#homebrew

1 messages · Page 49 of 1

loud birch
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Level 1: Momentum

Momentum Dice. You have a number of Momentum Dice equal to your Proficiency Bonus and can spend the dice on the benefits below. You gain one expended Momentum Die when you damage a creature with an attack but lose all Momentum Dice when you receive damage.
Momentum Dice are a d4, this increases to a d6 at level 5, a d8 at level 10, a d10 at level 15, and a d12 at level 20.

Flourish. When you attack a creature you may expend and roll any number of Momentum Dice then add the number rolled to the damage of the attack.

Repel. When you deal bludgeoning damage to a creature your size or smaller you may expend and roll any number of Momentum Dice to attempt to push the target back. The creature must succeed on a Strength or Constitution saving throw against your DC (8 + Strength modifier + Proficiency bonus) to resist being pushed back a number of feet equal to the result of the momentum dice roll. The target has disadvantage on the saving throw if you make the attack with a weapon with the Heavy property.

Impale. When you deal piercing damage to a creature you may expend one Momentum Die to make an additional attack against a creature in a line with you and the initial target and adjacent to the initial target. If the attack against an additional creature is successful it takes half damage from the attack. If you are using a weapon with the Reach property you may expend one additional Momentum die to target another adjacent creature in the line. An additional attack does not consume ammunition if it otherwise would.

Bypass. Before an attack roll you make with a weapon that deals slashing damage you may expend two Momentum Dice to gain a +2 bonus to the attack roll. Whether the attack is successful or not the target must succeed a Strength or Dexterity saving throw against your DC (8 + Strength modifier + Proficiency bonus) or drop any shield it is holding, or a weapon if it is not wielding a shield. The target has disadvantage on this saving throw if you make the attack with a weapon with the Two-Handed or Versatile property.

Level 10: Flow State

Your attacks flow into each other seamlessly and the inertia from one blow empowers the next. If you reduce a creature to 0 HP with an attack that used Momentum Dice, the dice expended on that attack are regained immediately.

Level 16: Unstoppable

When you take damage you only lose one Momentum Die instead of all of them.

vast sleet
native grove
peak inlet
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what’s up with the artificer subclasses coming out a day before the Artificer update?

tranquil moat
peak inlet
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the wordings need a bit of work, the first effect is too powerful, and the scaling is super weird with multiclassing

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I’m assuming this is for 2014 Fighters

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the Slashing effect kinda steps on one of the Battle Master effects, speaking of which, this makes Battle Master very complicated since it now has 2 dice pool features with similar effects

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the upgrades at 10 and 16 are not needed

loud birch
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The wordings are taken straight from similar effects and grammar in the PHB, is there a particular phrase that stands out?

peak inlet
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the actual explanation blob at the top is too wordy

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and the Piercing feature is too confusing

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I think it should just target the creature 5 feet behind the initial target

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the Bludgeoning feature should just push them based on the number of dice consumed x5 feet

loud birch
peak inlet
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it confused me more

loud birch
peak inlet
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I also don’t like the bonuses being for Heavy on one end and Two-Handed on the other end

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just makes it more confusing

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either expand all of them to 2H/V or limit them all to Heavy

loud birch
peak inlet
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you don’t wanna target the creature behind the creature’s facing

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you wanna target the creature 5 feet behind the creature in relation to you

loud birch
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To be clear, facing has no relevance, the intent is to attack through a creature into another, I don’t care what direction they’re looking, all that matters is that Target 1 is next to Target 2 and on a line with Target 2 and the attacker

peak inlet
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yeh, that’s what I’m saying

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Piercing Beam. On a critical hit, the beam pierces through the target, striking another creature in a straight line behind them (within 10 ft.) for half damage.

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here’s my wording

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for a similar feature

loud birch
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Word, might use that, let the nerds argue about what “behind” means later

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And how do you mean the first effect is too powerful? Flourish? At the earliest levels it’s 1d4 extra damage every other turn, if you land all your attacks and never take damage, which is unlikely

peak inlet
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otherwise you have to say “striking another creature adjacent to the target on the other side of your attack in relation to the target” or something

loud birch
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Surely this isn’t too powerful compared to, say, the rogue, who gets a fist full of d6s every turn if they’re not playing badly

peak inlet
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going to 3/4d6 very easily by level 5

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every single turn

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that’s more than a full sneak attack

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at level 20, I can get 6d12 without a sweat

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Sneak Attack is 10d6 at that point

loud birch
# peak inlet at level 20, I can get 6d12 without a sweat

If you can land 6 attacks in a row and then take no damage before your 7th

For clarity, the pool is not refreshed every turn, you earn a die every successful strike and lose them if you take any damage, so before you get your free damage you have to set up a chain of attacks

To be transparent this looks like a huge buff because that’s the point, it’s to give the core fighter something for the risk they take being frontliners when normally they get nothing but “I swing my sword” and an HP drain for their efforts

If by level 20 you manage to do 6d12 extra damage every 7 rounds then congrats you earned and also I pity you if your combat goes on much longer than that

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If you think the fighter is already in a good place or the Battlemaster does what I’m proposing but cleaner, that’s fair

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I’ll take your feedback into account, thanks, this was helpful

peak inlet
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7 rounds?

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you regain a die every single time you damage a creature with an attack roll

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you can make 6 attacks in a turn without assistance

loud birch
peak inlet
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you can also expend them on every attack so you never need to lose any dice

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but you lose the crit potential

loud birch
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I might scale back the pool

Also worth mentioning is this feature is currently undergoing active testing in my game

peak inlet
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meanwhile Paladins get limited number of those per LR and Rogues only get 1 attack with theirs, both getting less feats

loud birch
peak inlet
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Rangers get 1d6 per attack only if they concentrate and they have to pick a specific target

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this makes Fighter plainly better at being a Ranger even at low levels than a Ranger

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1 level Fighter dips are already OP

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now you get +1d4 on your spell attacks and weapon attacks

loud birch
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Ah yeah meant to clarify the language to exclude spells

peak inlet
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I generally don’t think you should use it for a damage option in general

loud birch
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Just weapon and unarmed attacks

peak inlet
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I don’t really use this, but you can check out Exploit Dice by Laserllama

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all their Martials get them

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I have my own system with Martials, that’s why I don’t use them

peak inlet
# vast sleet https://homebrewery.naturalcrit.com/share/Udmr-8Xc_VXc I have a pretty barebones...

I like the concept, I don’t like the effects much and there is too much text under each of the options. Also, Find Familiar isn’t a spell you just give out like that, you might wanna link it to the other feature since the first option is just a worse Find Familiar. Also, the spell list has a weird number of spells, try to check how many spells the class gets with its subclasses, idk if Artificer actually just has that weird progression. (also, new Artificer is literally coming out tomorrow and I feel like the second feature would work much better with that)

vast sleet
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Makes sense, I'll probably drop Find Familiar. As for the spell list thing, Toymaker has one more spell than normal at level 5, but otherwise the quantity of spells is the same as other subclasses

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I do agree the Thaumaturgic Toys are a bit wordy but I wasn't sure how to get across the same general effects more cleanly

peak inlet
peak inlet
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and you don’t have to mention what effects it doesn’t have

vast sleet
peak inlet
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200 is too much to keep track of, the bookkeeping of the whole class is crappy

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the effects seem too strong at a cursory glance

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it also works with Water Blast, Decanter of Endless Water, Magic Stone, etc, which idk if this was on purpose

amber hollow
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Also, publishing on DNDBeyond can't really be... undone. It's better to work in something simple like a google doc before fully dedicating to working in the DNDBeyond tools

peak inlet
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also, drop one of the 5th level spells

vast sleet
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No yeah I just wasn't sure if you benefited from your own special senses when using that portion of Find Familiar

peak inlet
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you use the creature’s senses not your own

vast sleet
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(also I meant it got one more spell than you typically get at level 5, so 2nd level spells, not an additional 5th level spell. Either way I'll fix it)

peak inlet
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Kite is also a very awkward toy for the flavor

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idk how many kids are wishing for kites

vast sleet
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I personally think a kite works fine for the general tech level in most D&D campaigns but I could see myself swapping it out for something else

peak inlet
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it’s awkward in terms of being indoors and it doesn’t quite go all out for that, it just allows you to grapple move without spending double movement

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which is like a free half Grappler feat I guess with a lot of restraints

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or at least that’s how I understood it

vast sleet
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Oh no the kite can only support one person, so either you start lifting someone else holding the kite into the air or use it yourself

peak inlet
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I’m more confused about what it does now

vast sleet
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It's a kite that can drag whoever's holding it into the air as it's carried by the wind

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So long as the artificer maintains the effect

solar spire
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has anyone here created a homebrew class or subclass that specialises in optimizing vehicles?

strange surge
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How would it sound if there was a subclass feature where each time you got a level in that class you could assign it to one of, say, four divisions in the subclass, and each subclass feature actually had a feature for each of the four divisions that required you to have X points in a division to get that feature, so you could put all your points towards one division to get its capstone or evenly to get some features from each division, that kinda thing?

do these subdivisions of a subclass sound overly complicated? or kind of cool?

mild cove
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Like a skill tree?

solar spire
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idk, I'm picturing the name of this sublass be "mechanic" under artificer

solar spire
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specialising in repairing tech, optimising vehicles when he/she is at the driver seat, unleash attacks that are only capable when mechanics upgrade it

mild cove
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But your idea is cool too

solar spire
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I'm thinking its a counterpart for cavalier

mild cove
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Although there aren’t really many vehicles, so it might be hard to use

solar spire
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yeah, if they are, depending on the campaign, it could be streampunk

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doesn't have to be modern tech, any man made vehicle like a pirate ship

lethal cedar
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Would you say Coelophysis is cr 1/4 or 1/8

stuck raptor
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who

lethal cedar
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I don't have many options to show it

stuck raptor
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i mean, a description helps

lethal cedar
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A small early theropod only 9.2–9.8 feet long and 3.2 feet at the hip. Only weighing 88-110 pounds

stuck raptor
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these guys though id probably make a bit higher CR, so 1/8

lethal cedar
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Posessed small teeth and arms signifying they preyed on small prey

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Like small lizards, insects, and early mammals

bitter whale
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How rare should be an item that when attuned to makes you luckier. (I give a pc a die that has no nat 1 and two 20)

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Also How much should it cost

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(Thinking of making it a reward in a fey casino)

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Pcs are level 15

mild cove
bitter whale
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Rare ? Hmm I thaught it would be higher but ye I guess

mild cove
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Very rare would also be valid

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Wouldn’t be legendary

bitter whale
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Not only rulette tho but also other games

arctic solar
pine cargo
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Hmm, if I wanted some feedback on my campaign writeup for my story to get some (kind) constructive feedback on it would I post the link here or maybe worldbuilding?

