spaces
if it works for you then sure but id never do something like that
Need a second opinion towards something, consider one of the Orc's passive abilities in 5e:
"You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift."
So essentially you have 2x carrying capacity and are able to push/drag/lift things twice as heavy
How much of a nerf is it in reality if I nerf the carrying capacity down from 2x to 1.25x, and that the push/drag/lift weight limit is rebalanced to a simple proficiency in athletics?
This is probably a buff at 99% of tables, because who tracks encumbrance
This gets you athletics
Which in 2014 is a relevant skill
you should increase the carrying capacity of tiny creatures if you do that, which makes it so it’s possible that a Familiar can fly while carrying a PC without equipment
I've attempted making an actually possible to defeat boss and I kinda need some feedback.
https://docs.google.com/document/d/1UjAc0fBrbdOZm14tm5fF2Oi3wXKogp-9m3yOWRopZMM/edit?usp=sharing
I based him of the world tree from nordic myth
Okay genuinely random question what would a paladin oath be called if you can only fight monster that visibly look like then can fight back, or they attacked you first.
oath of retribution
That's not homebrew is it. I thought I read that correctly one sec
My bad my dislexia took over sry
I saw redemption in retribution. Lol
Working on a Fighter subclass that focuses on movement and squeezing out value with proper positioning, any thoughts or improvements? Right now im thinking about swapping Pointed Pirouette for a cc feature or 'The Show Must Go On'
Bladedancer Archetype
Bonus Proficiencies
When you choose this Archetype at 3rd level, you gain proficiency in Acrobatics and Performance checks.
Flow of Battle
Starting at 3rd level, your footmanship allows you to weave effortlessly through battle. As part of your movement, you may expend 5ft of movement to move anywhere within 5ft of a creature you are directly adjacent to.
Pointed Pirouette
Starting at 7th level, whenever you make a successful weapon attack against a creature, choose any number of other creatures in melee range, dealing slashing damage equal to your Dexterity modifier to each.
A Step Ahead
Starting at 10th level, your winding dance moves you out of danger before the enemy even thinks to strike. Creatures you deal damage to have Disadvantage on Opportunity Attacks against you for the rest of your turn. Additionally movement taken with Flow of Battle doesn't provoke Opportunity Attacks.
The Show Must Go On
Starting at 15th level, you you may use your Reaction and spend one Hit Die to end one effect on yourself causing you to be Blinded, Charmed, Deafened, Frightened, or Prone.
Stream of Blades
Starting at 18th level, after you move using Flow of Battle, you may deal slashing damage equal to your Dexterity modifier to the creature you moved adjacent to. After you use this feature on a creature, you cannot use it on that creature again until your next turn or you make an attack against that creature.
You can make your paladin oath whatever you want
The oath tenants are flavor rather than mechanics, change at willm
Looks fine, the only thing is that for the show must go on, prone isn’t worth a hit die
Originally it was only getting rid of prone as a reaction but that felt a bit underwhelming
Maybe I could make it a reaction to get rid of prone or try and escape a grapple?
Exsanguinating Cloud
Level 5 Necromancy
Casting Time: Action
Range: 100 feet
Components: V, S
Duration: Concentration, up to 5 minutesWhen you cast this spell, a rose-colored mist billows up from the spot you indicate within range, obscuring sight and draining blood from living creatures. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell. Its area is heavily obscured.
This cloud leeches the blood or similar fluid from creatures in the area. It doesn't affect undead or constructs. Any creature in the cloud when it's created or at the start of your turn takes 21 (6d6) necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents gaining exhaustion.
this homebrew spell seems to lack the "range of the AOE" what do you think is appropriate? 20fts maybe?
guys question, is there a melee (with reach) that has bludgeoning damage as well as topple effect?
I'm thinking of homebrewing a meteor hammer weapon that's a finess weapon
along with a "fighting feat" that negate its drawbacks that compells you to roll a dex save everytime a pc uses it or else he/she takes 1/4 of its damage
and can roll a "flat roll" if the pc wants to wrap the enemy with its chains and pull it towards him/herself
There isn't even a reach weapon that does bludgeoning
But for weapons that do bludgeoning damage and has topple, there's the Maul and quarterstaff
I'd just take a glaive, Halberd, or pike and switch it to bludgeoning damage
Probably a pike for the push
meteor hammer is an ancient Chinese weapon that has a small but heavy ball, tied to a durable rope or chain. It can be use to whip, strike, ensnare, disarm
The ranged grapple I'd put into a custom feat
(something like:
Weapon grapple
Once per turn, When attacking with a flail, whip, or meteor hammer, you can force your opponent to make a save (dc 8+str+prof) or be grappled. If the target is grappled you may pull them up to ten feet to a square adjacent to you
the length of reach is usually 6-10 ft
nice
yeah, like scorpion on MK
I can already imagine a Paladin (with hex blade, pact of the blade) smiting targets from a distance using cha insteat of dex
Rope dart would be cool too. A whip that's martial and d6 instead of d4
yeah, maybe that one does pierce instead of bludgeoning
another drawback is its a 2 handed weapon
but imagine the reaction or opportunity attack using either a rope dart or a meteor hammer
or how cool it would look (or how much one can aura farm) if using those types of weapons when doing intercept, riposte, parry, etc
Yep. I like the idea of it being non complex as a weapon stat but adding feats to account for skills
maybe if the conditions are right (and maybe with enough perception?) ranged attacks can be intercept (if close enough) or parry as well
Rather than just "if you pick up this weapon you're go-go"
yeah, the only added homebrew aside for weapons is the fighting feat that negates the need to roll a dex save everytime a player using it
I'm trying to think of an active feature for a Sleuth Ranger, basically Detective or Spy. Something you have to activate.
i think there is a spy, check out one of the subclass of gunslinger
Which edition?
I don't have the money to access the subclasses
secret agent
I don't either, youtube or reddit are great sources
lol, lvl 14 of secret agent is "license to kill"
Maybe as a Bonus Action, you can target a creature with a CHA Save. On a Fail, the target has a Vulnerability, Immunity, or Resistance (your choice) exposed to you.
apart from dnd die, gunslingers have their own die "risk die" i think
maybe, there's already a similar skill called slick talker, when making deception or persuasion check, any d20 roll of 9 or lower becomes 10
but you're on the money if you want to homebrew it that Cha is one of the main stats for a spy or detective
WIS Mod or Prof Mod per Long Rest?
im guessing Cha mod? ... but it says here "risk die"
gunslingers have a die on their own
Silver tongue, eloquence bard
yeah
But its for a Ranger Subclass...
Eloquent bars or eloquent bard?
It says in the book “risk die”
Bard
yup
hopefully I can use this if any "one shot" accepts any type of homebrew
I can already imagine my paladin/warlock multiclass hybrid spam smite or booming blade from 10 ft away. With pact of the blade that replaces dex for cha in damage and con as secondary priority
So I saw a YT Short that inspired me, so what do y'all think of Barbarians following the Path of the Rage Archer? (Also on page 9 of the Homebrewery link in my bio.)
Path of the Rage Archer
Powerful Arrows Flung from Instinct
The art of archery is one that requires great strength and intuition. Dungeons and Dragons has chosen to govern a creature’s skill with bows by Dexterity, but some would say that is innacurate.
Barbarians know best how to make the most of their primal power when it comes to weapons. Why can’t they do the same with bows? The immense strength it takes to draw a powerful bow makes them perfect for a Barbarian on the Path of the Rage Archer.
Level 3: Ranged Rage
While your Rage is active, you can use Strength, instead of Dexterity, when making ranged weapon attacks.Level 6: Wrathful Intuition
When you make a ranged attack while your Rage is active, you can add your Rage Damage bonus to the attack roll before or after seeing the result. If you do this, that attack does not benefit from the Rage Damage bonus. You can use this feature once per turn.Level 10: Quick Decisions
While your Rage is active, you no longer suffer Disadvantage on ranged attack rolls against targets within 5 feet of you.Additionally, when a target moves within 5 feet of you while your Rage is active, you can use your Reaction to make a ranged weapon attack on it with a weapon you are holding.
Level 14: Form of the Rage Archer
When you activate your Rage, you can have its power spreads to your weapon. This effect lasts for 1 minute, or until you drop to 0 Hit Points. For the duration, your ranged weapon attacks deal Force damage, and you can’t suffer Disadvantage on ranged weapon attacks.Once you use this feature, you can’t do so until you finish a Long Rest.
Not familiar with making Barbarian subclasses, so if anyone has any notes on how to make it more Barbarian (or on balancing), let me know!
