#homebrew
1 messages · Page 48 of 1
is the concern that PB will be too low of a number?
thats fair bc at 3rd level when they get the feature it would be sorta viable if it was PB(2)+CHA(4) so like 6 damage per round that you dont even have to concentrate on
but in later levels it would be way weaker i think
multiclassing, (which is silly cuz sorc level is higher anyway)
but also because subclass features don’t seem to use proficiency bonus anymore
how about a number of dice rolled equal to your PB? say d4s
should i also make it concentration?
nahhhh
thats probly what makes it the most unique feature
i also feel like for a lot of the fluxes you could give the player to choose the damage type between fire and cold
bc elemental undoing and furious parry are bit too similar and i feel like the biggest difference is the damage type
may as well throw this back in here
https://docs.google.com/presentation/d/1QV-SAAmW9NKFWv5cBq6Ng53qbLm6SzDF1HVopVTAlVY/edit?usp=sharing
Anyone have thoughts on this? DMs are open
i thought i got rid or elemental undoing
oops
gah wish i knew more about monks to comment on this
but overall i love it i think the flavor is amazing and the power level is generally balanced
I LOVE MONKS
real quick is this the 2025 elements monk
This is the 2024 5e monk
he wants to modify it to what i posted there.
yes yes thas what i meant oops
all good.
At the cost of 2 ki points I gain the Debuffs of reducing my movement speed by half, and lower my Dex from 19 down to 14, which in turn lowers my AC to 15
losing a full 5 points in a stat feels like a pretty severe debuff even without the AC and movement debuff.
what stat do the elemental effects in nexus mode use? are they attack rolls or saves?
asking him now
another concern i would have about these abilities is scaling. they seem good (some a bit OP) at low levels but im not sure how they'd square out at higher levels when youre competing with the wizard's 6th level fireballs
i like the general idea of sacrificing something like AC or movement to go into a ranged mode.
yeah. they are level 5 btw.
i think if its ranged mode. the idea to me seems like these would be Dex Saves
He is new to DND and came up with this so im impressed to say the least
and he ran it by me to see what could be changed. And since im a lemming, i thought id run it by the council xD
is he playing the class RAW so far?
Raw so far. we are still in the creation stage of this so any suggestions as well would be helpful
ok i took a bit bc i had to study the original 2024 elements monk too
like, any ideas you might have. im VERY open to ideas.
highly recommend playing out the RAW version for a handful of sessions before hitting the drawing room for homebrew. and if homebrew is on the table i would also implement it piecemeal. its really easy to accidentally tilt the balance too far.
were there specific aspects to the class he found underwhelming reading them?
very true. (he is also stubborn so i kinda wanna try and at least impliment this in some way. but i wanna be careful)
i think he just gets tired of punch dude
punch dude with fire i guess.
from what ive heard monks have gotten quite the glowup in 2024. not exactly crying out for improvement or house rules to make em tougher.
rangers however..... 🥲
rangers...
im not sure if its so much effectiveness vs hes just trying to make it flashier in some respects.
ok i think his ideas are very cool but i think the problem is its power
true it might not scale well at higher levels but also rage at the cost of 2 ki points is insanely powerful
any numbers you think would be tweakable?
early level barbs only get 2 rages i think and thats for good reason
umm lemme go check the slides again
he gets this next level up.
Level 6: Elemental Burst
As a Magic action, you can spend 2 Focus Points to cause environmental energy to burst in a 20-foot-radius sphere centered on a point within 120 feet of yourself. Choose a damage type: Acid, Cold, Fire, or Lightning.Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes damage of the chosen type equal to three rolls of your Martial Arts die. On a successful save, a creature takes half as much damage.
Before or after you take this action, you can make one Unarmed Strike as a Bonus Action.
to me this seems really flashy and solves the whole ranged option thing. 120 ft is INSANE.
very true.
are you the DM?
Yes
Also i forgot to add. him and i talked about this. We decided he can only pick one of those MODES per day.
so either Berserk or Nexus, one a day
since swapping between them seemed giga powerful
i think the balance for nexus is to drop movement speed to zero completely instead of dropping dex score
or maybe actually wait
i like the idea of a siege mode monk xD
maybe an attunable magic item that gives him a handful of thematic elemental spells (fireball, lightning bolt, etc) might be a nice middle ground if youre cautious about swinging the balance too hard. or convert the abilities he's asking for into an item that relates to his backstory, like a special elemental ring that's only attunable to characters of his subclass and gives him the berserk ability.
so with berserk and nexus he has to choose between it before he would use elemental attunement
ok that is a very viable excellent solution but also hear me out pls
this is also a cool idea.
(also thanks you two for taking your time with this)
no prob :)
yk if its ok could i also maybe get some feedback on a some stuff im working on
yes!!!
im waiting with baited breath
:o
first thing. homebrew eldritch invocation?? this is 2024 version so it uses the upcastable version of find steed (which gets a flying speed at lv 4 like find greater steed)
Eldritch Invocation - Spectral Destrier
Prerequisite: Level 3+ WarlockYou can cast Find Steed once using a warlock spell slot. You can’t do so again until you finish a long rest.
oh im so lost on 2024 content
find steed is also flavored as fey/celestial/fiend. i cant remember if it was always this way but that does feel very pact theme-y
so if find steed is upcastable is find greater steed still a spell or no?
they axed old find greater steed and just made it into one spell. new find steed is upcastable (gains increased AC and HP, and then a flying speed at lv 4)
essentially what this translates to is the warlock getting to once a day summon a warhorse that scales with level in exchange for an eldritch invoc
ok my thoughts prove to me i dont know enough about warlock
bc at first i was like it takes 1 of your 2 spell slots so its very expensive
but then also warlocks regain on short rests
typical play would be that a warlock cast this out of combat at the beginning of the day. a short rest is just an hour of light activity so unless youre super strapped for time it wont eat your slot you'd use for the first day of combat.
then again unless you long rest a ton in dungeons or similarly dangerous places.
id probably push it back to level 5. kinda unfair they can get it earlier than pally
that seems fair. i was just doing slot level but thats a good suggestion.
okay now im thinking this could be reworked as a pact of the chain upgrade but then also you might not be pact of the chain
speaking of pally i figured this was balanced in the sense that a warlock wont ever be able to upcast it higher than a pally could (admittedly the warlock can get the max level at 9 while the pally waits until 17; still, seems worth it for a eldritch invoc since theyre so limited)
they do get levels a lot faster than a pally. level 4 fs by the time a lock is level 7
almost 10 levels earlier
picking this means picking it over sculptor of faces etc. and this is also really attractive for bladelocks who already gotta dump 3-4 invocations to get PoB running.
its good but is it better than once a day polymorph?
I was also hoping to get it to free cast a summon spell (at 6th level), but I couldn’t figure a way to give a free cast that’s useful while not making it too strong 
I feel like it needs to at least be 6th level casting to be relevant around that tier of play
eh, boring
2024 to my knowleadge removed most of the cast x spell for free once per LR
it removed the non-free casting options
I think it should be a 5th level invocation with a free casting, but otherwise it’s fine
tbf you’re probably casting it and taking a nap immediately anyway if it’s not free
most but not all. Gift of the Depths retains its once per day casting of Water Breathing. and 2024 is backward compatible so a warlock can always take Bewitching Whispers (once per LR Compulsion) or Sculptor of Flesh (once per LR Polymorph).
if something's not reprinted in 2024 that doesnt mean it was "removed" it just means it wasnt reprinted.
just make the free casting upcast to the slot level
they didn’t reprint those because they sucked and weren’t worth the ink
Gift of the Depths doesn’t use a spell slot
ohhh. fair. still, its in line with the rest of the once per LR spells with warlock slots that didnt get reprinted.
being able to cast it at will seems a bit insane. its one thing for arcane eye or speak with dead but i totally get why they didnt wanna reprint the other eldritch invocations to give warlock at will confusion/conjure elemental/polymorph/etc
my interpretation has been that those older ones were purposefully kept out of the errata
first off, you’re not making it at will
you’re making it free casting at the level
once per LR
that’s within 2024’s limits
ahh. gotchya.
giving a spell for use with a slot is the part that was removed in 2024
so basically just treat it like... a mini mystic arcanum that scales with the pact slots.
Undying Servitude 2024 gives 1 casting of Animate Dead without a spell slot
I’m not sure if it got reprinted actually
now that I think about it
-# Undying Servitude wasnt reprinted,,, 😅 we still just have/use the tashas version
It wasn't reprinted
/whatever tone indicator that indicates im not being "umm 🤓 actshually" abt this
Tasha’s is mostly part of 2024 to me 
it’s too close and it isn’t considered legacy
Tasha’s and Fizban’s (other than obvious exceptions) were trying to move 5e towards 2024 so sometimes I do get a bit confused
Biggest change I see is you swapped the momentum and the thermodynamics and reworded some of the descriptions at the beginning. What were your thoughts on that flip? I feel like having the spell focus was better at lvl 3. Seems to tie the importance of your melee weapon to the class more. Also, I noticed Fluctuation options in the final slide says lvl 18 feature. I feel like the fluctuations functioned similar to warlock infusions and would recommend making it something you get more of with each level again. Waiting until 18th lvl locks one of the coolest aspects away until a lvl a lot of campaigns never get to.
I was thinking of Gift of the Depths itself which gives once per LR casting of Water Breathing
oh yeah, no fluctuations are gained at level 3, that was an accident. its meant to just be subclass feature, oops. ty for notifying me of the typo!
for me, there was an issue up till level 6 in playtesting where the subclass just died, really easily. tiny hit dice, and no access to shields or decent armor hurted. Mage armor can only do so much.
that said, i do agree that letting your weapon act as a spellcasting focus is very important. do you think that i should move that to level 3 again?
the issue is that i want the survivability, flutuation, and weapon spellcasting focus all at level 3, but i worry that it could end up being too much.
what do you think?
few free casts per LR of absorb elements?
as for the rewording for momentum, i felt that the damage reduction suited the subclass much more effectively and dynamically than just a regenerating stack of Temp HP. overall against hard hitting enemies it wil do less, but against swarms it will do more, so that they arent afraid to be in general melee with their tiny hit dice.
hows this?
you have a pool of charges equal to your charisma modifier (minimum 1). you regain all expended charges at dawn.
when you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to spend 1 charge to cast Absorb Elements without using a spell slot. you can spend extra charges to upcast it, +1 spell level per extra charge.
Here is a thought, bladesinger wizards increase their AC by their INT mod and gain 10 ft when they are singing. What if momentum goes to 6th lvl, and elemental blade work simply has these options under it without listing them as separate abilities.