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It's just the BBEG backstory that launches the campaign

noble lion
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I'm working on a racial trait tor a Parī race, and I've got the flavor of what happens but no idea what the mechanical benefit could be.

"In response to being hit by an attack, you can use your reaction to release tiny Parī from your wounds into the air around you." Is what I've got. The idea is that the Parī protect you, but from what? Weapon attacks? Spells? Status conditions?

fierce dome
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Easy answer is thp

noble lion
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But why would they provide that?

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I get that could represent things that aren't a literal HP increase, but I imagine the tiny Parī protecting you by going more on the offense and literally blocking attacks and/or magic instead of enhancing your own abilities. They could even maybe deal damage to creatures within a certain radius

fierce dome
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You're just taking about an AC boost then

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If they're blocking attacks and spells

midnight elk
dense shadow
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Thank you in advance

true forge
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Oath of the Chain

The Oath of the Chain binds paladins who take it into the life of an Oath Guard, a watcher of kingdom, a protector of a prison, a person who seeks to not let anybody in or out. Regardless of evil or good, paladins of this oath have one duty and one duty only, stand guard and let nobody enter or leave.

Tenets of the Chain

The tenets of the chain bind a paladin to their duty.

**Be the Entry.**Creatures that seek to destroy your place of duty must not enter, by any means necessary.

**Enforce the Exit. **People must not leave, if they do, capture and return them to your place of duty.

**Judge and Jury. ** Wrongful imprisonment can and will, hear people out and decide if they stay or leave.

well paladin sub :)

peak inlet
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or you mean when the player rolls a d20 they can’t get a 1

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and get a 20 instead?

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an item that swaps 1 with 20 on your d20 tests is a huge statistical change, probably Legendary

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an item that’s a dice set that your character can use that is cheated to swap a 1 with a 20 is a Common Magic Item

simple tinsel
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you've got 3 of the class features between the 4 highest levels...I would reduce it down to three and spread them out more

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In general i like the theme of the class but I would suggest simplifying it down more

glad veldt
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In case anyone is wondering you could easily have players lead armies by just assigning HP values to armies based on their number (maybe replace AC for damage soak and allow the breaking of blocks of soldiers down to smaller more moble forces at the cost of damage and AC, but allowing more turns.) If anyone has any ideas feel free to add on to this, it's just a rough idea.

simple tinsel
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looking at the spell list, to me it looks fine but I would add some more spells that revolve around charms (like suggestion or charm person) that way someone who is trying to flavor their character as some sort of political figure/charmer can also have that feeling (mostly did this because you mentioned diplomats and inspiring leaders and what not)

dense shadow
simple tinsel
dense shadow
simple tinsel
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My bad

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Anyway back to the class features and poweful thing, the contigency plan is a good example

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The ability to let any character get a free reroll is an extremely powerful ability, so much so that certain subclasses get specifically picked for it

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IE divination wizard

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and this is simply a 9th level class feature

simple tinsel
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it is still powerful even once per long rest

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and this is also just a class feature

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like for divination wizards or chronurgy wizards, you literally have to pick the subclass to even get it

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anyone gets this regardless of their subclass

dense shadow
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Okay, im taking notes and make a playtest

simple tinsel
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if that's what you were worried about you are fine

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I'm just trying to help with balance

dense shadow
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And when i make a playtest, put specially atention to that

simple tinsel
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the 11th level feature is also strong

dense shadow
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The one that use all creature involved use their reactions?

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Okay, okay

simple tinsel
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most of the time it's opportunity attacks or counterspells

dense shadow
simple tinsel
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so it isn't sacrificing much for being able to move up to 30 feet (not counting any buffs or speed removing effects) and it doesn't provoke opportunity attacks

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I would reflavor this to an ability where once per short or long rest you can choose a creature (you must use your action for this) to move up to it's speed as a reaction without provoking opportunity attacks

dense shadow
simple tinsel
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This feature also shouldn't bypass sentinel

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just to be specific

dense shadow
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I add up to the change list

simple tinsel
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for the 17th and 18th level features

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I'd remove one of the two

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and then just keep whichever one you remove at it's level

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I prefer the 18th level one because it isn't as strong and feels more flavorful

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allowing someone to get more attacks in is also very useful or even just another action while it only costs you a BA

true forge
simple tinsel
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Back to the 9th level ability, i'd remove it since the 7th level ability feels like enough...either that or give some sort of side effect to it like maybe you can't take an action on your next turn

true forge
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and i think they have a dead level somewhere in the teens

simple tinsel
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and for the 5th level feature: Resource management make that like a once per short rest or long rest thing

dense shadow
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Maybe fusion 11th level and 11th level to be a choice. A tactical disengage, or a tactical coordinate attack.

simple tinsel
dense shadow
simple tinsel
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allowing everyone to get a free attack is way to powerful as its essentially an entire turns worth of attacking for free

simple tinsel
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choosing either of those at 11th level is a cool reforming IMO

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15th level feature is fine

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as is the 20th level feature

dense shadow
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'kay. Fusion of 11th and 17th level feature to be just one at choice. Maybe adding up a second use at level 17; cuz an attack dont mean a hit.

simple tinsel
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another thing, change the checkmate! manuever to be a resource that you can only use once per round

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That way they can't just use it every single round

dense shadow
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Maybe return 9th level to be a personal benefit feature.

simple tinsel
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I thinks its fine as once per long rest thing

dense shadow
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I dont thinks make so much difference

dense shadow
simple tinsel
dense shadow
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I mean, is tier 3 feature

simple tinsel
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allowing EVERYONE in your party to attack once for free is great

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especially since you get to attack with them

dense shadow
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Then i'll pick the sh/l rest to it

simple tinsel
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Alright

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btw with the timely spell feature for the battle tactician, preparing to cast a spell already doesn't break concentration on a spell (if it isn't a concentration spell)

dense shadow
simple tinsel
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my bad

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thats fine then

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for the magical ambush manuever (battle tactician) change it to rounded down to make it a little less powerful

dense shadow
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And consider this is a half caster... then is no too broken considering the spell specification

simple tinsel
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For safety manuevers (battle tactician), I would change it to where they auto succeed and only take half damage or whatever the spells says if they succeed the saving throw

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either that or remove the advantage for the saving throw

dense shadow
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But no making the auto-success

simple tinsel
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It's cool but it feels op for just a manuever

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considering that is one of their main subclass features

dense shadow
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Right right

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Then remove advantage

simple tinsel
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the rest of the subclass seems fine

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For silver tongue (political tactician) remove the speak to creatures thing

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seems weird

dense shadow
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Maybe not redacted well. Wanted something like Sun/Moon tongue of monk

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Maybe specify to humanoid-like

hidden delta
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could base it off the creatures int, like all creatures with 3 or higher int

hidden delta
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ok

simple tinsel
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it was int of 6 or higher

hidden delta
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that makes more sense

simple tinsel
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I just think communicating with a bear because you are a politician is weird

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anyway for the campaign of influence (political tactician) change it to once per long rest or make it specific to one creature per turn

dense shadow
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Maybe So, maybe up the INT to 8 minimum?

simple tinsel
simple tinsel
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i'd personally just do more

dense shadow
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Okay, maybe... a creature that can speak a language and a INT 8 >

simple tinsel
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yeah thats fine with me

simple tinsel
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for the healing burst (safeguard tactician), change the within spells range to within 30 ft

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it would work better with cure wounds that way

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without hurting the ranged healing spells too much

strange surge
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thoughts on a "rogue-like" themed subclass concept in which you get random upgrades throughout the fight or when rolling initiative, and higher level features grant access to stronger options and let you influence the randomness to some degree?

hidden delta
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This probably could be done, we have wild magic barbarian 2014 and their was a bard in a UA story or mask(forgot its name) that have an abilty that randomizes its self @strange surge

dense shadow
simple tinsel
simple tinsel
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its not too much

dense shadow
simple tinsel
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For lifesaver (safeguard tactician), change the if you already have proficiency in skill part pick another skill to expertise if you have proficiency

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feels more thematic to me

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for the revitalization manuevers (safeguard tactician) change it to where they use up to half your int mod (rounded down) to heal

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feels less mundane for a 6th level feature imo

hidden grail
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Hello so currently new to Dm'ing my first Campaign (which takes place in my Original/Homebrew Universe and Novel)

I was going to paste my google docs about one of my Homebrew races to see any feedback/criticism, is that fine in here?

simple tinsel
dense shadow
simple tinsel
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No problem

dense shadow
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Im still working on balance things

simple tinsel
dense shadow
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And improve my formatting in homebrewery

simple tinsel
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just to get some feedback

hidden grail
hidden delta
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if you say its balanced its balanced, the mental gymnastics for other people to figure it out is pretty high

hidden grail
dense shadow
hidden grail
hidden delta
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ahh

hidden grail
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That was meant for my friends

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Since it will be their first time

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First serious time for a DnD game

simple tinsel
hidden delta
simple tinsel
simple tinsel
dense shadow
dense shadow
simple tinsel
dense shadow
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Cuz' one of the feature is make a medicine check to "reanimate" wasting a hit die; and Guardian angel that improves that feature

hidden grail
simple tinsel
dense shadow
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Maybe the tool. I mean, if you gonna play Safeguard; and have expertise at level 2 and 6... why did not you pick medicine?

simple tinsel
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I don’t think either one is bad

simple tinsel
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or maybe they didn’t know what subclass they were gonna play yet

dense shadow
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I see it too powerful in this specific subclass. Two features have it as core, and make a medicine check a potential healing action for free, basically

simple tinsel
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it may look strong but it really isn’t

dense shadow
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Fair point

dense shadow
simple tinsel
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that way it feels more powerful

sacred terrace
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Excuse me, this is kind of weird, but do you have any ideas for a Dawn incarnate for the world of Earth?

dense shadow
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Yeah, i seem it fair

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Average cons mod is +2, right?

simple tinsel
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so the total heal is gonna be like 6-8 hp

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per one hit die

dense shadow
simple tinsel
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if you add the con modifier to every hit die

dense shadow
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That make a average healing 2d8 +4 = 14

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For one medicine check made with double proficiency

simple tinsel
dense shadow
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But yeah, that

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. . .

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I put it, but keep check in the playtest

simple tinsel
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You may think its powerful but it really isn’t too much

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in order to stabilize a creature they need to succeed 3 death saving throws

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once they are stabilized (this would typically require 3 rounds of actions to stabilize unless they fail a throw or succeed on a crit which brings them to one hp)

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them regaining around 1-2 hit die plus con mod per hit die in hp really only decent since it uses your action

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the ability itself likely won’t be used too much in the later levels considering using a healing word will just be much faster anyway

simple tinsel
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so its a niche but useful to decent ability in the beginning to early mid levels but once you’re at later levels it will be outphased

simple tinsel
dense shadow
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Is a Peace cleric channel divinity-like feature

simple tinsel
simple tinsel
dense shadow
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Thanks. I always wanted a class that can take advantage of ready action

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Is a great action, but hellish situational

simple tinsel
sacred terrace
# simple tinsel Excuse you?