Just for curiosity sake anyone know why D&D Beyond might reject any changes to a homebrew monster that is private homebrew, NEVER SHARED!!!, and all other monsters I modified the same day process without issue. (This literally just happened to me, yes I submitted a support ticket as it keeps throwing Error 403 forbidden every time I fiddle with this one monster)
Try asking in #ddb-support
heyo! would anyone be able to tell me if this looks relatively balanced? I am very bad at creating classes/subclasses 😓
Druid: Circle of Honey
Level 3: Circle of Honey Spells
Lvl 3: Guidance, Goodberry, Prayer of Healing
Lvl 5: Mass Healing Word
Lvl 7: Aura of Life
Lvl 9: Mass Cure Wounds
Level 3: Stinger Punch
Whenever you attack a creature with an unarmed attack, you deal an additional 1d4 + your Wisdom in Poison damage.
Level 6: Hive Tactics
As an action, you can give all of your allies a sense of hope. Until the end of your turn, they all have advantage on saving throws and have resistance to necrotic damage.
Level 10: Honey Trap
As a bonus action, you can enchant an enemy within 15 feet of you. That creature cannot take a reaction for 1 minute.
Level 14: Queen Bee
All allies within a 30 ft radius cannot be frightened, charmed, or poisoned. Additionally, whenever you cast a spell that heals a creature, you gain a d4 temporary hit points equal to the
spell level (Ex. level 3 = 3d4)
i love it tbh
yes i did. i really love it. I would play it if I could just so i can get a feel for it.
oh, well by all means, if you wanna make a character with it (with DM approval ofc-), you can fs use it in your campaign!
wildshape form attacks aren't technicaly unarmed so you might want to say wildshape attacks and maybe change the damage type as poison is often considered the worst damage type(unless thats changed)
just changed the 3rd level ability after a talk with a friend
Level 3: Heal the Hive
Whenever you heal an ally, you can add 1d6 to the amount of damage healed. You can do this an amount of times equal to your proficiency bonus. At level 6, this increases to 2d6, and 3d6 at level 10.
fits the group hug theme more
looks good to me after a quick check on similar heal buffs as you have less uses the boost in power seems fair
the amount of healing scales a bit faster than i though at first so maybe make it a bit slower
I'd do
Whenever you restore Hit Points to an allied creature
And
You can use this feature an amount of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.
It needs some clause to restore otherwise it would never recharge by its own rules
This was pole dancing archery guy wasn't it
Saw that on tiktok today
"Now somebody go make me that subclass" you took that to heart huh
The sub has a problem:
The bonus being active means doing the thing you build around (ranged) is only possibly during a rage.
The level 3 ability isn't enough incentive to do so
Level 6 ability finally makes it so that, with all the sub's abilities, you finally can just use rage normally at a distance. Really should be better by this point.
The first half of the level 10 ability is invalid because you'll take sharpshooter or CBE which would remove this downside anyways. The sentinel attack is interesting, but disappointing at level 10 as its highly situational
Ranged weapon dealing force (as opposed to magical piercing) is an extremely mid upgrade, especially as a capstone, and you are seldom attacking at disadvantage. It being tied to not only rage but also a single use turns it into garbage bin tier.
Unfortunately, every feature of that subclass is severely underpowered.
On the upside, that's the opposite of the usual problem
It's much easier to buff than nerf
Very true
Level 6 should be until the end of your next turn (otherwise it’ll end immediately and only be useful if you use the Ready action)
https://docs.google.com/document/d/1rjF4EERJ0YBfL_qK_Sjsq8K-oQlmVPIlDvL4aZArj5Y/edit?usp=sharing
Current iteration of my Mechanist subclass for Artificer. Took inspiration and design notes from other homebrew subclasses when working on this. Still gotta get to level 15's stuff
i'm working on a subclass right now
based on the concept of Dragon Communion from Elden Ring
I've made a little sorcerer spellblade subclass based on fire and ice - the Cryopyric Sorcerer.
https://docs.google.com/presentation/d/13RJMP6sPEAW592LY5jbiKTi6XrsRCNHyTtjBn4UJqRs/edit?usp=sharing
i'd greatly appreciate feedback since i know that as is, the subclass as a whole is a decent bit stronger than any others lmao.
i would love feedback thats as critical as it can be, please! (and i'd also like to know what you all think is good about it)
-# small reminder, but critical doesnt mean tell me that the entire concept of the subclass is bad. critical means you're actually analysing the features and understanding what works and what doesnt, so that you can tell me in your feedback what needs to be done. thanks!
the general concept is when you kill a dragon, you eat its heart and it grants you the abilities of the dragon you killed in the form of spells, eventually gives you a small draconic transformation, and then eventually transforms you into a Magma Wyrm
Gets you killed. Still a sorcerer in melee.
the Magma Wyrm part in particular is if you deal with dragon communion too often
i'm just not sure what class this would fit with best
There aren't any meaningful survival benefits.
With it being Fire n Ice based, why not name it the Thermodynamic Sorcerer?
And if there were, the incentives to go into melee aren't enough. You'll still want to be at a range (just use the extra attack from a distance)
You need:
A. Excellent survivability
B. A massive incentive to go into melee, which is generally a bad place to be
its based on lore in a book im writing of mine. though that's a good name too
bad place for sorcerer's anyway
would it be better to swap out any of these more weapon focused features for survival ones then?
in what ways would you recommend adjusting the subclass to be more appealing and survivable since that is indeed a big problem i didn't consider at all, i did assume that the gaining temp hp each turn and bonus ac reaction would be decent enough lol. and the bonus reach with the weapons was also intended to help out to ensure you can stay just out of most attack of opportunity ranges.
and what could i give for melee incentives then, in order to make sure they dont just use ranged weapons with the extra attack?
hey, what do you think would be the best class for that subclass idea I proposed?
and might i add that bladesinger doesnt just exist but is one of the most loved wizard subclasses - so i'd love feedback thats not just telling me that the idea is bad, thanks 
Bladesinger isn't a melee class
It's also badly designed. No incentive to be in melee
Bladesinger optimal play looks like this: take your AC bonus and then do normal wizard things
Blade singer is, unfortunately, also bad and is a bad target to set
50% of the people that play bladesinger would disagree with you - i know for a fact that a large portion of the community loves bladesingers because of the gishy bonuses. :D
first person i've ever seen call bladesinger bad
lol
I didn't say it isn't popular, I said it's mechanically bad
just a different in perspective ig
Yeah from a perspective of ensuring success of the team, a bladesinger should stay at range
At low difficulty tables they can get in melee though
People totally use it in melee. That doesn't mean that it's better there than at range
A blade singer is a good subclass, but its still bad for them to go into melee
You generally take multiple times more damage in melee, struggle to take cover, have less movement options, and mess with your team's AoEs
You need, for the subclass to want to be in melee, a real incentive to be there. Extra attack isn't good enough
what kind of incentives?
because i'd argue that no class has incentive to go into melee
any class would survive more if they didnt get into the thick of a fight
I don't know. But it would need to be truly huge. The only class that wants to be in melee is a barbarian. The reason they do is their rage doesn't work at range. Everyone else prefers range.
Correct. That's the issue
I agree
And if someone finds that, totally! Go for it!
But I think we should build mechanics that agree.
Don't get me wrong. I want melee to be more viable.
with this in mind - why bring it up for a subclass if the only thing that you think justifies a melee class is if they have resistance to everything etc
I think you could give them some strong abilities only usable 5 feet from the target or similar
Because I think you need to break new ground
Give them something fancy for melee only, rather than just extra attack
I want it to be better than it is
my only only problem with that is i dont want to make a sorcerer thats better at melee than an actual martial character
Buff the martials too is the answer here, sadly.
which im doing in my full homebrew book of things
so ye
but aight, features that only work closely in melee?
But my criticism if you don't want to take this route is this: delete something and give the sorc medium armor and shields. That'll make them fold over less.
Hexblade-like
instead of spells, and extra attacks, and all that
aight aight
(Still, range is better, but med+shields helps in both, and makes you not collapse instantly in melee)
make em more tanky and make their attack focused features only work in melee, is what you're saying?
or similar? at least
Or similar, yes. They need a reason to go there.