• weapon becomes a spell focus
• AC increases by CHA mod while while thermodynamics is active
• your weapon takes on the damage type of your choice: fire, ice, original (but counts as magical)
I would move Thermodynamics to level 3, remove the damage ignore feature there, then move the advantage to level 14 and keep the level 6 feature for a general buff that doesn’t need Innate Sorcery
This way momentum increases their heightened AC even more. Also, make activating elemental blade work a bonus action.
no advantage on attack rolls? it doesn't get extra attack etc, and its only active during innate sorcery. innate sorcery for advantage on spell attacks, and this gives it for regular weapon attacks.
im worried the subclass might just do very little with its attacks if it misses without them
and my concern with giving both the + Cha AC and the Momentum AC is that it doubles up on Charisma for AC
which would get out of hand
that’s what the level 6 feature should be
it’s what you get instead of Extra Attack
im trying to alter the class to encourage melee without the standard bladesinger route
and advantage is clearly worse
but if you do think it works then i'll definitely go that route
To double up you would need to hit 3 or 4 times. Most combats are over by this point.
what if instead of increasing AC you increase your saves? say you can add you CHA mod to your saves, kinda like a mini paladin aura of protection.
I’m not saying you should go for extra attack, I’m saying you should go for something equivalent to extra attack that always works
Crazy AC allows your squishy sorcerer to still be melee without giving them more hp. It’s a more tanky glass canon than the more movement and speed based bladesinger.
im also trying to encourage melee - characters could just grab the AC / Save bump and stay at range. they'd miss out on the fluctuations in melee, but it wouldnt encourage melee as much anyway
advantage as a level 6 feature (also limited) is a clearly worse feature than Extra Attack (unlimited)
what should i do instead, if not just extra attack then?
true true
Also, you could allow for casting a spell, maybe limit the lvl, with your attack instead of extra attack.
so i do want to ask though if people like the damage reduction from momentum, or nah
This way instead of more hits you have harder hits. Again, emphasizing this is a glass cannon rather than a speedy melee magic build.
i could, but again, im wanting to incentivise melee as much as possible
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it is cool
Separates it from both bladesinger and eldritch knight.
because this is basically what fluctuations are supposed to replicate
idk that’s up to you, my Gish Sorcerer gets cantrip infusion with advantage or spell infusion
melee range magical martial effects
limited number of times, but not linked to Innate Sorcery
also before everyone goes what exactly are you all suggesting again because i wanna write it all down on one doc so i can go through things without needing to scroll here :p ty
This does emphasize melee. You get melee attack and a spell, rather than one or the other. Or maybe make it a cantrip and melee attack and the cantrip determines the extra damage that goes into the strike. I.e. number of dice and die size.
how do you mean
im not sure what you mean by 'the cantrip incentivises the dice and die size
i think a way you can make it distinguished from echo knights and bladesingers is instead of only making it harder to hit you, make it punishing to attack you in the first place. monks (Level 3: Deflect Attacks) and warlocks (Armor of Agathys) have abilities like these that help with their survivibility.
i have fluctuations to do exactly that
but i'd still like to make sure the subclass isnt easily overwhelmed after its reaction has been used
I don’t think you wanna make the exact same feature that I have, but basically my thing allows you to use a cantrip + weapon attack using 2 d20 rolls as would Extra Attack, except it gives advantage on the attack and lumps it in with the cantrip
i think i get it ye
You use fire bolt: melee damage + 1d10 fire damage.
You use chill touch: melee damage + 1 d8 cold damage and disadvantage on DEX saves for 1 round.
You use acid splash: melee damage + 1d6 acid damage to the target and another target within 5 ft of you.
I am also a bit confused about your fluctuations, it’s a level 3 feature but it activates at level 18?
typo
just a subclass feature
not level 18
so like -
when you cast a cantrip, instead of producing it's effects, you can make one attack roll with a weapon and infuse those effects into the attack on a hit?
since you will have ones you just can’t cast
and the features balanced around that power level in return then?
yeah, like Metamagic
or should i let them swap their choices around so that they can choose them later on
for 2024, static sorcery point costs are better
Yes, and maybe as you lvl up you can allow this with lvl 1 spells and lvl 2 spells. Maybe at lvls 6, 14, and at 18 lvl 3 spells.
my Gish Sorcerer does get extra attack, but they spend Sorcery Points for it
the subclass is also meant to incentivise transforming spell slots into sorcery points specifically for fluctuations
i see
which is like my mini-fluctuation effect
they get 2 extra attacks for 3 Sorcery Points
mkay. im not sure how to write that into a feature without it just being better to cast the spell - spells have a higher range, and sorcerers have advantage / increasesd spell save on them, but i might try it
i see
in that case, should i just weaken my stronger effects and flatten the SP cost curve?
i like my miniature disintegrate tho :(
jk lol
btw thank you both for all the feedback
it is helping a lot
Definitely play around with it. Tying it to melee attacks gives you extra damage due from the weapon on top of the spell for the sacrifice of distance. Or maybe set it up so it’s just a blanket increase. + 1d10 damage, and the type is from a cantrip you know. Then as you level up it increases to + 2 d10, + 3d10, and maybe more to make your single melee attack hit harder than the cantrip as a trade of for range.
I think so, I would probably not want to put any dice scaling into it either and instead make it scale organically with your weapon and spell damage
I mean, you can have bigger effects, but you have to level-lock those
Now I must get some sleep, goodnight all.
5e philosophy is to lock options players can’t use
i do also want to keep things just fire and ice themed, so letting all spells and cantrips work might be an issue. i'll certainly think about it
maybe give the fluctuations tiers then?
why no scaling, though?
i know its not typical for martials, but 5e doesnt give anything fun to martials anymore, so eh
thank you and goodnight !
yeah, you can do that but the number you have access to would scale with the number of your subclass features
i see
maybe 2 initially and adding 1 with each
so tier 1 at level 3, tier 2 at level 6, tier 3 at level 14, etc
or something like that
the reason for this is the same as the reason why Metamagic doesn’t scale linearly, it kills the lower level features and makes choices super obvious or completely useless
fluctuations are less metamagics, and more spell effects, though
but i do get your meaning
could i get a second eye on a spell iv ebeen brainstorming
yeh, they’re like mini-spells, that you can cast alongside actual spells, you wanna balance them considering they are basically allowing you to dual cast as much as you want
so dealing damage doesn’t work great in that sense
depends on what you’re gonna send
i mean they dont, though - at the moment, you usually cant use a fluctuation and a spell on the same turn unless you spent the sorcery points to quicken spell
but i do get what you're saying
a support oriented smite? 
i guess i just want fluctuations to be used more than spells, optimally
if they're too weak, i feel like they just wont be used at high level play
some of them are Bonus Actions and some of them rely on weapon attacks which can be granted by Haste or a magic weapon that allows you to attack using your BA
see imo, that’s the opposite of what you’re supposed to be aiming for
i want this to be a martial focused subclass - something that turns the sorcerer from a ranged blaster into someone that gets in close
did you already send it? you can just send stuff in this channel without asking for people to check it first
good point
ehh it just feels like bad form to disrupt the current convo yk? its me being polite
so why do you say this, though, given that i want the subclass to be martial focused?
anywhoo
oh nah go for it
im getting feedback from like 5 other sources too
you’re still a Sorcerer first, you’re a full caster and that’s what you will be going for no matter what your subclass is
lots of conflicting ideas so far but thats fine
thats my point
i love subclasses that flip what a class is usually supposed to do on its head
**Wyrd Smite **
(1st level Enchantment) Bard, Paladin, Warlock
Casting Time: Bonus Action
Range: Self
Components: V
Duration: InstantaneousBonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike. Your attack inflicts a sudden jinx, dealing an extra 1d6 psychic damage. After rolling, choose one creature you can see within 30 feet of you for each die you rolled for this spell’s damage. Each chosen creature gains a wyrd mark with a value equal to the number rolled on that damage die. A creature can have only one wyrd mark at a time.
Before the end of your next turn, when a creature with a wyrd mark makes its next attack roll, ability check, or saving throw, it applies its wyrd mark to the roll, adding or subtracting the die’s value (your choice).
If applying the wyrd mark changes the outcome of the roll, the spell produces a harmless sensory effect of the DM's choice around the creature, such as the scent of flowers, a puff of glittering smoke, a brief musical tune, the sound of flatulence, or bird droppings appearing on the creature's shoulder.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
hexblade in 2014 turned warlocks from eldritch blast spammers to capable martials
moon druid and war cleric both change the ranged support into proper fighters
bladesinger gives it a shot but works really well at range, not melee
mercy monk makes monk into a support subclass as well as a skirmisher
i suppose you did this on purpose but all smites are usually concentration
like
Outclasses divine smite by a large margin , be aware. The 1 damage less than divine smite (d8-d6 is 1) is well worth the rider.
Hexblade was a temporary fix for Pact of the Blade
all the concentration ones are hot doodoo garbage. This likely parallels divine smite.
definitely not a 1st level spell
this subclass can still cast spells, for sure, but i want to encourage melee combat at all tiers of play with this subclass
i do love the effect, but its probably a second level spell
you are still encouraging melee combat, it’s just that you also have access to spells and you don’t wanna make those completely useless
the Flucuations work alongside the spells
they wont be - sorcerers already have ways to make spells work amazingly lol
so i want the subclass to incentivise using the subclass - the core class does enough to incentivise spells imo
rooney a smite with no concentration is begging to be abused...
i just want to make sure that at late levels of play, people can still enjoy using fluctuations and melee combat, instead of just gaining the extra benefits and staying at range most of the time because its more optimal
the paladins were never meant to smite while holding a bless
they will topple countries
you’re a spellblade, casting 2 “spells” is as much a part of the fantasy as using a blade then casting a spell
and they still can
absolutely
but im worried that they'll switch to just the spell part of spellblade unless the blade part of the subclass can keep up
2024 got rid of most of the concentration smites iirc. my logic for the fairness or balance of this also was that you couldnt necessarily control the next d20 any creature makes. unlike infamous SB this requires you to predict what a creature will do next instead of reacting to something after the fact.