The request is a bit weird, but I made it for fun! Also, this needs a bit of knowledge of the Radiant Citadel.

dense shadow
simple tinsel
dense shadow
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I know is Guardian ANgel feature but...

simple tinsel
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a lot of the problems with op subclasses isn’t that they get op later on but is that they are really stacked from the jump and their entire subclass usually revolves around those initial features

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so for example, chronurgy wizard, divination wizard, totem barbarians, etc

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I think part of balancing a subclass/class is also balancing it so it isn’t so front loaded making sure the experience is really fun but not op at the start and doesn't diminish over time

dense shadow
simple tinsel
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alright

dense shadow
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Again, im very thankful fot he help, and feedback

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I appreciate it sooo much. I make content for both languages (English and Spanish) so this give a chance to learn something new about balance; or change my mind about some fragile mechanics (like haling)

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Night night bro!

simple tinsel
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Also if any of y’all want to review a subclass, here is mine

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let me know if the link works

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Its a druid subclass themed around the more evil/contemptous side of nature (doesn’t have to be though) that manifests itself through the character

fallow phoenix
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with aura of wasting if the enemy succeeds on the save do they take the half damage just once, or each round like if they fail? just not sure with the wording. but looks really cool overall!

simple tinsel
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It’s meant to function similar to spirit guardians except that spirit guardians requires you to make a save every round and i think does more damage

fallow phoenix
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yeah ok that makes sense

simple tinsel
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I’ve though about adding on more to help with the roleplay

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Most of the effects are very much focused around in combat

fallow phoenix
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yeah i think maybe an intimidation ability would be nice, to fit with the big spooky creature vibes

simple tinsel
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and while I like the 14th level feature, I’ve also thought about making it more powerful

fallow phoenix
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yeah i think it could be a lil more powerful for such a high level ability

simple tinsel
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The first concept of the subclass came from me wanting a more evil sided druid that relied on being a not so benevolent guardian of nature

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It was originally made for a genasi character and the idea was that he would transition into a nightmarish creature (I chose a wendigo because I think they’re cool as hell and thematic) but I never got to play him really

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The subclass is designed to be more combat focused, while I sort’ve kept it to 2014 standards for druid subclasses but I sort’ve recently realized I should probably improve instead of making the changes so thinly stretched like 2014 druids are

fallow phoenix
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oh also its called nightmare form at the top but you refered to it as wendigo form later on

simple tinsel
neon inlet
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I made an archer barbarian subclass

simple tinsel
neon inlet
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it's probably bad tbh

neon inlet
simple tinsel
neon inlet
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My dumb idea
Barbarian - Living Balista
3rd level - War Bowman - You rage now extends it's effects to your implement of Archery. Ranged weapons that you are wielding utilize strength instead of dexterity for their attack and damage rolls. In addition while in your rage, Ranged weapon attacks may deal 1d12 piercing damage in place of their original damage die and they may benefit from your rage damage bonus.
6th level - Siege Machine - Your archery is further enhanced. Ranged weapons you wield have both their short and long ranges doubled, in addition your ranged weapon attacks deal double damage to objects and structures.
6th level - Heavy artillery - Your ranged weapon attacks deal damage in a 15ft line upon impacting the target. Creatures damaged by this effect take damage equal to half the original attacks damage.
10th level - Giantstring Draw - Once per turn when making a ranged weapon attack while enraged you may give yourself disadvantage on the attack roll, if you do so roll a number of of d12's equal to your rage damage bonus and add them to the attacks damage. You may do this a number of times equal to your proficiency modifier per long rest.
14th level - Military grade - Your ranged weapon attacks now deal 2d12 piercing damage while enraged.

sacred terrace
fallow phoenix
simple tinsel
#

oh wait nvm I see what your saying

#

I’ll fix it

fallow phoenix
#

oh haha yeah, dw about it i was just about to get a screenshot up. its with the level 14 ability

boreal rover
simple tinsel
#

Also good night

peak inlet
thin rampart
#

Question for y'all. One of my players (Level 5 Warlock) wants to be able to cast Identify and Comprehend Languages through his skeleton familiar. Is this a ruling anyone has some experience with?

peak inlet
thin rampart
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Like using his familiar to obtain the knowledge of the item (with identify) or the languages the familiar is looking at

#

I feel like comp. languages would be fine, but I have pretty serious reservations on Identify

peak inlet
#

I mean you can see through the familiar’s senses, so Comprehend Languages automatically works

#

Identify is a Touch spell, so you can cast it through your familiar if they’re within 100 feet

#

both of those already work RAW

thin rampart
#

I just feel like it takes the risk out of identifying magic items in the field, if that makes any sense? Having a warlock running around casting Identify on everything that moves without any of the risk that typically comes with it feels a little ridiculous, excluding spell slot limitations

#

Realized this is probably the wrong channel to ask this in lol, my bad

peak inlet
#

Identify takes 1 minute to cast without ritual casting

#

11 minutes with it

#

who the hell is casting it mid-battle?

#

just use RAW

#

the effects you’re looking for are RAW

#

there’s no spell slot limitation, both those spells are ritual-castable why would a Warlock not Ritual cast those?

thin rampart
#

Not mid battle, outside of combat. In our last session he triggered a curse on an item because he just ran up and touched it, and now I feel like he's reaching for ways to avoid the inherent risk of Identifying items without taking any precautions / researching the item at all.

peak inlet
#

curses generally don’t activate unless you attune

#

if you have the identify spell, you’re generally not getting cursed by magic items anyway

fallow phoenix
peak inlet
#

and this isn’t even creative solutions

fallow phoenix
#

yeah

peak inlet
#

it has a 100ft range restriction and requires 11 minutes to cast without a spell slot

#

if you’re disabling RAW stuff because you don’t know how else to make it so your players have no way of dodging traps, I think that’s on you shrug002

spring tusk
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i've been struck with a bit of writer's block

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I feel like making a statblock but i've got no clue what to work on

sturdy rapids
#

im working on a ttrpg and i need more ideas for like core actions

#

i have Attack 2 acts
make one attack
Move 1 act
move up to your speed.
Weave 1 act
move up to half your speed and the next time you are attacked by a melee attack before the start of your next turn you may move up to half your speed again.
Daze 3 acts
make one attack against a creature within melee range. On a success the creature is only able to take a single action on its next turn. This attack does not deal any damage.
Guard 2 acts
while holding a weapon, increase your guard value by 1.
Tackle 3 acts
while within 2 metres of a creature make a contested body check against the creature's body or agility (creatures choice) check. if you beat the creatures check you are able to knock it prone.

#

during each turn everyone has 4 acts btw

peak inlet
sturdy rapids
sturdy knoll
#

If it's not homebrew rules for D&D then #non-dnd-topics is the best channel - as it's not D&D.

sturdy rapids
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im being sent to a third place😭

sturdy knoll
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Again if it's your own TTRPG system then #non-dnd-topics is the place to discuss it.

solar spire
peak inlet
#

really weird magic item, I wanna know what people think

Redd’s Herring

Wondrous Item, Uncommon

A red fish made of thread. This item is always seen as true red in relation to the usual range of vision of the observer. This includes if they see in shades of gray because of Darkvision, if they are colorblind, or if the lighting it’s in has its own color. As a Magic Action, you can turn the fish into a red string or back into a fish. Creatures seeing the item immediately notice it regardless of their Passive Perception or their roll on a Perception check. Additionally, this item cannot become Invisible while in fish form.

While this item is in fish form it counts as a valid subject of all Locate spells no matter what the named target is. While this feature is active, the fish starts to glow and cannot change forms into a string. Once the spell ends, the item immediately turns into a string and cannot change forms until the next dawn.

peak inlet
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I might have to add a Thrown property to attach it on a creature and be removed by changing form

#

my other idea was to just give it Locate Creature and instead of being regularly cast, it swims to that creature and attaches to it

solar spire
#

guys question, im in a middle of homebrew and

#

is activating a skill that gives 40 AC too op?

peak inlet
solar spire
#

it supposed to give the mechanic (my homebrew artificer subclass) AC boost when driving a vehicle

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player driving a vehicle

peak inlet
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way too much

solar spire
#

i see, how about 30

#

I know when played right, bladesingers can have 30 AC

peak inlet
#

make it a +2

solar spire
#

oooh, not +40 AC, i mean 40 AC overall

peak inlet
#

or +INT if you wanna have it scale

solar spire
#

or 30 AC overall

peak inlet
#

but it will need many more constrictions than just being on a vehicle

solar spire
#

i may add +int and dex modifier

peak inlet
#

you already get DEX modifier

solar spire
#

yeah, I'm adding if its combat or transport, that if its transport, im making a formula that allows the transport vehicle to rammed towards the enemy

#

but will sustain damage to itself in the process

#

I like the idea of Mechanic, basically a modern or renaissance version of cavalier

#

with 3rd Level — Field Mechanic that can repair any machine, even the steel defender or an ally as long as he/she is an armorer

#

oooooh question, does steel defender have their own HP and AC?

restive tusk
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The steel defender is a whole creature, so yes

solar spire
#

i see

burnt cipher
#

Working on a Detective/Spy style of Ranger and I need some opinions on these Features:

Level 7

Tracking Mark

Creatures targeted by Hunter’s Mark must make a WIS Save. On a Fail, you know the exact location of the target until they die, you use Hunter’s Mark again, you take a Long Rest, or they are within the area of Dispel Magic or an antimagic field. You cannot track them outside of the same plane of existance. They can try to detect the Mark by making a Perception or Arcana Check with Disadvantage against your Spell Save DC.

Good Cop, Bad Cop

With experience in taverns and interrogations, you gain the following benefits:
Your Unarmed Attacks increase to 1d6 damage. You can still take Tavern Brawler to increase this to 1d8.
Gain Advantage on Persuasion and Intimidation Checks.
As a Reaction to being Attacked, you can take up an agile stance, granting you +2 AC until the start of your next turn. If an Attack of your chosen Hunting Focus (Melee or Ranged) still Hits, you take half damage.

#

Before you ask, Hunting Focus is 'Which Type of Combat do I want to specialise in?'

peak inlet
#

I think it should just be up until the end of your Hunter’s Mark, you can remove the dispel magic, antimagic, etc.