You can get creative, too. On a sorc, you could offer restoring sorcery points for example
For a kill on an enemy within 5 feet
Problem there is "bag of rats" abuse
metamagic-esque melee attacks, instead of 'extra attacks'
That would work, if they were potent enough to spend sorc points on
But keep thinking outside the box like that
im not sure how keen i am on features that let you just regain resources on a hit or kill, exactly because of the bag of rats shenanigans
i'll give that a try, thx man
NP. Good luck. I'd love to see more melee focused stuff. It's a very hard design space
I haven't managed it much myself. Saw a few barb subs that did it well
s/o bladesinger
ive seen a spellblade sorc homebrew before, it was...really, really good
my point exactly lol. would you mind taking a look at the subclass? even with the feedback i've already gotten, i'd love more
this is before i read the subclass but i suggest this, you can basically combine the battlemaster/bladebreaker and bladesinger concepts for the spellblade sorcerer, the battlemaster/bladebreaker concept being the sorc points being stances, and the bladesinger being more survival, maybe do a lvl 14 transformation sort
idk, let me read
i seeee
that could definitely be cool
the subclass itself is in its very first draft so ye
oh, this is 2024 stuff
oh im not built for this lol
oh, i like this concept a lot
i dont need to know 2024 to understand what you're trying to do
this is really cool
thank you! if you do have any feedback at all even if its not your area of expertise, i'd love to hear it
We half darkvision of all standard races at our table. Is there a reason to give dwarves something extra? They lose the most
that seems like the reason
if everyone is losing the same amount but dwarf is losing more it makes sense to offset that with.. something
Yeah, I didn't do it immediately after but it was pretty close lol. I'll see what I can do with balancing. TBH, I wouldn't count "you get this from a feat" as being invalid, but I'll see what I can work up later today. I'm not happy with the capstone either lol, it was all I could come up with. I'll see what I can do to boost it overall.
I have a slightly controversial magic item
I feel like snipers are aiming for my head every time I do something with concentration
Collar of Eldritch Horrors
Wondrous Item, Very Rare (requires attunement by a Spellcaster with the Find Familiar spell)
-# (Summon spells mentioned here are the Summon Blank spells from PHB 2024, allow other spells at your DM’s discretion)
-# A small dark collar with a peculiar gem on it. The gem harbors an ancient Eldritch symbol understood to symbolize “Transformation”. The collar is usable when placed on the familiar of the creature attuned to it.
When you cast a Summon spell, you can instead cast it on your Familiar. If you do so, instead of summoning an additional creature, your familiar transforms into an Eldritch Horror with the summon’s stat block.
The duration of the summon increases to 8 hours and the familiar concentrates on the casting in addition to you. While either you or your Familiar is concentrating on the spell, it stays active. You cannot cast any Summon spells while this effect is active.
When the spell ends or the familiar dies, it reverts to its regular form, regains all its hit points, and returns to your pocket dimension.
Once this feature is used, it can’t be used again until the next dawn.
A subclass with a feat that does temporary "genetic" transforms via dosage, like Dr. Jekyll/Mr. Hyde, nutty professor (perfect ideation of self, Bruce banner/hulk, etc
What class do you think that would best be under, artificer?
could be Artificer, Druid, or Sorcerer
depending on how you want it to feel
I had it as warlock initially, in that the ability to transform was granted by patron, but artificer might be it. Dosage is flavored by how the player wants; potion, injection, inhalation, touch forehead, etc
Thanks for the insight, it's been a fun concept designing.
Artificer is more of a “I was working on this thing and I wanna use it now”
Sorcerer is more of a The Hulk type of thing where the transformation is based more on the user’s emotions or whatever
Druid is more of a “let me absorb this essence and see what happens” or corruption type stuff
Warlock works for everything
Artificer and Druid aren’t always corrupted, they get corrupted when they use their thing, Sorcerers are going to be constantly corrupted but can keep it in check
obviously, players can reflavor any of them in the way they want, but the feel of the abilities would be a bit different
This one accesses strains by level progression, in order, each grants a bonus, short time duration and negative bonus that starts a few minutes before the time expires;
lycan lv1,
Fastride (speedster) lv6,
ironskin(metal) and lovemorph (nutty professor lv10,
brutebasher (hulk-type) and overdrive (adrenaline; healing and extra attack) lv 14, and
draconid (humanoid dragon form) lv18.
Seekers
Level 2 Conjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minuteYou conjure 2 magical orbs within 5 feet of you, choosing one or two targets that you can see for the orbs to follow. At the beginning of each of your turns, an orb flies 25 feet in the shortest path towards the target. If an orb is within 5 feet of its target, it explodes, dealing 2d6 force damage to the creature.
If you cast this spell more than once, the orbs from the previous casting disappear.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by 1 for each spell slot level above 2nd.
-
Range is incorrect, maybe adjust to 60 feet?
-
Damage scaling is low for a level 2, adjust that its first flight can start flying at point of casting, in addition to start of turn.
-
Clarify if orbs can target/hit the same target
-
How do they interact with obstacles or lose access to target?
-
Name misnomer, rename to "seeking spheres"?, I didn't expect that spell for what the name led too.
Path of the Rage Archer Barbarian again, buffed a bit. The capstone needs one more benefit, so I'm looking for help with that. Otherwise... do I need to buff this thing more? (This time I included the notes that were in my Homebrewery book.)
Path of the Rage Archer (Barbarian)
Powerful Arrows Flung From Instinct
The art of archery is one that requires great strength and intuition. Dungeons and Dragons has chosen to govern a creature’s skill with bows by Dexterity, but some would say that is inaccurate.
Barbarians know best how to make the most of their primal power when it comes to weapons. Why can’t they do the same with bows? The immense strength it takes to draw a powerful bow makes them perfect for a Barbarian on the Path of the Rage Archer.
Design Note
This class is designed to reflect the disparity between the actual requirements for bow-wielding, and those shown off by D&D. The skinny elf archers of fantasy media wouldn’t reasonably be able to draw a war bow.
Yes, I am aware giving Barbarians range is a bad idea, but that’s the whole premise of this subclass.
Level 3: Ranged Rage
You can use Strength, instead of Dexterity, when making ranged weapon attacks.Additionally, when you make a ranged weapon attack while your Rage is active, you can add your Rage Damage bonus to the attack roll before or after seeing the result. If you do this, that attack does not benefit from the Rage Damage bonus. You can use this feature once per turn.
Since the attack uses Strength, it is valid for Rage damage.
Level 6: Quick Decisions
While your Rage is active, you no longer suffer Disadvantage on ranged attack rolls against targets within 5 feet of you.Additionally, when a target moves within 5 feet of you while your Rage is active, you can use your Reaction to make a ranged weapon attack on it with a weapon you are holding.
I know there are feats that do the first half, but how useful is an attack that does this if the user has Disadvantage?
Level 10: Volley of Anger
While your Rage is active, when you hit a creature with a ranged weapon attack, you can have all creatures of your choice within 5 feet of that target take half as much damage as you deal to the target. You can do this a number of times equal to your Proficiency Bonus, and regain the ability to do so at the end of a Long Rest.
Level 14: Form of the Rage Archer
When you activate your Rage, you can have its power spreads to your weapon. This effect lasts for 1 minute, or until you drop to 0 Hit Points. Once you use this feature, you can’t do so until you finish a Long Rest. You gain the following benefits:
Arrow of Retribution. When you take damage from another creature’s attack, you can make a ranged weapon attack against that creature.Piercing Shots. Damage dealt by your ranged weapon attacks cannot be resisted, and immunities are treated as resistances.
- So creatures within 60 ft of the caster?
2 and 4. How about this:
When you cast this spell and at the beginning of each of your turns, each orb flies 25 feet towards the target in the shortest path it can take. The orbs fly around obstacles and other creatures, and stop following the creature if it turns invisible.
- Yeah, the orbs can target multiple creatures
This Haversacks provide an "infinite" amount of (consumable) bottles of ale each day, 1 piece at a time. (The piece must be consumed, destroyed, or otherwise made unusuable). The first 5 pieces each day function as Goodberry goodberries.
Otherwise this Handy Haversack functions in all ways like a standard Handy Haversack.```
Drinks can be replaced with whatever you need, I've done candy, jerky, and uh... some other item.. apple sauce or something?
You looking for feedback or showing off for other people to use?
I was mostly just posting it so i could link it in a dm discussion, but feedback is cool.
It started out as a halloween themed item, so I could give my pc candy.
Alrighty, I know I wouldn't want my homebrew picked apart if I just wanted to share for others to use, so that's why I asked lol.
My feedback was going to be something along the lines of updating pieces to reflect the item in the particular use case (piece works for candy or jerky or something, but not really for bottles of a drink IMO), and I think the last sentence of the main paragraph should be something more like "The first 5 pieces each day have the same effect as goodberries created by the Goodberry spell."
Of course, it's your homebrew, so it is up to you.
yeah, the bottles was admittedly hastily done, and i know i could clean up the phrasing on the effect.
- Yeah, the 60 feet expands how far out the orbs can go from you.