2024 DID WHAT
A smite that needs concentration is trash
so i guess my question is, if the fluctuations are on the weaker side and dont scale, will they be used? other than just 'to be used'
Smites aren't even good
thats the balance imo tho as i said earlier
its not about predicitng what they'll do, because you can add OR subtract
From a power POV a smite is almost a waste of a slot yeah. They can honestly afford to be a bit more powerful
imagine multiclassing, then smiting while keeping up haste bc you also took bard or something
ah, see I wasn’t saying they shouldn’t scale, I was saying they should naturally scale
so no matter what they do, you can influence the outcome by about 3-4 on one way
ohhhh right
That'd be fine tbh. The smite did less than the other spell that slot could have been
my bad lmao
like Heavily Obscured is relevant all throughout the game
stuff like utility effects are always useful
true
conditions
but just the damage parts
but damage falls off later
should start weaker, scale as you gain levels?
no, I’m suggesting you just don’t have damage options at lower levels that don’t scale directly off your attack or something
also, instead of saying 'when it makes its next attack roll, ability check, or saving throw' just say 'd20 test.' its the 2024 wording for that
no damage options at lower levels? so no smite-like effects?
and how about the 2 counterattack/reaction options, in that case
Chill Riposte and Furious Parry
you get less SP than spell slots, so they will likely be using SP when they need to have an effect they can’t achieve using their spells whether it’s because of dual casting or otherwise
convert spell slots to sorcery points is what i had in mind lol
again, i want the subclass to do both
that’s kind of my issue with this, I don’t really think your main use for spell slots should be turning them to SP for this feature
that leaves a very limited range of effects for me to work with if im also limited to weapon attack features
I think spell slots should most of the time be used for spells
and you can absolutely use them that way, but i want to encourage using melee effects
you shouldn’t be limited to weapon attack stuff
so essentially the consensus i have rn is "really really good for a smite, competing with wrathful/thundering smite for best lv 1 smite" but also "really middling when compared to other spells"
lol
i want to make melee more exciting than spellcasting
does that sound right
so not a melee/martial subclass? im very confused
your description of Fluctuations is that they specifically aren’t part of your weapon attack
if they were, it would be a metablade
most are
like metamagic but with blades lol
Yeah because smites are super mid
I never said they should be ranged features
they can still be melee or benefit melee more
what im going for is a gish that uses magic esque features with their melee attacks. Its a class that wants to get into melee and be a martial, with metamagic/sorcery/spell effects
Although divine smite is the best smite as is because it doesn't eat concentration
Divine smite doesn't interfere with bless lmao
how do you mean? im very confused as to what you're suggesting i do with the subclass im very sorry lol
maybe its because its late for me or im just misunderstanding
But divine smite is bad because PAM exists.
Which is the issue with BA smites as a whole
PAM existing
ok, maybe I’m misunderstanding your subclass. if you want the Fluctuations to be augmentations of attacks, the that’s what they should be. If you want them to be mini-spells, then that’s what they should be
tbf! 2024 revised most of the smites to not use concentration anymore. rn idk of any other spell that gives you concentration-free frightened effect than wrathful smite. thats pretty good tbh!
both!
lol
i want them to augment their melee attacks with mini spell effects
ok, but then all of them should augment attacks
And i for one, think it is OK to power creep existing spells when those spells are mid at best.
Power creeping web is not OK, because web is insane.
Power creeping scorching ray is OK, because scorching ray outside of niche builds is bait.
or be weapon effects anyway
but at that point, that’s just spell slot-less smites that you’re creating if you’re relying on damage
the reason some are bonus actions or actions is because they give you an attack anyway - but i thought the fluctuation could be a little too strong when paried with extra attack or something, but yeah, you're right - i'll edit them all to have the same trigger if you think that works best
sorcery point costs :p
but ye
Armo link the doc again
yur
I mean yeh but I can get 3 levels is Paladin and continue Sorcerer if I wanted level 9 Divine Smites
the features here are different from divine smite tho - but yeah
I’m not saying it doesn’t work, I’m just saying it doesn’t quite feel like (specifically the Flucuations part) has an identity that it realizes
i suppose im wanting to make those on hit spell effects that arent just smites, but i also dont wanna be exactly like bladesinge
it feels all over the place more than not working
i think the main problem there is that im trying to not be like other subclasses
i personally see a theme but of course im the maker, so biased lol
what do you think could help it have direction?
wrong link, changed it
you could make it so they can directly bind spells from your subclass spell list into the weapon if that’s what you want to do
Armokill what I will say is that progress has been made.
You tied the AC boost to making melee attacks. So it does force them to do that in that sense.
i considered that, but it also seemed equal parts janky (to write it mechanically in a way that works smoothly without exceptions every time) and lazy
and in that case i may as well make a paladin
why would you have exceptions if you’re making the subclass spell list yourself?
stack bonuses likely need a cap to stop people from non-lethalling a rat and entering combat with +50AC and infinite stacks of the resource.
it’s CHA max I think
Oh I can't read
It is
Some effects are solid. Chill riposte is good. Costs points but it's a restrain, and even has a mini half-on-a-save effect for its control, which is inventive.
because i kept wanting to add spells with different numbers of targets, some with saves, some with attack rolls, i didnt know if having innate sorcery on should give them advantage on the melee attack or not, etc.
and because the easiest way to do it is just 'when you make a melee attack, you can cast a spell you have prepared from the X table (as a bonus action, as part of the attack, etc) and it messed with action economy when i did it that way.
keeping the entire list to action spells or bonus action spells etc just made the whole thing play like a 'paladin, but better because it casts the spells with the attacks, instead of choosing one or the other)
and because i had fun making fluctuations too
Expect to cut and add many fluctuations over time
i've gotten a bit of feedback saying that fluctuations are fun but the overall consensus seems to say that the subclass needs a lot of work
Im trying to make a magic cape for my dm to give me in future sessions, that works as a shield and whatnot. Like dr strange's cape + historical dueling/ fencing cape offhands
did you see the original version? im curious to see your thoughts on that, too
it was simpler but didnt incentivise melee as much, which whisper told me
I quickly read through it
Yeah it had the hexblade and bladesinger issue where you could just chill at range
This doesn't share that problem
which i argued wasnt an issue, but to each their own
I made the limit non-damage saving throw spells
i wanted to give your advice a try
Maybe for some players it isn't, but if you can design around it (which you have made progress towards, this idea has merit) then it isn't for any player
those are the ones you can cast with this feature from the spell list as a bound spell
you can totally go forwards with the Fluctuations
are you able to share your version of the feature, so i can see?
I’m not saying you have to scrap it
which i think i want to do, but i do want feedback so thank you for all of yours
oh no ofc, i think its just a creator's bias blinding me a bit maybe
I would like to say armokill I think you are on the right track here.
Fluctuations have 2 issues rn, identity, and Sorcery Points
SP is being stressed too much with this subclass
I agree with lemon about the SP. They could be on a distinct resource.
You can invent a resource
identify = fire or ice +melee focused. what ones miss that identity to you?
and yeah, the SP thing is again meant to encourage swapping spell slots to SP's
one concept i had was that they could cost spell slots instead of SPs
or a homebrew resource ye
but i worry about them haveing to keep track of a Third class resource, on top of a bunch of new swappable features with fluctuations
You could even invent a distinct resource then allow turning slots into that resource. You can have your cake and eat it.
Adds complexity but I don't see it as too much
i may as well just use SP in that situation, since the class already has those mechanics in place, imo
Yes but this resource would be in addition to SP
So using it wouldn't decrease your use of SP
and in return can instead cheapen the cost of effects and weaken them slight so to not be op
I’m not saying they lack theme, but the whole feature seems like it could be multiple different features on another subclass if that’s makes sense
You CAN keep it on sp, if balanced right.
yes i know - i think i'd rather just use SP and incentivise swapping spell slots etc. maybe let them use fluctuations a few times for free
they’re all so different that when you use the subclass and this “Fluctuations” the definition is pretty vague
You can definitely do that
i guess?
im trying to make them spells/maneuvers in practice.
It just would need play testing for power closer. But it's viable.
because it is a lot of varied features
and thats intentional
they're meant to cover all the necessary gaps
but if thats a flaw im happy to change it
Armokill you are one episode of scope creep away from making a class lmao
That happened to me
oh i have tried, i gave it 32 different playtests before giving up
balancing subclasses is hard enough
Valid.
making a class that uses new unique features in the 5e design space is impossible, since too much martial power makes it 'always better than a fighter' but too weak and 'why would i choose this over a wizard'
anyway
i plan on doing a lot of playtesting with it after this next wave of feedback
i'll play as is, keeping the feedback in mind to see what needs changing most
oh agreed
its just impossible to post a homebrew class without opinions from all sides saying its bad, and then maybe a total of 12 people are like 'this is great'
anyway
also, as I always tell Bobble, you don’t need to take everything I say if you disagree with it, I’m very opinionated and love making things easy to memorize
That's the life.
But this has some potential here, and some soul. Definitely playtest ready.
I also am extremely opinionated
And I have a very optimizer centric POV
So take what I say only through that lens
oh so am i lmao
i've had people say its great, some say its shit, and then you guys with actual feedback so thank you regardless
im gonna head off for the night
laters
See ya
I don’t know why that collar magic item is consuming my existence
DM made this fighting style feat (for 5.5e). Is it worth taking you think?
Skirmisher
Fighting Style Feat (Prerequisite: Fighting Style Feature)
After being targeted by an attack, regardless of if it hit or not, you can use your Reaction to move up to half your Speed without provoking Opportunity Attacks.
Skirmishers probably want 2WF
but if you’re not planning on grabbing that, this isn’t bad
Alright, thank you!
I woulda rather made it a feat with ASI and an extra small feature since you’re probably not grabbing it as your first Fighting Style
but the thing itself is a good effect that Skirmishers want
Can we not make threads on here, or do we need to post a message and make it a thread?
you can’t make a thread
just post whatever you want to post directly
threads would be nice tho i agree
Oh. How best do we discuss Homebrewed stuff then without filling up the chat or losing the conversation here in the main chat?
pray
one last question
Do you think that, with an adjusted level 6 feature, the subclass could stand strong with more evenly balanced fluctuations that grow in strength with sorcerer level?
And then the base of the class remains somewhat close to a regular gish but with all the features i have already
we fill up the chat 
it can be hard to track conversations so use replies as much as you can
That seems very disorganised
but usually there is only 2 or 3 at a time
you could always invite people who are interested to a group dm i guess
which is why i want threads :p
sorry to bug you btw lemon
just wanting your overall thoughts i guess
I think it would not be feasible to just have a new thread for every single person who wants to send a message
feel free to ignore me 
Just remember what your homebrew item is called and then search it up later
I don’t really understand the question
have you seen my collar magic item? 
were you the one who hates concentration free stuff?