#

but probably wanna add same plane of existence, maybe a 1000 foot radius

burnt cipher
peak inlet
#

it’s a stronger Locate Creature

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which is a 4th level spell that this Ranger won’t have access to

#

Hunter’s Mark does not reveal their exact location

#

Locate Creature even doesn’t reveal their exact location

#

you just know the direction from you they are in and their direction of movement

tacit leaf
#

throwing out there that I think it could also give disadvantage against divination spells. I know its very niche and there's nothing the ranger can actually do to capitalise off it, but it seems in theme and could have party synergy with scryers, thought detectors and such

burnt cipher
peak inlet
burnt cipher
tacit leaf
burnt cipher
#

Seems strong for Level 7. Ironic given our conversation.

peak inlet
#

or if you’re part of casting a divination spell on a creature you have a mark on, the distance increases to anywhere on the same plane and they also have disadvantage on saves against it

#

but that would be a higher level feature

tacit leaf
#

I don't think there needs to be a mechanic for it to be discovered, and the language around when it is in effect can be cleaned up. Being in an anti-magic field or dispel magic would end or dispel the spell anyway pretty sure

peak inlet
#

although it’ll be less powerful than the current one

#

(you would need to limit it to specific Divination spells obv)

#

so no Divination damage spells or Clairvoyance

tacit leaf
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It's also absolutely fine that it mirrors locate creature, classes are allowed to access features that replicate higher levels spells/features sometimes

peak inlet
burnt cipher
#

It does have a WIS Save that the target has to fail. Locate Creature just finds it.

tacit leaf
#

It's also only available to one ranger subclass, and requires to be cast in sight of the creature you intend to locate unlike locate creature which works from miles away, requires a save AND only works in a situation where you get within 60ft of a target and then it runs away and you need to track it. Its very very niche

#

In it's current state I'd say it is vastly weaker than every other level 7 ranger feature, though I'm sure I'm forgetting one

peak inlet
tacit leaf
#

I'd actually:

  • give it a 1/LR or 2/SR cooldown, which is fine since it's already so niche in use.
    so that you can then
  • increase its power accordingly to warrant it being used for frequently

maybe add in:

"When you cast Hunter's Mark on a creature, or it fails a saving throw against one of your Ranger spells, you can..."
so you can use it with other features if you're not planning on marking

peak inlet
#

it could be slightly tweaked to allow it to be a 7th level feature, but this isn’t the only feature you’re getting

burnt cipher
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The Hunter's Mark Feature is just something I gave to all of the subclasses, homebrew or otherwise, since I made it a Ranger Feature like Divine Smite. Ranger Subclasses normally have defensive features at Level 7, which I've given through Good Cop, Bad Cop.

peak inlet
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there’s a whole separate full feature alongside it at level 7

tacit leaf
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Oh this is for all rangers, it's fine to be that weak. This might come up like twice a campaign unless you're doing a lot of tracking people down after fights

peak inlet
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all Rangers already get Hunter’s Mark though

#

you mean this feature?

tacit leaf
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Tracking Mark, yeah

burnt cipher
peak inlet
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at higher levels, you don’t really have much of a reason to use Hunter’s Mark, so you can use this as an anti-kidnapping spell that lasts forever as well

tacit leaf
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It's fun, its flavourful, its powerful when it comes up, it's nice. I'd probably pull it more in line with Locate Creature (general direction, not specific location), and remove the finding mechanic because it has a pseudo-illusion-problem

peak inlet
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I have something that’s very similar to this feature as part of my personal Ranger Optional Feature

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but it requires 17th level and a 5th level spell slot

burnt cipher
peak inlet
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Locate Creature does not give you the exact location of the creature and has a range limit

#

at 5th level it’s the whole plane of existence

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4th level it’s 500 feet

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it’s a Hunter’s Mark upgrade, 100 feet per level (only activated when using 2nd level or higher slots) + at 5th level, it goes up to whole plane of existence

tacit leaf
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I'd say we shouldn't be nerfing subclass features, which are available just to it, to be more in line with spells, which are available to everyone, especially when that subclass is for a martial. The ranger's tracking feature should not care for the fact that it's outdoing a generic spell, it should be doing that, in fact I'd that's the goal, especially at a level where the casters are getting Locate Creature themselves.

burnt cipher
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It doesn't remove it, but let's them know they should

peak inlet
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it’s too much, just because exploration isn’t always focused on doesn’t mean a HB feature should outclass all existing exploration spells

tacit leaf
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I think the feature will come up very rarely, and it's really fun for the ranger when it does. I'd personally pull it back to locate creature language. It's literally just the mind spike spell at the end of the day, which is 2nd level

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Like in two levels time people will have access to scrying and they already have access to locate creature, its whatever

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(And arguably Locate Object is better at finding someone you've seen before but that's a different thing)

burnt cipher
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This better then?

Tracking Mark

Creatures targeted by Hunter’s Mark must make a WIS Save. On a Fail, you know the general direction and movement of the target within 1 mile. The Mark is removed when they die, you use Hunter’s Mark again, they are within the area of Dispel Magic or an antimagic field, if the target is shielded from or Immune to Divination magic, or you take a Long Rest. They can try to detect the Mark by making a Perception or Arcana Check with Disadvantage against your Spell Save DC.

peak inlet
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I think the whole “Mark is removed” part should be replaced with “while the creature is marked by Hunter’s Mark”

#

otherwise I think it’s good

#

you can also remove that last part and just have it be revealed by Detect Magic

tacit leaf
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Just some rules language stuff:

  • You need to clarify when the save is made:

When you cast Hunter's Mark, you can force the target to...

  • I'd add 'magically' ("You can brand the target with an invisible magical mark"). That way its already explained that its magic and will disappear under dispel and antimagic circumstances, as well as make it more compatible with magic rules in general such as detect magic.
  • the immunity on divination I think is already covered by Hunter's Mark being divination.
  • The detection needs to clarify how they make it, likely by taking the search action

A marked creature can take the Search or Study action to make a Wisdom (Perception) or Intelligence (Arcana) check against your Spell Save DC. On a success, they know that they are marked by you.

peak inlet
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couldn’t tell when the save is made

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I thought it was a separately activated feature

tacit leaf
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If you want to allow them to be able to mark them after the initial casting, such as in a situation where the target begins to run away after being marked, you can add "You can also take a Magic action to force a target marked by your Hunter's Mark to make the same save."

peak inlet
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I agree with that

burnt cipher
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Thank you for the feedback. Is 'Good Cop, Bad Cop' good? I'm still not sure about the name.

peak inlet
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I still think it should only be active while Hunter’s Mark is up, the Search Action I do agree with if you don’t want to go with my recommendation of just removing that part

peak inlet
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I don’t like the Unarmed Strike effect, but it’s just a ribbon so it doesn’t matter

#

I would put it at level 3

#

the Reaction is good, I’m assuming the focus has to be BPS

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if it’s not, that’s kinda like getting Absorb Elements and half of shield with a reaction, it might need limited uses

burnt cipher
peak inlet
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although I also don’t know how the focus can be changed

peak inlet
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you gotta be able to use Unarmed strikes early, otherwise, it’s completely unusable

burnt cipher
peak inlet
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melee or ranged?

#

that’s insane

mild cove
burnt cipher
peak inlet
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even then, +2 to hit on Rangers is a lot

#

because of Archery Fighting Style

tacit leaf
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But it stacks with archery which I think could cause issues, bounded accuracy goes nuts

peak inlet
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which you can get as a Ranger

burnt cipher
peak inlet
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and melee weapons get higher +X to hit

peak inlet
tacit leaf
#

I'm not a fan of removing fighting styles, but if you're going to do it this is pretty safe

burnt cipher
peak inlet
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so if you choose one of the others, do you just not get anything from the reaction of that subclass?

burnt cipher
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You do not. I could make it exclusively Melee, but I thought tying it into Hunting Focus would be interesting.

peak inlet
#

I woulda just made it your choice between BPS when first activating the Reaction

burnt cipher
pearl canopy
lethal cedar
#

What's a good way to make a monster's mechanic to pickpocket?

#

Trying to make a beast basically get to do the Ark Pegomastax thing

waxen warren
lethal cedar
#

Guess I did use some similar rules for a subclass to be a wereraven

waxen warren
# lethal cedar I was meaning mechanically

I know, I just didn't write a quick enough explanation.
In-game, Chameleos can occasionally steal items stored in the Player's inventory every time it makes an attack using its tongue.
You could create a particular enemy ability that, every time it attacks with a specific part of its body, forces a target to make a certain saving throw. In case of failure, they lose a random item that would be determined by rolling a die with faces equivalent to the number of items it carries.

lethal cedar
#

I got this made hope it is okay

Pick Pocket: The heterodontosaurus gain proficiency in Sleight of Hand
Upon damaging an opponent with a bite attack they can force the enemy to do a Manuever DC strength saving throw or be pickpocketed.

For this; items being held or carried on their person including weapons, spellcasting focuses, and other items allowed by the GM can be pickpocketed by you. You cannot remove equipped clothing or armor, except for headgear and loose jewelry as allowed by the GM.

#

it's a companion option for a player

severe trellis
#

So do yall think a Circle of the Sun Druid would work for an Anti-Undead and Fiend theme? MAybe make it against Abberations as well?Or would that be too limited in scope for a subclass

#

I'm also afraid that going that way might be too close to wildfire, but wildfire isnt in 2024 yet fully

waxen warren
lethal cedar
#

The prof bonus does scale up by it's very slow

waxen warren
slow star
severe trellis
#

Hmm

#

Idea

#

might be fum

#

dumb

slow star
waxen warren
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I'll give you an example: you could create a trait for this subclass that would temporarily blind creatures that rely on Darkvision. It's literally one of the most common traits in the game, so it would be effective to use it in many circumstances.

severe trellis
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but what if one of the Central Mechanics is making a Mini Sun? Like you expend a wildshape and place down an object that has an Emenation of Bright Sunlight and maybe acts like a spirit gaurdians? The Sun would be ableto be attacked/destroyed but it wouldnt be a full companion

#

Or Friendly creatures in that emenation gainresistence to cold and necrotic damage?

slow star
#

could taking inspiration from Circle of Stars be viable? im thinking wildshape is much more transformation of self rather than conjuring a sun. though i do like the idea. you could tie mechanics to the sun.

if i had to suggest, could the sun function as a subclass feature in and of itself, in that it gains buffs and the sort to make it stronger and stronger. im particularly thinking, what if any enemies are blinded by it when you use a magic action to command it (idea), or your allies gain this or that in the sun's viscinity? what if you and the sun are in the same area?

#

maybe the sun could cast Moonbeam? that would be silly. maybe a solar-themed variant of it? im not sure what it would be

severe trellis
#

Thas making it too close to a pet subclass for mebut I do like adding and havingfun with the sun

#

Also plenty of druids use wildshape as the resource to do something without transforming

#

Wildfire and Seas Druid come to mind

slow star
#

i know the Solar Knight fighter subclass i have going deals direct radiant damage, and lingering fire damage. i think its just a fun concept. ill had to mention this idea in case you could draw inspiration from it

#

oh right. i forgot about seas. wildfire is indeed foreign to me

noble lion
#

So this is inspired by the classic folkloric monster weakness to the sun I assume?