When you cast the spell, choose up to two creatures you can see within range. You determine which target each orb pursues, and multiple orbs can pursue the same target.
An orb cannot move through solid objects; if it cannot reach its target by a clear path, it travels along the nearest path available.
I wouldnt add that it loses on invisibility but your call.
Fair. Cool item though!
thanks, it's just meant to be a little goofy and fun, moderately useful, but not very powerful.
and worded in such a way to prevent the obvious cheese
Yeah, that would be supremely cheeseable with different wording lol.
"I make an infinitely tall mountain of <item>"
Yeah, or infinite goodberries.
i have an inifinitely tall mountain of infinte goodberries
“choosing 1 or 2 targets you can see within range” and change the range
that way it can be Circle Cast to increase range, but you can’t just send them behind people a mile away
they only have to be within range when you cast it
but they can follow them to infinite range
you might wanna give the orbs AC to be killed and exploded prematurely
and increase the damage in return
you should say it stops following the target if it can’t see it
so if they fully hide, it still wouldn’t know where they are
Anyone ever made a ninja class?
You could flavor a rouge as a ninja pretty easily
Rogues are perfectly ninja
Thief especially, all that extra mobility
And at higher levels you can use ninja scrolls
I'm sure there's a ton of ninja homebrew out there, I just never saw the need when rogue is right there
^^^
scout i would argue is better. scout + mobile/speedy (depending on version) can bonus action dash to 100 feet
but that being said the scroll stuff is true
Both are excellent. I was referring mostly to thief getting 2nd story work, but literally every rogue (scout included) is great for one or more fantasies that pop culture ninjas get
If you feat into some fighting style stuff darts (flavored as kunai or shurikan) are still a big fun thing you can do
yeah, true. if thief got more movement speed than it would literally be perfect for a ninja
I mean it all depends which bit of pop culture you're cribbing from
true
i just meant the speedy part of the ninja fantasy is best supported by that
TBEF inquisitive or mastermind also have arguments for them too
unrelated but i found this from a while ago and i find its very helpful for balancing homebrew cantrips:
https://www.reddit.com/r/UnearthedArcana/comments/drgwcz/the_cantrip_scale_v3_a_system_for_measuring/
its not so great for utility cantrips, but damage wise its very solid
i will say that YMMV because the variant of my homebrew ranged attack lightning cantrip that progressed with d12s was on par with with eldritch blast and got a 10 (even though it was single attack roll, lightning damage, ranged, 120 feet, and had no secondary effects).
YMMV also because now sorcerous burst is a thing now and eldritch blast can target objects, and this arguably makes the scale require adjustment
sorcerous burst scores an 11 on the scale
eldritch blast scores an 11 as well now because the 1 (defrayed risk) became a 2 (df AND can target objects)
but the scale is still p useful regardless
@tranquil dew
me
the itemmmm
This Haversacks provide an "infinite" amount of (consumable) bottles of ale each day, 1 piece at a time. (The drink must be consumed, destroyed, or otherwise made unusuable). The first 5 pieces each day function as Goodberry goodberries.
Otherwise this Handy Haversack functions in all ways like a standard Handy Haversack.```
Drinks can be replaced with whatever you need, I've done candy, jerky, and uh... some other item.. apple sauce or something? @clear lance
hmmm the consume till the next one would’ve been good but i’m afraid the wine turning into monsters is my best bet atm
that’ll be enough to spook them
yeah, i forgot that i had made an item like that and had pre-cog'd the expected issues
has anyone found any reasonable homebrew solutions for running a large number of undead with animate dead as a high level necromancer wizard?
the sheer number of skeletons you can have following you around gets unmanageable very quick, so i was wondering if any solutions that dont involve nerfs or buffs to the overall ability have been figured out, ideally with as little deviation from the base abilities as possible
I think there’s a zombie horde stat block in van richtens guide to ravenloft that you could reflacir then as skeletons
I’m surprised there isn’t more physical warlocks besides hex blade
Like why must deals with other worldly beings always be for magic
What else would they be for
depending on your definition of physical dao genie could count i guess, or that tentacle thing goolocks get
Fathomless get the tentacles
And those can be placed anywhere within 60 feet
Well, i was watching chainsaw man and wanted to have a weapon hybrid of some kind
There does seem to be a humblewood subclass called the predator
one way i came up with, when trying to make demonic undead back up dancers as a spell inspired by the movie sinners (the rocky road to dublin cover specifically, as it was P E A K), for commanding undead, depending on the actions taken, is to just have them all use the same rolls.
so for instance, if you command your undead horde and you have 15 skeletons going (and assume all of them are armed with longswords) to attack multiple creatures, roll one attack roll for all of them and roll one damage roll for all of them. this gets less simple when you have 5 of them have hand cross bows and 10 with longswords, or God forbid 8 with LSes and 2 have great axes
its still in my to draft list
You could just bunch them up
Ah I see
wdym by physical
and get all of them nuked by a single fireball on turn one?
Up close and personal, melee focused
I meant have them all move as one turn
alongside formally drafting and consolidating all my spell fixes, which is at the top at the moment. thats something i have almost completed and i am just revising ATM
gotcha
TBEF theres a subclass and a pseudo-subclass with that as the focus
Pseudo subclass?
My guy, I already said besides hexblade
pact of the blade lol
i know, i know. im saying i dont there already exists one as you pointed out, because idk what other niche there would be to fill mechanically for it
i am not opposed
i just dont know of a mechanical niche for further martially focused warlock subclasses
Item effect or acquired trait for a Battle Master:
"When you take a reaction, if you expend a Superiority Die for that reaction, you do not expend your reaction for the turn. The number of times you may do this is equal to your proficiency bonus per turn"
What y'all think about this?
I had this idea for a warlock that gets possessed by past spirits of warriors, called pact of the Valkyrie.
It’s a little mix of some cleric and ancestral guardian barbarian
thats a really cool idea tho, too
i love that
Still has a bit of tinkering to do
fair!
So, as a starting point, I wanted to propose the school of muscles, a wizard subclass with the following features
Your spellcasting ability becomes strength
All your spell damage becomes bludgeoning instead
Ranged spells dash you to the target, instead of working as a projectile
How can I work from there?
the fantasy would be of a scholar obsessed with sculpting strength, to the point it allowed them to perform superhuman feats akin to a wizard
What Legendary Actions would you give to a CR 12 Blood Mage boss (basically an Archmage reflavored with blood magic)?
The party is 4 level-8 players.
The boss’s goal is to harass the party rather than fight them directly, since she has a second phase where she transforms into her true form: an Adult Black Dragon.
So phase 1 is about the boss and her minions trying to interfere with the party while they attempt to destroy a Mind Flayer weapon.
My ideas for her Legendary Actions are:
-
Summon Lesser Demons (2 actions):
If none are already summoned, the boss conjures 2 Maw Demons within range to protect herself.
The boss will be far from the main minions (since those are focused on defending the weapon the party is trying to destroy), so having close allies could help if reinforcements take too long. Two Maw Demons isn’t too much. -
Misty Step (1 action):
Classic boss disengage tool, even more useful for a spellcaster boss. -
Control of the Blood (1 action, but can’t repeat the same effect more than once per round):
The boss targets a creature she can see within 120 ft. It must make a DC 16 saving throw. On a failure, the boss manipulates or curses its blood with one of the following effects:-
Blood Curse of Binding: STR save or the target’s speed becomes 0 and it can’t take reactions.
-
Blood Curse of the Eyeless: CON save. The target’s eyes well with bloody tears and it becomes blinded for 1 minute.
-
Rupturing Arteries: CON save or the target takes 7 (2d6) slashing damage as veins burst open. At the start of each of the target’s turns, it repeats the save: on a failure it takes 3 (1d6) necrotic damage; on a success the effect ends.
-
Blood Curse of the Puppet: WIS save. Works like Command, but she can force the target to make a single weapon attack against a nearby creature (just one attack).
-
I might add one more optional Legendary Action, though I don’t think she’ll use it too much:
- Blood Bolt (basic attack):
Ranged spell attack +9, 60 ft., 3d8+5 necrotic.
CON save DC 13 or the target is poisoned until the end of its next turn.
What do you think? Any ideas?