No
Allow me to search it up :D
that was me and that was smites only
Is this the one?
yes
Let’s see…
but i guess 2024 redid a lot of concentration spells
idk i haven't kept up and now i feel like those old people who liked doing things the onld way
It’s badass
no, I’m talking about one of the regulars in chat who told me off for removing concentration from Alter Self from a subclass because it’s too risky to remove concentration
Alter self is concentration?!
I wanna add a free casting of summon, but idk if it’s too much for the rarity or if I should play around it
Damn. I’d forget concentration for it in a minute
my question is
If i took your feedback, adjusted the subclass’ fluctuations to be more standardised and less over the place, would the subclass be better for it in your opinion
i thought it was instantaneous and 1 hour
I think it’s just right for very rare
Same
in my opinion, the standardization, SP cost, and the lack of power out of In ate Sorcery are your issues, if you manage to balance all that I def feel like it will be better off for it
ok nvm thats disguise self
yeh, Alter Self is concentration for 1 hour
this is absolutely awesome by the way
sounds good, ty
mind if i steal it? 
but it actually changes the user instead of just being an illusion although it means no costume change
you can definitely use it if you want to
that’s why I homebrew lol
I wouldn’t want people to act as though they made it themselves, but using it is 100% allowed
and getting inspiration from my stuff too is completely fine by me
I’m also making a smaller version of this as an Eldritch Invocation for Pact of the Chain
not sure when that will be done
oh no im not gonna play it off as my own helll nah
i just wanna give that to my players
I wasn’t suggesting that’s what you were going to do, mb for wording it that way. I just meant it as a general statement
i also wasnt trying to insinuate thats what you meant either lmao lol sorry, mb
cheers though regardless - for the help today and the cool new item :D
friends! i tried to help someone with adding features to make the 2024 warrior of elements monk more interesting, but i mightve made it a bit strong. I allowed comments on the google doc so feel free to leave notes there or just put em here but i will be going to sleep either way so i will see em in the morning!!!
I just made this CR 6 Gold Elemental :3
Ooooh gold. I love gold
Will check it out soon
There are no levels specified for when you get these abilities, the rules of the berserk form are never set (like how long it lasts, how to activate it, how many times it can be activated).
I do quite like the change to deflect attacks though, and the elemental flare attacks.
But also just like berserk form, nexus form is confusing as nothing about how it works is specified, as well as the extra question of if it stacks with berserk form. But I do like the abilities the nexus form gives you
Ooooh I didn’t expect it to be a construct! Interesting! I also love the fact that it’s molten gold!
Yeee
It's a conjured spirit, but typically elementals are fire, air, water, earth, you know? So since it's a metal I thought it'd make more sense as a construct
Though I suppose it could be ready as a Fire Elemental embodying a pile of gold
I suppose that makes sense
Yeah, maybe
I think I'll change it to elemental
well, i think my next subclass is Oath of the Chain paladin, a lockdown/hold an area subclass
unless votes surge for one of the other 2, which is likely
Ooooh, sounds interesting. What would the tenets be?
tenets are the worst thing for me, but stuff about no letting nobody though, keeping an area safe, ect ect
CDs are prob going to spawning an area (maybe 30 ft?), while inside the aura gain buffs, 2nd CD is prob going to be throw your weapon (no matter if it does or doesnt have the thrown property) and when it hits a creature, it is chained to you
Hmm, cool
Btw, I'm making an optional rule for barbarians at level 2 where they gain a fighting style, but I think it would be cool if it got the paladin/ranger treatment and had a class specific fighting style. I'm thinking the name could be "Raging Warrior" but I can't think of any suitable abilities for it
Okay, here's what I've got
Barbarian Level 2: Fighting Style
You gain a Fighting Style feat of your choice. Instead of choosing one of those feats, you can choose the option below.
Raging Warrior. When you enter rage, you gain a +2 bonus to armour class until your rage ends.
Is this a little too crazy for a level 2 option?
I almost did +1 but then I realised it would be useless because of the defense fighting style
i would keep in mind at 15th they are in perma rage (basically)
Yeah. I wouldn't mind it if it was a higher level option but at level 2 it's... a little wild
Oh dear god you're right
I forgot about persistent rage
Hmmm, what else could it do instead
Maybe barbarian shouldn't get it, since paladin and ranger are at least half casters so cantrips make sense
But defense is already a +1 and is always active
Sure it requires armour but still
i mean, you can always add another effect
Bit of both worlds?
maybe not attack rolls
maybe something abit more, niche in effect
like jumping say
Creatures have disadvantage on their saving throws against being grappled or shoved by you?
So I'm making a demigod race based on the abilities of characters like Heracles, Gilgamesh, and Cú Chulainn. The last of these can go into a battle frenzy called ríastrad, where he turns inside out and starts attacking everything. I'm unsure, however, how I'd make a racial trait out of that comcept that isn't just a weaker barbarian, so I'm considering making it a barbarian subclass instead
instead of +1 AC, you can go for a damage block
keep it low since they apply damage block after resistance
probably just a flat 2
wait, can Barbarians rage with heavy armor?
if there’s no way for them to do so, I think you can make it scale with Rage Damage
and obviously only to BPS
Pact of the Obelisk
As a Bonus Action, you can summon a monolith within 5 feet of you. The monolith is a Medium object, and has an AC equal to 10 + half your Warlock level + your Charisma modifier, and hit points equal to 3 times your Warlock level + your Charisma modifier. The monolith is immune to poison and psychic damage.When you cast a Warlock spell while within 60 feet of the monolith, you can choose to have it originate from the monolith's space.
The monolith disappears if you use your Bonus Action to dismiss it, or create a new monolith.
Thats pretty rad
Would it be cool to give the obelisk like an emanation effect? Im thinking something like paladins get with their whatever
This is highly scientific
That is the idea with the pact invocations
Yippee
Thats actually a really cool idea. I remember i played some mmo way back when where there was a shaman class who could make totems, essentially your obelisks, which granted varying effects
Ooo
Super want to to something with it, but its not the most original idea at this point. I suppose it could be for practice
Eldritch Conduit
Prerequisite: Pact of the Obelisk
When you cast a spell that has an area of effect, you can center it around the monolith. When you do so, the monolith is immune to the spell's effects, and gains resistance to all damage for the spell's duration.
Unearthly Pulse
Prerequisite: Level 5, Pact of the Obelisk
While the monolith is present, you can use your Bonus Action to force creatures of your choice within 30 feet of it to make a Charisma saving throw or suffer one of the following effects of your choice:
- The creature is moved 5 ft away from the monolith in a straight line.
- The creature receives force damage equal to your Charisma modifier.
- The creature is pulled 5 ft towards the monolith in a straight line.
- The creature has disadvantage on saving throws against your Warlock spells until the beginning of your next turn, and you have advantage on attack rolls against that creature for the same duration.
All creatures receive the same effect.
A creature that succeeds this save is immune to this feature for 24 hours.
Altered an older subclass inspired by the Frenzied Flame from Elden Ring. Is this balance?
Path of Frenzy
A barbarian's rage is of mindless wrath. But for those who walk the Path of Frenzy, their rage is but madness in all its untamed forms. Their madness builds up horribly, denies thought and is empowered as the barbarian welcomes others into Frenzied agony.
_ _
Level 3 feature
Frenzied Mind
By level 3, you've gained the ability to channel the utter madness of the melting heat into your body. As a Bonus Action, you can choose to gain a Frenzy Dice, which are d4s. You gain the following benefits and drawbacks while you have Frenzy Dice:
- Your melee weapon attacks and unarmed strikes deal additional fire or psychic damage (your choice each time you roll) equal to the number of Frenzy Dice you currently have.
- When you make a Strength, Dexterity or Constitution check or saving throw, you can expend a Frenzy Dice, roll and add it to the total.
- You gain a penalty to Intelligence, Wisdom and Charisma checks equal to the number of Frenzy Dice you currently have.
At the end of your turns, your Frenzy Dice reduce by 1 (if you have any) unless you used your Bonus Action to gain a Frenzy Dice, or made an attack roll. As a Bonus Action, you can remove all Frenzy Dice.
You can have a maximum number of Frenzy Dice equal to 1 + your Rage damage bonus.Level 3 feature
Frenzied Might
From level 3 onwards, your rage maddens you to the point it turns you into a feral monster, incapable of thought in exchange for becoming stronger. You gain the following effects while raging:
- Roll each Frenzy Dice and use this total when determining the bonus damage from Frenzied Mind.
- If you have any Frenzy Dice, you receive 1 additional psychic damage when receiving damage.
- You cannot be Charmed or Frightened. If you are already Charmed or Frightened, the conditions are suppressed until your rage ends.
Level 6 feature
Inflict Insight
Your frenzy gives horrible insight to those around you, rendering them incapable of logic as their minds are overwhelmed.
As a bonus action, you can force a creature within 30 feet of you that you can see to make an Intelligence saving throw. On a failed save, the creature gains the Frenzied condition for 1 minute.
_ _
At the beginning of each of your turns, you gain a number of temporary hitpoints equal to your Rage damage times the number of Frenzied creatures within 60 feet of you.
_ _
Frenzied. A Frenzied creature cannot cast or concentrate on spells or magical effects (such as a mind flayer's Mind Blast). In addition, it has disadvantage on skill checks using Intelligence, Wisdom or Charisma.
At the end of each of its turns, a Frenzied creature can reroll the save, ending the effect on itself on a successful save. A creature that succeeds this save is immune to this effect for 24 hours unless the condition is applied again by Overflowing Madness.
Level 10 feature
Overflowing Madness
As your frenzy builds up, you can unleash it in a burst of forced madness.
As an action, you can roll all your Frenzy Dice and then force all creatures within 30 feet of you to make an Intelligence saving throw. On a failed save, a creature is Frenzied for 1 minute and receives fire or psychic damage equal to the total rolled on your Frenzy Dice. On a successful save, a creature receives half as much damage. Undead creatures have disadvantage on the save.
After you use this action, your Frenzy Dice count is reduced to 1.
_ _
Also, you gain resistance to psychic damage.
Level 14 feature
The Beast in Yellow
Your madness becomes too great to comprehend, too much to the point that it becomes a protective embrace for you and a mental inferno to others.
- You become immune to psychic damage.
- Each time you would receive psychic damage, the next attack against you is made with disadvantage.
- Each time you would receive psychic damage, you gain advantage on your next Intelligence, Wisdom or Charisma saving throw.
- Frenzied creatures receive 1d4 fire or psychic damage at the beginning of each of your turns. Undead creatures receive an additional 2d4 damage.
Does Path of the Berserker not scratch the same itch?