#

Like vampires and whatnot

slow star
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i associate the sun with radiance given this is fantasy we are talking about. if it were real life, it would be fire. thats the assumption ive gone by in this conversation

severe trellis
#

I just thought a sundruid could be fun to make and thats where my mind went with sun power

noble lion
#

I was just gonna suggest they do something with Radiant damage. This sounds kinda like a druid paladin

slow star
#

thats certainly a fine methodology to follow. a core concept is simple to build around

noble lion
#

The Sun is also food for plants, which is already kinda druidy

slow star
#

oh right, lol. the mini sun's proximity effects are quite literally just the auras the paladins get. aura of vigor type stuff

severe trellis
#

I mean there is gonna be some crossover with paladin and cleric by virtue of radiant damage

noble lion
#

Ofc

slow star
severe trellis
#

but I think spawning a sun do be some sort of AOE buff or something is unique enough

slow star
#

by that i mean spike growth, vine growth, thorn whip (is this even a thing?) and the sort

noble lion
#

Yeah that'd be good

slow star
slow star
noble lion
#

You could also maybe add some plants to the list of wildshapes? Like blights and... I don't know any other one's off the top of my head

slow star
#

come to think of it, anyway

severe trellis
#

I think thats venturing mroe into a plant based druid than sun

slow star
slow star
noble lion
#

I'm not sure actually, but you could make the miniature sun grant passive healing if you're in a plant form

slow star
#

thats a fun interaction

#

could even affect stuff like movement speed and bundle it all under "envigoration"

noble lion
#

Aye

slow star
#

its not really gameplay-friendly, but limiting abilities or simply buffing them when the player is under direct sunlight could also be fun

#

like, you can do this and that, but if youre in the dark itll be worse. or just not work altogether

#

by fun, i mean thematically

noble lion
#

I think the plant talk scared Geo away

slow star
#

nooo. theyre good plants okay? what if the plant shot peas and only went after zombies (this is so dumb what im saying)

#

you know what? new spell. plant turret

noble lion
#

That does ironically tie the two different themes together

slow star
#

lol

severe trellis
#

I just wasnt interested in the plantaspect and went to think of other stuff lol

noble lion
#

Fair enough

crimson solar
#

a

noble lion
#

B?

severe trellis
#

Gonna do a big walk to think of what I want from it

#

I wanna focused on summoning a mini sun cause that kinda idea hasnt been done before

noble lion
#

Might I recommend the appalachian trail

#

Doctor Octopus did it first

severe trellis
#

I also wanna do something with a magic item hmm

#

whats an underused weapon type

noble lion
#

Pike

severe trellis
#

Are there pikes statted out

#

or are they ust spears

restive solstice
#

@severe trellis hey is there anyone looking for a new DND player around here?

severe trellis
#

Why did you ping me

#

this is not the channel for that

restive solstice
#

Sorry new here

lapis notch
#

I just finished overhauling my time dragon BBEG, Serrithraal, to better fit both his theme and the game rules. His new statblock is linked below:

https://www.dropbox.com/scl/fi/mh5sglzauulma3bluxafz/Serrithraal.2025-11-25.1.png?rlkey=3t5x7ut0uliqyytlyy6qn87km&st=hgcctw0h&raw=1

Features with external sources are now labeled and grouped in a more traditional manner, instead of using emoji to mark them. His spell list has been redesigned using the Lich as a template, and Chronurgy Wizard features have been removed.

Does anyone here have any thoughts on this statblock?

severe trellis
#

Ok building on the sun idea. What if I play with two things

1.The sun purging darkness and evil

2.The Sun acts as a natural ward against dark magics and curses

Then make it so the mini sun you summon has two possible modes.

One that leans into offence, and having creatures within its light take more radiant and fire damage or something

One that's warding and gives those in its light protection and benefits

vernal leaf
#

thats the hallow spell

#

but flavored

scarlet slate
#

Is this where I would ask about a homebrew necromancer build that doesnt put the table into a coma every turn? I was thinking either something interactive for the other players or something that gets one big undead golem similar to a beast master

severe trellis
vernal leaf
#

i guess if we did real homebrew with minion creatures try rolling all the dice at once?

scarlet slate
#

I was looking more along the lines of a warlock or wizard

#

Like a true caster necromancy feel

vernal leaf
#

like with the raise dead spell stuff?

#

dance macabre

scarlet slate
#

Yeah, I thought about something like a warlock that has a golem as a series of pacts

#

Make it start as a basic zombie but gain intelligence and personality as the character progresses for flavour

waxen tapir
whole lodge
waxen tapir
#

Fair enough, but what about the mechanics of it? Not too overtuned?

vestal gate
#

Ya'll ever been hit by so much homebrew that the only way to keep up the pace is to Metagame blindly only to find out that Metagaming is discouraged in the way of a new nerf every session to either the class or the entire party of literal freshies?

#

halp...

waxen warren
#

Quick question. Would this be too weak as an initial trait for a subclass?

#

Level 3: Bodyweight Strike
Taking advantage of your superior build, you utilize the total weight of your limbs to maximize the force of your blows. You can add half of your Constitution Modifier (rounded up) to the total of your Unarmed Strikes rolls.

Level 3: Intimidating Presence
You gain proficiency in Intimidation. If you are already proficient in this skill, you instead gain expertise in it. Additionally, you may use your Constitution modifier in place of your Charisma modifier when making Intimidation checks.

vestal gate
#

I'd say it's pretty strong with the right build, but I wouldn't exactly know because I don't play Constitution builds as often as I should. (Dang autocorrect)

simple tinsel
peak inlet
#

is that first one damage rolls only or hit and damage?

waxen warren
peak inlet
#

then it’s strong but not broken

simple tinsel
#

It's not that bad if it is for damage rolls

#

It's not insanely strong

#

it's a good ability imo

peak inlet
#

on a Monk that’s +6-+9 DPR

simple tinsel
#

oh yeah one request @waxen warren change it to rounded down

#

that way its only like a +1 or +2 bonus

waxen warren
peak inlet
#

I do agree with that

peak inlet
#

what class is it for?

waxen warren
#

It's like a monk who doesn't like dexterity, so he sets it aside to use strength instead.

peak inlet
#

that fantasy is already covered by the Monk so I’m not sure what that is

#

how many attacks do they get per turn?

#

because it can range anywhere from super strong on Fighter and Monk, to super weak on Rogues

waxen warren
peak inlet
#

it should be fine

#

but it’s not a very fun feature for a main feature

#

you just have to switch to rounding down

waxen warren
peak inlet
#

no idea what you’re saying, but level 3 is where you generally want your main feature

#

the most exciting part of the subclass

solar spire
#

I think I got the basic subclass homebrew, what do you guys think

#

Mechanic, an artificer subclass

#

3rd Level — Field Mechanic
You can rapidly repair damaged machines, vehicles, and magically-enhanced armor systems.
Rapid Repairs
As an action, you can repair a damaged:
• Construct creature (including Steel Defenders, homunculi, familiars made of metal, steel guardians, etc.)
• Vehicle (combat or transportation)
• Arcane Armor worn by an Armorer Artificer
• Mechanical or magically-reinforced armor worn by another character (GM’s discretion)
You restore:

1d8 + Intelligence modifier HP

✔ Now applies to Steel Defenders
✔ Now applies to other players’ constructs
✔ Now repairs Arcane Armor directly
✔ Covers any magically-powered armor frame or suit
You can use Rapid Repairs a number of times equal to your INT modifier (minimum 1).
You regain all uses at the end of a long rest.

Emergency Patch
When a construct, vehicle, steel defender, OR a creature wearing Arcane Armor within 5 ft would be reduced to 0 HP, you may use your reaction to reduce the damage by:

Artificer level + Intelligence modifier
Potentially preventing it from hitting 0 HP.
✔ Steel Defender saver
✔ Protects Armorer Artificers
✔ Protects any ally using mechanical armor
✔ Protects your own vehicle

simple tinsel
#

@waxen tapir for the manifestations, the envy ability seems a little bit powerful seeing as you can force any creature to reroll any roll of your choice once per turn, I would buff the lust one by either healing the person who uses it (for example half the psychic damage they deal gets converted to temp hp) or make it so the draining kiss ability doesn't make the target reroll a save even though you did damage to it. Also the sloths ability to give everyone disadvantage on attacks against you for one minute is exceptionally strong, I'd change it to mark one individual and give disadvantage on any attack for one minute

solar spire
#

5th Level — Boilerforge Engineer
You can upgrade any mechanical or steampunk vehicle.
Boiler Pressure Level (BPL)
You gain BPL = INT modifier (minimum 1).
You can spend 1 BPL for:
• +10 ft movement for the vehicle
• +1d6 bonus fire damage to a collision or weapon
• Reduce self-damage from collisions by 1d6
• Gain +1 to AC for 1 round
All BPL refresh on a short or long rest.
Overheat Management
If a vehicle spends all its BPL in one turn, roll a d20:
• 1–5: Boiler ruptures, taking 4d10 fire damage
• 6–20: Safe
You add your INT modifier to this roll.

5th Level — Master Driver
While piloting a vehicle:
• You gain advantage on all vehicle-related checks (Arcana, Vehicle Handling, Smith’s Tools, etc.)
• Allies riding your vehicle gain half cover
• Your vehicle ignores difficult terrain unless magical

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9th Level — Cognitive Overclock
Your brain can temporarily surpass normal processing limits.
Whenever you use Flash of Genius on an Intelligence ability check, you may activate Cognitive Overclock.
Overclock Surge (Action Surge Lite)
You gain 1 additional action, usable only for:
• Repairing a vehicle or construct
• Casting a cantrip
• Using an object
• Dashing/Disengaging
• Maneuvering a vehicle
• Making one attack with a vehicle-mounted weapon
Uses
You can use this feature once per short or long rest.

9th Level — Reinforced Framework
Vehicles you pilot gain:
• Bonus HP = your Artificer level × INT modifier
• Resistance to fire and lightning damage
• Advantage on checks to avoid losing control or crashing
This applies even to mundane, non-magical transportation vehicles.

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15th Level — Arcane Motor Core
You can temporarily infuse a vehicle with a sentient arcane engine.
For 10 minutes, a vehicle you touch becomes Arcane-Animated, gaining:
Arcane Sentience
• It can act independently
• It has INT, WIS, CHA = your INT, WIS, CHA
• Uses your proficiency bonus
• Understands your commands telepathically within 300 ft
Self-Repairing Drive
At the start of each of its turns, it regains:

10 HP + INT modifier

Arcane Acceleration
Once per turn, the vehicle may either:
• Add +20 ft movement
• Make an extra vehicle-mounted weapon attack
• Reduce damage taken by 10
Collision Shielding
Your vehicle takes no self-damage from collisions during Arcane Motor Core.
Uses
You can use this feature once per long rest.