Sounds op. Especially with multiclassing
I thought losing all damage types but bludgeoning would be enough of a nerf
Maybe
I mean considering you can easily get heavy armor now bc strength so higher AC
- just, well strength as your main stat
And unless you provoke opportunity attacks, the charge/dash on ranged spells is basically a free teleport
also that yeh
depending on what spells you have you can just target the floor a couple feet out
or another enemy
would make more sense if it was a "barbarian subclass" imo, and the whole thing is that you get some spellcasting abilities /cantrips that use your strength, and you can use the "dash" thing you talked about (but e.g. lose your bonus action that turn) kinda like rogue disengage
just more "forced"
That exists
where
Rage mage wizard off valdas
It’s a third party barbarian subclass called school of the muscle wizard
found some homebrew rules for making hordes https://www.reddit.com/r/dndnext/comments/neyzud/simple_horde_rules/
i wanted to ask your opinion in regards to their balance in terms of this being a nerf or buff for a necromancer wizard with a skeleton army from animate dead
Bludgeoning is actually an excellent damage type
It is the best of the mundane types and better than lots of elemental types
Vulnerabilities to bludgeoning appear in lots of common monsters
I thought it would be bad to lose the ability to deal non-bludgeoning spell damage, due to the myriad of enemies that has resistances or outright immunity to bludgeoning
it still doesn't make piercing or slashing any more suitable for the fantasy, so I guess it would still be bludgeoning, regardless
Any thoughts on this?
So I'm homebrewing a Tiamat stat block, right?
Not an avatar the real deal.
I think, as lore accurate as it is, it is busted beyond busted.
I stapled 5 ancient chromatic dragons to a nigh invincible wizard.
its weird when I listen to a dnd session where the boss has some legendaries, there's this one boss that has a legendary bonus action that he can cut in between turns (because he can manipulate space time itself), blink anywhere on the map and deal ridiculous damage
hehehehehehe
I can't tell if you are laughing at the idea of Tiamat just being 5 dragons stapled to a wizard or at the idea of a boss blinking anywhere on the map.
not a wizard, more like a godlike entity and yes, any boss with legendaries
You roll 6 initiatives for her. One for each dragon (which uses its corresponding stat block for the turn) and the main body.
I'm like "I'm just spectating and even with proper optimization I might throw in the towel" 😅
To kill her you need to do over 560 damage to her main body before you start essentially decapitaing her heads one by one.
Each head gives you a crazy powerful artifact that essentially allows you to become the penultimate of that color of dragon.
but then again, if you're a DM and plan to homebrew a boss that beating it would be near impossible. It would force every player to work together for a strategy, it looks good
Frankly it was for my own pleasure. It gets worse.
It's based on this world I'm homebrewing where primordial dragons were crazy powerful.
All were brought to extinction at the hands of the Tarrasque.
Exept Bahamut and Tiamat.
Tiamat used to have seven heads. One she lost to the Tarrasque before she killed it (See Tarrasque regeneration) the other she lost to Bahamut.
not surprised if they are
World building, I know, but still.
Primordial dragons have the following racial abilities: Spell slots of a 20th lvl wizard (the level of each spell slot + 3. X2 spell slots until lvl 8. Anything cast above 6th level deal damage to it equal to 20 x the spell's level.) And cam concentrate on 4 spells at once.
These things shaped stars.
I limited her spells to nothing over 10 minutes to cast.
Nothing extradimentional.
And no power word kill nor wish (if wish them heavily limited)
You ever start writing something and by the end you look at your creation in horror?
I write stories but not dnd related. but yeah, the boss of each saga in my story tests the protagonists differently and harder than the previous one
first one is superior in sheer power, 2nd one is superior via technique with decades of experience. but the consistency was the next "final boss" was more evil than the last
oh and the one I spectate, there's a kicker, on that battle against that godlike entity, if you think the legendary bonus actions were f ed up. The whole team only has 5 turns each, because the "core" will explode in a minute. AND within those said turns, he can blink anywhere in between each pc's turns. Not to mention he has "4 phases"
each phase worse than the last and its "legendary resistances" are always on until that powersource gets removed from his chest
its what people says.... "OP" , "broken" . Those are the perfect words to describe that thing
https://docs.google.com/document/d/100H-iKxGGZTRehoY6_bCo80Tz2wjowfKRO5EoNhoyHA/edit?usp=drivesdk I have made the basics of the worker class just take a look if your interested in it
it’s my idea of a new main class to use and I think it’s really good I had some feedback before I got this version together
it's a mess that's what i'll say
This is very confusing and a lot is subjective like it probably could work as a non magic support class right now it’s just a fighter wanting to be a bard
what parts of it do you find unique about the class
Altering terrain is fun, being able to shift turn order with manager could be nice, the support stuff looks like a good idea. I don’t think you understand how bonus actions work or really need to edit the document but the idea of getting extra actions to manually do spell like abilities Mold earth, bless etc. could be cool.
In short you need to take this class and make it understandable to everyone here and rework the subjective abilities
also i would say make the features more cohesive instead of a bunch of different stuff
and change the money hoarding ability, players should want to spend money and not need to hoard it for their abilities to work
I’ll do some reworking thanks for the feedback
Check out dnd commoner class
That there were lots of drawbacks
I think this is similar
So making a special Armblade (shortsword) for one of my players that's rare quality, +2, and deals necrotic damage instead of piercing. thoughts on giving it the bonus effect of Chill Touch (can't regain hitpoints until the end of your next turn)? If not that bonus effect, what else?
(basing the power level on a sun blade)
That seems fine, it's not that strong a rider. Not many enemies have the ability to regain hit points in combat.
You think I could give it a stronger rider or is the fact that it's not that strong the reason why it's fine?
If you're going for something more vampire-themed, once per turn it could transfer half the damage it deals from one attack to its wielder as either healing or temp HP.
One or the other, I mean, not a choice between the two
Which is not a lot of healing from regular damage, but as part of a sneak attack it could be pretty significant.
Yeah it's for a rogue so that's on the side of significant, perhaps temp HP then?
Yeah, 10-12 temp HP for a rogue is a nice safety net. Though you might want to give it charges, in that case.
Three charges, after which the blade is sated and won't drink anymore til next dawn
I like your funny words magic man
You may need to roll some dice to see how it averages out; I'd be reluctant to dole out double digit temp HP with any regularity.
Though 3/day is not excessive, I think, especially if they're often in the thick of things
A 10th level World Tree barbarian is starting the fight with 10 THP, and doling out 3d6 per round to nearby allies, so a Rogue getting @ 14 THP 3/day is hardly outrageous
Me: What if tiamat is 5 dragons stapled to a ranger Homebrewed by me?
I'll see how it works out in practice and adjust it if needed, with the way I run things I doubt it'll be an issue but we'll see.
https://homebrewery.naturalcrit.com/share/7mSDh6WnGLkE - Warrior of Dirty Tactics Monk Update
After some testing, I made a pretty small change to the Blinding Dust feature that just ends the Blindness at the start of the creature's next turn rather than the end of it. It already works rather well as an action to give your Flurry of Blows some Advantage, so forcing Disadvantage on the creature's attacks during its own turn on top of that just feels a bit extra for level 6.
Any additional feedback is greatly appreciated
a person of culture as well i see
tiamat is just 5 draconic sorcerers stacked on top of each other in a trench coat
I took a look it looks commoner is more focused on being part of a collective compared to other classes and I get what you mean about the drawbacks that’s a lot of them and they also use wisdom huh neat
No, that's her avatar, the one she uses to get into movies that say "from ages 18 to 99"
In all seriousness that is a really good analogy for her avatar. Her real form is legitimately ridiculous and absolutely busted in terms of balance. But hey, what did you expect from a creature part of a race who's very essence was born from the Weave and who's very souls could form stars with nothing but their magical prowess?
Ok I have updated the google doc and made some things more clear
is this 2014 or 2024?
2024
ok thanks im going to make a copy with my complaints and sujestions for things i think i know how to fix anything i say can be wrong as its your class but please take what i say into at least a bit of consideration
Ok
Okay so... how is this for Homebrew spell?
Hidden Power (Paladin only, 1st level) - On a hit with an attack, this spell adds 2d8 damage of DM's choice.
On using a spell slot 2nd or higher, the spell deals 1d8 more damage.
https://docs.google.com/document/d/1vcAjshaoDvqpSR5eiAXXCBD6q3IwIyGYRGyqsqfCjaY/edit?usp=sharing heres what i got for the main class tell me what you thikl
*think
if this is based on pokemon it would be cool if the damage type was determined by your lowest stat or something like that
You may want to clarify the casting time: spells usually cost an Action or Bonus Action. With True Strike you make one attack with the weapon used in the spell’s casting. This spell seems like it takes no action to cast, which is a pretty huge advantage in terms of action economy.
yeah thats what i was going for
ok
its like divine smite 2014
Since they deliberately moved away from that design, I suppose it works fine for that purpose.