It doesn't fit the fire part of the concept, unfortunately
If your DM lets you, you could change the extra Frenzy damage to Fire damage instead of the same damage type as the attack 🤔
Is this where I would share a homebrew thing I made to get feedback on it? If yes, can I link it from dandwiki?
Hey everyone, I'm looking for a bit of advice on a homebrew mechanic I'm designing. Here is how it reads right now:
Foul Fumes. You receive 10 Temporary Hit Points. Additionally, a fetid odor radiates from you in a 10-Foot Emanation, and when a Creature... they must make a Constitution Saving Throw. On a failed save, they are Poisoned until the start of their next Turn. The Emanation ends early if you have no Temporary Hit Points.
I'm trying to figure out what would be a balanced trigger for the CON Save. Should it be a Bonus Action against a Creature, or for each Creature of your choice in the Emanation? Should they make the save when they enter or start their Turn in the Emanation? I'm trying to avoid potentially making a Creature Poisoned every round with little effort.
Never mind. Took some inspiration from Spirit Guardians, and found what I was looking for. All good, no worries.
I’ve seen it mentioned that no AI-generated content is permitted to be shared on the server
Oh =(
yea its in the rules
My bad, I'll delete
Question for the community to see if anyone has done this. I have a group of us playing and the group has grown too big for a single party. I am going to split them as we start our next campaign (campaign is all homebrew). I am thinking about having two parties and a single campaign. Maybe bring them together for the BBEG fight or something, but otherwise theey would be separate. Anyone ever do this? any suggestions / things to think on?
#dm-discussion sounds appropriate. but while youre here, i suggest separating the groups in a way you also separate the sessions. alternate between the groups, depending on schedule, to determine an appropriate rhythm to play.
thank you Mira - I will switch to there... sorry, this place is huge
the server is indeed enormous. i struggle to focus on all thats going on. i should mute some channels i dont have interest in
yea, 90% are 'not followed'
so i only now read up on the actual multiclassing rules given by the PHB, and im wondering. has there even been precedence in regards to actual classes' multiclassing, in the sense that the player must achieve or do X or Y to essentially gain the ability to multiclass into the given class?
i know elder editions has Prestige Classes, which to my understanding have strict prerequisites that must be matched to gain the class
im thinking for this Shaman thing, would it be sensical to have a prerequisite be "you must be appointed by another Shaman" or "you must have humored your benefactors (literally just a level requirement for simplicity)"
with the latter, im saying teh character level has to be of a certain number before you have "humored the shamanic deities" or whatever. still in planning phase
but i figured fun concepts for the subclasses, so im definitely on track with a clear picture in my mind. thats a good thing, i thinkn
i also have the stupidest idea for a class feature
I don't know if it will help, but I actually just made a "Path of the Warp Frenzy" Barbarian subclass. 🙂 You're welcome to check it out and see if this does what you want, or take ideas from it.
https://docs.google.com/document/d/e/2PACX-1vQsh4AieBHyVEzcywZkZGSUClr-WD2ly41ikDB_t5xwIAFGv-1uUjBVWAkaNnMMXYsTQh4baRWOw5kA/pub
This is still work in progress, and hasn't been playtested yet
Hey that's pretty neat! It's got some elements of what I was thinking of making
Generally I don't love random elements in subclasses, but I felt it worked alright for this one
Depending on feedback from my players, I may remove the random aspect of the table and just let the player pick what they want to manifest each round.
Re: prestige classes
I do wish dnd had prestige classes still. I think a softer and less punishing version that would see more use/play could be developed. Specifically, there’s a laundry list of prestige classes divided into two categories: mono-class/class specific ones (e.g. archmage would be a prestige class available to wizards who monoclassed), and other ones where you meet prerequisites.
I think the value added is a signifier of mastery on a mechanical level. Epic boons kind of meet this niche but I would argue that they’re closer to gifts or boons for heroic feats or a one time quirk of mastery, rather than representing mastery in a given “vocation” like wizardry. If that makes sense
Like I think the idea of magical mastery as a wizard should be mechanically represented differently from, say, an epic boon that signifies a gift of a hero by a god or something. Or even a single skill developed due to mastery (as compared to a prestige class, which is continuing mastery).
If that makes any sense
thanks so much for the feedback, i shouldve specified that the player would pick one of these forms per day and it would basically add onto the elemental attunement feature
so its at the start of your turn spend a ki point and activate the feature for 10 minutes or until incapacitated
another worry i have is for the elemental flare option for lightning bc in the base feature the range of unarmed strikes is increased to 15, so with that they dont really have to worry about oppurtunity attacks, which is like a really big reason why the disable reaction would be so useful in the first place
Ah, thank you. I do understand the simplicity in an Ability Score being 13 and thats it before multiclassing, i do love some mechanical impact that would either deprive the player of certain aspects of gameplay, or simply play into specifications.
For instance, i would be thrilled to have some limiters for certain subclasses to prevent, say a AS INT 8 fighter of going into Eldritch Knight. This might already exist, but im not certain
My intention would be to add simple mechanics to drive home the class's theme, but given the uniformity of 5.5e, ill likely leave my notes on this as optional rules in the class description
A lilypad of frog finding. A ceramic plate that allows an attuned creature to cast find familiar ...it is always a frog
Yes
First draft of a monk subclass concept, it primarily came from me wanting to give monk an option to use the 2024 weapon mastery features
Heirloom Tradition Monk
Master of One
When you choose this Tradition at 3rd level, choose a monk weapon in your possession to be your Heirloom Weapon. You gain the following benefits with your Heirloom weapon
- You can use the mastery property of your Heirloom weapon
- Your Heirloom weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- When rolling for damage you may choose to replace your Heirloom weapon's damage with your Martial Arts die
(These traits apply only to your Heirloom weapon, not to weapons of the same type as your Heirloom weapon.)
Forged by Spirit
Also at 3rd level, If your Heirloom weapon is ever damaged, lost, or destroyed, you may spend a short rest to perform a ritual that calls the spirits that inhabited it into a new weapon of the the same type as your Heirloom weapon. After the ritual, the new weapon becomes your Heirloom weapon, keeping any magical properties and attunement requirements it had before the ritual.
Shared Senses
Starting at 6th level, the link between you and your Heirloom weapon is strong enough to cast your senses through. Your Heirloom weapon has hearing and blindsight to 30ft, and as a bonus action you can see and hear through your Heirloom weapon until the end of your turn. During this time, you are deaf and blind with regard to your own senses.
Shared Body
Starting at 11th level, use of your Heirloom weapon has become so natural it is like an extension of your own body. You may replace any unarmed strike with an attack from your Heirloom weapon. Additionally, If your Heirloom weapon is ever separated from you, as a bonus action you may will your Heirloom weapon through the air toward you in a path of your choice, up to 60ft in length. As a part of this action, each time your Heirloom weapon passes through a creature on its return path, you may spend 1 Focus poin to make an attack against that creature (once per creature per turn).
Shared Soul
Starting at 17th level, You and your weapons souls are now inseparably linked, able to move freely between each other. Any spell requiring touch can be cast on you by touching your Heirloom weapon. Additionally if your body falls unconscious, you may spend 1 Focus point each turn to have your soul inhabit your Heirloom weapon, animating it. While inhabiting your Heirloom weapon you have its 30ft of hearing and blindsight, you retain your movement speed, and can only take actions that require you to make an attack.
Isn't that just the pact of the blade?
Its definitely got similarities
ok first of all let me say i literally love it
i think the flavor is great and its also giving a lot of kenshi vibes from mk
but what im not seeing is the damage scaling and also maybe a little utility
also your capstone feature literally requires you to die to use it
but i also dont know where the weapon mastery is gonna come in with this bc im not in touch with 2024 rules so if im wrong than ignore me lol
also your 11th lvl feature makes it so you have to be seperated from your weapon in order to use the feature? and the weapon is like the focus of the class
Ill be honest im not totally familiar with 2024 weapon mastery either, which is why I tried to air on the side of caution
Here what I was thinking for this class initially
Utility-wise shared senses gives espionage options and ways to operate while blind, 11th level is lacking but allows you to throw your weapon or be disarmed without worry, which gets a little more use with the 17th level feature, passing your sword to let your teammates to cast touch spells on you at a distance
I think your right about the capstone leaving a bit to be desired though maybe a bit more Focus cost and being able to animate the the sword while conscious, letting it take its own turns like a familiar
To shorten it, I'd remove the second benefit of Master of One and reword the third to be "Your Heirloom weapon counts as a Monk weapon."
-# - Resistance and Immunity to nonmagical attacks is nonexistent in 20224 D&D, so any benefits that get around that only apply to older stat blocks with those Resistances.
-# - Not making the Heirloom weapon a Monk weapon makes the Monk unable to Stunning Strike with their Heirloom weapon.
Wait, I missed that the Heirloom weapon has to be a Monk weapon. So I don't know what the third benefit does...
Overall, I really like the flavor of the subclass. The level 17 feature is a little weird with the spellcasting mention and expensive cost. Others might need balancing tweaks, but you’ve got a solid idea. I love the concept of the returning weapon feature.
You're right its totally redundant, my bad lol
Although I kind of want to expand Heirloom to any melee weapon and then it counts as a monk weapon
What’s the worst item someone asked you to add for them? Could be a subtle item that came back to bite you later, or was just outright broken
I'd also like this idea. But maybe stick to no Heavy weapons.
I've thought of a funny artificer idea, does anyone know if there's any homebrew rules for cars/modern weapons like flamethrowers or missile launchers?
i think its just up to the DM to determine what is appropriate for any given setting
if yours includes orbital lasers, it might not be fitting for a venture in the underdark
i can check the DMG as i imagine thats where the info on tech is
no theres not much. just "if cashed spaceship, find the relevant items below."
rest is just a list of varying modern and futuristic items, which the DMG says to treat with a set rarity of gear. theres some tables, and it instructs on prices, but thats about it i could skim
hope this isnt too "dont provide information for free" type message
again, just do as you want. im sure there will be settings where the orbital laser is a good idea, and others where it doesnt quite fit. its up to the DM i would argue
Nah it's okay, I can chat to my DM throughout the week about the rules and everything and then make a custom framework from that
I've been trying to make a homebrew reaction for a subclass for about 2 hours now, I have tried Everything and it just isn't working 😭 someone PLEASE hep
do you have a premise you want the reaction to revolve around?
as a reaction, deal 1d4 cold damage at base, with scaling done, but it isn't working
thats pretty vague
you could simply make it so you replace the opportunity attack with scaling cold damge, which could easily be 1d4 + spellcasting modifier
this meaning intelligence or wisdom, as thats pretty common
no but the problem is, it isn't appearing in the reactions page on D&D beyond for some reason
all reactions need a trigger and an output. the trigger could simply be a substitute opportunity attack, where you forgo one and take this new one. another one is if a hostile creature approaches you, coming within 5ft, you could proc it.
maybe if one of your allies is hit, you retaliate with the new reaction?
oh its a technical issue lol. yeah i got no clue how to do those
joyous :D thanks for the help anyways gng
i guess i tried to help. what little i could. im a wellspring of ideas, but execution is lost on me
currently im struggling to think of actions for my little familiar i made for a homebrew class
i love the familiar concept
The 13 prerequisite really only makes sense for casting IMO. Not for fighters etc.