15th Level — Engine God
You become the apex of mechanical intellect.
• You always know the location, condition, and HP of any vehicle or construct you created
• Your repair spells and Mending restore maximum possible healing
• You gain immunity to fire damage from overheated boilers
• If a vehicle you pilot would explode, you can choose to take the damage instead, reducing it by 20

#

.....

#

What do you guys think?

simple tinsel
#

and then just share the link

waxen warren
# peak inlet no idea what you’re saying, but level 3 is where you generally want your main fe...

Okay, I think I'm expressing myself incorrectly. The mechanic of adding part of your Constitution modifier to your damage is because this attribute doesn't have much of a role in the class's foundation.
The Grappler has a much stronger central focus on Strength and Wisdom values, affecting the Damage and Saving Throws you impose. The other two subclasses have individual focuses on each of these attributes, so they naturally benefit in various ways from increasing those values. Bodyweight Strike is a way to compensate for some of the damage you end up losing by choosing to benefit your constitution.

simple tinsel
simple tinsel
# solar spire my bad

It's fine, just gets in the way if someones looking at something or talking to someone else

solar spire
#

i can edit it, hold on

#

ok

waxen warren
simple tinsel
# solar spire ok

I have a question, is this subclass designed for a specific campaign?

solar spire
#

not yet

#

I just want to create a subclass that is a "renaissance" version of the cavalier

#

maybe I can use it in the future, idk

simple tinsel
#

Like in a medieval fantasy setting this subclass would probably not be used

solar spire
#

if its in a renaissance era or more advance, it can be used.

#

oh yeah, he/she's cooked in the medieval era

#

but I like to know if its ok or OP

#

cause from what I understand it, finding that "goldilocks zone" on anything homebrew is not as easy as it looks

simple tinsel
solar spire
#

anything mech related

simple tinsel
#

so for example the 1st feature says it works on constructs, vehicles, arcane armor, and mechanical or magically reinforced armor

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but your party probably isn't going to deal with any of those things

#

like whats the point of healing if your healing constructs, armor, and vehicles if you aren't really healing your party

peak inlet
#

it’s really easy to read and is well-rounded for a vehicle/mount based subclass

solar spire
#

oooooooooooh

simple tinsel
#

The subclass isn't really something most people could rank because it seems VERY campaign specific and seems to be mostly focused on augmenting things outside of the party to help the party in some capacity

solar spire
#

I see, it does seamed very specific

#

i thought It would be like cavalier

peak inlet
#

the 1-5 roll is an insta kill at level 3

solar spire
#

whoops

peak inlet
#

you have like 20-26 HP as an Artificer I think on average

#

4d10 deals 22 damage on average

solar spire
#

hmmmmm

#

i might change that to (Player level)d10

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or if vehicle breaks apart, it won't kill the player, basically like polymorph

#

so if for example for a level 5 mechanic artificer: 42 (player HP) + 93 (vehicle HP)

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Vehicle HP = (Player HP × 2) + Player Level + Intelligence Modifier

#

so a -22 damage for rolling a 1 may not be so bad

peak inlet
#

you can just break the vehicle and that’s it

#

Mounts and Riders are separate, usually, the Rider wants to take the hit

#

they usually don’t have more HP than the PC

solar spire
#

yeah but on mounts, the rider is fully exposed while most cases the vehicle encases the rider within

mild cove
#

How does this feat for 2014 look (ignore the fact that it’s name is great weapon master which already exists):

Great Weapon Master
Prerequisite: 10th level
You are a master of a specific type of weapon. Choose a simple or martial weapon that you are proficient with that does not have the heavy or two-handed property. Choose a weapon property that that weapon does not have from this list: Finesse, Light, Thrown (20/60), Reach, or Versatile (1d10). That weapon has the chosen property for you while you wield it.

waxen tapir
#

Ah yes, the finesse greatsword

mild cove
#

Without heavy or twohanded

#

Double violation

waxen tapir
#

For the especially cruel rogues, where a mere Daggers arent cutting it

#

My bad, I misread 💀

#

After rereading, this would make it so that a finesse longsword is possible

#

then two hand it for 1d10 as opposed to 1d8 rapiers

#

two-handed via versatile, not the two handed property

mild cove
#

Or versatile on a rapier

#

But that’s not to bad at 10th level, right?

waxen tapir
#

Handles are usually too short on rapiers to be two-handed

#

Longsword is the most fitting, imo

simple tinsel
#

For a feat anyway

waxen tapir
#

But yeah, I'd drop the 10th level prereq, since the baked-in definition is kinda restrictive, anyway

azure tendon
#

if you wanted to make this more enticing for the classes that would find this kind of thing useful an ability score improvement by 1 to go with it might go a long way

#

otherwise its great for flavor

#

i have always been of the opinion that more items should have finesse anyway

mild cove
#

Same. Just a bit OP without conditions

azure tendon
#

agreed

noble lion
mild cove
noble lion
#

Infinite as long as yah don't get hit I suppose

#

I'm thinking of doing something other than straight damage, though

#

I sort of want to make it inflict paralysis on a failed save but that seems way too strong

mild cove
#

Reduced speed?

noble lion
#

Hmmm perhaps

scarlet slate
#

How does this feel for a single undead necromancer vibe:
Warlock or Wizard Subclass
Golemancer / Lich Patron

3rd Level
You learn the ritual Melding of the Flesh
Requires and consumes 1 Organic Corpse
Shape flesh to your golem, bolstering it. If you do not have a golem you create one. If your golem is dead this summons it's corpse to you and resurrects it. If you do have a living golem you may choose one attribute to increase by 1 permanently. You may do this to one time per class level and it may be used to change these attributes to others.

Golems are humanoid initially having little distinguishing characteristics being similar to a zombie. They can perform simple tasks and may be ordered to change tasks verbally or telepathically once per turn as a bonus action.

Golem initial stat block
Hp 5 + 5x class level
Str 14
Dex 12
Con 12
Int 7
Wisdom 10
Cha 6

Level 6
The first time you perform Melding of the Flesh at this level your golem gains permanent bonuses:
It now can speak and gains a personality. It gains a permanent +3 to intelligence and takes on a more humanoid appearance with pale skin and clear damage though mostly intact. It gains proficiency with light armor, medium armor, and martial weapons as well as an additional attack. It now has some level of understanding of long term planning and goals and when not issued a command will try to further those goals if you are not nearby.

Level 10
Your golem now deals additional weapon and spell damage equal to your spellcasting modifier

Infuse Golem
Your Golem gains +3 int up to 20 and you may choose an element that your golem is infused with. It learns a cantrip from your classes spell list that is associated with the infused element and may use it as a bonus action on its next turn after you deal damage with a cantrip or spell. This lasts until cast again and may only be cast again after consuming a corpse with Melding of the Flesh

Level 14
Become One
Once per long rest you can merge with your golem for up to 1 hour. The visual effect of this is up to the caster. While merged you have combined health pools and actions per turn as well as immunity to the element from your infuse golem. You have access to all spells and cantrips both know and use whichever weapon you prefer at the time of merging.

After this effect ends your golem cannot reconstitute itself until you cast Melding of the Flesh again

#

I feel like balance is probably all over the place but it's a first shot at a homebrew single pet style necromancer

unreal glacier
#

Does anyone have any links to a homebrew world building guide?

whole lodge
opal trail
#

So since the new Artificer stuff didn't come with items to actually help them, here are some examples of items I've made:

Wand, varies (requires attunement by an Artillerist Artificer)

While holding this wand, you gain a bonus to your spell attack rolls determined by the wand’s rarity. In addition, when you use the Flash of Genius feature, you can activate your Eldritch Cannon as part of the same reaction. If you have two, you can only activate one of them.```

```Powered Armor +1/2/3 (Rare, Very Rare, Legendary)
Armor, Varies (requires attunement by an Armorer Artificer)

While wearing this armor you gain a bonus to your AC determined by the armor's rarity. In addition, when you use the Flash of Genius feature, you may activate this armor (no action needed). If you do so, your Arcane Armor special weapons gain a +2 bonus to their attack and damage rolls and deal an additional 1d8 damage on hit until the end of your next turn.```

```Bubbling Vial +1/2/3 (Uncommon, Rare, Very Rare)
Wondrous Item, Varies (requires attunement by an Alchemist Artificer)

This bubbling vial acts as Alchemist's Supplies for you, and while holding it, you gain a bonus to your spell save DC determined by the item's rarity. In addition, when you use the Flash of Genius feature, you can also grant them the effects of either the Swiftness, Resilience, Boldness or Flight effects from the Experimental Elixir roll table until the end of their next turn.```

```Infused Weapon +1/2/3 (Uncommon, Rare, Very Rare)
Weapon, Varies (requires attunement by a Battle Smith Artificer)

You have a bonus to attack and damage rolls made with this magic weapon, determine by the weapon's rarity. In addition, when you use the Flash of Genius feature, you can command the Steel Defender to immediately use the Force-Empowered Rend Action as part of the same reaction, making the attack roll at advantage. On a hit, it deals 2d8 additional Force Damage and if the target was a Huge or smaller creature, they are knocked prone on a failed Dexterity saving throw vs your Artificer Spell Save DC.```

```Arcane Chart +1/2/3 (Uncommon, Rare, Very Rare)
Wondrous Item, Varies (requires attunement by a Cartographer Artificer)

While holding this arcane map, you gain a bonus to your spell save DC determined by the item's rarity. In addition, when you use the Flash of Genius feature, you can cause a creature within 30ft of the target to make a save as if you cast the Faerie Fire spell on it. This lasts until the end of your next turn if they fail, and does not require concentration.```
ripe wren
#

ok so i have this weird new idea for a rule but i need some feedback on it, usually when i run encounters thats too big my players get board, so i was thinking of a new homebrew mechanic called double turn, where 2 people take their turns at the same time depending on the initiative counter, which will
A. make the fight a bit more interesting
B. give more combo based options
and C. make it feel alot cooler

but i feel like something could go wrong, or other people might not think the same way

#

so id like atleast a tiny bit of feedback on the idea

limber dawn
#

oh i got a spell for anyone playing high level wizards 17+

Mystra’s Anti-Anti Magic
9th-level X-Card Magic (ritual)

Casting Time: 1 action
Range: Self
Components: V
Duration: 7 days

Mystra shields you from all antimagic not coming from a beholder or caster who has the Antimagic Field spell.

unique parrot
unique parrot
#

There isn’t any reason why a wizard wouldn’t have it up at all times

limber dawn
#

you either allow it or your don't and the wizard either leaves the table or doesn't but it is what it is, but i will give the DM an option to give me the spell, of anti-martial that lasts one hour.

unique parrot
#

Threatening to leave the table if the DM doesn’t add overpowered homebrew is considered bad practice

limber dawn
#

problem is when the spell exists there is a tendency to give it to other then casters, or monsters or whatever, when only a beholder really should have it and a high level caster.

limber dawn
#

Lets word it better so its less rock/paper/scissors

Mystra’s Anti-Anti Magic
9th-level X-Card Magic (ritual)

Casting Time: 1 action
Range: Self
Components: V
Duration: 7 days

Mystra shields you from all antimagic not coming from a beholder or caster who has the Antimagic Field spell.