Although as a paladin I wouldn't be thrilled about the DM picking the damage type each time; that could very easily work against the character.
auto balancing
very valid point, and yes
yeah but so is a roll a d8 and pick an element
or use 1drandom number generator
(lol)
well with the dm they can choose to let it do double, half or no damage depending on the boss and things
oh its gonna stay one type, but DM chooses the damage type. its not gonna necessarily be radiant
Heyo! Back with another custom subclass!
Monk, Warrior of the Flowing River
Level 3: Freezing Current
When dealing an unarmed attack, you may use cold damage instead of bludgeoning. Additionally, you gain resistance to cold damage.
Level 3: Erosion over time
When you deal damage with your flurry of blows, the opponent must make a Constitution saving throw (DC 12) at the beginning of every turn until they succeed. If they fail, then they are dealt 1d4 cold damage to them.
Level 6: Summon River
As an action, you can use two focus points to create a river in a 25 ft. line. The river is difficult terrain, and anyone who ends their turn in the river is dealt 1d6 cold damage. The river lasts for 1 minute.
Level 11: Flowing Stream
When you use the Summon River ability, you can bend the river any way you want, however is must retain it’s length. Additionally, your river extends to 30 ft.
Level 17: Crashing Waves
You may expend 6 focus points to deal 6d10 cold damage to one opponent. You may decide how much damage is dealt to that enemy each turn.
Additionally, is there anyone I can talk to that is good at making custom subclasses?
id probably add more defensive or utility features. all of these are just. damage
yee, the theme of this subclass is supposed to be damage over time, but I fs see what you mean
I like that.
It was extremely helpful thanks😊
your welcome
yo, I need some fresh eyes on this speices of mine. shouldn't take long.
you can't send files? : (
the resist should have a limit to how many times you can use it per day
Should I tie it to proficient?
you are talking about the roll a d6 on a spell affect, right?
yep, pb seems like a good choice
isnt this just smite?
oops wrong person
lol
swear i clicked the right thing, mb
though the answer is yes its supposed to be 2014 divine smite
as said by the poster
I haven't homebrewed a class before so I'm wondering what yall think of this? Any suggestions or recommendations around balancing the spellcasting feature would be much appreciated
https://docs.google.com/document/d/1F5Bm1q7B-sSV9A2tJei7rrxbU8I9IdBNStHbWd1yX_M/edit?usp=sharing
did i mention that it can go to level 9 like 2024 smite
im considering a critical hit allows the paladin to attack an extra attack with the same level of smite without consuming a spell slot
overal seems pretty good the 3rd level familiar ability seems a little op and familiar scaling seems a bit strong. The broom touch spell storing doesnt make sense, is it supposed to be that the ally riding the broom can cast the spell or am i misunderstanding something
You would cast a spell like Invisibility on the broom, and then until the next long rest or if you do it again, the person riding the broom has the effects of the invisibility spell
Level 3: Gift of Flame
The blaze has only just begun. You gain the following effects.
***Hail the Blaze. ***You learn the following spells: Produce Flame, Burning Hands and Scorching Ray, Constitution is your spellcasting ability modifier for these spells. You can cast Burning Hands or Scorching Ray without using a spell slot. Once you cast either spell with this feature, you cannot cast that spell in this way again until you finish a Long Rest.
When you cast one of these spells, your next weapon attack or Unarmed Strike deals an extra 1d8 Fire damage.
Forged by Fire. When you make a weapon attack or an Unarmed Strike, you can cause that attack to deal Fire damage instead of the normal damage type
Level 7: Flaming Foresight
The flame’s will becomes yours to harness. You gain Resistance to Fire damage and when you fail a D20 Test, As a Reaction, you can add half your Fighter Level to the result. Once you use this reaction, You cannot do so again until you finish a Long Rest.
Level 10: Wildfire
The blaze intensifies. You gain the following effects.
Improved Hail the Blaze. You can now cast Burning Hands and Scorching Ray without spending a spell slot a number of times per long rest equal half your Constitution modifier.
Inferno. Once per turn, When you deal Fire damage, you deal extra Fire damage equal to your Strength or Dexterity modifier (your choice when you deal damage).
Level 15: Flaming Flourish
The blaze roars with might. When you make a weapon attack or Unarmed Strike, you can instead substitute it for a casting of Produce Flame, Burning Hands or Scorching Ray.
i think so fair its balanced enough
ok the only spells that came to mind for me were vampiric touch and damaging stuff that makes way more sense
Oh no yea lol, the idea is that its a very buff heavy class
that makes sense i think it looks good, other than familiars being very strong, mostly skimed it
Ok ok thank you
It’s looks unique and its pretty solid
A concern I’d have with DoT is a bunch of little rolls (1d4, 1d6) to the point where it gets tedious
Level 18: Master of the Blaze
The flame continues to burn, even after it has taught you all you now know. You gain the following effects.
Extended Will. The flame’s will reach all. You emit a 30 foot Emanation of pure fiery determination, all creatures within this Emanation gain Resistance to Fire damage.
***Flame Eater. ***You become immune to Fire damage. Once per Short Rest, as a reaction when you are targeted or would be damaged by an attack or effect that deals Fire damage, you instead gain Temporary Hit Points equal to the damage it would have dealt.
i think those make sense?
the 2nd one is abit, weird
Extended will gives fire resistance to enemies as well, I'm assuming thats not intentional?
And you dont get immunity to damage types anymore in dnd, since that completely breaks some encounters
yep not intentional lol
didnt know that lol
rest of the subclass seems cool, although I would move away a bit from the spellcasting. The new dnd subclasses from the UA use that a lot, which is fine, but not very creative. Perhaps you could make a homebrew fire ability? Something like "You can create a 10ft ball of fire dealing damage to enemies", and then at level 15, you can forgo an attack to use the fireball
If that makes sense
you could always stick with the spells, currently it doesn't make it unbalanced or smth
thats just Flaming Sphere........
basically
unless you mean a 10 foot radius fireball
which might make more sense lol
Well yeah, its always gonna be similar to a spell. I'm just saying this so it feels more original instead of "Eldritch knight, but you can cast fire spells better"
if only Eldritch Knight didnt exist :( /joke
A recent thing I’ve realised about homebrew is that it’s okay to have abilities/classes/features similar to already existing ones
Look at the prestige and other classes in 3.5e, a lot of them are similar to the base classes
https://docs.google.com/document/d/1rVMBhIODS8wy3bYNaikKCDrxlED_mHjJUHsa52zyNXY/edit?tab=t.0
there is the full subclass, it seems people here think its well balanced although some might not
so any thoughts on it are welcome (forgot to add that lol
Flaming Flourish's wording allows you to cast the spells multiple times without restriction
You can use this feature once per turn.
thats on the end of it
That isn't mentioned in the message:
Level 15: Flaming Flourish
The blaze roars with might. When you make a weapon attack or Unarmed Strike, you can instead substitute it for a casting of Produce Flame, Burning Hands or Scorching Ray.
it is?
Level 15: Flaming Flourish
The blaze roars with might. When you make a weapon attack or Unarmed Strike, you can instead substitute it for a casting of Produce Flame, Burning Hands or Scorching Ray. You can use this feature once per turn.
Hi, I'd like to use the Final Fantasy summons in my D&D campaign. My idea is to use something like the FFVII summon materia. Are there any good house rules that I can use?
it should be
its there for me in the doc lol
Weitd
Collar of Eldritch Horrors
Wondrous Item, Very Rare (requires attunement by a Spellcaster with the Find Familiar spell)
-# A small dark collar with a peculiar gem on it. The gem harbors an ancient Eldritch symbol understood to symbolize “Transformation”. The collar is usable when placed on the familiar of the creature attuned to it.
Casting Find Familiar no longer uses material components.
You can cast Summon Aberration, Summon Beast, Summon Celestial, Summon Construct, Summon Dragon, Summon Fey, Summon Fiend, or Summon Undead on your Familiar at 6th level without consuming a spell slot and without material components. Once this feature is used, it can’t be used again until Dawn.
When you cast a Summon spell (whether through this item or otherwise), you can instead cast it on your Familiar. If you do so, the Familiar transforms into an Eldritch Horror with the summoned stat block. The duration of the summon increases to 8 hours and the familiar concentrates on the casting. You cannot cast any Summon spells while this effect is active.
If the familiar dies or loses concentration, it returns to its regular form, regains all its hit points, and returns to your pocket dimension.
After casting any Summon spell on your familiar, you can do so again until dawn.
—————
honestly, it’s probably too much. Should I just remove the free casting?
Would it be broken to give Champion fighters superior critical at level 3?
19-20 is already doubling your crit chance
thats...a very specific attunement requirement, uhhhh...im pretty sure there's feats that give the spell as part of the spellist
People in dnd discussion say it is very rare with 19-20 chance
you can give them an item to make it earlier
And that they never crit with it
Like?