That secondary limiter for EK might be cool though. I dig it
I like this idea too. It bears exploring
how busted would a paladin aura be that basically provides half cover ?
What do you guys use to make enemy stat blocks
i use critterdb,,
I make my statblocks using a fork of Tetra-Cube's Statblock Generator:
https://web.archive.org/web/20241125131201/https://dnd-statblock.crapmybrainsays.com/
The author of this fork lost access to its domain, so this version is currently only available from the Internet Archive.
Very strong. +2 AC is a huge buff
working on somthing for a player was wondering if these are to crazy for a shield Ability 1. When a opponent attacks you as a reaction you may activate this ability to negate that attack, and if you do, gain heal equal to that attacker's damage that would of been dealt, if your hp would me fully healed you gain the overflow as temporary hp.
Ability 2. When an opponent's attacks you as a reaction you may activate this ability to negate that attack, and if you do, deal damage to all your opponents in a20-foot-radius Sphere unless they make a DC of 10+4+cha.
As written yes this is the single most powerful ability in the game
Does it have a use limit of any sort?
As written, comically game breaking
Should be fine as long as there is conditions (only when no hostile creatures near you, disables until end of turn when hit, something like that)
i was thinking 3 times a day im just brainstorming rn
It also needs to be finished
It is unfinished. For instance it doesn't say how much damage
If you come here with a finished version (useage limits, damage specified) we are more able to help you
just idea but what do yall think about a drow family who has magic tattoos but its stitching into skin instead? and one of their unique things is giving blind vision by doing it on a eye to make it closed
i like that.
This is a WIP, but would y’all be able to look at these powers for one of my PCs. She is a mermaid paladin, and our campaign is high powered so it’s okay if it seems a little OP. But I’d still like to keep it manageable. I have ideas for the blank spots but haven’t written them yet. I’d particularly like feedback on the hot springs at the bottom, as she will likely be getting this power in our next session.
Mermaid Awakening
When a mermaid interacts with different bodies of water from their home, they gain additional magics and transformations that they didn’t previously have.
Rain: Voice (Acquired)
The true power of your siren song awakens. Once per day you can do one of the following actions.
Belt: As a bonus action you project the force and magic of your voice in a 30 ft cone. All creatures caught by your voice must make a CON save against your spell save DC. On a failed save they take 4d8 thunder damage and are knocked back 10 ft. On a successful save they take half damage only.
Croon: cast the spell compulsion without needing somatic components.
Serenade: cast the spell enthrall without needing somatic components.
Cry: Use the ability cutting words as a reaction. Use a d12 as the die for this.
Lullaby: cast the spell sleep without needing somatic or material components. All targeted creatures have disadvantage on their WIS saves against this spell.
Ground water: Defense (Acquired)
Your scales harden and grow more resilient. Your AC increases by 2 (natural armor)
Rivers: Speed
You become as swift as a coursing river. Your movement increases by 10 ft. Once per day you can cast the spell Lobster’s flight
Lake: Magic
Mystic energies from ancient times flow through you. Your connection to water and its magic deepen as you connect with its many forms. You gain the ability once per day to use the ability Twin spell. Once per day you may cast two spells with a single action.
Swamp: Acid
The essence of the swamp seeps into you. You gain resistance to acid damage. You can also cast vitriolic sphere once per day.
Glacier: Ice
The cold never bothered you anyway. With your newfound affinity with ice you gain resistance to cold damage and the ability to ignore difficult terrain made from snow or ice. You also gain the ability to blow out 60ft cone or 30 ft circle of ice breath, freezing the ground and making it difficult terrain. Any creatures caught in your icy breath must make a CON saving throw or take 3d8 cold damage and have their movement reduced by half.
Snow: Transformation
Waterfall: Power
Mist: Stealth
Hot spring: Fire
You feel the scorching heat of the spring spread to your very core. With this warmth in your bones you gain resistance to fire damage. Once per day you can cast the spell Geyser.
Geyser
2nd lvl evocation
Casting time: 1 action
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: instantaneous
With a thrust of your palm you call forth the roiling waters of a geyser. You can produce this magic spring from your palm or the ground.
Palm: You produce a 30ft line, 10 ft wide, jet of super heated water from your palm. All creatures caught in the geyser must make a STR saving throw against your spell save DC. On a failed save they are dealt 3d6 fire damage and 3d6 bludgeoning damage are are pushed back to the end of the geyser. On a successful save they take half as much damage and are not moved.
Ground: You produce a 10ft wide geyser to erupt from the ground within range. Any creature caught by the geyser must make a DEX saving throw against your spell save DC. On a failed save they are dealt 3d6 fire damage and 3d6 bludgeoning damage. If the creature caught by the geyser is large or smaller they are propelled up 30ft in the air. If they contact a solid surface before reaching 30 ft they take an additional 3d6 bludgeoning damage. On a success they take half the initial damages and are not moved by the geyser.
Question: Would it be particularly strange to create a class that only has proficiency in Improvised Weapons? I'm looking to create something inspired by the Monk, but focused on strength; and I thought it would make sense.
i would like to try it
It'll take a while, but I'll post it here on the channel when is finished.
Hey guys! I just finished my Circle of the Plaguelands Druid subclass and would love some feedback on it :)
https://docs.google.com/document/d/1fX1RAzAWOGQTjd5m9BHTl8nkGYVrVvSQw2S4p6BghWg/edit?usp=sharing
There is probably a better way of writing this variant, but I figure I should try sharing it sooner, rather than later…
Variant: Hermetic Magic
Here, I propose an alternative system for spellcasting, which I describe as ‘make magic feel magical again’. In this system, the official rules for spellcasting remain in place, except for the changes described below:
- Vancian and Semi-Vancian Spellcasting have to go.
- No spell slots or spell points.
- Characters can still only learn spells at levels they would normally gain appropriate spell slots.
- All leveled spells are rituals.
- All leveled spells must be cast using the ritual rules (as if they had the Ritual tag).
- Cantrips can still be cast at will.
- Features that allow casting spells ‘without expending a spell slot’ enable casting that spell without performing a ritual.
- Anyone can participate.
- Only the leader of a ritual has to be a spellcaster or know the spell (they guide other participants through the casting steps).
- Spell level is the minimum number of participants for a ritual to be effective (level 9 spells require 9 participants to cast).
- Spells with the Ritual tag can be cast by only one participant, regardless of their spell level.
- All participants must take the Magic action each round they participate in a ritual (if any participant fails to do so, the ritual fails and must be restarted from the beginning).
- The participants of a ritual are determined at the beginning of said ritual, and cannot be changed during the course of that ritual.
- Spell target, spell save DC, and chance to hit for spell attacks are determined by the spellcasting ability of the leader of a ritual.
- Larger ceremonies.
* More characters can participate in a ritual than the level of a spell merits.
* Additional participants can contribute to a ritual's magnitude (upcasting the spell to a level equal to its total number of participants, to a maximum of level 9).
* Additional participants can contribute to a ritual's speed (reducing the ritual casting time by 1 minute per additional participant, to a minimum of 1 round).
* A single ritual **cannot** incorporate both upcasting and quickening effects.
* The decision to upcast or quicken a ritual must be made at the start of the ritual.
- Preparing quick spells.
- Spells with a casting time of a Bonus Action or Reaction (quick spells) are ‘prepared’ by performing a ritual in advance.
- Quick spells ‘prepared’ using a ritual can only be cast once after the ritual is complete (a new ritual must be performed to ‘prepare’ the spell for its next cast).
Any thoughts on this variant rule?
Look at drunken master prestige class from 3.5e. That was their whole shtick.
Deletes casters from the game
All levelled spells being cast as rituals removes all combat magic
My thinking is that for casting in combat, you should use Cantrips instead of leveled spells.
If you absolutely need a leveled spell in combat, you can use a spell scroll.
I am also thinking about extending that "cast a ritual to prime the spell for later triggering" model to all spells, instead of limiting it to special action spells.
P.S. This is intended to narrow the supposed martial-caster divide, rather than widen it.
Obliterates castees
Removes their mothers from existence.
It does remove the divide: by removing casters from the game
You know what, you're partially right. They should create a spell in the game that could be used exclusively by Casters and would only affect Casters, where both the target and the user would be teleported to a dimension devoid of any form of magic. The only possible way out would be if one of them died.
Basically, a Wizard would have to fight a Sorcerer either hand-to-hand or with any type of damage-dealing item they were carrying.
Good casters hardly even use damage cantrips in combat
They spend most of their time either using levelled spells or dodging
Damage can trips are rarely worth it
Hey, I wanted to ask if anyone would help me with a new character I’m working on.
I can help you if you want. But if it's not something related to homebrew, we'd have to talk about it in the character-discussion channel.
Well, the race I had in mind is a home brewed race so I’m confused on how to use it.
Oh ok. Which homebrew race would it be?
Have you heard of the campaign fool’s gold?
nope
Really?
I may have heard of it, but off the top of my head I don't remember anything specific.
Well I’m referring to the home brew race the foreclaimers.
You could post it
Trying to.
I think I found it
Is this one? https://www.dandwiki.com/wiki/Foreclaimers_(5e_Race)
So, they are basically ancient elves devoid of any kind of emotion based on empathy and solidarity (not very different from most elves), who energize themselves using crystals that absorb solar power?
Yeah, plus the augments and the “defective ones” with empathy which is one of my characters characteristics.
Your best augments are agility and metallic skin and sixth sense.
I'd take metallic skin and point buy 15 con to make it 16
Then get sixth sense, then agility
On a Druid?
I see.
Of course.
Agility is a solid movement boost
I’ll probably go with metallic skin.
Bear in mind as written the race is nonfunctional
It says you can find or create new augments but provides no mechanics for creating them
It needs a review
There is another post on a better website for that but I don’t remember where.