#

stops martial people who run around with antimagic field spell scrolls, monsters that don't normallly exist and random environmental areas, that seem to happen with absurd frequency when your high level for some reason.

#

antimagic field is meant to be a trade off as with the beholder as well, you trade your own magic or eye blasts for antimagic protection.

unique parrot
#

Now this is just an anti Sul Khatesh spell /j

limber dawn
keen heart
limber dawn
keen heart
limber dawn
keen heart
limber dawn
keen heart
limber dawn
void jewel
#

It works just fine

true forge
#

3rd
Ensnaring Strike, Faerie Fire
5th
Vortex Warp, Zone of Truth
9th
Magic Circle, Slow
13th
Arcane Eye, Resilient Sphere
17th
Telekinesis, Wall of Stone

For a jailer based paladin, do you guys think this spells fit?

keen heart
true forge
#

thats why you have Arcane Eye (joke)

keen heart
#

Arcane eye is more a spell to look around (locate creature or scrying are for finding someone)

hollow quest
#

I am making a subclass spell list for warlock subclass with some minor ranger off-theme and I like a lot of the 1-2 spells. Can I give them at char lvl 5, where one would normally get lvl3 spells? Or that's never the case, officially

keen heart
midnight chasm
hollow quest
midnight chasm
#

I definitely feel it's okay to use lower-level spells if it fits what you're going for in the subclass.

#

Look for upcasting options too, bearing in mind warlocks only have one volume setting for their magic: maximum.

keen heart
void jewel
#

Random angry autistic emporerer is a bomb ass name

hidden grail
#

So i wanted to add blocking/Parrying (and a rework to dodging/evasion) to my DnD Campaign and i did make a ruling on that ill post it here

#

BASIC COMBAT RULES PARRYING, BLOCKING, DODGING

-If the enemy rolls higher than your hit chance, said enemy attack will be incoming for the targeted Player(s)

-However you can do 3 Actions (That consume a reaction (if the player didn't spent their reactions they can use it to block/parry or dodge) or different amounts of stamina points to do those 3 actions)

(stamina is just the characters energy works similar to the optional spell points rule in DnD)

-DODGING/EVASION
this requires tiles that the player character can move on, if there are none movable tiles they will be forced to block/parry

Dodging scales up on how large the attack is, the more larger the attack is the more stamina requires to move to a safe tile (Each tile consumes 5 point of stamina)

To dodge a attack, you need to roll a dice higher than the enemy's attack roll

IF the player was able to roll higher than the attack roll (or same number) of the enemy (or gets a na 20) the player remains unscathed and is in now a new position

(if failed by either below the enemy attack roll number or the enemy gets a nat 20
you get hit and waste stamina and a reaction)

-BLOCKING
Blocking is the simplest of the 3, Requires 1 reaction (or a certain amount of stamina)
The player character has to roll above the enemy's attack roll

If succeeded, the player blocks 60% of the damage
If fail, obviously they consume 1 reaction or a certain amount of stamina used to block either way and take full damage

-PARRYING
Most Hardest to achieve yet the most rewarding, Requires 2 Reactions (and amount of stamina) to use

Roll higher than the enemy =
YOu get 3 to 4 reactions (reactions stack yes), more stamina, Counter attack enemy immediately
(90/100% damage negation)

lower/same number
= -2 reactions, lesser stamina, full dmg taken

hidden grail
sturdy rapids
hidden grail
#

Even my bosses has stamina
Low or negative stamina grants debuffs
Like lesser movement speed, lesser attack damage and range
more disadvantage etc

#

It works similarly to the spell points feature in the main DnD 5e

#

And i use the spell points feature (i changed a few aspects of it though) rather then spell slots

hidden grail
#

hence why it says basic since i havent included other vairables

#

well i dont got time to continue snce i gtg sleep

remote lance
#

AC already handles blocking and dodging

#

Also, the dodge action is a thing

void jewel
#

Agree.

#

Pointless and slows things down

dull robin
#

Perfection isn't when there is nothing you can add anymore. Perfection is when there is nothing left to remove.

sacred current
#

Is this feature balanced?

6th level College of Poetry
Lyrical Curse
Your words rarely carry just one meaning for one person. When you cast a spell with Verbal components, you can force a creature within 60 feet of you that you can see (and is not affected by the spell) to make an Intelligence saving throw. On a failed save, a creature receives one of the following effects of your choice:

Defame. The creature has disadvantage on all Charisma checks it makes for 1 minute.

Riddle. The creature cannot take reactions for 1 minute. The creature can reroll the save at the beginning of its turns, ending the effect on itself on a success.

Satire. The creature has disadvantage on the next ability check, attack roll or saving throw it makes.

opal trail
#
Wondrous Item, Varies (requires attunement by an Artificer) 

This item can be worn on your body, and when worn, you gain a bonus to your spell attack rolls and spell save dc determined by the item's rarity.

In addition, once per short or long rest, when you use your Charge Magic Item option of your Magic Item Tinker feature, you can instead cause any magic item you're holding to regain an expended charge or you can regain one use of an Artificer class feature.```

Another, more general Artificer item.
mild cove
hollow siren
#

inspired by oblivion remaster, i am contemplating making "minor boons", aka the star signs

solar spire
#

has anyone homebrew a lightsabre or "the force" before?

hollow siren
#

here's what i have so far:
you get one at level 1 (regardless of race, background and origin feat, class, etc.). you can pick a total of 2 additional ones (3 maximum total) at level 4 as feats. if you do so, increase one ability score of your choice, though this i may delete because i am unsure if the origin feats being suboptimal to take past level 4 is designed intentionally. These are also able to be used in 2014 too, but I would need playtest confirmation thereof. I will send the ideas i had for each sign

solar spire
#

this is better than my idea of meteor hammer, maybe you should add topple effect as well

#

I so want my paladin to wield a meteor hammer so he could bonk/smite enemies from distance

#

i think you can intercept an arrow with that and if the enemy is 10 ft away, maybe you can counterattack, depending on the maneuver from battlemaster

#

I do want to homebrew a 3 section staff, combine that with polearm mastery, maybe if the 3 section staff user won via dexterity contested check, he/she can fully deflect an incoming attack and with another win from dexterity contested check, there he/she can use a reaction as a counter attack

#

oh hell yeah

#

i wonder if fighter/battle master or wizard bladesinger would be perfect on wielding a lightsabre

#

subclass it, best to base on is SWTOR

#

maybe one focuses more on the lightsabre close combat techniques and the other subclass basically palpatine mode

#

make it a different skill set depending on the alignment

hollow siren
solar spire
#

if good, the elements would be mostly radiant and fire, if evil, the elements would be mostly lightning and necrotic

grim ledge
hollow siren
#

this is a better stat block tbh, but i would swap fire with force or radiant

hollow siren
# hollow siren here's what i have so far: you get one at level 1 (regardless of race, backgroun...

Minor Boons/Star Signs:
(note that some get upgrades if you meet or later meet certain requisites)

-Mage (mage sign, lol): learn 2 cantrips from the Wizard, Druid, or Sorcerer spell lists, add modifier to one damage roll of all cantrips (one time, to a total maximum of twice from all sources), one additional damage die progression to cantrips (to a maximum of 5 from all sources).
Upgrade: If you're a wizard/have a level in wizard, this becomes 3 cantrips and 2 1st level spells. If sorcerer, just 2 1st level spells
(Do NOT use both this and my potent spell universalized feature i drafted and sent here earlier. I included limiting language if you do, but it will get out of hand too quickly should you do so. This is intended to replace it. You have been warned.)

-Warrior (warrior, duh lol): +1 to all weapon attacks, +1 to AC when armored.
Upgrade: +3 benfits if you're a fighter, and +1 to HP per fighter level.

-Rogue (thief): TBD, i am struggling with this. it will have a rogue upgrade though

-Polymath: essentially 2 skill proficiencies, expertise in 2 skills, and 2 tool or language proficiencies.
No Upgrade

1/2

hollow siren
# hollow siren Minor Boons/Star Signs: (note that some get upgrades if you meet or later meet c...

-Battlemage (this one is not based on any particular sign, but i wanted to mirror there being multiple caster signs like Oblivion): no disadvantage for cantrips and spells within 5 feet, cast cantrips without V components.
No Upgrade (though I contemplated Evoc Wizard's potent cantrip (the 2014 version) for this. I thought it was too unbalanced.

Elemental Stone (Atronach): TBD, struggling here

-Bulwark (the Lord sign): +1 to HP per character level, Unarmored Defense of a stat of your choice and +2 to AC when wearing Heavy Armor, Medium Armor, or Light Armor.
Upgrade: If you have an Unarmored Defense feature, it is extended to Light Armor and no Shields ONLY. You still get the +2 AC bonus for all other armors and shields.
(I contemplated just making it all Unarmored Defense for no armor or LA and no shield instead, but i felt it could get out of hand, and the feature seemed better for an upgrade.)

2/2

#

force is raw energy, too. Usually either raw magic or miscellaneous unresisted straight damage. Force isnt really kinetic energy, as you implied, though it can be

radiant is radiation, but it is also used for either 1) holy damage or 2) starlight. Also, sun blade deals radiant, but again its because its starlight or sunlight. plenty of other "burning"/searing features/spells use radiant

fire is a weak damage type for this.

solar spire
#

yeah, and "force maneuvers" as well either block, deflect, riposte, but flavored perfectly for "force user"

hollow siren
solar spire
#

like for blade master, more on blade, dex focus. for force user, wis focus

hollow siren
#

theyre intended to be a meaningful but low level epic boon, sort of an inverse. so yes feats but with some attendant extras.

theyre inspired by the star signs from oblivion

#

the new epic feats, from 2024

#

you get them at level 19

#

though 2014 also had a list of epic boons too, except they were granted by the DM and not worked into the actual base class progression like 2024's are.