I mean, I’ll probably make it give Find Familiar, but then it’s a late game Familiar rather than the familiar you were with throughout
Ehh, a bit strong, but not broken. Is this 2014 or 2024?
since you need specific feats or Druid/Wizard to get a Familiar
2014
10% chance + you can use advantage to fish crits
For the subclass as a whole, it wouldn't even be the best fighter subclass lol. But it would prolly be too good for multuclassing
Advantage?
It's a decent chance
it’s not broken, but it both removes your level 15 feature and makes you stronger than the rest of the group early
when Martials are actually doing well
Ok
But like in 2014 a level 3 fighter gets nothing else
That is my worry
For my player i mean
give them Remarkable Athlete
If you want it earlier, move it to around 10 instead
I gave them slasher
That's more of a champion problem unfortunately
They still have action surge
I think once per long rest
short rest
Oooh
Fighters are strong at low levels
Fighters are sadly not the best of the martials at lvl 3
damn
But they scale better than the rest for t2 and t3
Yea fighters are really good
Paladins essentially have the same output but with occasional smites at that lvl, and monks have more attacks
So they kinda have fighters beat at that stage
but lvl 1-2 fighters are second best
tbf, Paladins 2014 were broken
Best martials yeah
their NOVA potential is insane
Still no match for casters later sadly
It's more that they have such consistent support buffs and spells, coupled with decent damage when needed
The smites themselves aren't that good beyond t2
Ok so i decided to give them the 2024 version of the subclass
sure, but low levels? their smites are insane
Bad idea?
I like Champion in 2024
but the Heroic Inspiration spam is too much for 2014
if you’re planning on running it as 2014
It is just a one shot actually
Level 5
then there’s no issue at all with the 2024 version for 2014
Awesome
Why would inspo spam be bad though?
it’s not bad in general, it’s just that 2024 is fine with more inspo while 2014 is very cage-y
Cage-y?
they don’t give it away except for Humans who get it once per LR
Level 1 feature
Daemonic Power
At level 1, corrupt magic allows you to draw upon horrific feats of unholy power through the might of your corrupted self. Your access to this power is represented by a number of Vigor points. Your demon knight level determines the number of points you have as shown in the Vigor Points column of the Demon Knight table. You can spend these points to fuel or empower various features.When you spend a vigor point, it is unavailable until you finish a short or long rest, at the end of which you replenish your weakened might. You must spend at least 30 minutes of the rest channeling to regain your vigor points.
Many of this class’ features require you to use a Daemon die, which is a d4. This die changes as you gain demon knight levels, as shown in the Daemon die column of the demon knight table.
Some of your features require your target to make a saving throw to resist the feature's effects, or require you to make spell attacks. The saving throw DC and attack bonus are calculated as follows:
Daemon save DC = 8 + your proficiency bonus + your Intelligence modifier
Daemon spell attack bonus = Your proficiency bonus + your Intelligence modifierSome of your features allow you to regain expended Vigor points. Unless specified otherwise, you cannot regain vigor points more than one-fourth your Demon Knight level (rounded up).
Level 1 feature
Daemic Blade
At 1st level, your dealing with demonic magic allows you to draw upon forbidden powers through it. One such power, a staple of all of your kind, is the Daemic Blade: A spectral strike that harms both soul and body.Once per turn when you make an attack, you can choose to replace it with a melee spell attack with a reach of 10 feet. On a successful hit, you deal necrotic damage equal to one roll of your Daemon die + your Intelligence modifier and gain 1 expended Vigor point.
Destructive Strike. When you use Daemic Blade, you can expend 1 Vigor point to alter it in the following way:
- Daemic Blade becomes a 10-foot long, 5 feet wide line. Creatures in this area are forced to make a Wisdom saving throw, receiving damage as normal on a failed save. A creature receives no damage on a successful save.
- When Daemic Blade is altered this way, you cannot regain any expended Vigor points.
Yeahh, it’s really for a specific type of person who likes damage over time
I've been working on a Barbarian subclass, the Path of the Warp Frenzy. This was inspired by the mythical Irish hero Cuchulainn and his "warp-spasm" battle ability. I've been tuning this for a while, but I could use some more input. Any constructive feedback is appreciated!
https://docs.google.com/document/d/e/2PACX-1vQsh4AieBHyVEzcywZkZGSUClr-WD2ly41ikDB_t5xwIAFGv-1uUjBVWAkaNnMMXYsTQh4baRWOw5kA/pub
How do I homebrew a class?
Just throwing this out there, but how much would things change if spears and quarterstaves were to have the finesse quality?
Very little, no harm in trying it out
Just make the ability’s actions and features for it then figure out any unique abilities or features you want any sub classes to have
Over many iterations.
It took seven "wipe that and start again" before I thought my class was ready, and it looks almost nothing like the original design
How to put weapons like Blades of Chaos into DnD
How do I join a game?
DMs post games in #looking-for-players You can also make a post for yourself to find a game in #looking-for-dm
Oh ok (ˊᗜˋ)ᵗᑋᵃᐢᵏ ᵞᵒᵘ so much
I am currently trying to think up a racial trait that could represent immense physical strength that isn't just increased carrying capacity or athletics proficiency
Advantage on strength saving throws and/or checks comes to mind, but that seems way too powerful
Actually, if I just make it saves then it wouldn't be much different from Gnome cunning
really?
Yes
yyou have me thinking about my class again, , ,
It's a long process. But gratifying.
Advantage on str saving throws. Checks checks might make him a grappling menace as a balance issue i can imagine making a strength rogue with athletic expertise and advantage at level 1
Dunno if that would be bad for your games
2024 Goliath have adv on saves and checks made to end the Grappled condition
ccheck it
i added the fifth level feature,,
ooh wait,,
i forgot to, , ,
oh and
something's happened,,
Oh intriguing, I hadn't thought about grappling. Do you think granting advantage on checks you make to grapple a creature would be too strong?
Seeing how Goliath has it and its not even talked about or remembers as much, its not too strong
I take it it would be for 2014
Adv isnt too bad for attempting grapples
Tis indeed
So something like "You have Advantage on any ability check you make to grapple a creature or to end the Grappled condition on yourself."
Reading it commenting as I go
1d6 hit dice classes add 4, not 3, when they take average
Missing saving throw profs
i swear those are there somewhere, , ,
okay i suppose not,,
i wrote them down but i suppose i missed them here becausing i was using the dadbod class as a template,,
Excision has no cap on vestiges. Can spam for infinity
it does though,,?
It doesn't
During a short rest, you may gather an amount of vestiges equal to the maximum between 1 and a number equal to your Python level + your Intelligence modifier, divided by two (rounded down, minimum 1).
Hey, trying to think if there are any existing features in official content that cause your own character to need to make a Saving Throw when you use them. (ie, when you do this, succeed on a save or else X happens). Mostly looking so I can use that to build something similar in DNDBeyond homebrew.
That's not a cap
Each short rest you can just get that amount again
Two short rests? Two of that amount
You need to add a cap
it might be because of some others having me change the wording, , , that is supposed to be the cap,,
It isn't a cap, make sure you add one
Pyhthonic blight is DM hell. Try to avoid multi turn timers.
During a short rest, you may gather a maximum amount of vestiges equal between to the maximum of 1 and a number equal to your Python level + your Intelligence modifier, divided by two (rounded down, minimum 1).
weird little iffy part, they are, by definition, class resources rather than items, so unless the dm specifically adds an item that functions as a vestige, you just mechanically can;t stockpile them past your maximum,,
Still not a cap
That's the max gathered per rest
"You may never have more than X vestiges at a time"
Where x is your amount you gather there
but can’t you use it after the rest and rest again
hm,,?
You can yeah that's the intent I think.
Like ki
the wording is weird, what does “maximum between X and Y” mean?
Formulae feature does nothing as written. Allows you to learn to make thing but specifies no mechanic to make them
it's 1 or that big formula, the maximum of the two,,
just write the other part
you have (minimum of 1)
that covers it
Quick alchemy also does nothing as written. No definition for alchemical item.
wwait so is the problem with the lack of specifically identified alchemical items-?