Worth finding. This is incomplete as is
Yeah…
You could easily discuss this with the DM, where you create a specific mechanism along with your racial traits to be able to create a limited number of augments during the progression of the campaign.
Nope
Really?
Yeah, and I don't even know exactly how that would work in most cases.
Well, I was thinking of a circle of the moon Druid and another Druid subclass.
Thus being a multi class.
You can't do that
You can only gain levels in classes
I figured.
If you are druid 1 you can gain a level to go to druid 2 or gain a level to go to fighter 1 druid 1
Again, I believe this is something that can be discussed with your DM. You could ask that, instead of gaining an additional level within the Druid class, you gain the trait of some other Druid subclass instead.
So another DM thing, got it.
I'd be careful with that
Being a level behind for a trait will hurt
And double subclass is known to be comically overpowered in a number of cases.
Obviously, it's the game of make believe, you can do what you want, but I recommend against that.
Well, what classes/subclasses can make potions?
Obviously, this would be limited by your character's level. It wouldn't be fair if you could use your 5th, and 6th levels to try and acquire subclass traits available at much higher levels.
Every class in the game
alquemist artificer
They all can with arcana proficiency and the right tools
Even in base game rules
Potions are magic items and are therefore craftable
Even a fighter can do it
So if I wanted a circle of the moon Druid I should go with a alquemist artificer?
If you want a druid themed around potions and chemistry skills, then yes.
Okay, thanks.
You could just make them normally too and not need to spec into intelligence or take the arti level
Well druids already have and use high intelligence.
Something else was on my mind, multiple backgrounds.
Custom Background.
Like part solder and hermit.
The reason is because of the character’s backstory.
If this is just another talk with the dm just say it
???
Int is a dump stat for druids
It said wisdom and intelligence are the most used stats.
Huh?? Who said this?
Oh you mean the proficiencies.
Yeah druids get absolutely nothing out of intelligence, zero
I make str my dump stat for my druid
Both are dump stats
Was it wisdom and constitution?
The book says silly things sometimes.
Druids get wisdom and int save proficiency
But int is irrelevant to druids
You want 14 dex for your medium armor, 16 con for health and concentration checks, and 17 wisdom as your casting stat.
The 17 can get bumped up by a half feat
Doing point buy with this you'll have two leftover points, they can go wherever.
But the 13 int to multi into artificer will hurt this
Meanwhile, every class in the game can just make potions normally
I’d just like to make sure I don’t mess up when trying to make the potions.
It isn't possible to mess up
Unless the DM homebrews a "messing up" system which would be a pretty anti-fun rule
When you craft an item, you simply craft that item. You can't, like, "make the wrong item"
Yeah
There is no skill check involved
I haven’t been in a real campaign before so I just felt very unsure.
Just one shots
Assuming point buy, make your stats 8/14/15/8/15/10 and then put your background +2 in wisdom and +1 in con for a total of 8/14/16/8/17/10
This is the best stat spread for a druid or a cleric
Anything else is strictly worse, really, which is unfortunate but that's the way it is.
What would be the best multi class for CoTM Druid?
In 2024 druids are best straight classed
Oh
But if you don't take magic initiate wizard for shield, you can take one level of wizard to get shield
Druids don't really lack anything a multi class provides except for the shield spell
They are a pretty complete package
So a MI wizard, got it.
Whats MI? magic initiate?
Magic initiate yes
Yeah.
Yeah, I think shield is good spell
MI: wiz for shield is an extremely common optimization pick because shield is am insanely powerful spell.
Agreed
Shield basically trades your reaction and a slot for the enemy's action and possibly several more enemy actions that round
Which is very often a good trade to make
Hey, quick question. Is this a fair skill for a class focused on grappling?
Level 2: Improved Pressure.
Starting at 2nd level, through the use of your immense strength, you have expanded the range of possibilities associated with your grapple relative to the scale of your opponents. You gain the following benefits:
-You have advantage on grapples against creatures that are least one size smaller than you.
-You gain the ability to grapple targets that are two sizes larger than you.
Yeah that's fine
Not unbalanced
Advantage on the grapples is pretty good but you won't often be nabbing small things
However you should clarify - what does advantage on grapples even mean
At least in 2024, grapples offer a save
So you'd need to give the enemy disadvantage
Ye, I actuall yshould rewrite that part. What I meant was that users of this class have advantage on ability checks to grapple creatures smaller than themselves.
Is there much difference between the user having an advantage or the target having a disadvantage?
The user having advantage is impossible
Do they need to make a check to grapple a smaller creature? I wasn't aware of that rule
I am under the impression that you simply declare the grapple and then the enemy attempts to save
But I could be wrong
At least from what I know (which I admit is a bit limited), Grapples in D&D function as a special attack, where the user makes an attack roll against the target's AC.
In the sense I wanted to convey here, it was that users of the class gain advantage on this roll to determine whether or not they can grapple the target.
And also to maintain the effect, where you would gain advantage on your Athletics roll to ensure the target didn't escape your grab.
Ah. I don't believe so. That WAS the case. In modern 2024 however the victim simply makes a save
Athletics also no longer has anything to do with it
Wait, a save against what exactly?
A DC set by 8+ your PB + your STR mod
Let me double check my phb here
athletics is basically the rare occasion when you're climbing
and so many DMs just let you use acrobatics
Essentially a nerf, I believe.
Yeah this is correct. So you'd need to impose disadvantage rather than grant the class advantage
ok
howdy! this is my first message on this server. I am working on a (significantly different) storm sorcerer for 2024 and would love some feedback/constructive critisism. I dont have the most experience with homebrew but i am well versed with the rules of 5e, though not so much with 2024 so i am getting as many opinions on it as i can. What ive got so far i worked on with my dm and is pretty much just notes right now and not at all final product, once ive officially decided on all the abilities i will rewrite it properly to be clear and feel official. This is the link to the google doc which you can comment on if you would like: https://docs.google.com/document/d/10h73Dhqoy2MFG07JwFzjf9-X58QBHbT6qRUZB-2TZHs/edit?usp=sharing
please be kind and only give constructive feedback, im doing my best and im sure theres plenty of things that need tweaking still <3
also if you have any questions about it lmk.
looks pretty good to me
other than certain randoom effects not having ranges, but i assume youll add those later
thank you! yep, those'll be added soon! any suggestions for what those ranges should be?
both blind and difficult terrain could probably 10ft
can the random abilites, that aren't implicty always actve, be reactivated if so how?
any that arent till innate sorcery ends will just be a one time thing, though perhaps you could spend a sorcery point or something to activate it again while innate sorcery is still active?
yeah, i think that could work, id check 2014 wildmagic barb for a simliar abilty and use it for inspiration
yeah thats what me and my dm had been looking at haha!
nice, kinda figured that there was so inspo from that
for the bonus to ac do you think a flat +3 or prof would be better? the prof gets pretty high later levels so idk if it would be too powerful but i do want these things to scale. if i do go with proficiency perhaps it lasts just a round rather than a minute through innate sorcery?
and again could be reactivated with a sorcery point
oh since im here ive been thinking for a while about a canine version of tabaxi basically, cos we have multiple cat species but none for a dog, theres shifters and stuff but none that are just permanent anthropomorphic canines. i might make one myself but im also happy to look at any you know of! if i made it it would probably have the same kind of thing with shifter where you pick between a couple specialties for more variability for class compatibility
Hey, quick question. In a class focused on Grapples, would this be a fair or unbalanced trait?
Level 2: Grappling Techniques.
At 2nd level, your mastery of grappling techniques allows you to employ specialized maneuvers that capitalize on your opponents’ vulnerable positions. While you are grappling with a target that is at least your size, you can use the following options:
Some of those features require your target to make a saving throw. The save DC equals 8 + your proficiency bonus + your Wisdom modifier
Throw: Using your Attack action, you can attempt to hurl your grappled target with all your strength, potentially turning it into a weapon. Make an Athletics check, and use half the total result to determine the distance the target is thrown.
If you throw the target at another creature, make a normal attack roll against that creature’s AC. On a hit, both targets suffer damage equal to one die of your Unarmed Strike.
If you throw the target against a lateral surface, such as a wall; he takes damage equivalent to rolling two dice from your Unarmed Strike.
Hostage Shield: If you become the target of an attack or spell, you can use your reaction to force the creature you are grappling to make a Constitution saving throw. On a failed save, you redirect the effect into that creature instead of yourself. After that, the target can escape your grapple.
okay hypothetically what spells would u give to a smart dinosaur
Wizard spells should do, probably whatever element its based off on
Red dinos could have fire based spells like fire bolt and maybe fireball
Is that just dragons but dinos?
inverse of "animal friendship" thats just "human friendship" (yippeee fantasy assumptions, but also i dont know a better word)
I’m making effectively undead Utah raptors made with the ideology of the indoraptor so I was wondering what spells I could give them to portray a evil inescapable hunter/assassin vibe
they are going to hunt my party across my prehistoric continent
So what spells fit that, just to make them not too strong I might not give them any spells over level 5
Maybe even level 4
invisbility?
True Strike
I kinda like the idea of a creature that can only see power level similar to a thermal camera
Something that's blind, but knows you're there if you're above a certain level
And that being it's greatest weakness
"power level" you have lost me
but yeah some "weave sight" could be fun
screw it. im making it a homebrew sense.
You can sense the Weave to a distance of 60ft.
When you are in a location strongly woven by the Weave, you can make out the location and type of magic in question, as long as it is not behind half or total cover.
im proud of myself. spent like 30 seconds wording it in my mind, then another minute trying to bugfix my wording on the screen. high-effort fun concept sense
ah its a bit ambiguous still. spirit is there. should remove the "strongly woven by Weave" bit to maintain clarity
Not sure where I've lost you
And it's specific to Faerun
no i do understand it, i just dislike the term big time
Perhaps that power level can be a creature's CR level
difficult to translate between creatures and species. could function for both, where one player level equates to 1.5 CR rounded down.
unless you want the CR sensitivity to be higher given literally the god of evil dragons has CR 30 if i recall
by that i mean CR30 is above player level 20, i think. if i had to wager a guess. im not too certain how it translates given the Wish spell existing
Manasense 30 ft.
While blinded, a creature with Manasense can detect the presence and location of a creature of level 5 or higher, or of Challenge Rating 8 or higher, within 30 feet of it.