#

essentially, you get a free one at level 1 (character creation ONLY, not from multiclassing) and if you want you can take them as a feat at level 4 and above

you can also take one as a feat if you're using 2024's origin feats from backgrounds rules and you pick human, or swap out the origin feat for one of these signs too. or, if you're feeling really crazy you can also just pick all 3 signs from the get go if playing a human, by replacing your origin feat, choose one through the feature, and the free human feat (assuming you use the 3 maximum limit, but see below)

you can only take a maximum of 3 as i have drafted it, but I am contemplating lowering that to 2 total

burnt cipher
#

Got a Level 11 Feature for my Sleuth Ranger Subclass I need feedback for:

Cloak and Dagger

Hide in Plain Sight can now last 8 hours and, when combined with a Disguise Kit, can be used to effectively recreate Disguise Self. You can apply this to yourself or other willing Creatures and the Disguise lasts for 8 hours, remains when touched, and cannot be Dispelled. You can do this without expending Spell Slots a number of times equal to your WIS Mod per Long Rest.
Additionally, if you Attack someone while in this Disguise, you automatically crit and can roll a Sleight of Hand Check if you bring the target’s Hit Points to 0. On a Success, no one else suspects and you can automatically crit again on your next turn.

mild cove
#

How does this look:

Give in to the Infection
Beginning when you choose this subclass at 3rd level, you can let yourself enter a state of madness to increase your physical prowess. As a bonus action, you gain advantage on all Strength ability checks and saving throws, and attack rolls with your nail for 1 minute. During that time, you have disadvantage on all intelligence and wisdom ability checks and saving throws, and cannot concentrate on spells.

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Too good? Too bad?

mild cove
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Homebrew one. Dexterity based, nail mentioned is similar to monk weapon (extra benefits on one of choice), with wisdom as a secondary for supernatural abilities

burnt cipher
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Do you have a doc for the HB Class?

burnt cipher
mild cove
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Just hollow knight in general, although hornet is one of the subclasses

split loom
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hola, making a hollowknight campaign and just wanted some advice on some mechanics i would like to introduce

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well more like feedback

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im wanting to introduce mechanics like soul for spell casters and nail hopping for melee classes

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basically i am thinking of giving a 'soul' lvl to players, where after a kill they roll a d20 and depending on their soul level (which im thinking will be their character lvl -1) they have a chance to regain slots for spells when getting final blows on enemies

peak inlet
grim lark
grim lark
ancient sable
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Is there a homebrew of King Harlequin? The fairy king from Nanatsu no Taizai.

peak inlet
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the pillow though, I found a few not great homebrews online

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if you decide to grab something, you will likely have to balance them yourself

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(my DM accidentally placed the item in front of our party so I had to look up stats to give her in case we ended up actually figuring out how to get it)

strange steppe
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Is this a good place to ask for feedback? I’m working on putting together a campaign set in the Breath of Fire universe. Gotten some good tips so far, but given it’s my first homebrew, and honestly first time DMing if I can get a group, I would love to have some people who can give feedback on what am coming up with

simple tinsel
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mostly because it isn't official dnd rules

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if it is then you should be fine posting it here

mild cove
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You can post feedback here

sturdy knoll
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This is the place for sharing your homebrew and getting feedback. #third-party is for 3rd party materials, tools, and services

hidden grail
dull robin
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The discussion on me banning Counterspell in my games had me thinking of an alternative. Like : only the Wizards can counterspell, L5 class ability. During a turn, when another wizard casts a spell, roll Arcane Lore to identify the spell being cast. Is succesful and you know that spell, sacrifice a spell slot 2 levels above the one of the spell to counter, and your action this turn, to cancel the spell.
Your knowledge of arcane is now such that you can use V & M to disrupt the energy woven as a spell of another arcanist, if you know what they are working on.

mild cove
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That seems much worse, to the point where it’s not worth it. Why would I counter charm person, when I could fireball the next turn with the same level of spell slot?

dull robin
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And I am not looking into making counterspelling more appealing. To the contrary : just an exceptional thing that would happen once in a while.

burnt cipher
# dull robin Yes, why would you ? Choices. That’s the point.

It's not just choices. It's risk-reward. And it's so much more rewarding to just fireball his rear to ashes.
Also, Dispel Magic, another low level spell, automatically succeeds when the spell has an equal or lower level than it, and uses Spell Save DC if higher. Given its a similar anti-magic spell, Counterspell should operate similarly.

peak inlet
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not sure if this is too much

Maker Adept

Origin Feat

Homunculus Servant. You can cast Homunculus Servant once without a material component or a spell slot. You regain the ability to do that when you finish a Long Rest.
Tool Expert. You gain proficiency in one Artisan’s tool. When you use that tool to create a non-magical item or a magical item of Uncommon or lower rarity, you can send the item with your Homunculus to a pocket dimension where it can work on that item. After 8 hours pass or once the item is completed (whichever happens first), the Homunculus is destroyed and the item is returned to you. You cannot make any more progress with that item on that day. Once this feature is used, it can’t be used again until you finish a Long Rest.

mild cove
peak inlet
grim lark
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Ive got a potion ive been brewing up, but i need some help. Should the drinker choose how many points to restore, or just straight up half?

Zathan's Irresponsible Mana: Regain up to half of your spell points.¹ For each spell point restored this way, you lose 1 hit point that cant be prevented.

¹My players use spell points, not spell slots (DMG 288-289)

void jewel
grim lark
void jewel
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Hit points are a resource that is less valuable that spell points by a large margin

peak inlet
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you can recover all the HP you lose with 3 or 4 of the spell points you get back

void jewel
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^^^^

grim lark
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That is true, hp is less important and you can use the points to restore hp(if you can do that) but my players are really tapped on resources atm and need a bump

peak inlet
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there’s a potion that gives the benefits of a long rest

grim lark
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There is?

peak inlet
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not sure if it’s 3rd party

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but it’s a Legendary potion with limitations to usage

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if you give the party just one of those, they can choose who is the most important resource hub to get it

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When you consume this potion, you immediately gain the benefits of a Long Rest.
Once you consume a Greater Rejuvenation Potion, you can't benefit from consuming another until you finish 3d6 Long Rests.

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here

grim lark
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Hmmm.. I like it, but I fear it'll give a player too much ya know? I like my items having drawbacks

peak inlet
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Drakkenheim potion

peak inlet
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they have to choose the correct person

grim lark
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That is fair

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But there should be a Drawback to consuming the potion... what if you have to make a Con save and you get a long rest on a success, and only a short rest on a fail?

void jewel
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"Hey roll a die to see if the potion works or you get nothing" (a short rest is on most classes a tiny fraction of a long rest)

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It also means only the party warlock can justify drinking it (or a REALLY high con spellcaster)

grim lark
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You're right, it is a feels bad

peak inlet
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you could make it so whoever drinks the potion can never benefit from it ever again

grim lark
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Realistically, they're gonna give the potion to the cleric, whatever it does

grim lark
peak inlet
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huge drawbacks usually really suck

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if you want, you can give them Exhaustion

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but that won’t really hurt much just be slightly annoying

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would increase the chance they die if they roll death saves

grim lark
peak inlet
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you could also make it so their death saves are made with disadvantage until your next Long Rest instead

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so they have to be protected by the others

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but the Cleric could just cast Death Ward or something if you’re at the end of the campaign anyway

grim lark
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For death saves, you gotta beat 12, not 10

lean crow
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For a magic item that gives a new proficiency in the same way that the Very Rare ASI increase books work, what rarity would be appropriate?

void jewel
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What proficiency?

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Big difference between woodcarver's tools and wisdom saving throw levels of power

lean crow
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Sorry, a skill proficiency specifically.

void jewel
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Common attunement or uncommon non-attunement

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Skill proficiencies don't really matter outside of arcana to craft things, stealth, and perception

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They don't really affect the power of the game.

lean crow
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I guess that depends how much of the social pillar you're running.

void jewel
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A face will already have relevant skills

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But you could do expertise

lean crow
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Would you still recommend uncommon if it allowed someone who already has the proficiency to get expertise?

void jewel
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Yes

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Skills simply aren't that valuable that you'd spend a rare item on them

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And they'd be among the first to go if its attunement when you get other options

lean crow
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Fair enough. These are permanent single-use bonuses so attunement doesn't really fit. Thanks for the advice!

void jewel
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Makes sense to increase the power level then

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Any permanent non resource consuming thing is always more valuable

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Rarity*

peak inlet
# peak inlet not sure if this is too much ## Maker Adept *Origin Feat* ***Homunculus Servant...

this is my other version of this

Maker Adept

Origin Feat

Homunculus Servant. You can cast Homunculus Servant once without a material component or a spell slot and it is upcast to the highest level you can cast as an Artificer (minimum 2). You regain the ability to do that when you finish a Long Rest.
Tool Expert. You gain proficiency in one Artisan’s tool. You learn one plan of a Common magic item that isn’t a Potion, a Scroll, or cursed. You can make a magic item as per the Replicate Magic Item feature, if you already have this feature, the number of Magic Items you can create and the number you can make at once is increased by one. You can change the plan to another one you can access on a Long Rest.

void jewel
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Definitely not too much

peak inlet
void jewel
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Underpowered if anything

peak inlet
livid raven
peak inlet
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it still works best for Artificers, but if you’re just looking for a bag of holding or something specific, you can just skip having an Artificer and never have to create that item

peak inlet
void jewel
peak inlet
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fair enough

cerulean seal
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Howdy I’m new to the server. Are we allowed to post and get feedback on classes we’ve designed?

peak inlet
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I’m mostly making it because I already have ones for Paladin and Ranger so it’s mostly to cushion the need for stupid dips

peak inlet
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and unlikely in general

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if you’ve got a huge paragraph, put it in a link and send the link

cerulean seal
livid raven
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I`m used to screaming into the void

cerulean seal
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I’m at the damage calc stage

livid raven
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Yes

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Though i don`t think it touches the changes a lot

peak inlet
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yeh I’m def not looking at a 2014 full class megu

livid raven
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Goddamit

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Why so?

peak inlet
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the weapon proficiencies don’t work for 2024 already

livid raven
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It`s a caster

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A semi-caster anyway

true forge
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its

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it looks unfinshed

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very unfinshed

peak inlet
peak inlet
livid raven
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No it`s full 20 levels

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4 subclasses

true forge
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if the class is just made up of subclass features

peak inlet
true forge
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its not really the best

livid raven
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The idea was to create a caster whose restrictions come largely from the spellist given by the subclass

true forge
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well its not good class design

tulip jewel
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Sorry

true forge
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classes should have a draw in besides "oh your class is your subclass"

cerulean seal
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I wouldn't give Corpse Plague eldritch blast since that's basically Warlocks main schtick

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It's one of those spells that's under lock and key.

livid raven
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I would argue that warlocks main shtick is amplifying it but, sure

tulip jewel
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I had a pet peeve so I made a feat to fix it and was wanting to know what yall "pros" think

Reactive Fighting

Feat
Increase your Strength or Dexterity by 1, to a maximum of 20.
Reactive Ready

When you take the Ready action you may choose to have the readied action trigger without using your reaction.
You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

livid raven