Each feature needs another pass entirely tbh to ensure logical consistency
Tbh, wording issues abound. Whole thing needs another pass
yeh, the wordings are confusing me
anyway i'm gonna like have a list of alchemical items later on, they're not like, here,,
Most features are as written either nonfunctional or mechanically broken/flawed
it's mostly because they're made for dicecloud, not a homebrewery sheet,,
i get to do my calculations there, this is from me just wanting a port for the #homebrew people to understand it,,
I write for DiceCloud too, it doesn’t have to be like this
i think only lemon uses dicecloud here,,
We can likely help you more with a completed class, or at least one that is internally consistent
This is player and dm dependant. Moving creatures around or using pinning rules to restrain depends on some house rules and terrain
sso they'd be the only one to like, comprehend it if i sent the library link, , ,
yeh but I would have to read the code instead of the words
which isn’t fun to run
^^^
Make the wording proper first
As is, it is not usable in play
As in doesn't work
do you mean potions when you say “alchemical”?
nno, ^
or is it a whole new system?
Any house rules in particular? I don't currently intend to alter how that works
Reminds me of like...an intelligence rogue/alchemist who uses poisons
mhm,,
it's based on like, alchemists, or the stereotypical evil poison using adviser,,
Some people make it so that multiple grappling creatures constitutes a restrained creature
Base rules you could be grapple by 19 guys and still be able to act
I personally say 3 or more
ddid you know many historical alchemists purposefully exaggerated their eccentricism to entertain whatever lord is employing them so they can finance their study, , , ,
as a full class? I feel like that fantasy is achievable with a subclass, but I guess it is missing from the game in a proper manner rn
Well you need at least one hand free to grapple a creature
If you 3 guys want to subdue a dude by grappling him down. 3 or more grapple and he's restrained
mhm, as a full class, i wasn't able to find a good way to keep everything into just a subclass,, yyou can see some of the subclass ideas i had at the bottom, though they are very bare boned,,
I think it would best fall under an int based rogue with expertise in alchemists kit and whatnot. 
Role-playing heavy
Do like a mark of making human for some crafting
agreed, though rogue emphasises sneaking,,
Rogue emphasizes whatever you want
(not what i want)
Sneaking is subjective
pplus, spellcasting, , ,
Arcane trickster? 
i tried but it didn't work,,
Hmmm
nnone of the rogue thirdcasters worked in all honesty,,
Could run a rogue mage multiclass. Which is my next character
?
I’m just saying it’s very difficult to get people to go through your classes and even more difficult when it’s not complete and it’s not well-worded
I hope it turns out well though
Does sound a lot like the artificer subclass for potions and concoctions
mhm, it's based off of artificer in some sections,,
pparticularly the spellcasting one,,
I personally would probably make a poison subclass suite over a class
i'm gonna do one eventually but like, it's not for this 😭
pplus it's not supposed to be like, all poison-?
I’m not saying this is what this should be
I’m saying that’s the way I would usually go about it unless I figure it would never fit the fantasy
which only happened to me once so far with my Blue Mage class
This is the point. When I read the class table and its missing saves and has the wrong hit die calcs, and then the first two features that aren't spellcasting just don't work or have glaring issues, I'm not reading the rest of the document
It takes, at minimum, half an hour to go through a class
That's a lot to ask
Alright, Version 3, would appreciate feedback
Collar of Eldritch Horrors
Wondrous Item, Very Rare (requires attunement by a Spellcaster)
A small dark collar with a peculiar gem on it. The gem harbors an ancient Eldritch symbol understood to symbolize “Transformation”. The collar can transform a Familiar when placed on the familiar of the creature attuned to it.
You have the Find Familiar spell prepared and can cast it without material components. When you cast a Summon spell, you can instead cast it on your Familiar. If you do so, the Familiar turns into an Eldritch Horror using the stat block of the summon. The duration of the summon increases to 8 hours and both you and the familiar concentrates on the casting. You cannot cast any Summon spells while this effect is active. You can refresh either of your concentrations by focusing for an hour and expending a spell slot, this can be done during a Short Rest.
If the familiar dies or both of you lose your concentration, the Familiar returns to its regular form, regains all its hit points, and returns to your pocket dimension.
———————
I removed the once per day limit
Would adding resistance to cold and immunity to fire, poison, charmed, frightened and poisoned warrant a bump from CR 2 to 3? Feels like not enough but also a fairly significant resilience increase. Wondering if I should do something else to justify either a rebalancing back to CR 2 or bumping it to 3.
according to the 2014 DMG, Resistances and Immunities only affect the effective hit points if theres more than three damage types in Resistances or Immunities
especially if its Bludgeoning, Piercing, and Slashing Resistance/Immunity
Hmm, this is 2024 but I think increasing its damage and hit points a tad to justify CR 3 is probably the way to go.
2024 roughly follows the 2014 CR calcs, if not follows it much closely
Doesn’t really look useful honestly
Looks good. Mostly useful for avoiding loss of concentration on the summon
You can effectively concentrate on the summon and something else since you can just drop concentrate and have the summon keep itself up
I thought it meant that both has to concentrate 😅. In that case, it’s fine
I've just finished my version 0.2 of the Cryopyric Sorcerer subclass, a sorcerer subclass centred around being an elemental spellblade of fire and ice.
Google Slides link here: (updated version below)
its a shoddy attempted start at making the subclass feel less like 'bladesinger but for sorcerers' and making it more of a sorcerer-spellblade that uses the elements. I've changed some of the core subclass features, but the main difference are the new Fluctuations - spell/metamagic/sorcererous versions of Maneuvers, specific to this subclass.
I'd love some feedback on whatever you find notable - anything that doesn't make sense and doesnt work mechanically, letting me know if the subclass is just too bloated, if anything is outright terrible or OP, and helping me find out if this is the right route to take the subclass.
My intention with all of these updates is to change the subclass into one that wants to be in melee, rather than just a sorcerer that has extra attack and a few other good features. (The subclass no longer having Extra Attack is intentional). I'd also appreciate af you have any insight regarding whether or not features from the 0.1 version are better than this one!
Anyway - let me know your thoughts!
any feedback would be appreciated :D
Only feed back I have is that it looks really cool! Nothing stands out as too much or too little to me. Have you play tested it at all?
not this version, no. I wanted to get some feedback on it at base in case of anything obviously alarming or needing of change. once i know the subclass is at a state where it has no glaring issues, i'll playtest it to find the smaller issues and such!
No glaring issues stood out to me.
ty!
i'll give it a playtest as soon as i have time to make a sheet at my different playtest levels
I wanna share the new race I'm working on it's an aberration race called "sinners" now this race is not demonic in any way shape or form nor do they have any connections to hell but their abilities are based on the seven deadly sins
Now sinners are the soul first and body second with their physical bodies while being organic look, and feel like animatronic dolls with their faces lacking any distinct features having no ears or noses just two eyes and a permanent smile with the only thing distinguishing them is the color of their eyes, cheeks, and hair their faces being able to open like revealing what looks like an endless black void
So far I've finished the sloth sinner with them getting sleep at Level 3 and silence at Level 5 with all sinners having mind sliver as a cantrip
so like zetsu from naruto
Not really but kinda I guess
I was going with a more uncanny valley with them cause this race is technically speaking parasitic with them trying to look kinda and welcoming but kinda failing at it
I jut had a slot open up. DM for info.
I can't post there?
you type the appropriate command in the # find a game channel!
Cryopyric Sorcerer (v0.3)
I've done more work on my Cryopyric Sorcerer - a Fire and Ice spellblade that uses metamagic/maneuver-like effects in battle!
Google Slides link here: https://docs.google.com/presentation/d/1iwmCvlOEz9bNKSOuAf-05qZDVPBz6RpHMkTwA7Oi0og/edit?usp=sharing
I'd love some feedback on whatever you find notable - anything that doesn't make sense and doesnt work mechanically, letting me know if the subclass is just too bloated, if anything is outright terrible or OP, and helping me find out if this is the right route to take the subclass.
My intention with all of these updates is to change the subclass into one that wants to be in melee, rather than just a sorcerer that has extra attack and a few other good features. (The subclass no longer having Extra Attack is intentional). I'd also appreciate af you have any insight regarding whether or not features from the 0.1 version are better than this one!
Anyway - let me know your thoughts!
if you're interested, i've updated it already since you last looked lol
k i just finished reading the pages and i think the concept of the subclass is so cool and the class features are pretty well done, but i do have some notes:
for cyropyric fluctuation, it says you can only use one flux per turn unless otherwise specified, but none of the fluxes have that specification
for nerve burn, you might wanna specify that this damage triggers only once per round bc if a creature dashes, uses all 60 ft, uses a bonus action, and then a reaction, it could take up to 75 fire damage in a single round, which is way super powerful for the cost of 3 sorcery points, not to mention if it fails its saves for the entire duration it would be up to 750 damage, again just for the cost of 3 sorcery points
oh lord thats true lmao
i personally think a good fix could be the damage only triggers once per round, but it's increased to PB+cha