You don't need to work it out like a function, you can make the two notes seperate instead of accounting it to a variable
It's quite simple, see?
i do understand the logic behind the term. i simply dislike it a great deal
Has nothing to do with the term, just the phrasing of the ability
A level 10 red dragon could have 400 hp and is extremely deadly to fight even for a group of level 12 adventurers, no way a red dragon is seen with a similar power level as a single level 10 adventurer for example in comparison
What are you defining as a level 10 red dragon
An adult is CR 17, and a young red dragon could surely be killed by a party of level 12's
Would probably be tough for a single level 10 though
im developing a ttrpg and i wanna check if my succes rates are good
if a character who is avrg at a certain stat without special skills is trying to do a simple task they have a 48.22% succes rate
is that balanced?
like a normal person tries to jump over a smaller gap
or tries to shoot a bow at a tree a bit away
that is near average, in percentage. how does it translate to dice?
Will likely feel bad
50% chances to succeed feel like less than 50% and feel unfair
This is why 5e is designed around 65% success
so an avrg person has 4 in a stat
and rolls 4d6
1 6 equals succes
and by an avrg person player characters arent avrg
Oh okay well commoners in 5e would have a 45% success rate at the same task
i mean farmer jerry over here can jump over a larger gap about 48% of the time
So yours is similar to 5e then
a character with like a 5 in a stat and proficiency or whatever ill name it will be rolling 7d6
Born of the Skies
You take half damage from falling and you gain resistance to lightning damage. In addition, as a bonus action, you can gain a fly speed of 10 feet for a number of hours equal to your Proficiency Bonus. You can use this bonus action once per short rest.
Nomadic Winds
When you reach 3rd level, when you are targeted by an attack roll, you can use your reaction to unravel your shell to turn into pure air for 1 minute. During this minute, you gain resistance to nonmagical attacks, and you has advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treats liquids as though they were solid surfaces. You can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
hmmmmm, the unique traits for the race im making, although it seems abit, eh number wise
so thats probably like 70% succes
maybe more
and more difficult tasks require multiple 6s to succed
this is incredibly strong
oh forgot to add limit to the last one
plus having the 1 minute lasting ability be triggered by a reaction could lead to some interactions where a player attacks themself to try to fly
thats prob once per day
also the second ability doesnt state what type of movement you have and how fast you can move
oh right, i did just copy the effects from Gaseous Form lol
While in this form, the target's only method of movement is a flying speed of 10 feet.
personally i would also add the option to activate the ability without being attacked
i mean, it doesnt hurt but also lets it be abit more, good at everything
you gain a fly speed of 20 feet, which is the only movement you can use
added that to the 2nd thing
i mean there is always the option to punch yourself when you wanna fly and to avoid thoose akward interactions it can help
STR mod damage (or monk die if monk) isnt really alot
yeah but do you want it to become a trend for people to punch themself whenever they wanna fly
so it doesnt really matter (also thats prob not how it should be used like at all lol
it isnt about taking damage it could just be a bit imersion breaking
altho the effect isnt combat centered
it is convinient in most scenarios to be able to move thru small spaces
...
why wouldnt i want to escape the prison cell by punching myself
silvery barbs is a simular spell in which now its very useful to punch walls
the resistance to nonmagical attacks and advantage to physical saves isnt combat based?
cuz it gives you advantage on your next check
You can pass through small holes, narrow openings, and even mere cracks
this is the utility
im not claiming its not useful in combat
its just now useful to punch yourself when you wanna break into someones room
sure
if thats something youre fine with then go for it
Saying "it's the player's fault" for using the ability as it is worded is not a good way to improve game design, imo
The player wants to do the cool thing and will punch themself for it
And punching themself isn’t the most normal thing for a normal person in a world to do
i mean in this case it could
you have a shell of soild air that surrounds you (for armour, weapon and being hit purposes)
so, you can flavour it as breaking your shell
Also since the effect still lets you attack unlike gaseus form it is incredibly strong
You basically have barbarian rage
While casting spells or whatever you need
i added conc to it btw
why is it a Reaction anyway if it lasts a whole minute?
just make it a Bonus Action with limited uses
also, the whole feature is really strong both for combat and utility
Especially for a race ability
Hear me out. Activation becomes 1 bonus action and it lasts for a few turns so that you don’t have a undying airplane flying around
tbf I completely disagree with permanently flying races in general
How do we feel about this as a magic item?
Death Grip Gloves
Rare
Requires attunment
Targets have disadvantage on strength saving throws from your grapples, as well as ability checks made to escape them.
Grappled targets can’t use spells or features to teleport when they are grappled by you. Resources used to try and teleport this way aren’t consumed.
Your strength save dc when attempting to grapple is increased by +1.
I figured there would be a very rare and legendary variant with the dc increasing for each.
What about the dex saves cause it's a choice between either
Oh yeah I forgot about dex, I would just add in “or dex” wherever it references the saves
Works. Potent but it is a martial/melee item. So it can afford to be better
Yeah I mean, since they changed the new grappling rules there hasn’t been much to support that system. And seeing how at level 8+ you’re pretty reliably fighting stuff with a +5 strength or dex save and proficiency in that grappling is harder to pull off
Any suggestions what pcs can win in a fey casino?
Which court, or region?
The happy and whimsy one
Do you want to give the players an actual mechanical reward, a role play reward, or just something silly?
can be all of the above. Im making a prize pool soo anything goes
I've got a few ideas for meaningless fey silly prizes, like "an extra Tuesday" or "30% more smiles" or "cilantro no longer tastes like soap to you"
how would an extra tuesday work xd
- You no longer lose socks in the wash
- Apples taste 15% sweeter
- You will find your childhood stuffed animal tomorrow
- Someone will offer you a free beer on the last friday of every month
- You will never stub your toe again
- The sunset will look prettier on your birthday
etc
Bit of an odd question: trying to make a statblock for an animal that killed prey through through a method of ambushing and crushing the ribcage.
So far the base thing i got is a 40 movement speed, a grapple on claw attack, but I don't know how to implement that crushing ability
"Therefore, bear-dogs probably pursued their prey (mediportal ungulates) for a longer distance but at a slower speed than do living ambush predators. Upon catching up to its prey a bear-dog probably seized it with powerfully muscled forelimbs and killed it by tearing into its ribcage or neck with canines set in a narrow rostrum."
IDK. The trick to all of these is you don't actually have to do anything for them. Its all either theoretical/future rewards, or purely role play. "An extra Tuesday" can mean literally anything, and it can happen any time, even far after the campaign ends
Automatic damage to Grappled creatures?
Or even just a bite attack that deals more damage while it's grappling something
If it used it's mouth to do so, of course
It most likely restrained it's prey with their forearms then their jaws
What's the animal? I dunno why I automatically assumed it was a dinosaur
Oh wait nvm
I skipped over the other message somehow
Then advantage + extra damage on any bite attack it might have
The crushing damage will most probably be slashing damage (due to tissue being torn) unless you want the prey crushed with blunt force
Amphicyon ingens the largest bear dog
I just realized the funny factor of a wolf providing advice for a bear-dog
Yeah I was about to say advantage on the bite attack while grappling. I would probably make the crushing bludgeoning, though, as by that logic pretty much anything that breaks bone or skin would deal slashing
The description with the attached link mentions 'tearing into its ribcage', hence the slashing damage
Hehehe
Btw, can I post a 6th level bard subclass feature for review if you don't mind? I don't wanna disturb the current discussion, but I'm also going to sleep soon
I will say there is a possibility it's crushing the ribcage with it's arms as I've seen brown bears do that to watermelons
I think that means with their teeth
Best example i can find
Oh wait I read it wrong, my bad
I mean yeah since you're likely going to sleep soon
Thank you very much! (And also sorry)
Actually nvm, gonna sleep
I'll balance it tomorrow
It also depends on how the creature does the crushing
Admittedly this was for a pets and sidekicks thing I've been making bases odf the book by the same name, and maybe it can get level ups around these abilities
I also gotta add Nanotyrannus, Coelophysis, and another Cenozoic animal to the list (the original book already includes a fair amount)
I added rules for
- hadrosaurs
- gallimimus
- carnotaurus
- Gorgonopsids
- dicynodonts
Question: Would a subclass that allows adding half of its Constitution modifier (rounded up) to the value of its Unarmed Strikes be unbalanced?
In the sense that it would be: Unarmed Strike die + Strength modifier + 0.5 Constitution modifier
im curious how that works with Flurry of Blows, as the buff would be most drastic there. (assuming this is either a monk subclass or under multiclass circumstances). constitution sounds like a barbarian
It would be a subclass for a class I'm adapting called The Grappler. They are basically Monks who have abandoned training based on dexterity, agility, and precision in favor of strength and physical endurance.
And grabs, obviously.
im imagining them looking like Baki. mighty fine picture. its the less acrobatic and much more hands-on take on the class archetype? i like it.
in a vacuum, i wouldnt say adding constitution modifier to unarmed strikes in and of itself is unbalanced. you can look at Monks for an example, where they have a martial arts die to improve their unarmed strikes. (this is highly based on vague memory and assumptions)
so essentially youre substituting the variable of a die with the reliability of a modifier. i think it can work. the over poweredness also depends on when this feat is gained
Well...not exactly. My class is still incomplete, but I can send you a link to show you how it is and see if it's balanced or not.
i dont understand much about game balance
i lack the hands-on experience
im just drawing lines between points
Even so, you play the game and can at least give an impression based on your in-game experience and experience with the classes.
i have dealt 0 damage in my time of playing DnD. i have taken 1d8 bludgeoning from the recoil of kicking a stone door. this is it. i have started one oneshot, but dropped out mid-session due to big time psychic damage from "stage fright" and the social pressure
I tried sending this before as a D&D Beyond link but I guess people don’t like following links so here it is in the message
This feature was inspired by the Flourish system in Fable and is intended to be a core mechanic for Fighters to give them a boost in a system that offers much more power to spellcasters than those who rely on weapon attacks and mundane abilities.
The Momentum Dice are a resource that waxes and wanes with combat but is never fully gone, all the Fighter need do is land another blow, feeding the loop of striking, striking harder, and punishing opponents in close combat. This supports the fantasy of a character who excels in martial combat above all others and effectively introduces an attack combo mechanic, thanks to Fighters’ extra attacks and action surges. Players will want to think about whether to save up as much Momentum as they can on their current turn to unleash a spectacular blow or ability on their next turn, or whether to avoid the risk of losing the streak and instead putting out a consistent stream of slightly stronger attacks.
Later levels offer more than just mathematical improvements to the feature and let the final blows of the Fighter fuel the next one by refunding the Momentum Dice spent on an attack if that attack causes the target to reach 0 hit points, as well as becoming resistant to losing the Momentum they’ve built up.